From 6338b1c8cf73dc3192b47eb30f0722d893ee0f33 Mon Sep 17 00:00:00 2001 From: Davide Bianchini Date: Mon, 6 Apr 2026 18:51:55 +0200 Subject: [PATCH] moving to single datasheet and detachment files, to allow for < 200 files limit --- cogitator/SKILL.md => SKILL.md | 19 +- .../factions/adepta-sororitas/datasheets.md | 3053 +++ .../aestred-thurga-and-agathae-dolan.md | 83 - .../datasheets/arco-flagellants.md | 60 - .../datasheets/battle-sanctum.md | 59 - .../datasheets/battle-sisters-squad.md | 98 - .../datasheets/canoness-with-jump-pack.md | 89 - .../adepta-sororitas/datasheets/canoness.md | 98 - .../adepta-sororitas/datasheets/castigator.md | 76 - .../datasheets/celestian-insidiants.md | 76 - .../datasheets/celestian-sacresant-aveline.md | 66 - .../datasheets/celestian-sacresants.md | 74 - .../adepta-sororitas/datasheets/crusaders.md | 59 - .../datasheets/daemonifuge.md | 73 - .../datasheets/death-cult-assassins.md | 64 - .../adepta-sororitas/datasheets/dialogus.md | 78 - 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| 92 - .../detachments/void-salvagers.md | 62 - cogitator/factions/necrons/datasheets.md | 3809 +++ .../necrons/datasheets/annihilation-barge.md | 53 - .../datasheets/anrakyr-the-traveller.md | 68 - .../datasheets/canoptek-acanthrites.md | 49 - .../datasheets/canoptek-doomstalker.md | 53 - .../necrons/datasheets/canoptek-macrocytes.md | 66 - .../necrons/datasheets/canoptek-reanimator.md | 47 - .../datasheets/canoptek-scarab-swarms.md | 39 - .../necrons/datasheets/canoptek-spyders.md | 56 - .../datasheets/canoptek-tomb-crawlers.md | 47 - .../datasheets/canoptek-tomb-sentinel.md | 51 - .../datasheets/canoptek-tomb-stalker.md | 51 - .../necrons/datasheets/canoptek-wraiths.md | 53 - .../datasheets/catacomb-command-barge.md | 58 - .../necrons/datasheets/chronomancer.md | 64 - .../datasheets/convergence-of-dominion.md | 44 - .../necrons/datasheets/cryptothralls.md | 44 - .../datasheets/ctan-shard-of-the-deceiver.md | 63 - .../ctan-shard-of-the-nightbringer.md | 61 - 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cogitator/factions/world-eaters/detachments/khorne-daemonkin.md delete mode 100644 cogitator/factions/world-eaters/detachments/possessed-slaughterband.md delete mode 100644 cogitator/factions/world-eaters/detachments/skullsworn.md delete mode 100644 cogitator/factions/world-eaters/detachments/vessels-of-wrath.md diff --git a/cogitator/SKILL.md b/SKILL.md similarity index 90% rename from cogitator/SKILL.md rename to SKILL.md index f5aa508..22756fd 100644 --- a/cogitator/SKILL.md +++ b/SKILL.md @@ -36,13 +36,14 @@ global/ factions/ └── / - ├── .md — Army rules, faction ability, detachment list, datasheet index - ├── datasheets/ - │ └── .md — Full datasheet per unit - └── detachments/ - └── .md — Detachment ability, stratagems, enhancements + ├── .md — Army rules, faction ability, detachment list, datasheet summary + ├── datasheets.md — Full datasheets for the faction in a single file + └── detachments.md — Full detachments for the faction in a single file ``` +> Note: datasheets and detachments are stored in two aggregated faction files, not individual unit or detachment files. +> Use the index to find the right entry, then read that single faction file. + ## Faction directory | Faction | Slug | Datasheets | Detachments | @@ -97,7 +98,7 @@ grep -i "gladius" factions/index.md grep -i "battleline" factions/index.md | grep -i "space-marines" ``` -The index is ~1,700 lines — always grep it, never read it in full. +The index is ~1,700 lines — always grep it, never read it in full. For datasheets, the index will point you to the faction’s single `factions//datasheets.md` file. ### Finding an army rule or faction ability @@ -118,7 +119,7 @@ Read `global/universal-stratagems.md`. ## Datasheet format -Each datasheet markdown file contains (in order): +Each datasheet entry in the faction file contains (in order): 1. **Unit name** (H1) 2. **Role** (Battleline, Dedicated Transport, etc.) @@ -137,7 +138,7 @@ Each datasheet markdown file contains (in order): ## Detachment format -Each detachment file contains: +Each detachment entry in the faction file contains: 1. **Detachment name** (H1) 2. **Detachment ability** — the core passive/active rule @@ -158,7 +159,7 @@ the unit can take it and any conditions (e.g. "for every 5 models"). Read `factions//.md` — detachment list is near the top. ### "What does detachment ability X do?" -Read the specific detachment file. +Read the specific detachment entry in `factions//detachments.md`. ### "Who can lead unit X?" Read the datasheet's Leader/Led By section. diff --git a/cogitator/factions/adepta-sororitas/datasheets.md b/cogitator/factions/adepta-sororitas/datasheets.md new file mode 100644 index 0000000..97d5a2d --- /dev/null +++ b/cogitator/factions/adepta-sororitas/datasheets.md @@ -0,0 +1,3053 @@ +# Adepta Sororitas + +# Aestred Thurga And Agathae Dolan + +**Role:** Characters + +*Aestred Thurga is a powerful warrior in her own right, but recognises with great humility that the ancient relic standard she carries is far more important than she can ever be. She will gladly die to protect the Auto-Tapestry of the Emperor’s Judgement, while the Sisters she fights alongside are inspired to carry out great deeds of faith in its presence – feats recorded by the Hagiolater, Agathae Dolan.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| AESTRED THURGA | 6" | 3 | 2+ | 4 | 6+ | 1 | +| AGATHAE DOLAN | 6" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Aestred Thurga is equipped with:** bolt pistol; Blade of Vigil. + +**Agathae Dolan is equipped with:** bolt pistol; scribe’s staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of Vigil | Melee | 4 | 2 | 5 | -2 | 2 | — | +| Scribe’s staff | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Auto-Tapestry of the Emperor’s Judgement** (Datasheet): While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability +- **Recount the Deeds of the Saints** (Datasheet): While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice. + +**Keywords:** Infantry, Imperium, Agathae Dolan, Aestred Thurga, Epic Hero, Character, Grenades +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Aestred Thurga – EPIC HERO +- 1 Agathae Dolan – EPIC HERO + +**Leader:** +Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad + +**Points:** +- 2 models: 70pts + +--- + +# Arco-flagellants + +**Role:** Other + +*Arco-flagellants are fitted with cybernetic weaponry and subdermal stimulant pumps as punishment for past misdeeds. When battle commences, their bodies are energised by means of a trigger word and they are unleashed on the enemy. Any foe they reach they lash to pieces with cyber-implanted flails.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 7+ | 2 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** arco-flails. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arco-flails | Melee | 4 | 4 | 5 | 0 | 1 | sustained hits 1 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Extremis Trigger Word** (Datasheet): Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you do, then until the end of the phase, arco-flails equipped by models in this unit have an Attacks characteristic of 6 and the [HAZARDOUS] ability. + +**Keywords:** Infantry, Imperium, Penitent, Arco-flagellants +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 3-10 Arco-flagellants + +**Leader:** +Led By: Ministorum Priest + +**Points:** +- 3 models: 45pts +- 10 models: 140pts + +--- + +# Battle Sanctum + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 11 | 3+ | 20 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Consecrated Ground** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. Friendly Adepta Sororitas Infantry models can be set up or end any type of move on top of the floor sections of this FORTIFICATION. While an ADEPTA SORORITAS unit from your army is within 1" of this FORTIFICATION, that unit can perform one additional Act of Faith per phase. +- **Holy Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Primarch): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Battle Sanctum, Towering, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Battle Sanctum + +**Points:** +- 1 model: 170pts + +--- + +# Battle Sisters Squad + +**Role:** Battleline + +*Battle Sisters of the Orders Militant are skilled and devout warriors. Wherever they advance, the light of the Emperor spreads like a holy dawn. Miracles manifest in their presence that turn aside the enemy’s strikes, or consume foes in fires of retribution as the Sisters cut down heretics with thundering salvoes from their boltguns.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer-crafted storm bolter | 24 | 2 | 3 | 4 | 0 | 2 | rapid fire 2 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Cherub** (Datasheet): Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. +**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* +- **Defenders of the Faith** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. + +**Keywords:** Grenades, Infantry, Battle Sisters Squad, Imperium, Battleline +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Sister Superior +- 9 Battle Sisters + +**Wargear Options:** +- The Sister Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 combi-weapon +- 1 condemnor boltgun +- 1 inferno pistol +- 1 Ministorum hand flamer +- 1 plasma pistol +- The Sister Superior can be equipped with one of the following:- 1 chainsword +- 1 power weapon +- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter +- 1 meltagun +- 1 Ministorum flamer +- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter +- 1 heavy bolter +- 1 meltagun +- 1 Ministorum flamer +- 1 Ministorum heavy flamer +- 1 multi-melta +- 1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced). + +**Leader:** +Led By: Ministorum Priest, Triumph Of Saint Katherine, Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Inquisitor Draxus, Palatine, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Canoness, Imagifier, Hospitaller, Dialogus, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 105pts + +--- + +# Canoness with Jump Pack + +**Role:** Characters + +*Many Canonesses go to battle equiped with jump packs, using them to descend from the heavens and mete aut the Emperor's justice. Their Orders, combining strategic expertise with martial prowess. They lead flights of airborne warriors into the raging hearth of the battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** blessed halberd. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blessed halberd | Melee | 5 | 2 | 5 | -2 | 2 | — | +| Holy Eviscerator | Melee | 3 | 2 | 6 | -2 | 2 | sustained hits 1 | +| Power weapon | Melee | 4 | 2 | 4 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Sacred Command** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Divine Deliverance** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. + +**Keywords:** Character, Infantry, Fly, Imperium, Jump Pack, Grenades, Canoness +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Canoness With Jump Pack + +**Wargear Options:** +- This model’s blessed halberd can be replaced with one of the following:- 1 holy eviscerator +- 1 Ministorum hand flamer and 1 power weapon + +**Leader:** +Can lead: Zephyrim Squad, Seraphim Squad + +**Points:** +- 1 model: 75pts + +--- + +# Canoness + +**Role:** Characters + +*Martial and spiritual commanders of the Orders Militant, Canonesses are as much veteran warriors with decades of experiences as they are shining examples of purity. Possessed of impeccable leadership skills, tactical genius and immense faith, they are beacons of both pious virtue and holy wrath.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; hallowed chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Brazier of holy fire | 12 | D6 | N/A | 6 | -1 | 2 | ignores cover, one shot, torrent | +| Condemnor boltgun | 24 | 1 | 2 | 4 | 0 | 1 | anti-psyker 2+, devastating wounds, precision, rapid fire 1 | +| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blessed blade | Melee | 4 | 2 | 6 | -2 | 2 | lethal hits | +| Hallowed Chainsword | Melee | 5 | 2 | 3 | -1 | 1 | — | +| Power weapon | Melee | 4 | 2 | 4 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Sacred Command** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **The Emperor’s Grace** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save. +- **Null Rod** (Wargear): Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. +- **Rod of Office** (Wargear): Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Infantry, Character, Grenades, Imperium, Canoness +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Canoness + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 condemnor boltgun +- 1 inferno pistol +- 1 plasma pistol +- This model’s hallowed chainsword can be replaced with one of the following:- 1 blessed blade +- 1 power weapon +- If this model is equipped with a hallowed chainsword, it can be equipped with one of the following:- 1 brazier of holy fire +- 1 null rod +- If this model is equipped with a plasma pistol and a power weapon, it can be equipped with:- 1 rod of office + +**Leader:** +Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad + +**Points:** +- 1 model: 60pts + +--- + +# Castigator + +**Role:** Other + +*Castigators are powerful battle tanks of the Adepta Sororitas. They provide excellent fire support for Battle Sisters thanks to their wide array of weapons, smashing through the foe’s lines and slaughtering great swathes of enemy infantry in a matter of seconds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** Castigator autocannons; 3 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castigator autocannons | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 4, twin-linked | +| Castigator battle cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast, ignores cover | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Rites of Castigation** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly ADEPTA SORORITAS unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Castigator, Vehicle, Smoke +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Castigator + +**Wargear Options:** +- This model’s Castigator autocannons can be replaced with 1 Castigator battle cannon. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Celestian Insidiants + +**Role:** Other + +*Celestian Insidiants are shadowy figures who specialise in hunting down witches and other heretics for capture or assassination. Employing cunning and skill to creep close to their foes, they explode suddenly into action amidst bellowed prayers and imprecations, hammering their prey with condemnor fire and cutting them down with blade and mace.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Each model is equipped with:** condemnor bolt pistol; null mace. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Condemnor bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | anti-psyker 4+, devastating wounds, pistol | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blessed sword | Melee | 3 | 3 | 4 | -2 | 2 | lethal hits | +| Null mace | Melee | 3 | 3 | 4 | -1 | 1 | anti-psyker 4+, devastating wounds | +| Virge of admonition | Melee | 3 | 4 | 6 | -2 | 3 | anti-psyker 4+, devastating wounds | + +**Abilities:** +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Rituale Nullificatus** (Datasheet): Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. +- **Virtue of Intolerance** (Datasheet): At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Each time a model in this unit makes an attack that targets its quarry, that attack has the [PRECISION] ability and you can re-roll the Hit roll. This ability can be used even if this unit is embarked within a Transport. +- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. +- **Denuncia Oratory** (Wargear): Each time the bearer’s unit’s quarry is destroyed, you can select a new unit from your opponent’s army to be its quarry. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army can be attached to a Dominion Squad unit, it can be attached to this unit instead. + +**Keywords:** Celestian Insidiants, Imperium, Grenades, Infantry +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Celestian Insidiant Superior +- 9 Celestian Insidiants + +**Wargear Options:** +- The Celestian Insidiant Superior’s condemnor bolt pistol can be replaced with 1 inferno pistol. +- Up to 2 Celestian Insidiants can each have their condemnor bolt pistol replaced with 1 Ministorum hand flamer. +- Up to 2 Celestian Insidiants can each have their condemnor bolt pistol and null mace replaced with 1 blessed sword. +- One Celestian Insidiant’s condemnor bolt pistol and null mace can be replaced with 1 virge of admonition. +- One Celestian Insidiant’s condemnor bolt pistol can be replaced with 1 denuncia oratory. +- One Celestian Insidiant equipped with 1 condemnor bolt pistol can be equipped with 1 simulacrum imperialis (that model’s condemnor bolt pistol cannot be replaced). + +**Leader:** +Led By: Ministorum Priest, Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus + +**Points:** +- 10 models: 120pts + +--- + +# Celestian Sacresant Aveline + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Ministorum hand flamer; The Thorn of the White Rose. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Thorn of the White Rose | Melee | 4 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Instrument of the Emperor’s Wrath** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. +- **Daemonbreaker** (Datasheet): Each time this model makes an attack that targets a DAEMON unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Epic Hero, Grenades, Character, Infantry, Imperium, Celestian Sacresant Aveline +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Celestian Sacresant Aveline – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 45pts + +--- + +# Celestian Sacresants + +**Role:** Other + +*Part of the Celestian elite of the Orders Militant, Celestian Sacresants are close-combat specialists who – rather than serve as bodyguards – are charged with a holy quest. Whether that be to secure sacred relics or purge sites of the unclean, the Sacresants are relentless in their pursuit of victory.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; hallowed mace. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Anointed halberd | Melee | 3 | 3 | 5 | -2 | 1 | sustained hits 1 | +| Hallowed mace | Melee | 3 | 3 | 4 | -1 | 2 | lethal hits | +| Spear of the faithful | Melee | 3 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Sworn Protectors** (Datasheet): While an ADEPTA SORORITAS CHARACTER is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. + +**Keywords:** Celestian Sacresants, Imperium, Infantry, Grenades +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Sacresant Superior +- 4-9 Celestian Sacresants + +**Wargear Options:** +- Any number of models can each have their hallowed mace replaced with 1 anointed halberd. +- The Sacresant Superior’s bolt pistol can be replaced with one of the following:- 1 inferno pistol +- 1 Ministorum hand flamer +- 1 plasma pistol +- The Sacresant Superior’s hallowed mace can be replaced with 1 spear of the faithful. + +**Leader:** +Led By: Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus + +**Points:** +- 5 models: 70pts +- 10 models: 140pts + +--- + +# Crusaders + +**Role:** Other + +*These pious bodyguards are chosen for their martial skill and devotion to the Imperial Creed. They spill the blood of heretics with great sweeps of their heavy broadswords. Bullets and sorcerous witchfire alike deflect from their warded tower shields, with which they form an impenetrable wall around those they protect.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** power weapon. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 3 | 4 | -2 | 2 | — | + +**Abilities:** +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Spiritual Fortitude** (Datasheet): Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Battle Sisters Squad, it can be attached to this unit instead. + +**Keywords:** Imperium, Infantry, Crusaders +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 2-4 Crusaders + +**Wargear Options:** +- None + +**Leader:** +Led By: Ministorum Priest, Triumph Of Saint Katherine, Junith Eruita, Aestred Thurga And Agathae Dolan, Palatine, Imagifier, Dogmata, Canoness, Hospitaller, Dialogus + +**Points:** +- 2 models: 40pts +- 4 models: 80pts + +--- + +# Daemonifuge + +**Role:** Characters + +*Ephrael Stern, the Daemonifuge, is capable of manifesting strange powers seen by some as witchery. Yet she is a zealous defender of the Imperial Creed with unwavering devotion. Alongside her Aeldari companion, Kyganil, Stern pits her augmented strength and speed against the Emperor’s enemies.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| EPHRAEL STERN | 8" | 3 | 3+ | 5 | 7+ | 1 | +| KYGANIL OF THE BLOODY TEARS | 8" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Ephrael Stern is equipped with:** bolt pistol; Sanctity. + +**Kyganil of the Bloody Tears is equipped with:** the Outcast’s Weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sanctity | Melee | 4 | 2 | 6 | -2 | 2 | anti-chaos 2+, precision | +| The Outcast’s Weapons | Melee | 6 | 2 | 4 | -2 | 1 | precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Holy Judgement** (Datasheet): At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit's Ephrael Stern model. That unit must take a Battle-shock test, subtracting 2 from the result if it is a CHAOS unit. If the test is failed, that enemy unit suffers 3 mortal wounds. +- **Mysterious Saviours** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Character, Epic Hero, Infantry, Grenades, Imperium, Daemonifuge +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Ephrael Stern – EPIC HERO +- 1 Kyganil of the Bloody Tears – EPIC HERO + +**Points:** +- 2 models: 85pts + +--- + +# Death Cult Assassins + +**Role:** Other + +*Death Cult Assassins are obsessed with spilling the blood of the unclean. They leap fearlessly into the enemy’s ranks, twirling and spinning. Their every slice and stab has a ritualistic element, and to them the manner of each kill has a special significance when they offer the victim’s soul to the Emperor.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** Death Cult power blades. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death Cult power blades | Melee | 4 | 2 | 4 | -2 | 1 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Death Cult** (Datasheet): Each time a model in this unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll. + +**Keywords:** Death Cult Assassins, Infantry, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 2-4 Death Cult Assassins + +**Wargear Options:** +- None + +**Points:** +- 2 models: 55pts +- 4 models: 110pts + +--- + +# Dialogus + +**Role:** Characters + +*The Dialogus drowns out the war cries of the enemy with shouts of exalting praise to the God-Emperor. She broadcasts her liturgies to her Sisters through their vox-beads and sensor arrays, while her laud hailer amplifies the inspirational rhetoric of prayers and hymns all across the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Dialogus staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dialogus staff | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Laud Hailer** (Datasheet): Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. +- **Stirring Rhetoric** (Datasheet): While this model is leading a unit, each time this model’s unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6. + +**Keywords:** Infantry, Character, Imperium, Dialogus +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Dialogus + +**Leader:** +Can lead: Sisters Novitiate Squad, Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad + +**Points:** +- 1 model: 40pts + +--- + +# Dogmata + +**Role:** Characters + +*With watchful eyes, the Sisters Dogmata seek out infractions amongst their Order. Held in as much fear as respect, with but a word they can condemn a Sister to the Repentia. With shouted prayers and great swings of their maces, they demonstrate the path of righteousness and show what the Sisters should expect if they fail in their duties.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; mace of the righteous. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mace of the righteous | Melee | 4 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Executioner of Heretics (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. +- **Unflinching Determination** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. + +**Keywords:** Character, Infantry, Dogmata, Imperium, Grenades +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Dogmata + +**Leader:** +Can lead: Retributor Squad, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Crusaders + +**Points:** +- 1 model: 45pts + +--- + +# Dominion Squad + +**Role:** Other + +*Dominion Squads strike as swift and furious as lightning, clearing bunkers, capturing strategic locations and blunting counter-attacks with vicious salvoes from their flamers and meltaguns. They are aggressive, but not impetuous, matching their desire to kill with an awareness of tactical values and bringing righteousness where it is needed most.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer-crafted storm bolter | 24 | 2 | 3 | 4 | 0 | 2 | assault, rapid fire 2 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | assault, rapid fire 1 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | anti-psyker 2+, devastating wounds, precision, rapid fire 1 | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | assault, melta 2 | +| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | assault, ignores cover, torrent | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Cherub** (Datasheet): Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. +**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* +- **Righteous Awareness** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". +- **Holy Vanguard** (Special (правая колонка)): If this unit has a Leader unit attached to it during the Declare Battle Formations step and this unit starts the battle embarked within a TRANSPORT, that Leader unit gains the Scouts 6" ability. +- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. + +**Keywords:** Dominion Squad, Imperium, Grenades, Infantry +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Dominion Superior +- 9 Dominions + +**Wargear Options:** +- The Dominion Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 combi-weapon +- 1 condemnor boltgun +- 1 inferno pistol +- 1 Ministorum hand flamer +- 1 plasma pistol +- The Dominion Superior can be equipped with one of the following:- 1 chainsword +- 1 power weapon +- Up to 4 Dominions can each have their boltgun replaced with one of the following:- 1 artificer-crafted storm bolter +- 1 meltagun +- 1 Ministorum flamer +- 1 Dominion equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced). + +**Leader:** +Led By: Ministorum Priest, Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus + +**Points:** +- 10 models: 120pts + +--- + +# Exorcist + +**Role:** Other + +*Every flurry of notes performed by the Exorcist’s artillerist inloads targeting solutions and impact coordinates, so that volleys of thrice-blessed rockets are fired into the enemy. More than artillery tanks, Exorcists are mobile shrines to the magnificence of the Emperor that project inspirational battle canticles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** Exorcist missile launcher; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exorcist conflagration rockets | 36 | 3D6 | 3 | 6 | -1 | 1 | blast, ignores cover, indirect fire | +| Exorcist missile launcher | 36 | D6+2 | 3 | 10 | -3 | D6 | indirect fire | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Devastating Refrain** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test. Each time such an attack destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of on a 6. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Exorcist, Imperium, Smoke, Vehicle +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Exorcist + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model’s Exorcist missile launcher can be replaced with 1 Exorcist conflagration rockets. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts + +--- + +# Hospitaller + +**Role:** Characters + +*Hospitallers are physical and spiritual healers. They are possessed of medicinal expertise as well as serving as a font of faith for those in need, whispering mantras of vigour to dull pain and intoning prayers to salve fevered minds. They move swiftly across the battlefield, working in solemn calm despite the harshest conditions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; chirurgeon’s tools. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chirurgeon’s tools | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Medicus Ministorum** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Sacred Healing** (Datasheet): While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead. + +**Keywords:** Infantry, Character, Imperium, Hospitaller +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Hospitaller + +**Leader:** +Can lead: Sisters Novitiate Squad, Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad + +**Points:** +- 1 model: 60pts + +--- + +# Imagifier + +**Role:** Characters + +*It is the most sacred role of the Imagifier to extol the virtues of fallen Sisters and preach tales of their saintly deeds. Imagifiers bear aloft great stanchions in the image of a martyr inscribed with holy texts, and go wherever the fighting is thickest to recite litanies and inspire their fellow Sisters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Litany of Deeds** (Datasheet): Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool. +- **Stanchion of Holy Martyrs** (Datasheet): While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save. + +**Keywords:** Grenades, Character, Infantry, Imperium, Imagifier +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Imagifier + +**Leader:** +Can lead: Crusaders, Retributor Squad, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad + +**Points:** +- 1 model: 65pts + +--- + +# Immolator + +**Role:** Dedicated Transports + +*This Rhino variant has an aggressive machine spirit, and is equipped with an elaborate turret fitted with a powerful weapons system. This makes it ideal for rapid advances to clear enemy strongpoints, providing fire support for the troops it transports to battle and acting as an outrider escort for armoured columns.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** heavy bolter; immolation flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Immolation flamers | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 2, twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Purge and Cleanse** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Vehicle, Immolator, Imperium, Transport, Dedicated Transport +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Immolator + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model’s immolation flamers can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin multi-melta + +**Transport:** +This model has a transport capacity of 6 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine. + +At the start of the Declare Battle Formations step, you can select one Battle Sisters Squad, Dominion Squad or Sisters Novitiate Squad from your army. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that has the Cherub ability, only one of the new units can use that ability during the battle – make a note of which of the new units this will be). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another Transport, or it can be deployed as a separate unit. + +**Points:** +- 1 model: 115pts + +--- + +# Junith Eruita + +**Role:** Characters + +*Junith Eruita sweeps to battle wreathed in holy fire. She hovers above the battlefield upon thrumming waves of energy within the pulpit of Saint Holline’s Basilica. Her presence and voice inspire all around her, filling them with faith, while her heavy flamers douse her foes in purging fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 2+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** twin Ministorum heavy flamer; Mace of Castigation. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mace of Castigation | Melee | 4 | 2 | 6 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **The Pulpit of Saint Holline’s Basilica** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Fiery Conviction** (Datasheet): If this model is on the battlefield at the start of your Command phase, you can choose one of the following: +- Discard 1 Miracle dice and gain 1CP. +- Take a Leadership test for this model, if that test is passed, gain 1CP. + +**Keywords:** Junith Eruita, Mounted, Imperium, Epic Hero, Fly, Character +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Junith Eruita – EPIC HERO + +**Leader:** +Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad + +**Points:** +- 1 model: 80pts + +--- + +# Ministorum Priest + +**Role:** Characters + +*It is the role of Ministorum Priests to harness the faith of Imperial warriors in battle. Often they join Wars of Faith – though it is not unheard of for a Preacher to lead one. They are filled with a fearsome religious fervour that incites the faithful as they bellow catechisms of hatred.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** zealot’s vindictor. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Holy pistol | 12 | 3 | 4 | 4 | 0 | 1 | pistol | +| Zealot’s vindictor | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power Weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Zealot’s vindictor | Melee | 3 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Righteous Smiting** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Zealot** (Datasheet): Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3. +- **Holy Mission** (Special (правая колонка)): If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability. + +**Keywords:** Infantry, Character, Imperium, Penitent, Ministorum Priest +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Preacher + +**Wargear Options:** +- This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon. + +**Leader:** +Can lead: Sisters Novitiate Squad, Crusaders, Celestian Insidiants, Arco-flagellants, Battle Sisters Squad, Dominion Squad, Sanctifiers + +**Points:** +- 1 model: 50pts + +--- + +# Mortifiers + +**Role:** Other + +*The pilot of a Mortifier is a Sister Repentia who has fled from battle. Bolted within the Mortifier’s armoured shell, they cannot move, speak or hear. Suffering endless shame and agony, they are driven by madness and pain to carve a path of mutilation and destruction through the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 4+ | 5 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** 2 heavy bolters; twin penitent buzz-blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Mortifier flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Penitent buzz-blade | Melee | 4 | 3 | 10 | -3 | 2 | sustained hits 1 | +| Penitent flail | Melee | 8 | 3 | 5 | -1 | 1 | sustained hits 1 | +| Twin penitent buzz-blades | Melee | 4 | 3 | 10 | -3 | 2 | sustained hits 1, twin-linked | +| Twin penitent flails | Melee | 8 | 3 | 5 | -1 | 1 | sustained hits 1, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Anguish of the Unredeemed** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Anchorite Sarcophagus** (Wargear): The bearer has a Move characteristic of 7" and a Save characteristic of 3+. + +**Keywords:** Vehicle, Walker, Imperium, Penitent, Mortifiers +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1-2 Mortifiers + +**Wargear Options:** +- 1 model can be equipped with 1 anchorite sarcophagus. +- Any number of models can each have their 2 heavy bolters replaced with one of the following:- 1 heavy bolter and 1 Mortifier flamer +- 2 Mortifier flamers +- Any number of models can each have their twin penitent buzz-blades replaced with one of the following:- 1 twin penitent flails +- 1 penitent buzz-blade and 1 penitent flail + +**Points:** +- 1 model: 70pts +- 2 models: 140pts + +--- + +# Morvenn Vahl + +**Role:** Characters + +*Aggressive, brash and taciturn, Morvenn Vahl leads the Adepta Sororitas from the front. Taking to the field in an ancient Paragon Warsuit, she smites foe after foe with deafening bursts from Fidelis, devastating salvoes of missiles and pinpoint thrusts with the Lance of Illumination.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 7 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Fidelis; Paragon missile launcher; Lance of Illumination. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fidelis | 36 | 3 | 2 | 6 | -1 | 2 | sustained hits 1 | +| Paragon missile launcher – prioris | 36 | 2 | 2 | 9 | -2 | D6 | — | +| Paragon missile launcher – sanctorum | 36 | 2D6 | 2 | 4 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lance of Illumination – strike | Melee | 5 | 2 | 8 | -2 | 3 | devastating wounds | +| Lance of Illumination – sweep | Melee | 10 | 2 | 5 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Abbess Sanctorum** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. +- **Righteous Repugnance** (Datasheet): Each time this model’s unit is selected to shoot or fight, you can discard 1 Miracle dice. If you do, until the end of the phase, add 3 to the Attacks characteristic of Fidelis and the Lance of Illumination. Each time an enemy unit is destroyed by this model, you gain 1 Miracle dice. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. + +**Keywords:** Morvenn Vahl, Vehicle, Walker, Character, Epic Hero, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Morvenn Vahl – EPIC HERO + +**Leader:** +Can lead: Paragon Warsuits + +**Points:** +- 1 model: 185pts + +--- + +# Palatine + +**Role:** Characters + +*Palatines are highly capable and experienced commanders of Adepta Sororitas Missions. Unshakeable of faith and purpose, they act as excellent examples to the Battle Sisters that follow them. This makes them a powerful force on the battlefield, inspiring zealous warriors to victory.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Palatine blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Palatine blade | Melee | 4 | 2 | 4 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Fury of the Righteous** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Rapturous Blows** (Datasheet): Each time this model’s unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage. + +**Keywords:** Palatine, Infantry, Character, Grenades, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Palatine + +**Wargear Options:** +- This model’s bolt pistol can be replaced with 1 plasma pistol. + +**Leader:** +Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad + +**Points:** +- 1 model: 50pts + +--- + +# Paragon Warsuits + +**Role:** Other + +*A pilot must have immense faith for a Paragon Warsuit’s spirit to trust them. They must also have incredible skill to handle its control system, which allows for highly complex and fluid movements. Mastering a Paragon Warsuit makes a Sister capable of engaging the most fearsome of enemies and emerging victorious.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 7 | 2+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; heavy bolter; Paragon storm bolters; Paragon war blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Paragon grenade launchers | 24 | 1 | 3 | 9 | -2 | D3 | twin-linked | +| Paragon storm bolters | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paragon war blade | Melee | 4 | 3 | 8 | -2 | 2 | — | +| Paragon war mace | Melee | 3 | 3 | 12 | -1 | 3 | — | + +**Abilities:** +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Righteous Paragons** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Paragon Warsuits, Imperium, Grenades, Walker, Vehicle +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Paragon Superior +- 2 Paragons + +**Wargear Options:** +- Any number of models can each have their Paragon storm bolters replaced with 1 Paragon grenade launchers. +- Any number of models can each have their Paragon war blade replaced with 1 Paragon war mace. +- Any number of models can each have their heavy bolter replaced with one of the following:- 1 Ministorum heavy flamer +- 1 multi-melta + +**Leader:** +Led By: Morvenn Vahl + +**Points:** +- 3 models: 210pts + +--- + +# Penitent Engines + +**Role:** Other + +*The pilots of Penitent Engines are subjected to terrible agony, thanks to the torment amplifiers spliced into their synapses. They blaze a trail of destruction with their flamers before charging headlong into the foe, guilt and pain driving them on, heedless of danger. All they leave in their wake is utter carnage.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 4+ | 5 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** penitent flamers; twin penitent buzz-blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Penitent flamers | 12 | 2D6 | N/A | 5 | 0 | 1 | assault, ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Penitent buzz-blade | Melee | 4 | 4 | 10 | -3 | 2 | sustained hits 1 | +| Penitent flail | Melee | 8 | 4 | 5 | -1 | 1 | sustained hits 1 | +| Twin penitent buzz-blades | Melee | 4 | 4 | 10 | -3 | 2 | sustained hits 1, twin-linked | +| Twin penitent flails | Melee | 8 | 4 | 5 | -1 | 1 | sustained hits 1, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Endless Suffering** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Vehicle, Penitent, Penitent Engines, Imperium, Walker +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1-2 Penitent Engines + +**Wargear Options:** +- Any number of models can each have their twin penitent buzz-blades replaced with one of the following:- 1 penitent buzz-blade and 1 penitent flail +- 1 twin penitent flails + +**Points:** +- 1 model: 75pts +- 2 models: 150pts + +--- + +# Repentia Squad + +**Role:** Other + +*Sisters Repentia charge across the battlefield howling prayers, filled with the need for atonement for past misdeeds. Overseen by a stern taskmaster in the form of a Repentia Superior who is ever vigilant for sinfulness, Repentia now exist only to slaughter the enemies of the Emperor, and so rush forward without heed for their own safety. Each seeks to redeem herself with acts of selfless bravery and violent devotion.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| REPENTIA SUPERIOR | 7" | 3 | 3+ | 1 | 7+ | 1 | +| SISTERS REPENTIA | 7" | 3 | 7+ | 1 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**The Repentia Superior is equipped with:** bolt pistol; neural whips. + +**Each Sister Repentia is equipped with:** penitent eviscerator. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Neural whips | Melee | 4 | 3 | 3 | -1 | 1 | anti-infantry 4+ | +| Penitent eviscerator | Melee | 2 | 4 | 6 | -2 | 2 | sustained hits 1 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Overseer of Redemption** (Datasheet): While this unit contains a Repentia Superior model, each time a Sisters Repentia model in this unit makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Grenades, Infantry, Repentia Squad, Penitent, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Repentia Superior +- 4-9 Sisters Repentia + +**Points:** +- 5 models: 75pts +- 10 models: 160pts + +--- + +# Repressor + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 12 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** Repressor twin heavy flamer; storm bolter; dozer ram. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Repressor twin heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dozer ram | Melee | 3 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Emergency Combat Embarkation** (Datasheet): Once per turn, in your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move, you can select one ADEPTA SORORITAS unit from your army that was selected as a target of that charge. Provided that unit is not within Engagement Range of any enemy units and every model in that unit is within 3" of this TRANSPORT, it can embark within this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Vehicle, Transport, Dedicated Transport, Imperium, Repressor +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Repressor + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy flamer +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 12 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Retributor Squad + +**Role:** Other + +*Retributors are highly experienced warriors, and amongst the finest sharpshooters in their Order. Only the most level-headed Battle Sisters join their ranks. Providing long-range fire support is a task that requires excellent target prioritisation skills, as well as the ability to optimise firing solutions and identify enemy weak points.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**The Retributor Superior is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Each Retributor is equipped with:** bolt pistol; heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Cherubs** (Datasheet): Twice per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. +**Designer’s Note:** *Place two Cherub tokens next to the unit, removing one each time this ability has been used.* +- **Storm of Retribution** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If such an attack targets an enemy unit that has destroyed one or more Adepta Sororitas units from your army during the battle, add 1 to the Hit roll and add 1 to the Wound roll as well. + +**Keywords:** Retributor Squad, Grenades, Infantry, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Retributor Superior +- 4 Retributors + +**Wargear Options:** +- The Retributor Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 combi-weapon +- 1 condemnor boltgun +- 1 inferno pistol +- 1 Ministorum hand flamer +- 1 plasma pistol +- The Retributor Superior can be equipped with one of the following:- 1 chainsword +- 1 power weapon +- Each Retributor’s heavy bolter can be replaced with one of the following:- 1 Ministorum heavy flamer +- 1 multi-melta + +**Leader:** +Led By: Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus + +**Points:** +- 5 models: 120pts + +--- + +# Saint Celestine + +**Role:** Characters + +*Saint Celestine is a living embodiment of the Emperor’s might, and she radiates holy light. Beneath her the faithful are filled with courage, while heretics experience overwhelming terror. Flanked by her chosen Geminae champions, her gestures can heal the sick, or strike like the Emperor’s judgement itself to smite the foe with divine strength.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CELESTINE | 12" | 3 | 2+ | 5 | 6+ | 1 | +| GEMINAE SUPERIA | 12" | 3 | 2+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Saint Celestine is equipped with:** the Ardent Blade. + +**Each Geminae Superia is equipped with:** bolt pistol; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| The Ardent Blade | 12 | D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | +| The Ardent Blade | Melee | 5 | 2 | 6 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Healing Tears** (Datasheet): While this unit contains a Celestine model, in your Command phase, if this unit is below its Starting Strength, either one destroyed Geminae Superia model or up to D3 other Bodyguard models are returned to this unit. +- **Lifewards** (Datasheet): While this unit contains one or more Geminae Superia models, Celestine has the Feel No Pain 4+ ability. +- **Miraculous Intervention** (Datasheet): The first time this unit’s Celestine model is destroyed, roll one D6 at the end of the phase. On a 2+, set that Celestine model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. + +**Keywords:** Character, Imperium, Grenades, Fly, Jump Pack, Infantry, Epic Hero, Saint Celestine +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Celestine – EPIC HERO +- 2 Geminae Superia + +**Leader:** +Can lead: Zephyrim Squad, Seraphim Squad + +**Points:** +- 3 models: 150pts + +--- + +# Sanctifiers + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Miraculist is equipped with:** holy fire; burning hands. + +**The Salvationist is equipped with:** close combat weapon; Salvationist medikit. + +**The Death Cult Assassin is equipped with:** Death Cult blades. + +**1 Missionary is equipped with:** plasma gun; Sanctifier melee weapon. + +**1 Missionary is equipped with:** Ministorum flamer; Sanctifier melee weapon. + +**Every Sanctifier is equipped with:** Ministorum hand flamer; Sanctifier melee weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Holy fire | 12 | D6 | N/A | 6 | -1 | 2 | ignores cover, one shot, torrent | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burning hands | Melee | 1 | 2 | 6 | -2 | 3 | devastating wounds | +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Death Cult blades | Melee | 4 | 2 | 4 | -2 | 1 | precision | +| Sanctifier melee weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. +- **Ministorum Sermon** (Datasheet): While this unit contains a MINISTORUM PRIEST, melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. +- **Cherub** (Datasheet): Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. + +**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Ministorum Priest from your army with the Leader ability can be attached to a Battle Sisters Squad, it can be attached to this unit instead. If a MINISTORUM PRIEST from your army is attached to this unit during the Declare Battle Formations step, that model gains the Scouts 6" ability. +- **Salvationist Medikit** (Wargear): In your Command phase, if the bearer is on the battlefield, you can return up to D3 destroyed models (excluding CHARACTER models) to this unit. +- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. + +**Keywords:** Sanctifiers, Imperium, Grenades, Infantry +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Miraculist +- 1 Salvationist +- 1 Death Cult Assassin +- 2 Missionaries +- 4 Sanctifiers + +**Wargear Options:** +- 1 Missionary model can have its 1 plasma gun replaced with 1 meltagun. +- 1 Missionary model equipped with 1 plasma gun can be equipped with 1 holy fire (this model’s plasma gun cannot be replaced). +- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 Ministorum hand flamer and 1 close combat weapon. +- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 close combat weapon and 1 simulacrum imperialis. + +**Leader:** +Led By: Ministorum Priest + +**Points:** +- 9 models: 110pts + +--- + +# Seraphim Squad + +**Role:** Other + +*The Seraphim fight in the Adepta Sororitas’ advanced guard. Only Battle Sisters with superlative dexterity are selected to join their ranks, firing with pinpoint accuracy while moving at great speeds. They must be able to land with incredible precision, cut down foes and retreat within a few heartbeats.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** 2 bolt pistols; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 3 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Angelic Ascent** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Grenades, Imperium, Seraphim Squad, Infantry, Jump Pack, Fly +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Seraphim Superior +- 4-9 Seraphim + +**Wargear Options:** +- For every 5 models in the unit, up to 2 Seraphim can each have their 2 bolt pistols replaced with one of the following:- 2 inferno pistols +- 2 Ministorum hand flamers +- The Seraphim Superior’s 2 bolt pistols can be replaced with one of the following:- 1 bolt pistol and 1 chainsword +- 1 bolt pistol and 1 plasma pistol +- 1 bolt pistol and 1 power weapon +- 1 plasma pistol and 1 chainsword +- 1 plasma pistol and 1 power weapon + +**Leader:** +Led By: Saint Celestine, Canoness with Jump Pack + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Sisters Novitiate Squad + +**Role:** Other + +*Sisters Novitiate are young recruits to the Adepta Sororitas. Trained by the Drill Abbots of the Schola Progenium, they are assigned to an Order Militant to gain combat experience and prove their mettle in the crucible of war.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NOVITIATE SUPERIOR | 6" | 3 | 3+ | 1 | 7+ | 2 | +| SISTER NOVITIATE | 6" | 3 | 4+ | 1 | 8+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**The Novitiate Superior is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Each Sister Novitiate is equipped with:** autopistol; autogun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | +| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | +| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Novitiate melee weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Impetuous Fervour** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Hit roll instead. +- **Sacred Banner** (Wargear): You can re-roll Advance and Charge rolls made for the bearer’s unit. +- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. + +**Keywords:** Sisters Novitiate Squad, Imperium, Grenades, Infantry +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Novitiate Superior +- 9 Sisters Novitiate + +**Wargear Options:** +- The Novitiate Superior’s bolt pistol and boltgun can be replaced with one of the following:- 1 bolt pistol and 1 power weapon +- 1 plasma pistol and 1 power weapon +- 1 Sister Novitiate’s autogun can be replaced with 1 sacred banner. +- 1 Sister Novitiate’s autogun can be replaced with 1 simulacrum imperialis. +- Up to 2 Sisters Novitiate can each have their autogun replaced with 1 Ministorum flamer. +- Any number of Sisters Novitiate can each have their autogun and close combat weapon replaced with 1 Novitiate melee weapons. + +**Leader:** +Led By: Ministorum Priest, Aestred Thurga And Agathae Dolan, Palatine, Dialogus, Hospitaller, Junith Eruita, Canoness + +**Points:** +- 10 models: 100pts + +--- + +# Sororitas Rhino + +**Role:** Dedicated Transports + +*Rhinos are the mainstay transport of the Adepta Sororitas, and before battle are blessed by Enginseers and Ministorum priests. They are durable, robust and easy to operate. Thanks to their indomitable machine spirits they rarely break down, and speed the warriors inside them across the battlefield wherever they are needed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** storm bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Transport, Smoke, Dedicated Transport, Vehicle, Sororitas Rhino, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Sororitas Rhino + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 12 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine. + +**Points:** +- 1 model: 75pts + +--- + +# Triumph Of Saint Katherine + +**Role:** Characters + +*At the centre of the Triumph is the blessed bier upon which lie the mortal remains of Saint Katherine, beneath the sconce containing her fiery heart. Wherever the Triumph goes, the Emperor’s radiance goes with it. The glory of the martyred Matriarch is spread and Battle Sisters are filled with conviction to purge the foes of Mankind.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 18 | 6+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistols; relic weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistols | 12 | 6 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Relic weapons | Melee | 18 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Relics of the Matriarchs** (Datasheet): At the start of the battle round, select up to two of the abilities in the Relics of the Matriarchs section (see left). Until the start of the next battle round, this model has those abilities. +- **Solemn Procession** (Datasheet): Each time you gain 1 Miracle dice at the start of the battle round, if this model is on the battlefield, do not roll one D6 to determine the value of that Miracle dice; it has a value of 6. +- **The Fiery Heart (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, add 2" to that unit's Move characteristic and add 1 to Advance and Charge rolls made for that unit. +- **Censer of the Sacred Rose (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. +- **Simulacrum of the Ebon Chalice (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, that unit can perform up to two Acts of Faith per phase, instead of only one. +- **Simulacrum of the Argent Shroud (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Wound roll of 1. +- **Icon of the Valorous Heart (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, models in that unit have the Feel No Pain 6+ ability. +- **Petals of the Bloody Rose (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. + +**Keywords:** Imperium, Triumph of Saint Katherine, Infantry, Grenades, Character, Epic Hero +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Triumph of Saint Katherine – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, the Attacks characteristics of all of its weapons are halved, and you can only select one ability when using its Relics of the Matriarchs ability, instead of up to two. + +**Leader:** +Can lead: Crusaders, Battle Sisters Squad + +**Points:** +- 1 model: 235pts + +--- + +# Zephyrim Squad + +**Role:** Other + +*Only those who experience a direct and persistent connection with the Emperor become Zephyrim. They are divine destroyers, figures of fathomless passion and integrity. On the battlefield they strike down their foes with ruthless precision, while their angelic singing drowns out the screams of the dying.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. + +GAINING MIRACLE DICE +If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: +- At the start of each battle round. +- Each time an ADEPTA SORORITAS unit from your army is destroyed. + +Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. + +PERFORMING AN ACT OF FAITH +Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: +- Advance roll +- Battle-shock test +- Charge roll +- Damage roll +- Hit roll +- Saving throw +- Wound roll + +**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* +- **Embodied Prophecy** (Datasheet): Each time this unit is selected to fight, select one of the following abilities to apply to melee weapons equipped by models in this unit until the end of the phase: +- [SUSTAINED HITS 1] +- [LETHAL HITS] +If this unit made a Charge move this turn, until the end of the phase, select both abilities above to apply to melee weapons equipped by models in this unit instead. +- **Sacred Banner** (Wargear): You can re-roll Advance and Charge rolls made for the bearer’s unit. + +**Keywords:** Zephyrim Squad, Grenades, Infantry, Jump Pack, Fly, Imperium +**Faction Keywords:** Adepta Sororitas + +**Unit Composition:** +- 1 Zephyrim Superior +- 4-9 Zephyrim + +**Wargear Options:** +- The Zephyrim Superior can be equipped with 1 sacred banner. +- The Zephyrim Superior’s bolt pistol can be replaced with 1 plasma pistol. + +**Leader:** +Led By: Saint Celestine, Canoness with Jump Pack + +**Points:** +- 5 models: 80pts +- 10 models: 160pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/aestred-thurga-and-agathae-dolan.md b/cogitator/factions/adepta-sororitas/datasheets/aestred-thurga-and-agathae-dolan.md deleted file mode 100644 index 4f5e252..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/aestred-thurga-and-agathae-dolan.md +++ /dev/null @@ -1,83 +0,0 @@ -# Aestred Thurga And Agathae Dolan - -**Role:** Characters - -*Aestred Thurga is a powerful warrior in her own right, but recognises with great humility that the ancient relic standard she carries is far more important than she can ever be. She will gladly die to protect the Auto-Tapestry of the Emperor’s Judgement, while the Sisters she fights alongside are inspired to carry out great deeds of faith in its presence – feats recorded by the Hagiolater, Agathae Dolan.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| AESTRED THURGA | 6" | 3 | 2+ | 4 | 6+ | 1 | -| AGATHAE DOLAN | 6" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Aestred Thurga is equipped with:** bolt pistol; Blade of Vigil. - -**Agathae Dolan is equipped with:** bolt pistol; scribe’s staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of Vigil | Melee | 4 | 2 | 5 | -2 | 2 | — | -| Scribe’s staff | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Auto-Tapestry of the Emperor’s Judgement** (Datasheet): While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability -- **Recount the Deeds of the Saints** (Datasheet): While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice. - -**Keywords:** Infantry, Imperium, Agathae Dolan, Aestred Thurga, Epic Hero, Character, Grenades -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Aestred Thurga – EPIC HERO -- 1 Agathae Dolan – EPIC HERO - -**Leader:** -Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad - -**Points:** -- 2 models: 70pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/arco-flagellants.md b/cogitator/factions/adepta-sororitas/datasheets/arco-flagellants.md deleted file mode 100644 index 640866b..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/arco-flagellants.md +++ /dev/null @@ -1,60 +0,0 @@ -# Arco-flagellants - -**Role:** Other - -*Arco-flagellants are fitted with cybernetic weaponry and subdermal stimulant pumps as punishment for past misdeeds. When battle commences, their bodies are energised by means of a trigger word and they are unleashed on the enemy. Any foe they reach they lash to pieces with cyber-implanted flails.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 7+ | 2 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** arco-flails. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arco-flails | Melee | 4 | 4 | 5 | 0 | 1 | sustained hits 1 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Extremis Trigger Word** (Datasheet): Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you do, then until the end of the phase, arco-flails equipped by models in this unit have an Attacks characteristic of 6 and the [HAZARDOUS] ability. - -**Keywords:** Infantry, Imperium, Penitent, Arco-flagellants -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 3-10 Arco-flagellants - -**Leader:** -Led By: Ministorum Priest - -**Points:** -- 3 models: 45pts -- 10 models: 140pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/battle-sanctum.md b/cogitator/factions/adepta-sororitas/datasheets/battle-sanctum.md deleted file mode 100644 index 99d18c5..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/battle-sanctum.md +++ /dev/null @@ -1,59 +0,0 @@ -# Battle Sanctum - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 11 | 3+ | 20 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Consecrated Ground** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. Friendly Adepta Sororitas Infantry models can be set up or end any type of move on top of the floor sections of this FORTIFICATION. While an ADEPTA SORORITAS unit from your army is within 1" of this FORTIFICATION, that unit can perform one additional Act of Faith per phase. -- **Holy Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Primarch): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Battle Sanctum, Towering, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Battle Sanctum - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/battle-sisters-squad.md b/cogitator/factions/adepta-sororitas/datasheets/battle-sisters-squad.md deleted file mode 100644 index 887b8a1..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/battle-sisters-squad.md +++ /dev/null @@ -1,98 +0,0 @@ -# Battle Sisters Squad - -**Role:** Battleline - -*Battle Sisters of the Orders Militant are skilled and devout warriors. Wherever they advance, the light of the Emperor spreads like a holy dawn. Miracles manifest in their presence that turn aside the enemy’s strikes, or consume foes in fires of retribution as the Sisters cut down heretics with thundering salvoes from their boltguns.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer-crafted storm bolter | 24 | 2 | 3 | 4 | 0 | 2 | rapid fire 2 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Cherub** (Datasheet): Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. -**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* -- **Defenders of the Faith** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. - -**Keywords:** Grenades, Infantry, Battle Sisters Squad, Imperium, Battleline -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Sister Superior -- 9 Battle Sisters - -**Wargear Options:** -- The Sister Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 combi-weapon -- 1 condemnor boltgun -- 1 inferno pistol -- 1 Ministorum hand flamer -- 1 plasma pistol -- The Sister Superior can be equipped with one of the following:- 1 chainsword -- 1 power weapon -- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter -- 1 meltagun -- 1 Ministorum flamer -- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter -- 1 heavy bolter -- 1 meltagun -- 1 Ministorum flamer -- 1 Ministorum heavy flamer -- 1 multi-melta -- 1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced). - -**Leader:** -Led By: Ministorum Priest, Triumph Of Saint Katherine, Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Inquisitor Draxus, Palatine, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Canoness, Imagifier, Hospitaller, Dialogus, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 105pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/canoness-with-jump-pack.md b/cogitator/factions/adepta-sororitas/datasheets/canoness-with-jump-pack.md deleted file mode 100644 index 1180eb0..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/canoness-with-jump-pack.md +++ /dev/null @@ -1,89 +0,0 @@ -# Canoness with Jump Pack - -**Role:** Characters - -*Many Canonesses go to battle equiped with jump packs, using them to descend from the heavens and mete aut the Emperor's justice. Their Orders, combining strategic expertise with martial prowess. They lead flights of airborne warriors into the raging hearth of the battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** blessed halberd. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blessed halberd | Melee | 5 | 2 | 5 | -2 | 2 | — | -| Holy Eviscerator | Melee | 3 | 2 | 6 | -2 | 2 | sustained hits 1 | -| Power weapon | Melee | 4 | 2 | 4 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Sacred Command** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Divine Deliverance** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. - -**Keywords:** Character, Infantry, Fly, Imperium, Jump Pack, Grenades, Canoness -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Canoness With Jump Pack - -**Wargear Options:** -- This model’s blessed halberd can be replaced with one of the following:- 1 holy eviscerator -- 1 Ministorum hand flamer and 1 power weapon - -**Leader:** -Can lead: Zephyrim Squad, Seraphim Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/canoness.md b/cogitator/factions/adepta-sororitas/datasheets/canoness.md deleted file mode 100644 index bcc7c5e..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/canoness.md +++ /dev/null @@ -1,98 +0,0 @@ -# Canoness - -**Role:** Characters - -*Martial and spiritual commanders of the Orders Militant, Canonesses are as much veteran warriors with decades of experiences as they are shining examples of purity. Possessed of impeccable leadership skills, tactical genius and immense faith, they are beacons of both pious virtue and holy wrath.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; hallowed chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Brazier of holy fire | 12 | D6 | N/A | 6 | -1 | 2 | ignores cover, one shot, torrent | -| Condemnor boltgun | 24 | 1 | 2 | 4 | 0 | 1 | anti-psyker 2+, devastating wounds, precision, rapid fire 1 | -| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blessed blade | Melee | 4 | 2 | 6 | -2 | 2 | lethal hits | -| Hallowed Chainsword | Melee | 5 | 2 | 3 | -1 | 1 | — | -| Power weapon | Melee | 4 | 2 | 4 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Sacred Command** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **The Emperor’s Grace** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save. -- **Null Rod** (Wargear): Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. -- **Rod of Office** (Wargear): Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Infantry, Character, Grenades, Imperium, Canoness -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Canoness - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 condemnor boltgun -- 1 inferno pistol -- 1 plasma pistol -- This model’s hallowed chainsword can be replaced with one of the following:- 1 blessed blade -- 1 power weapon -- If this model is equipped with a hallowed chainsword, it can be equipped with one of the following:- 1 brazier of holy fire -- 1 null rod -- If this model is equipped with a plasma pistol and a power weapon, it can be equipped with:- 1 rod of office - -**Leader:** -Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/castigator.md b/cogitator/factions/adepta-sororitas/datasheets/castigator.md deleted file mode 100644 index 845e005..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/castigator.md +++ /dev/null @@ -1,76 +0,0 @@ -# Castigator - -**Role:** Other - -*Castigators are powerful battle tanks of the Adepta Sororitas. They provide excellent fire support for Battle Sisters thanks to their wide array of weapons, smashing through the foe’s lines and slaughtering great swathes of enemy infantry in a matter of seconds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** Castigator autocannons; 3 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castigator autocannons | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 4, twin-linked | -| Castigator battle cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast, ignores cover | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Rites of Castigation** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly ADEPTA SORORITAS unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Castigator, Vehicle, Smoke -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Castigator - -**Wargear Options:** -- This model’s Castigator autocannons can be replaced with 1 Castigator battle cannon. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/celestian-insidiants.md b/cogitator/factions/adepta-sororitas/datasheets/celestian-insidiants.md deleted file mode 100644 index 92d4bdd..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/celestian-insidiants.md +++ /dev/null @@ -1,76 +0,0 @@ -# Celestian Insidiants - -**Role:** Other - -*Celestian Insidiants are shadowy figures who specialise in hunting down witches and other heretics for capture or assassination. Employing cunning and skill to creep close to their foes, they explode suddenly into action amidst bellowed prayers and imprecations, hammering their prey with condemnor fire and cutting them down with blade and mace.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Each model is equipped with:** condemnor bolt pistol; null mace. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Condemnor bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | anti-psyker 4+, devastating wounds, pistol | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blessed sword | Melee | 3 | 3 | 4 | -2 | 2 | lethal hits | -| Null mace | Melee | 3 | 3 | 4 | -1 | 1 | anti-psyker 4+, devastating wounds | -| Virge of admonition | Melee | 3 | 4 | 6 | -2 | 3 | anti-psyker 4+, devastating wounds | - -**Abilities:** -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Rituale Nullificatus** (Datasheet): Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. -- **Virtue of Intolerance** (Datasheet): At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Each time a model in this unit makes an attack that targets its quarry, that attack has the [PRECISION] ability and you can re-roll the Hit roll. This ability can be used even if this unit is embarked within a Transport. -- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. -- **Denuncia Oratory** (Wargear): Each time the bearer’s unit’s quarry is destroyed, you can select a new unit from your opponent’s army to be its quarry. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army can be attached to a Dominion Squad unit, it can be attached to this unit instead. - -**Keywords:** Celestian Insidiants, Imperium, Grenades, Infantry -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Celestian Insidiant Superior -- 9 Celestian Insidiants - -**Wargear Options:** -- The Celestian Insidiant Superior’s condemnor bolt pistol can be replaced with 1 inferno pistol. -- Up to 2 Celestian Insidiants can each have their condemnor bolt pistol replaced with 1 Ministorum hand flamer. -- Up to 2 Celestian Insidiants can each have their condemnor bolt pistol and null mace replaced with 1 blessed sword. -- One Celestian Insidiant’s condemnor bolt pistol and null mace can be replaced with 1 virge of admonition. -- One Celestian Insidiant’s condemnor bolt pistol can be replaced with 1 denuncia oratory. -- One Celestian Insidiant equipped with 1 condemnor bolt pistol can be equipped with 1 simulacrum imperialis (that model’s condemnor bolt pistol cannot be replaced). - -**Leader:** -Led By: Ministorum Priest, Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus - -**Points:** -- 10 models: 120pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/celestian-sacresant-aveline.md b/cogitator/factions/adepta-sororitas/datasheets/celestian-sacresant-aveline.md deleted file mode 100644 index d4adf51..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/celestian-sacresant-aveline.md +++ /dev/null @@ -1,66 +0,0 @@ -# Celestian Sacresant Aveline - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Ministorum hand flamer; The Thorn of the White Rose. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Thorn of the White Rose | Melee | 4 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Instrument of the Emperor’s Wrath** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. -- **Daemonbreaker** (Datasheet): Each time this model makes an attack that targets a DAEMON unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Epic Hero, Grenades, Character, Infantry, Imperium, Celestian Sacresant Aveline -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Celestian Sacresant Aveline – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/celestian-sacresants.md b/cogitator/factions/adepta-sororitas/datasheets/celestian-sacresants.md deleted file mode 100644 index 2b3c840..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/celestian-sacresants.md +++ /dev/null @@ -1,74 +0,0 @@ -# Celestian Sacresants - -**Role:** Other - -*Part of the Celestian elite of the Orders Militant, Celestian Sacresants are close-combat specialists who – rather than serve as bodyguards – are charged with a holy quest. Whether that be to secure sacred relics or purge sites of the unclean, the Sacresants are relentless in their pursuit of victory.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; hallowed mace. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Anointed halberd | Melee | 3 | 3 | 5 | -2 | 1 | sustained hits 1 | -| Hallowed mace | Melee | 3 | 3 | 4 | -1 | 2 | lethal hits | -| Spear of the faithful | Melee | 3 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Sworn Protectors** (Datasheet): While an ADEPTA SORORITAS CHARACTER is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. - -**Keywords:** Celestian Sacresants, Imperium, Infantry, Grenades -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Sacresant Superior -- 4-9 Celestian Sacresants - -**Wargear Options:** -- Any number of models can each have their hallowed mace replaced with 1 anointed halberd. -- The Sacresant Superior’s bolt pistol can be replaced with one of the following:- 1 inferno pistol -- 1 Ministorum hand flamer -- 1 plasma pistol -- The Sacresant Superior’s hallowed mace can be replaced with 1 spear of the faithful. - -**Leader:** -Led By: Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus - -**Points:** -- 5 models: 70pts -- 10 models: 140pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/crusaders.md b/cogitator/factions/adepta-sororitas/datasheets/crusaders.md deleted file mode 100644 index aa6dad8..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/crusaders.md +++ /dev/null @@ -1,59 +0,0 @@ -# Crusaders - -**Role:** Other - -*These pious bodyguards are chosen for their martial skill and devotion to the Imperial Creed. They spill the blood of heretics with great sweeps of their heavy broadswords. Bullets and sorcerous witchfire alike deflect from their warded tower shields, with which they form an impenetrable wall around those they protect.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** power weapon. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 3 | 4 | -2 | 2 | — | - -**Abilities:** -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Spiritual Fortitude** (Datasheet): Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Battle Sisters Squad, it can be attached to this unit instead. - -**Keywords:** Imperium, Infantry, Crusaders -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 2-4 Crusaders - -**Wargear Options:** -- None - -**Leader:** -Led By: Ministorum Priest, Triumph Of Saint Katherine, Junith Eruita, Aestred Thurga And Agathae Dolan, Palatine, Imagifier, Dogmata, Canoness, Hospitaller, Dialogus - -**Points:** -- 2 models: 40pts -- 4 models: 80pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/daemonifuge.md b/cogitator/factions/adepta-sororitas/datasheets/daemonifuge.md deleted file mode 100644 index 41f025a..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/daemonifuge.md +++ /dev/null @@ -1,73 +0,0 @@ -# Daemonifuge - -**Role:** Characters - -*Ephrael Stern, the Daemonifuge, is capable of manifesting strange powers seen by some as witchery. Yet she is a zealous defender of the Imperial Creed with unwavering devotion. Alongside her Aeldari companion, Kyganil, Stern pits her augmented strength and speed against the Emperor’s enemies.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| EPHRAEL STERN | 8" | 3 | 3+ | 5 | 7+ | 1 | -| KYGANIL OF THE BLOODY TEARS | 8" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Ephrael Stern is equipped with:** bolt pistol; Sanctity. - -**Kyganil of the Bloody Tears is equipped with:** the Outcast’s Weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sanctity | Melee | 4 | 2 | 6 | -2 | 2 | anti-chaos 2+, precision | -| The Outcast’s Weapons | Melee | 6 | 2 | 4 | -2 | 1 | precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Holy Judgement** (Datasheet): At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit's Ephrael Stern model. That unit must take a Battle-shock test, subtracting 2 from the result if it is a CHAOS unit. If the test is failed, that enemy unit suffers 3 mortal wounds. -- **Mysterious Saviours** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Character, Epic Hero, Infantry, Grenades, Imperium, Daemonifuge -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Ephrael Stern – EPIC HERO -- 1 Kyganil of the Bloody Tears – EPIC HERO - -**Points:** -- 2 models: 85pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/death-cult-assassins.md b/cogitator/factions/adepta-sororitas/datasheets/death-cult-assassins.md deleted file mode 100644 index 1396d3b..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/death-cult-assassins.md +++ /dev/null @@ -1,64 +0,0 @@ -# Death Cult Assassins - -**Role:** Other - -*Death Cult Assassins are obsessed with spilling the blood of the unclean. They leap fearlessly into the enemy’s ranks, twirling and spinning. Their every slice and stab has a ritualistic element, and to them the manner of each kill has a special significance when they offer the victim’s soul to the Emperor.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** Death Cult power blades. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death Cult power blades | Melee | 4 | 2 | 4 | -2 | 1 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Death Cult** (Datasheet): Each time a model in this unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll. - -**Keywords:** Death Cult Assassins, Infantry, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 2-4 Death Cult Assassins - -**Wargear Options:** -- None - -**Points:** -- 2 models: 55pts -- 4 models: 110pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/dialogus.md b/cogitator/factions/adepta-sororitas/datasheets/dialogus.md deleted file mode 100644 index 6972559..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/dialogus.md +++ /dev/null @@ -1,78 +0,0 @@ -# Dialogus - -**Role:** Characters - -*The Dialogus drowns out the war cries of the enemy with shouts of exalting praise to the God-Emperor. She broadcasts her liturgies to her Sisters through their vox-beads and sensor arrays, while her laud hailer amplifies the inspirational rhetoric of prayers and hymns all across the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Dialogus staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dialogus staff | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Laud Hailer** (Datasheet): Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. -- **Stirring Rhetoric** (Datasheet): While this model is leading a unit, each time this model’s unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6. - -**Keywords:** Infantry, Character, Imperium, Dialogus -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Dialogus - -**Leader:** -Can lead: Sisters Novitiate Squad, Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/dogmata.md b/cogitator/factions/adepta-sororitas/datasheets/dogmata.md deleted file mode 100644 index 537bdfd..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/dogmata.md +++ /dev/null @@ -1,78 +0,0 @@ -# Dogmata - -**Role:** Characters - -*With watchful eyes, the Sisters Dogmata seek out infractions amongst their Order. Held in as much fear as respect, with but a word they can condemn a Sister to the Repentia. With shouted prayers and great swings of their maces, they demonstrate the path of righteousness and show what the Sisters should expect if they fail in their duties.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; mace of the righteous. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mace of the righteous | Melee | 4 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Executioner of Heretics (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. -- **Unflinching Determination** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. - -**Keywords:** Character, Infantry, Dogmata, Imperium, Grenades -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Dogmata - -**Leader:** -Can lead: Retributor Squad, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Crusaders - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/dominion-squad.md b/cogitator/factions/adepta-sororitas/datasheets/dominion-squad.md deleted file mode 100644 index ff8dfc3..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/dominion-squad.md +++ /dev/null @@ -1,102 +0,0 @@ -# Dominion Squad - -**Role:** Other - -*Dominion Squads strike as swift and furious as lightning, clearing bunkers, capturing strategic locations and blunting counter-attacks with vicious salvoes from their flamers and meltaguns. They are aggressive, but not impetuous, matching their desire to kill with an awareness of tactical values and bringing righteousness where it is needed most.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer-crafted storm bolter | 24 | 2 | 3 | 4 | 0 | 2 | assault, rapid fire 2 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | assault, rapid fire 1 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | anti-psyker 2+, devastating wounds, precision, rapid fire 1 | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | assault, melta 2 | -| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | assault, ignores cover, torrent | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Cherub** (Datasheet): Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. -**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* -- **Righteous Awareness** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". -- **Holy Vanguard** (Special (правая колонка)): If this unit has a Leader unit attached to it during the Declare Battle Formations step and this unit starts the battle embarked within a TRANSPORT, that Leader unit gains the Scouts 6" ability. -- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. - -**Keywords:** Dominion Squad, Imperium, Grenades, Infantry -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Dominion Superior -- 9 Dominions - -**Wargear Options:** -- The Dominion Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 combi-weapon -- 1 condemnor boltgun -- 1 inferno pistol -- 1 Ministorum hand flamer -- 1 plasma pistol -- The Dominion Superior can be equipped with one of the following:- 1 chainsword -- 1 power weapon -- Up to 4 Dominions can each have their boltgun replaced with one of the following:- 1 artificer-crafted storm bolter -- 1 meltagun -- 1 Ministorum flamer -- 1 Dominion equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced). - -**Leader:** -Led By: Ministorum Priest, Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus - -**Points:** -- 10 models: 120pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/exorcist.md b/cogitator/factions/adepta-sororitas/datasheets/exorcist.md deleted file mode 100644 index b10b9b4..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/exorcist.md +++ /dev/null @@ -1,74 +0,0 @@ -# Exorcist - -**Role:** Other - -*Every flurry of notes performed by the Exorcist’s artillerist inloads targeting solutions and impact coordinates, so that volleys of thrice-blessed rockets are fired into the enemy. More than artillery tanks, Exorcists are mobile shrines to the magnificence of the Emperor that project inspirational battle canticles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** Exorcist missile launcher; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exorcist conflagration rockets | 36 | 3D6 | 3 | 6 | -1 | 1 | blast, ignores cover, indirect fire | -| Exorcist missile launcher | 36 | D6+2 | 3 | 10 | -3 | D6 | indirect fire | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Devastating Refrain** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test. Each time such an attack destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of on a 6. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Exorcist, Imperium, Smoke, Vehicle -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Exorcist - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model’s Exorcist missile launcher can be replaced with 1 Exorcist conflagration rockets. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/hospitaller.md b/cogitator/factions/adepta-sororitas/datasheets/hospitaller.md deleted file mode 100644 index bc4058b..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/hospitaller.md +++ /dev/null @@ -1,78 +0,0 @@ -# Hospitaller - -**Role:** Characters - -*Hospitallers are physical and spiritual healers. They are possessed of medicinal expertise as well as serving as a font of faith for those in need, whispering mantras of vigour to dull pain and intoning prayers to salve fevered minds. They move swiftly across the battlefield, working in solemn calm despite the harshest conditions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; chirurgeon’s tools. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chirurgeon’s tools | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Medicus Ministorum** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Sacred Healing** (Datasheet): While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead. - -**Keywords:** Infantry, Character, Imperium, Hospitaller -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Hospitaller - -**Leader:** -Can lead: Sisters Novitiate Squad, Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/imagifier.md b/cogitator/factions/adepta-sororitas/datasheets/imagifier.md deleted file mode 100644 index 931a44f..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/imagifier.md +++ /dev/null @@ -1,79 +0,0 @@ -# Imagifier - -**Role:** Characters - -*It is the most sacred role of the Imagifier to extol the virtues of fallen Sisters and preach tales of their saintly deeds. Imagifiers bear aloft great stanchions in the image of a martyr inscribed with holy texts, and go wherever the fighting is thickest to recite litanies and inspire their fellow Sisters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Litany of Deeds** (Datasheet): Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool. -- **Stanchion of Holy Martyrs** (Datasheet): While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save. - -**Keywords:** Grenades, Character, Infantry, Imperium, Imagifier -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Imagifier - -**Leader:** -Can lead: Crusaders, Retributor Squad, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/immolator.md b/cogitator/factions/adepta-sororitas/datasheets/immolator.md deleted file mode 100644 index e1a6ab2..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/immolator.md +++ /dev/null @@ -1,77 +0,0 @@ -# Immolator - -**Role:** Dedicated Transports - -*This Rhino variant has an aggressive machine spirit, and is equipped with an elaborate turret fitted with a powerful weapons system. This makes it ideal for rapid advances to clear enemy strongpoints, providing fire support for the troops it transports to battle and acting as an outrider escort for armoured columns.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** heavy bolter; immolation flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Immolation flamers | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 2, twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Purge and Cleanse** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Vehicle, Immolator, Imperium, Transport, Dedicated Transport -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Immolator - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model’s immolation flamers can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin multi-melta - -**Transport:** -This model has a transport capacity of 6 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine. - -At the start of the Declare Battle Formations step, you can select one Battle Sisters Squad, Dominion Squad or Sisters Novitiate Squad from your army. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that has the Cherub ability, only one of the new units can use that ability during the battle – make a note of which of the new units this will be). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another Transport, or it can be deployed as a separate unit. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/junith-eruita.md b/cogitator/factions/adepta-sororitas/datasheets/junith-eruita.md deleted file mode 100644 index 3b9b554..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/junith-eruita.md +++ /dev/null @@ -1,86 +0,0 @@ -# Junith Eruita - -**Role:** Characters - -*Junith Eruita sweeps to battle wreathed in holy fire. She hovers above the battlefield upon thrumming waves of energy within the pulpit of Saint Holline’s Basilica. Her presence and voice inspire all around her, filling them with faith, while her heavy flamers douse her foes in purging fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 2+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** twin Ministorum heavy flamer; Mace of Castigation. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mace of Castigation | Melee | 4 | 2 | 6 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **The Pulpit of Saint Holline’s Basilica** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Fiery Conviction** (Datasheet): If this model is on the battlefield at the start of your Command phase, you can choose one of the following: -- Discard 1 Miracle dice and gain 1CP. -- Take a Leadership test for this model, if that test is passed, gain 1CP. - -**Keywords:** Junith Eruita, Mounted, Imperium, Epic Hero, Fly, Character -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Junith Eruita – EPIC HERO - -**Leader:** -Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/ministorum-priest.md b/cogitator/factions/adepta-sororitas/datasheets/ministorum-priest.md deleted file mode 100644 index 363165a..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/ministorum-priest.md +++ /dev/null @@ -1,84 +0,0 @@ -# Ministorum Priest - -**Role:** Characters - -*It is the role of Ministorum Priests to harness the faith of Imperial warriors in battle. Often they join Wars of Faith – though it is not unheard of for a Preacher to lead one. They are filled with a fearsome religious fervour that incites the faithful as they bellow catechisms of hatred.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** zealot’s vindictor. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Holy pistol | 12 | 3 | 4 | 4 | 0 | 1 | pistol | -| Zealot’s vindictor | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power Weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Zealot’s vindictor | Melee | 3 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Righteous Smiting** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Zealot** (Datasheet): Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3. -- **Holy Mission** (Special (правая колонка)): If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability. - -**Keywords:** Infantry, Character, Imperium, Penitent, Ministorum Priest -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Preacher - -**Wargear Options:** -- This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon. - -**Leader:** -Can lead: Sisters Novitiate Squad, Crusaders, Celestian Insidiants, Arco-flagellants, Battle Sisters Squad, Dominion Squad, Sanctifiers - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/mortifiers.md b/cogitator/factions/adepta-sororitas/datasheets/mortifiers.md deleted file mode 100644 index 1a37c8c..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/mortifiers.md +++ /dev/null @@ -1,80 +0,0 @@ -# Mortifiers - -**Role:** Other - -*The pilot of a Mortifier is a Sister Repentia who has fled from battle. Bolted within the Mortifier’s armoured shell, they cannot move, speak or hear. Suffering endless shame and agony, they are driven by madness and pain to carve a path of mutilation and destruction through the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 4+ | 5 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** 2 heavy bolters; twin penitent buzz-blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Mortifier flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Penitent buzz-blade | Melee | 4 | 3 | 10 | -3 | 2 | sustained hits 1 | -| Penitent flail | Melee | 8 | 3 | 5 | -1 | 1 | sustained hits 1 | -| Twin penitent buzz-blades | Melee | 4 | 3 | 10 | -3 | 2 | sustained hits 1, twin-linked | -| Twin penitent flails | Melee | 8 | 3 | 5 | -1 | 1 | sustained hits 1, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Anguish of the Unredeemed** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Anchorite Sarcophagus** (Wargear): The bearer has a Move characteristic of 7" and a Save characteristic of 3+. - -**Keywords:** Vehicle, Walker, Imperium, Penitent, Mortifiers -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1-2 Mortifiers - -**Wargear Options:** -- 1 model can be equipped with 1 anchorite sarcophagus. -- Any number of models can each have their 2 heavy bolters replaced with one of the following:- 1 heavy bolter and 1 Mortifier flamer -- 2 Mortifier flamers -- Any number of models can each have their twin penitent buzz-blades replaced with one of the following:- 1 twin penitent flails -- 1 penitent buzz-blade and 1 penitent flail - -**Points:** -- 1 model: 70pts -- 2 models: 140pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/morvenn-vahl.md b/cogitator/factions/adepta-sororitas/datasheets/morvenn-vahl.md deleted file mode 100644 index cd7ccd6..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/morvenn-vahl.md +++ /dev/null @@ -1,88 +0,0 @@ -# Morvenn Vahl - -**Role:** Characters - -*Aggressive, brash and taciturn, Morvenn Vahl leads the Adepta Sororitas from the front. Taking to the field in an ancient Paragon Warsuit, she smites foe after foe with deafening bursts from Fidelis, devastating salvoes of missiles and pinpoint thrusts with the Lance of Illumination.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 7 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Fidelis; Paragon missile launcher; Lance of Illumination. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fidelis | 36 | 3 | 2 | 6 | -1 | 2 | sustained hits 1 | -| Paragon missile launcher – prioris | 36 | 2 | 2 | 9 | -2 | D6 | — | -| Paragon missile launcher – sanctorum | 36 | 2D6 | 2 | 4 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lance of Illumination – strike | Melee | 5 | 2 | 8 | -2 | 3 | devastating wounds | -| Lance of Illumination – sweep | Melee | 10 | 2 | 5 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Abbess Sanctorum** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. -- **Righteous Repugnance** (Datasheet): Each time this model’s unit is selected to shoot or fight, you can discard 1 Miracle dice. If you do, until the end of the phase, add 3 to the Attacks characteristic of Fidelis and the Lance of Illumination. Each time an enemy unit is destroyed by this model, you gain 1 Miracle dice. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. - -**Keywords:** Morvenn Vahl, Vehicle, Walker, Character, Epic Hero, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Morvenn Vahl – EPIC HERO - -**Leader:** -Can lead: Paragon Warsuits - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/palatine.md b/cogitator/factions/adepta-sororitas/datasheets/palatine.md deleted file mode 100644 index 996302c..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/palatine.md +++ /dev/null @@ -1,83 +0,0 @@ -# Palatine - -**Role:** Characters - -*Palatines are highly capable and experienced commanders of Adepta Sororitas Missions. Unshakeable of faith and purpose, they act as excellent examples to the Battle Sisters that follow them. This makes them a powerful force on the battlefield, inspiring zealous warriors to victory.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Palatine blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Palatine blade | Melee | 4 | 2 | 4 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Fury of the Righteous** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Rapturous Blows** (Datasheet): Each time this model’s unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage. - -**Keywords:** Palatine, Infantry, Character, Grenades, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Palatine - -**Wargear Options:** -- This model’s bolt pistol can be replaced with 1 plasma pistol. - -**Leader:** -Can lead: Retributor Squad, Crusaders, Celestian Sacresants, Battle Sisters Squad, Celestian Insidiants, Dominion Squad, Sisters Novitiate Squad - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/paragon-warsuits.md b/cogitator/factions/adepta-sororitas/datasheets/paragon-warsuits.md deleted file mode 100644 index a03b453..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/paragon-warsuits.md +++ /dev/null @@ -1,72 +0,0 @@ -# Paragon Warsuits - -**Role:** Other - -*A pilot must have immense faith for a Paragon Warsuit’s spirit to trust them. They must also have incredible skill to handle its control system, which allows for highly complex and fluid movements. Mastering a Paragon Warsuit makes a Sister capable of engaging the most fearsome of enemies and emerging victorious.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 7 | 2+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; heavy bolter; Paragon storm bolters; Paragon war blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Paragon grenade launchers | 24 | 1 | 3 | 9 | -2 | D3 | twin-linked | -| Paragon storm bolters | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paragon war blade | Melee | 4 | 3 | 8 | -2 | 2 | — | -| Paragon war mace | Melee | 3 | 3 | 12 | -1 | 3 | — | - -**Abilities:** -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Righteous Paragons** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Paragon Warsuits, Imperium, Grenades, Walker, Vehicle -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Paragon Superior -- 2 Paragons - -**Wargear Options:** -- Any number of models can each have their Paragon storm bolters replaced with 1 Paragon grenade launchers. -- Any number of models can each have their Paragon war blade replaced with 1 Paragon war mace. -- Any number of models can each have their heavy bolter replaced with one of the following:- 1 Ministorum heavy flamer -- 1 multi-melta - -**Leader:** -Led By: Morvenn Vahl - -**Points:** -- 3 models: 210pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/penitent-engines.md b/cogitator/factions/adepta-sororitas/datasheets/penitent-engines.md deleted file mode 100644 index 7adb8ed..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/penitent-engines.md +++ /dev/null @@ -1,75 +0,0 @@ -# Penitent Engines - -**Role:** Other - -*The pilots of Penitent Engines are subjected to terrible agony, thanks to the torment amplifiers spliced into their synapses. They blaze a trail of destruction with their flamers before charging headlong into the foe, guilt and pain driving them on, heedless of danger. All they leave in their wake is utter carnage.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 4+ | 5 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** penitent flamers; twin penitent buzz-blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Penitent flamers | 12 | 2D6 | N/A | 5 | 0 | 1 | assault, ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Penitent buzz-blade | Melee | 4 | 4 | 10 | -3 | 2 | sustained hits 1 | -| Penitent flail | Melee | 8 | 4 | 5 | -1 | 1 | sustained hits 1 | -| Twin penitent buzz-blades | Melee | 4 | 4 | 10 | -3 | 2 | sustained hits 1, twin-linked | -| Twin penitent flails | Melee | 8 | 4 | 5 | -1 | 1 | sustained hits 1, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Endless Suffering** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Vehicle, Penitent, Penitent Engines, Imperium, Walker -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1-2 Penitent Engines - -**Wargear Options:** -- Any number of models can each have their twin penitent buzz-blades replaced with one of the following:- 1 penitent buzz-blade and 1 penitent flail -- 1 twin penitent flails - -**Points:** -- 1 model: 75pts -- 2 models: 150pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/repentia-squad.md b/cogitator/factions/adepta-sororitas/datasheets/repentia-squad.md deleted file mode 100644 index e0bd0b5..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/repentia-squad.md +++ /dev/null @@ -1,67 +0,0 @@ -# Repentia Squad - -**Role:** Other - -*Sisters Repentia charge across the battlefield howling prayers, filled with the need for atonement for past misdeeds. Overseen by a stern taskmaster in the form of a Repentia Superior who is ever vigilant for sinfulness, Repentia now exist only to slaughter the enemies of the Emperor, and so rush forward without heed for their own safety. Each seeks to redeem herself with acts of selfless bravery and violent devotion.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| REPENTIA SUPERIOR | 7" | 3 | 3+ | 1 | 7+ | 1 | -| SISTERS REPENTIA | 7" | 3 | 7+ | 1 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**The Repentia Superior is equipped with:** bolt pistol; neural whips. - -**Each Sister Repentia is equipped with:** penitent eviscerator. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Neural whips | Melee | 4 | 3 | 3 | -1 | 1 | anti-infantry 4+ | -| Penitent eviscerator | Melee | 2 | 4 | 6 | -2 | 2 | sustained hits 1 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Overseer of Redemption** (Datasheet): While this unit contains a Repentia Superior model, each time a Sisters Repentia model in this unit makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Grenades, Infantry, Repentia Squad, Penitent, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Repentia Superior -- 4-9 Sisters Repentia - -**Points:** -- 5 models: 75pts -- 10 models: 160pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/repressor.md b/cogitator/factions/adepta-sororitas/datasheets/repressor.md deleted file mode 100644 index 1d14fea..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/repressor.md +++ /dev/null @@ -1,81 +0,0 @@ -# Repressor - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 12 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** Repressor twin heavy flamer; storm bolter; dozer ram. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Repressor twin heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dozer ram | Melee | 3 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Emergency Combat Embarkation** (Datasheet): Once per turn, in your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move, you can select one ADEPTA SORORITAS unit from your army that was selected as a target of that charge. Provided that unit is not within Engagement Range of any enemy units and every model in that unit is within 3" of this TRANSPORT, it can embark within this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Vehicle, Transport, Dedicated Transport, Imperium, Repressor -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Repressor - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy flamer -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 12 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/retributor-squad.md b/cogitator/factions/adepta-sororitas/datasheets/retributor-squad.md deleted file mode 100644 index 140ed26..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/retributor-squad.md +++ /dev/null @@ -1,88 +0,0 @@ -# Retributor Squad - -**Role:** Other - -*Retributors are highly experienced warriors, and amongst the finest sharpshooters in their Order. Only the most level-headed Battle Sisters join their ranks. Providing long-range fire support is a task that requires excellent target prioritisation skills, as well as the ability to optimise firing solutions and identify enemy weak points.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**The Retributor Superior is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Each Retributor is equipped with:** bolt pistol; heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Cherubs** (Datasheet): Twice per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. -**Designer’s Note:** *Place two Cherub tokens next to the unit, removing one each time this ability has been used.* -- **Storm of Retribution** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If such an attack targets an enemy unit that has destroyed one or more Adepta Sororitas units from your army during the battle, add 1 to the Hit roll and add 1 to the Wound roll as well. - -**Keywords:** Retributor Squad, Grenades, Infantry, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Retributor Superior -- 4 Retributors - -**Wargear Options:** -- The Retributor Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 combi-weapon -- 1 condemnor boltgun -- 1 inferno pistol -- 1 Ministorum hand flamer -- 1 plasma pistol -- The Retributor Superior can be equipped with one of the following:- 1 chainsword -- 1 power weapon -- Each Retributor’s heavy bolter can be replaced with one of the following:- 1 Ministorum heavy flamer -- 1 multi-melta - -**Leader:** -Led By: Junith Eruita, Aestred Thurga And Agathae Dolan, Dogmata, Palatine, Canoness, Imagifier, Hospitaller, Dialogus - -**Points:** -- 5 models: 120pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/saint-celestine.md b/cogitator/factions/adepta-sororitas/datasheets/saint-celestine.md deleted file mode 100644 index 56ff5e2..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/saint-celestine.md +++ /dev/null @@ -1,90 +0,0 @@ -# Saint Celestine - -**Role:** Characters - -*Saint Celestine is a living embodiment of the Emperor’s might, and she radiates holy light. Beneath her the faithful are filled with courage, while heretics experience overwhelming terror. Flanked by her chosen Geminae champions, her gestures can heal the sick, or strike like the Emperor’s judgement itself to smite the foe with divine strength.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CELESTINE | 12" | 3 | 2+ | 5 | 6+ | 1 | -| GEMINAE SUPERIA | 12" | 3 | 2+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Saint Celestine is equipped with:** the Ardent Blade. - -**Each Geminae Superia is equipped with:** bolt pistol; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| The Ardent Blade | 12 | D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | -| The Ardent Blade | Melee | 5 | 2 | 6 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Healing Tears** (Datasheet): While this unit contains a Celestine model, in your Command phase, if this unit is below its Starting Strength, either one destroyed Geminae Superia model or up to D3 other Bodyguard models are returned to this unit. -- **Lifewards** (Datasheet): While this unit contains one or more Geminae Superia models, Celestine has the Feel No Pain 4+ ability. -- **Miraculous Intervention** (Datasheet): The first time this unit’s Celestine model is destroyed, roll one D6 at the end of the phase. On a 2+, set that Celestine model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. - -**Keywords:** Character, Imperium, Grenades, Fly, Jump Pack, Infantry, Epic Hero, Saint Celestine -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Celestine – EPIC HERO -- 2 Geminae Superia - -**Leader:** -Can lead: Zephyrim Squad, Seraphim Squad - -**Points:** -- 3 models: 150pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/sanctifiers.md b/cogitator/factions/adepta-sororitas/datasheets/sanctifiers.md deleted file mode 100644 index 924e129..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/sanctifiers.md +++ /dev/null @@ -1,104 +0,0 @@ -# Sanctifiers - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Miraculist is equipped with:** holy fire; burning hands. - -**The Salvationist is equipped with:** close combat weapon; Salvationist medikit. - -**The Death Cult Assassin is equipped with:** Death Cult blades. - -**1 Missionary is equipped with:** plasma gun; Sanctifier melee weapon. - -**1 Missionary is equipped with:** Ministorum flamer; Sanctifier melee weapon. - -**Every Sanctifier is equipped with:** Ministorum hand flamer; Sanctifier melee weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Holy fire | 12 | D6 | N/A | 6 | -1 | 2 | ignores cover, one shot, torrent | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burning hands | Melee | 1 | 2 | 6 | -2 | 3 | devastating wounds | -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Death Cult blades | Melee | 4 | 2 | 4 | -2 | 1 | precision | -| Sanctifier melee weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. -- **Ministorum Sermon** (Datasheet): While this unit contains a MINISTORUM PRIEST, melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. -- **Cherub** (Datasheet): Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice. - -**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Ministorum Priest from your army with the Leader ability can be attached to a Battle Sisters Squad, it can be attached to this unit instead. If a MINISTORUM PRIEST from your army is attached to this unit during the Declare Battle Formations step, that model gains the Scouts 6" ability. -- **Salvationist Medikit** (Wargear): In your Command phase, if the bearer is on the battlefield, you can return up to D3 destroyed models (excluding CHARACTER models) to this unit. -- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. - -**Keywords:** Sanctifiers, Imperium, Grenades, Infantry -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Miraculist -- 1 Salvationist -- 1 Death Cult Assassin -- 2 Missionaries -- 4 Sanctifiers - -**Wargear Options:** -- 1 Missionary model can have its 1 plasma gun replaced with 1 meltagun. -- 1 Missionary model equipped with 1 plasma gun can be equipped with 1 holy fire (this model’s plasma gun cannot be replaced). -- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 Ministorum hand flamer and 1 close combat weapon. -- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 close combat weapon and 1 simulacrum imperialis. - -**Leader:** -Led By: Ministorum Priest - -**Points:** -- 9 models: 110pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/seraphim-squad.md b/cogitator/factions/adepta-sororitas/datasheets/seraphim-squad.md deleted file mode 100644 index 581df45..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/seraphim-squad.md +++ /dev/null @@ -1,81 +0,0 @@ -# Seraphim Squad - -**Role:** Other - -*The Seraphim fight in the Adepta Sororitas’ advanced guard. Only Battle Sisters with superlative dexterity are selected to join their ranks, firing with pinpoint accuracy while moving at great speeds. They must be able to land with incredible precision, cut down foes and retreat within a few heartbeats.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** 2 bolt pistols; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 3 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Angelic Ascent** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Grenades, Imperium, Seraphim Squad, Infantry, Jump Pack, Fly -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Seraphim Superior -- 4-9 Seraphim - -**Wargear Options:** -- For every 5 models in the unit, up to 2 Seraphim can each have their 2 bolt pistols replaced with one of the following:- 2 inferno pistols -- 2 Ministorum hand flamers -- The Seraphim Superior’s 2 bolt pistols can be replaced with one of the following:- 1 bolt pistol and 1 chainsword -- 1 bolt pistol and 1 plasma pistol -- 1 bolt pistol and 1 power weapon -- 1 plasma pistol and 1 chainsword -- 1 plasma pistol and 1 power weapon - -**Leader:** -Led By: Saint Celestine, Canoness with Jump Pack - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/sisters-novitiate-squad.md b/cogitator/factions/adepta-sororitas/datasheets/sisters-novitiate-squad.md deleted file mode 100644 index ca099a4..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/sisters-novitiate-squad.md +++ /dev/null @@ -1,84 +0,0 @@ -# Sisters Novitiate Squad - -**Role:** Other - -*Sisters Novitiate are young recruits to the Adepta Sororitas. Trained by the Drill Abbots of the Schola Progenium, they are assigned to an Order Militant to gain combat experience and prove their mettle in the crucible of war.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NOVITIATE SUPERIOR | 6" | 3 | 3+ | 1 | 7+ | 2 | -| SISTER NOVITIATE | 6" | 3 | 4+ | 1 | 8+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**The Novitiate Superior is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Each Sister Novitiate is equipped with:** autopistol; autogun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | -| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | -| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Novitiate melee weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Impetuous Fervour** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Hit roll instead. -- **Sacred Banner** (Wargear): You can re-roll Advance and Charge rolls made for the bearer’s unit. -- **Simulacrum Imperialis** (Wargear): At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice showing a value equal to that result. - -**Keywords:** Sisters Novitiate Squad, Imperium, Grenades, Infantry -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Novitiate Superior -- 9 Sisters Novitiate - -**Wargear Options:** -- The Novitiate Superior’s bolt pistol and boltgun can be replaced with one of the following:- 1 bolt pistol and 1 power weapon -- 1 plasma pistol and 1 power weapon -- 1 Sister Novitiate’s autogun can be replaced with 1 sacred banner. -- 1 Sister Novitiate’s autogun can be replaced with 1 simulacrum imperialis. -- Up to 2 Sisters Novitiate can each have their autogun replaced with 1 Ministorum flamer. -- Any number of Sisters Novitiate can each have their autogun and close combat weapon replaced with 1 Novitiate melee weapons. - -**Leader:** -Led By: Ministorum Priest, Aestred Thurga And Agathae Dolan, Palatine, Dialogus, Hospitaller, Junith Eruita, Canoness - -**Points:** -- 10 models: 100pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/sororitas-rhino.md b/cogitator/factions/adepta-sororitas/datasheets/sororitas-rhino.md deleted file mode 100644 index 61711f0..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/sororitas-rhino.md +++ /dev/null @@ -1,75 +0,0 @@ -# Sororitas Rhino - -**Role:** Dedicated Transports - -*Rhinos are the mainstay transport of the Adepta Sororitas, and before battle are blessed by Enginseers and Ministorum priests. They are durable, robust and easy to operate. Thanks to their indomitable machine spirits they rarely break down, and speed the warriors inside them across the battlefield wherever they are needed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** storm bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Transport, Smoke, Dedicated Transport, Vehicle, Sororitas Rhino, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Sororitas Rhino - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 12 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/triumph-of-saint-katherine.md b/cogitator/factions/adepta-sororitas/datasheets/triumph-of-saint-katherine.md deleted file mode 100644 index 24f14a8..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/triumph-of-saint-katherine.md +++ /dev/null @@ -1,88 +0,0 @@ -# Triumph Of Saint Katherine - -**Role:** Characters - -*At the centre of the Triumph is the blessed bier upon which lie the mortal remains of Saint Katherine, beneath the sconce containing her fiery heart. Wherever the Triumph goes, the Emperor’s radiance goes with it. The glory of the martyred Matriarch is spread and Battle Sisters are filled with conviction to purge the foes of Mankind.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 18 | 6+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistols; relic weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistols | 12 | 6 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Relic weapons | Melee | 18 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Relics of the Matriarchs** (Datasheet): At the start of the battle round, select up to two of the abilities in the Relics of the Matriarchs section (see left). Until the start of the next battle round, this model has those abilities. -- **Solemn Procession** (Datasheet): Each time you gain 1 Miracle dice at the start of the battle round, if this model is on the battlefield, do not roll one D6 to determine the value of that Miracle dice; it has a value of 6. -- **The Fiery Heart (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, add 2" to that unit's Move characteristic and add 1 to Advance and Charge rolls made for that unit. -- **Censer of the Sacred Rose (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. -- **Simulacrum of the Ebon Chalice (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, that unit can perform up to two Acts of Faith per phase, instead of only one. -- **Simulacrum of the Argent Shroud (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Wound roll of 1. -- **Icon of the Valorous Heart (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, models in that unit have the Feel No Pain 6+ ability. -- **Petals of the Bloody Rose (Aura)** (Primarch): While a friendly ADEPTA SORORITAS unit is within 6" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. - -**Keywords:** Imperium, Triumph of Saint Katherine, Infantry, Grenades, Character, Epic Hero -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Triumph of Saint Katherine – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, the Attacks characteristics of all of its weapons are halved, and you can only select one ability when using its Relics of the Matriarchs ability, instead of up to two. - -**Leader:** -Can lead: Crusaders, Battle Sisters Squad - -**Points:** -- 1 model: 235pts diff --git a/cogitator/factions/adepta-sororitas/datasheets/zephyrim-squad.md b/cogitator/factions/adepta-sororitas/datasheets/zephyrim-squad.md deleted file mode 100644 index 8665798..0000000 --- a/cogitator/factions/adepta-sororitas/datasheets/zephyrim-squad.md +++ /dev/null @@ -1,76 +0,0 @@ -# Zephyrim Squad - -**Role:** Other - -*Only those who experience a direct and persistent connection with the Emperor become Zephyrim. They are divine destroyers, figures of fathomless passion and integrity. On the battlefield they strike down their foes with ruthless precision, while their angelic singing drowns out the screams of the dying.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Acts of Faith** (Faction): If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice. - -GAINING MIRACLE DICE -If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice: -- At the start of each battle round. -- Each time an ADEPTA SORORITAS unit from your army is destroyed. - -Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool. - -PERFORMING AN ACT OF FAITH -Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll: -- Advance roll -- Battle-shock test -- Charge roll -- Damage roll -- Hit roll -- Saving throw -- Wound roll - -**Example:** *Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).* -- **Embodied Prophecy** (Datasheet): Each time this unit is selected to fight, select one of the following abilities to apply to melee weapons equipped by models in this unit until the end of the phase: -- [SUSTAINED HITS 1] -- [LETHAL HITS] -If this unit made a Charge move this turn, until the end of the phase, select both abilities above to apply to melee weapons equipped by models in this unit instead. -- **Sacred Banner** (Wargear): You can re-roll Advance and Charge rolls made for the bearer’s unit. - -**Keywords:** Zephyrim Squad, Grenades, Infantry, Jump Pack, Fly, Imperium -**Faction Keywords:** Adepta Sororitas - -**Unit Composition:** -- 1 Zephyrim Superior -- 4-9 Zephyrim - -**Wargear Options:** -- The Zephyrim Superior can be equipped with 1 sacred banner. -- The Zephyrim Superior’s bolt pistol can be replaced with 1 plasma pistol. - -**Leader:** -Led By: Saint Celestine, Canoness with Jump Pack - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/adepta-sororitas/detachments.md b/cogitator/factions/adepta-sororitas/detachments.md new file mode 100644 index 0000000..230b8bc --- /dev/null +++ b/cogitator/factions/adepta-sororitas/detachments.md @@ -0,0 +1,600 @@ +# Adepta Sororitas Detachments + +# Army of Faith + +## Abilities + +### Sacred Rites +Each ADEPTA SORORITAS unit from your army can perform up to two Acts of Faith per phase, instead of just one. + +## Stratagems + +### ANGELIC DESCENT — 1CP +**Type:** Army of Faith – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One ADEPTA SORORITAS JUMP PACK unit from your army. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. + +### BLINDING RADIANCE — 1CP +**Type:** Army of Faith – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit's attacks, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of such a unit. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, each time an attack targets that unit, subtract 1 from the Hit roll. + +### DIVINE GUIDANCE — 1CP +**Type:** Army of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** That ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. If one or more enemy models are destroyed as the result of any of those attacks, you gain 1 Miracle dice. + +### FAITH AND FURY — 1CP +**Type:** Army of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If one or more enemy models are destroyed as the result of your unit's attacks this phase, you gain 1 Miracle dice. + +### LIGHT OF THE EMPEROR — 1CP +**Type:** Army of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army. + +**EFFECT:** Until the end of the turn, your unit is blessed. While a unit is blessed, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws). If your unit has the JUMP PACK keyword, until the end of the turn, while a friendly ADEPTA SORORITAS unit is within 3" of your unit, that friendly unit is also blessed. + +### SHIELD OF FAITH — 1CP +**Type:** Army of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an ADEPTA SORORITAS unit from your army suffers a mortal wound. + +**TARGET:** That ADEPTA SORORITAS unit, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of it. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. + +## Enhancements + +### Blade of Saint Ellynor — 15pts +*Forged from thrice-blessed silver, this blade has the names and deeds of a thousand saints inscribed on one side on the molecular level, while the other has the entire Fede lmperialis etched into its form. The blade glows with righteous power and has slain heretics, mutants and xenos beyond counting.* +ADEPTA SORORITAS model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1, and those weapons have the [PRECISION] ability. In addition, each time the bearer fights, if one or more enemy models are destroyed by those attacks, you gain 1 Miracle dice. + +### Divine Aspect — 5pts +*Enemy warriors tremble before the radiant majesty of one blessed by the Emperor.* +ADEPTA SORORITAS model only. In your Movement phase, you can select one enemy unit within 12" of the bearer; that unit must take a Battle-shock test. If that test is failed, you gain 1 Miracle dice. + +### Litanies of Faith — 10pts +*This unassuming parchment is one of the holiest relics in the Ministorum's charge, its mere presence enough to fill the hearts of the faithful with righteous fervour.* +CANONESS or PALATINE model only. At the start of your Command phase, if the bearer is on the battlefield, take a Leadership test for the bearer. If that test is passed, you gain 1 Miracle dice. + +### Triptych of the Macharian Crusade — 20pts +*Carried onto the most fire-swept of battlefields, the images of the Macharian Trinity glorifies three missionaries who saved thousands of lives. This adamantine-sheathed relic reminds the bearer that faith alone can weather the most grievous adversities.* +ADEPTA SORORITAS model only. Each time the bearer uses an Act of Faith to substitute a saving throw, that saving throw is successful, irrespective of the value of the Miracle dice used. + +--- + +# Bringers of Flame + +## Abilities + +### Fervent Purgation +Ranged weapons equipped by ADEPTA SORORITAS models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 6", add 1 to the Strength characteristic of that attack. + +## Stratagems + +### BLAZING IRE — 2CP +**Type:** Bringers of Flame – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One ADEPTA SORORITAS TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** One unit embarked within your TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### CARRY FORTH THE FAITHFUL — 1CP +**Type:** Bringers of Flame – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just before an ADEPTA SORORITAS TRANSPORT model from your army Advances. + +**TARGET:** That ADEPTA SORORITAS TRANSPORT model. + +**EFFECT:** Until the end of the turn, you can re-roll Advance rolls made for your TRANSPORT, and units can disembark from your TRANSPORT even though it Advanced. Units that do so count as having made a Normal move, and cannot declare a charge this turn + +### CLEANSING FLAMES — 2CP +**Type:** Bringers of Flame – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability + +### RIGHTEOUS BLOWS — 1CP +**Type:** Bringers of Flame – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If one or more enemy models are destroyed as the result of attacks made by those weapons this phase, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. + +### RITES OF FIRE — 1CP +**Type:** Bringers of Flame – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 6" that is also within range of an objective marker, add 1 to the Wound roll. If one or more enemy models are destroyed as the result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. + +### SHIELD OF AVERSION — 1CP +**Type:** Bringers of Flame – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +## Enhancements + +### Fire and Fury — 30pts +*This warrior is a firebrand zealot without comparison. At their command, the faithful unleash relentless fire upon their chosen foe.* +ADEPTA SORORITAS model only. While the bearer is leading a unit, add 1 to the Attacks characteristic of Torrent weapons equipped by models in that unit, and all other ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. + +### Iron Surplice of Saint Istalela — 10pts +*Worked upon by generations of artificers, consecrated with holy oils and steeped in the smoke of sacred incense, this suit of power armour is amongst the most battle-proven relics held by the Orders Militant.* +CANONESS or PALATINE model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability. + +### Manual of Saint Griselda — 20pts +*Within this tome are the collected writings of Saint Griselda the Pious. The lessons inscribed on its vellum pages teach focus and decisiveness during times of war.* +ADEPTA SORORITAS model only. At the start of your Command phase, you can discard up to 2 Miracle dice. Then, add 1 Miracle dice to your Miracle Dice pool showing a value equal to the sum of the two Miracle dice you just discarded (to a maximum of 6). + +### Righteous Rage — 15pts +*This servant of the divine draws deeply from their faith, enhancing their physical might.* +ADEPTA SORORITAS model only. Each time the bearer is selected to fight, you can first discard up to 3 Miracle dice. For each Miracle dice just discarded, until the end of the phase, add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. + +--- + +# Champions of Faith + +*The Adepta Sororitas assemble their most skilled and pious warriors when a truly vital mission must be completed. Whether they muster in the marshalling cloisters of a holy shrine, aboard a dropship thundering through hostile skies, or even upon the open field of war amidst fountaining explosions and heaped corpses, these hand-picked champions of the Imperial Creed halt long enough to kneel as one and pray to the God-Emperor. Only once they have sworn irrevocable oaths to the Master of Mankind, promising they will die before failing him, do the Battle Sisters advance. Bound by the promises they have made and sure in the knowledge that they are the finest exemplars of their order, these Champions of Faith stride out with unshakeable purpose and fiercely focused determination to prevail no matter the cost.* + +## Abilities + +### Righteous Purpose +In your Command phase, you can select up to 3 Adepta Sororitas units from your army (including units that are embarked within Transports), until the start of your next Command phase, those units are Righteous. While a unit is Righteous: +- Add 1" to the Move characteristic of models in that unit. +- Improve the Leadership characteristic of models in that unit by 1. +- Improve the Weapon Skill and Ballistic Skill characteristics of weapons equipped by Battle Sisters Squad, Celestian Sacresants and Paragon Warsuits models in that unit by 1. + +Keywords +While a CELESTIAN SACRESANTS unit from your army is not Battle-shocked, add 1 to the Objective Control characteristic of Celestian Sacresants models in that unit. + +## Stratagems + +### BASTION OF FAITH — 1CP +**Type:** Champions of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Celestian Sacresants unit that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. In addition, if your unit is Righteous, you can select one other CELESTIAN SACRESANTS unit from your army that is not Battle-shocked and is within 6" of your unit. Until the end of the phase, each time an attack targets that CELESTIAN SACRESANTS unit, subtract 1 from the Hit roll as well. + +### INDEFATIGABLE DEDICATION — 1CP +**Type:** Champions of Faith – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back. + +**TARGET:** That ADEPTA SORORITAS unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit is Righteous, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead. + +### PATH OF THE RIGHTEOUS — 1CP +**Type:** Champions of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the turn, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, if your unit is Righteous, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +### SHIELD OF DENIAL — 1CP +**Type:** Champions of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an ADEPTA SORORITAS unit from your army. + +**TARGET:** That ADEPTA SORORITAS unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability against mortal wounds. If your unit is Righteous, until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds instead. + +### SUFFER NOT THE UNFAITHFUL — 1CP +**Type:** Champions of Faith – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that is Righteous and that has not been selected to shoot or fight this phase. + +**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability. + +### TO THE HEART OF HERESY — 1CP +**Type:** Champions of Faith – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the turn, improve the Strength characteristic of melee weapons equipped by models in your unit by 1. If your unit is Righteous, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well. + +## Enhancements + +### Eyes of the Oracle — 10pts +*Having torn them from the sockets of a heretical witch, this warrior of faith keeps these shrivelled orbs sealed in a miniature reliquary about their neck. They believe that – tormented by holy imprisonment – the traitorous eyes guide their aim towards other infernal champions.* +ADEPTA SORORITAS model only. The bearer’s weapons have the [PRECISION] ability. Each time the bearer’s unit destroys an enemy CHARACTER model, you gain 1CP. + +### Mark of Devotion — 30pts +*A fresh oath brand burns in this champion’s flesh, its heat remaining miraculously undimmed and its searing pain focusing their devout wrath.* +ADEPTA SORORITAS model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. While the bearer’s unit is Righteous, add 2 to the Attacks characteristic and add 1 to the Damage characteristic of the bearer’s melee weapons instead. + +### Sanctified Amulet — 25pts +*Belief radiates out from this blessed icon, forming a holy circle of abjuration that holds at bay the unclean and leaves this champion free to do their duty to the God-Emperor.* +ADEPTA SORORITAS model only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer. + +### Triptych of Judgement — 15pts +*The three windows of this sacred artefact display three aspects of the God-Emperor in judgement over mortal souls. No warrior of faith will countenance failure beneath its threefold gaze.* +ADEPTA SORORITAS model only. Each time a model in the bearer’s unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll. + +--- + +# Hallowed Martyrs + +## Abilities + +### The Blood of Martyrs +Each time an ADEPTA SORORITAS model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. + +## Stratagems + +### DIVINE INTERVENTION — 1CP +**Type:** Hallowed Martyrs – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Adepta Sororitas Character unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** You can discard 1-3 Miracle dice. At the end of the phase, set the last destroyed model from your unit back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model is set back up with that number of wounds remaining (up to its starting number of wounds). + +**RESTRICTIONS:** You cannot select Saint Celestine as the target of this Stratagem. You cannot select the same CHARACTER as the target of this Stratagem more than once per battle. + +### PRAISE THE FALLEN — 1CP +**Type:** Hallowed Martyrs – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One ADEPTA SORORITAS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### RIGHTEOUS VENGEANCE — 1CP +**Type:** Hallowed Martyrs – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll and, if your unit is Below Half-strength, you can re-roll the Wound roll as well. + +### SANCTIFIED IMMOLATION — 1CP +**Type:** Hallowed Martyrs – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One ADEPTA SORORITAS VEHICLE model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though It was just destroyed. + +**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model's Deadly Demise ability. Instead, mortal wounds are automatically inflicted. + +### SPIRIT OF THE MARTYR — 2CP +**Type:** Hallowed Martyrs – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### SUFFERING AND SACRIFICE — 1CP +**Type:** Hallowed Martyrs – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Adepta Sororitas Infantry or Adepta Sororitas Walker unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of its attacks. + +## Enhancements + +### Chaplet of Sacrifice — 25pts +*The most hallowed martyrs of the Sisterhood have added beads to this chaplet. Such a relic can be a burden, for it carries the righteousness of those who uphold everything the Sisterhood stands for.* +ADEPTA SORORITAS model only. At the end of your Command phase, if the bearer is on the battlefield, you can re-roll 1 Miracle dice from your Miracle dice pool and return it to your Miracle dice pool showing the new result you rolled. When doing so, if the bearer's unit is below its Starting Strength, you can re-roll up to 3 Miracle dice in this way instead. + +### Mantle of Ophelia — 20pts +*The Mantle of Ophelia was once the badge of office for the Prioress of the Convent Sanctorum, and was worn by Helena the Virtuous, a Living Saint and one of the most revered leaders in the history of the Adepta Sororitas. The mantle is thought to have sacred powers of protection, for Helena was said to have anointed it with the Tears of the Emperor, a phial of blood-like liquid meticulously collected over a century from weeping statues of the Emperor found across the cardinal worlds of the Imperium.* +Canoness or Palatine model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1. + +### Saintly Example — 10pts +*With her final breath is another heroine elevated to the ranks of sainthood, her death stirring her greatest companions to finish what she started.* +ADEPTA SORORITAS model only. When the bearer is destroyed, you gain an additional D3 Miracle dice. + +### Through Suffering, Strength — 25pts +*With every wound inflicted on their mortal form does this holy warrior’s strength grow, their suffering a prayer to the God-Emperor.* +ADEPTA SORORITAS model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. If the bearer has lost one or more wounds, add 2 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons instead. + +--- + +# Penitent Host + +## Abilities + +### Desperate for Redemption +At the start of the battle round, you can select one of the following Vows of Atonement to be active for your army until the start of the next battle round. You can only select each Vow of Atonement once per battle.The Path of the Penitent + +With psalms on their lips, the faithful hurl themselves forward. + +Add 3" to the Move characteristic of PENITENT models from your army. + +Absolution in Battle + +The penitents smite the Emperor's foes with unmatched zeal. + +Each time a unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by PENITENT models in that unit. + +Death Before Disgrace + +Even the most grievous wound cannot stop a penitent warrior in their quest to earn redemption in the eyes of the Emperor. + +Each time a PENITENT model from your army is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Stratagems + +### BOUNDLESS ZEAL — 1CP +**Type:** Penitent Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back. + +**TARGET:** That ADEPTA SORORITAS unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit has the PENITENT keyword, it is eligible to shoot and declare a charge in a turn in which it Fell Back instead. + +### DEVOUT FANATICISM — 1CP +**Type:** Penitent Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One PENITENT unit from your army that was selected as the target as one or more of the attacking unit’s attacks. + +**EFFECT:** Roll one D6: your unit can be moved a distance in inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, models in your unit can be moved within Engagement Range of enemy units. + +### FINAL REDEMPTION — 1CP +**Type:** Penitent Host – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One PENITENT unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### LASH OF GUILT — 1CP +**Type:** Penitent Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just before a PENITENT unit from your army Advances. + +**TARGET:** That PENITENT unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit has the PENITENT ENGINES keyword, do not make an Advance roll for it; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### PASSION OF THE PENITENT — 1CP +**Type:** Penitent Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One PENITENT unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a PENITENT model in your unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. + +### PURITY OF SUFFERING — 1CP +**Type:** Penitent Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One PENITENT unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, PENITENT models in your unit have the Feel No Pain 4+ ability. + +## Enhancements + +### Catechism of Divine Penitence — 20pts +*To share in the agonies of the penitent and guide them to redemption is a most holy undertaking. Thus do many of the Adepta Sororitas’ commanders willingly fight by the side of those cast out by the Sisterhood.* +CANONESS, PALATINE or MINISTORUM PRIEST model only. The bearer gains the PENITENT keyword and, during the Declare Battle Formations step, can be attached to a REPENTIA SOUAD unit. + +### Psalm of Righteous Judgement — 30pts +*Invoking the strength of the God-Emperor, this warrior bellows psalms, which roar above the din of battle. Incited by these fire and brimstone recitations, the penitent warriors carve apart their enemies, every kill bringing them closer to redemption.* +ADEPTA SORORITAS model only. While the bearer is on the battlefield, each time an enemy unit is destroyed by a penitent unit from you army, you can discard 1 Miracle dice then gain 1 Miracle dice showing a value of 6. + +### Refrain of Enduring Faith — 25pts +*Faith is the shield of the righteous. The passionate benedictions of the pious may bestow the blessings of the God-Emperor.* +PENITENT model only. While the bearer is leading a unit, models in that unit have a 5+ invulnerable save. + +### Verse of Holy Piety — 15pts +*As the sanctified verses of the Ecclesiarchy’s holy psalms roar across the battlefield, divine might infuses the devout.* +PENITENT model only. Once per battle, at the start of the battle round, select one Vow of Atonement. Until the start of the next battle round, that Vow of Atonement is active for the bearer’s unit in addition to any that is active for your army, even if you have already selected that Vow of Atonement this battle. + +--- + +# Penitents and Pilgrims + +***The Ecclesiarchy’s priests travel huge distances in service to the God-Emperor, often to visit holy shrines or take part in Wars of Faith. The penitents and pilgrims who comprise their travelling flocks are zealously devoted to the faith, and relish the opportunity to prove their faith in battle.*** + +## Abilities + +### Bloody Redemption +The first time each turn that you gain 1 Miracle dice as the result of an ARCO-FLAGELLANTS or REPENTiA SqUAD unit from your army being destroyed, do not roll a D6; that Miracle dice has a value of 6 instead. + +## Stratagems + +### CONTEMPT FOR DEATH — 1CP +**Type:** Penitents and Pilgrims – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +### FEVERED ZEALOTS — 1CP +**Type:** Penitents and Pilgrims – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTA SORORITAS unit from your army opens a Hatchway. + +**TARGET:** That ADEPTA SORORITAS unit. + +**EFFECT:** Until the end of the turn, your unit has the Fights First ability. + +### SAVAGE FRENZY — 1CP +**Type:** Penitents and Pilgrims – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One ARcO-fLAGELLANTS or REPENTIA SqUAD unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +### SLICK WITH GORE — 1CP +**Type:** Penitents and Pilgrims – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an ADEPTA SORORITAS unit from your army destroys an enemy unit. + +**TARGET:** That ADEPTA SORORITAS unit. + +**EFFECT:** Until the end of the battle, your unit is slick with gore. In the Battle-shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 6" of and visible to a unit from your army that is slick with gore, that enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This cannot cause a unit to take two Battle-shock tests in the same phase. + +**RESTRICTIONS:** You cannot use this Stratagem while a unit from your army that is slick with gore is on the battlefield. + +## Enhancements + +### Fervent Ferocity — 0pts +*So inflamed by their own fiery rhetoric is this priest, that terrible wounds go unnoticed as they hurl themselves towards the foe.* +The bearer has the Feel No Pain 4+ ability. + +### Sanctification Rituals — 0pts +*As their forces seize territory, this pious leader leads holy rituals intended to purify and ward captured ground against the blasphemer.* +The bearer can perform the Secure Site Tactical Manoeuvre as if it had the BATTLELINE keyword. + +--- + +# Pious Protectors + +***The Adepta Sororitas are no strangers to void combat. Boltguns, flamers and melta weapons make excellent tools for cleansing obstinate foes from the decks of a vessel.*** + +## Abilities + +### The Emperor Protects +Each time an attack targets an ADEPTA SORORITAS unit from your army (excluding ARCO-FLAGELLANTS and REPENTiA SqUAD units), if that unit is within range of an objective marker, models in that unit have a 4+ invulnerable save against that attack. If that unit also performed the Secure Site Tactical Manoeuvre in your previous Shooting phase, models in it have a 3+ invulnerable save against that attack instead. + +## Stratagems + +### FINAL TESTAMENT — 1CP +**Type:** Pious Protectors – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** You can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### PRAYER OF PRECISION — 1CP +**Type:** Pious Protectors – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** You can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you discarded a Miracle dice, you can re-roll the Hit roll instead. + +### RADIANT ILLUMINATION — 1CP +**Type:** Pious Protectors – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One ADEPTA SORORITAS unit from your army (excluding ARcO-fLAGELLANTS and REPENTIA SqUAD units) that was selected as a target of that charge. + +**EFFECT:** You can discard 1 Miracle dice. Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit. If you discarded a Miracle dice, subtract 2 from Charge rolls made forthat enemy unit instead. + +### REPEL BOARDERS — 1CP +**Type:** Pious Protectors – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent’s Movement or Charge phase. + +**TARGET:** One ADEPTA SORORITAS unit from your army that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, until the end of the phase, each time you roll to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result. + +## Enhancements + +### Limitless Resolve — 0pts +*This leader is a bombastic commander whose faith is matched by their boundless charisma. With the intonation of a single battle-psalm they may restore order and morale to a shattered formation.* +While the bearer is on the battlefield, friendly Battle-shocked ADEPTA SORORITAS models (excluding ARCO-FLAGELLANTS and REPENTiA SqUAD models) have an Objective Control characteristic of 1. + +### Martial Discipline — 0pts +*Allied to their faith, the Adepta Sororitas possess discipline and training beyond that of most warriors. This leader is an expert in close-range combat and boarding actions, ordering their troops to lure the enemy into punishing fusillades and gun down fleeing foes with ruthless efficiency.* +At the start of your Shooting phase, you can select one friendly ADEPTA SORORITAS unit within 6" of the bearer. Until the end of the phase, that unit is eligible to shoot in a turn in which it Advanced or Fell Back. diff --git a/cogitator/factions/adepta-sororitas/detachments/army-of-faith.md b/cogitator/factions/adepta-sororitas/detachments/army-of-faith.md deleted file mode 100644 index f516ef0..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/army-of-faith.md +++ /dev/null @@ -1,88 +0,0 @@ -# Army of Faith - -## Abilities - -### Sacred Rites -Each ADEPTA SORORITAS unit from your army can perform up to two Acts of Faith per phase, instead of just one. - -## Stratagems - -### ANGELIC DESCENT — 1CP -**Type:** Army of Faith – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One ADEPTA SORORITAS JUMP PACK unit from your army. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. - -### BLINDING RADIANCE — 1CP -**Type:** Army of Faith – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit's attacks, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of such a unit. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, each time an attack targets that unit, subtract 1 from the Hit roll. - -### DIVINE GUIDANCE — 1CP -**Type:** Army of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** That ADEPTA SORORITAS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. If one or more enemy models are destroyed as the result of any of those attacks, you gain 1 Miracle dice. - -### FAITH AND FURY — 1CP -**Type:** Army of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If one or more enemy models are destroyed as the result of your unit's attacks this phase, you gain 1 Miracle dice. - -### LIGHT OF THE EMPEROR — 1CP -**Type:** Army of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army. - -**EFFECT:** Until the end of the turn, your unit is blessed. While a unit is blessed, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws). If your unit has the JUMP PACK keyword, until the end of the turn, while a friendly ADEPTA SORORITAS unit is within 3" of your unit, that friendly unit is also blessed. - -### SHIELD OF FAITH — 1CP -**Type:** Army of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an ADEPTA SORORITAS unit from your army suffers a mortal wound. - -**TARGET:** That ADEPTA SORORITAS unit, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of it. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS unit is unit is within 3" of your unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. - -## Enhancements - -### Blade of Saint Ellynor — 15pts -*Forged from thrice-blessed silver, this blade has the names and deeds of a thousand saints inscribed on one side on the molecular level, while the other has the entire Fede lmperialis etched into its form. The blade glows with righteous power and has slain heretics, mutants and xenos beyond counting.* -ADEPTA SORORITAS model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1, and those weapons have the [PRECISION] ability. In addition, each time the bearer fights, if one or more enemy models are destroyed by those attacks, you gain 1 Miracle dice. - -### Divine Aspect — 5pts -*Enemy warriors tremble before the radiant majesty of one blessed by the Emperor.* -ADEPTA SORORITAS model only. In your Movement phase, you can select one enemy unit within 12" of the bearer; that unit must take a Battle-shock test. If that test is failed, you gain 1 Miracle dice. - -### Litanies of Faith — 10pts -*This unassuming parchment is one of the holiest relics in the Ministorum's charge, its mere presence enough to fill the hearts of the faithful with righteous fervour.* -CANONESS or PALATINE model only. At the start of your Command phase, if the bearer is on the battlefield, take a Leadership test for the bearer. If that test is passed, you gain 1 Miracle dice. - -### Triptych of the Macharian Crusade — 20pts -*Carried onto the most fire-swept of battlefields, the images of the Macharian Trinity glorifies three missionaries who saved thousands of lives. This adamantine-sheathed relic reminds the bearer that faith alone can weather the most grievous adversities.* -ADEPTA SORORITAS model only. Each time the bearer uses an Act of Faith to substitute a saving throw, that saving throw is successful, irrespective of the value of the Miracle dice used. diff --git a/cogitator/factions/adepta-sororitas/detachments/bringers-of-flame.md b/cogitator/factions/adepta-sororitas/detachments/bringers-of-flame.md deleted file mode 100644 index badef00..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/bringers-of-flame.md +++ /dev/null @@ -1,86 +0,0 @@ -# Bringers of Flame - -## Abilities - -### Fervent Purgation -Ranged weapons equipped by ADEPTA SORORITAS models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 6", add 1 to the Strength characteristic of that attack. - -## Stratagems - -### BLAZING IRE — 2CP -**Type:** Bringers of Flame – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One ADEPTA SORORITAS TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** One unit embarked within your TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### CARRY FORTH THE FAITHFUL — 1CP -**Type:** Bringers of Flame – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just before an ADEPTA SORORITAS TRANSPORT model from your army Advances. - -**TARGET:** That ADEPTA SORORITAS TRANSPORT model. - -**EFFECT:** Until the end of the turn, you can re-roll Advance rolls made for your TRANSPORT, and units can disembark from your TRANSPORT even though it Advanced. Units that do so count as having made a Normal move, and cannot declare a charge this turn - -### CLEANSING FLAMES — 2CP -**Type:** Bringers of Flame – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability - -### RIGHTEOUS BLOWS — 1CP -**Type:** Bringers of Flame – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If one or more enemy models are destroyed as the result of attacks made by those weapons this phase, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. - -### RITES OF FIRE — 1CP -**Type:** Bringers of Flame – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 6" that is also within range of an objective marker, add 1 to the Wound roll. If one or more enemy models are destroyed as the result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. - -### SHIELD OF AVERSION — 1CP -**Type:** Bringers of Flame – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -## Enhancements - -### Fire and Fury — 30pts -*This warrior is a firebrand zealot without comparison. At their command, the faithful unleash relentless fire upon their chosen foe.* -ADEPTA SORORITAS model only. While the bearer is leading a unit, add 1 to the Attacks characteristic of Torrent weapons equipped by models in that unit, and all other ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. - -### Iron Surplice of Saint Istalela — 10pts -*Worked upon by generations of artificers, consecrated with holy oils and steeped in the smoke of sacred incense, this suit of power armour is amongst the most battle-proven relics held by the Orders Militant.* -CANONESS or PALATINE model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability. - -### Manual of Saint Griselda — 20pts -*Within this tome are the collected writings of Saint Griselda the Pious. The lessons inscribed on its vellum pages teach focus and decisiveness during times of war.* -ADEPTA SORORITAS model only. At the start of your Command phase, you can discard up to 2 Miracle dice. Then, add 1 Miracle dice to your Miracle Dice pool showing a value equal to the sum of the two Miracle dice you just discarded (to a maximum of 6). - -### Righteous Rage — 15pts -*This servant of the divine draws deeply from their faith, enhancing their physical might.* -ADEPTA SORORITAS model only. Each time the bearer is selected to fight, you can first discard up to 3 Miracle dice. For each Miracle dice just discarded, until the end of the phase, add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. diff --git a/cogitator/factions/adepta-sororitas/detachments/champions-of-faith.md b/cogitator/factions/adepta-sororitas/detachments/champions-of-faith.md deleted file mode 100644 index 11cbf65..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/champions-of-faith.md +++ /dev/null @@ -1,94 +0,0 @@ -# Champions of Faith - -*The Adepta Sororitas assemble their most skilled and pious warriors when a truly vital mission must be completed. Whether they muster in the marshalling cloisters of a holy shrine, aboard a dropship thundering through hostile skies, or even upon the open field of war amidst fountaining explosions and heaped corpses, these hand-picked champions of the Imperial Creed halt long enough to kneel as one and pray to the God-Emperor. Only once they have sworn irrevocable oaths to the Master of Mankind, promising they will die before failing him, do the Battle Sisters advance. Bound by the promises they have made and sure in the knowledge that they are the finest exemplars of their order, these Champions of Faith stride out with unshakeable purpose and fiercely focused determination to prevail no matter the cost.* - -## Abilities - -### Righteous Purpose -In your Command phase, you can select up to 3 Adepta Sororitas units from your army (including units that are embarked within Transports), until the start of your next Command phase, those units are Righteous. While a unit is Righteous: -- Add 1" to the Move characteristic of models in that unit. -- Improve the Leadership characteristic of models in that unit by 1. -- Improve the Weapon Skill and Ballistic Skill characteristics of weapons equipped by Battle Sisters Squad, Celestian Sacresants and Paragon Warsuits models in that unit by 1. - -Keywords -While a CELESTIAN SACRESANTS unit from your army is not Battle-shocked, add 1 to the Objective Control characteristic of Celestian Sacresants models in that unit. - -## Stratagems - -### BASTION OF FAITH — 1CP -**Type:** Champions of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Celestian Sacresants unit that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. In addition, if your unit is Righteous, you can select one other CELESTIAN SACRESANTS unit from your army that is not Battle-shocked and is within 6" of your unit. Until the end of the phase, each time an attack targets that CELESTIAN SACRESANTS unit, subtract 1 from the Hit roll as well. - -### INDEFATIGABLE DEDICATION — 1CP -**Type:** Champions of Faith – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back. - -**TARGET:** That ADEPTA SORORITAS unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit is Righteous, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead. - -### PATH OF THE RIGHTEOUS — 1CP -**Type:** Champions of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the turn, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, if your unit is Righteous, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -### SHIELD OF DENIAL — 1CP -**Type:** Champions of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an ADEPTA SORORITAS unit from your army. - -**TARGET:** That ADEPTA SORORITAS unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability against mortal wounds. If your unit is Righteous, until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds instead. - -### SUFFER NOT THE UNFAITHFUL — 1CP -**Type:** Champions of Faith – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that is Righteous and that has not been selected to shoot or fight this phase. - -**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability. - -### TO THE HEART OF HERESY — 1CP -**Type:** Champions of Faith – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the turn, improve the Strength characteristic of melee weapons equipped by models in your unit by 1. If your unit is Righteous, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well. - -## Enhancements - -### Eyes of the Oracle — 10pts -*Having torn them from the sockets of a heretical witch, this warrior of faith keeps these shrivelled orbs sealed in a miniature reliquary about their neck. They believe that – tormented by holy imprisonment – the traitorous eyes guide their aim towards other infernal champions.* -ADEPTA SORORITAS model only. The bearer’s weapons have the [PRECISION] ability. Each time the bearer’s unit destroys an enemy CHARACTER model, you gain 1CP. - -### Mark of Devotion — 30pts -*A fresh oath brand burns in this champion’s flesh, its heat remaining miraculously undimmed and its searing pain focusing their devout wrath.* -ADEPTA SORORITAS model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. While the bearer’s unit is Righteous, add 2 to the Attacks characteristic and add 1 to the Damage characteristic of the bearer’s melee weapons instead. - -### Sanctified Amulet — 25pts -*Belief radiates out from this blessed icon, forming a holy circle of abjuration that holds at bay the unclean and leaves this champion free to do their duty to the God-Emperor.* -ADEPTA SORORITAS model only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer. - -### Triptych of Judgement — 15pts -*The three windows of this sacred artefact display three aspects of the God-Emperor in judgement over mortal souls. No warrior of faith will countenance failure beneath its threefold gaze.* -ADEPTA SORORITAS model only. Each time a model in the bearer’s unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll. diff --git a/cogitator/factions/adepta-sororitas/detachments/hallowed-martyrs.md b/cogitator/factions/adepta-sororitas/detachments/hallowed-martyrs.md deleted file mode 100644 index dfb1fc3..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/hallowed-martyrs.md +++ /dev/null @@ -1,88 +0,0 @@ -# Hallowed Martyrs - -## Abilities - -### The Blood of Martyrs -Each time an ADEPTA SORORITAS model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. - -## Stratagems - -### DIVINE INTERVENTION — 1CP -**Type:** Hallowed Martyrs – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Adepta Sororitas Character unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** You can discard 1-3 Miracle dice. At the end of the phase, set the last destroyed model from your unit back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model is set back up with that number of wounds remaining (up to its starting number of wounds). - -**RESTRICTIONS:** You cannot select Saint Celestine as the target of this Stratagem. You cannot select the same CHARACTER as the target of this Stratagem more than once per battle. - -### PRAISE THE FALLEN — 1CP -**Type:** Hallowed Martyrs – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One ADEPTA SORORITAS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### RIGHTEOUS VENGEANCE — 1CP -**Type:** Hallowed Martyrs – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll and, if your unit is Below Half-strength, you can re-roll the Wound roll as well. - -### SANCTIFIED IMMOLATION — 1CP -**Type:** Hallowed Martyrs – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One ADEPTA SORORITAS VEHICLE model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though It was just destroyed. - -**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model's Deadly Demise ability. Instead, mortal wounds are automatically inflicted. - -### SPIRIT OF THE MARTYR — 2CP -**Type:** Hallowed Martyrs – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### SUFFERING AND SACRIFICE — 1CP -**Type:** Hallowed Martyrs – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Adepta Sororitas Infantry or Adepta Sororitas Walker unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of its attacks. - -## Enhancements - -### Chaplet of Sacrifice — 25pts -*The most hallowed martyrs of the Sisterhood have added beads to this chaplet. Such a relic can be a burden, for it carries the righteousness of those who uphold everything the Sisterhood stands for.* -ADEPTA SORORITAS model only. At the end of your Command phase, if the bearer is on the battlefield, you can re-roll 1 Miracle dice from your Miracle dice pool and return it to your Miracle dice pool showing the new result you rolled. When doing so, if the bearer's unit is below its Starting Strength, you can re-roll up to 3 Miracle dice in this way instead. - -### Mantle of Ophelia — 20pts -*The Mantle of Ophelia was once the badge of office for the Prioress of the Convent Sanctorum, and was worn by Helena the Virtuous, a Living Saint and one of the most revered leaders in the history of the Adepta Sororitas. The mantle is thought to have sacred powers of protection, for Helena was said to have anointed it with the Tears of the Emperor, a phial of blood-like liquid meticulously collected over a century from weeping statues of the Emperor found across the cardinal worlds of the Imperium.* -Canoness or Palatine model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1. - -### Saintly Example — 10pts -*With her final breath is another heroine elevated to the ranks of sainthood, her death stirring her greatest companions to finish what she started.* -ADEPTA SORORITAS model only. When the bearer is destroyed, you gain an additional D3 Miracle dice. - -### Through Suffering, Strength — 25pts -*With every wound inflicted on their mortal form does this holy warrior’s strength grow, their suffering a prayer to the God-Emperor.* -ADEPTA SORORITAS model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. If the bearer has lost one or more wounds, add 2 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons instead. diff --git a/cogitator/factions/adepta-sororitas/detachments/penitent-host.md b/cogitator/factions/adepta-sororitas/detachments/penitent-host.md deleted file mode 100644 index 3fa27b0..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/penitent-host.md +++ /dev/null @@ -1,102 +0,0 @@ -# Penitent Host - -## Abilities - -### Desperate for Redemption -At the start of the battle round, you can select one of the following Vows of Atonement to be active for your army until the start of the next battle round. You can only select each Vow of Atonement once per battle.The Path of the Penitent - -With psalms on their lips, the faithful hurl themselves forward. - -Add 3" to the Move characteristic of PENITENT models from your army. - -Absolution in Battle - -The penitents smite the Emperor's foes with unmatched zeal. - -Each time a unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by PENITENT models in that unit. - -Death Before Disgrace - -Even the most grievous wound cannot stop a penitent warrior in their quest to earn redemption in the eyes of the Emperor. - -Each time a PENITENT model from your army is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Stratagems - -### BOUNDLESS ZEAL — 1CP -**Type:** Penitent Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTA SORORITAS unit from your army Falls Back. - -**TARGET:** That ADEPTA SORORITAS unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit has the PENITENT keyword, it is eligible to shoot and declare a charge in a turn in which it Fell Back instead. - -### DEVOUT FANATICISM — 1CP -**Type:** Penitent Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One PENITENT unit from your army that was selected as the target as one or more of the attacking unit’s attacks. - -**EFFECT:** Roll one D6: your unit can be moved a distance in inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, models in your unit can be moved within Engagement Range of enemy units. - -### FINAL REDEMPTION — 1CP -**Type:** Penitent Host – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One PENITENT unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### LASH OF GUILT — 1CP -**Type:** Penitent Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just before a PENITENT unit from your army Advances. - -**TARGET:** That PENITENT unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit has the PENITENT ENGINES keyword, do not make an Advance roll for it; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### PASSION OF THE PENITENT — 1CP -**Type:** Penitent Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One PENITENT unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a PENITENT model in your unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. - -### PURITY OF SUFFERING — 1CP -**Type:** Penitent Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One PENITENT unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, PENITENT models in your unit have the Feel No Pain 4+ ability. - -## Enhancements - -### Catechism of Divine Penitence — 20pts -*To share in the agonies of the penitent and guide them to redemption is a most holy undertaking. Thus do many of the Adepta Sororitas’ commanders willingly fight by the side of those cast out by the Sisterhood.* -CANONESS, PALATINE or MINISTORUM PRIEST model only. The bearer gains the PENITENT keyword and, during the Declare Battle Formations step, can be attached to a REPENTIA SOUAD unit. - -### Psalm of Righteous Judgement — 30pts -*Invoking the strength of the God-Emperor, this warrior bellows psalms, which roar above the din of battle. Incited by these fire and brimstone recitations, the penitent warriors carve apart their enemies, every kill bringing them closer to redemption.* -ADEPTA SORORITAS model only. While the bearer is on the battlefield, each time an enemy unit is destroyed by a penitent unit from you army, you can discard 1 Miracle dice then gain 1 Miracle dice showing a value of 6. - -### Refrain of Enduring Faith — 25pts -*Faith is the shield of the righteous. The passionate benedictions of the pious may bestow the blessings of the God-Emperor.* -PENITENT model only. While the bearer is leading a unit, models in that unit have a 5+ invulnerable save. - -### Verse of Holy Piety — 15pts -*As the sanctified verses of the Ecclesiarchy’s holy psalms roar across the battlefield, divine might infuses the devout.* -PENITENT model only. Once per battle, at the start of the battle round, select one Vow of Atonement. Until the start of the next battle round, that Vow of Atonement is active for the bearer’s unit in addition to any that is active for your army, even if you have already selected that Vow of Atonement this battle. diff --git a/cogitator/factions/adepta-sororitas/detachments/penitents-and-pilgrims.md b/cogitator/factions/adepta-sororitas/detachments/penitents-and-pilgrims.md deleted file mode 100644 index d32b06a..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/penitents-and-pilgrims.md +++ /dev/null @@ -1,62 +0,0 @@ -# Penitents and Pilgrims - -***The Ecclesiarchy’s priests travel huge distances in service to the God-Emperor, often to visit holy shrines or take part in Wars of Faith. The penitents and pilgrims who comprise their travelling flocks are zealously devoted to the faith, and relish the opportunity to prove their faith in battle.*** - -## Abilities - -### Bloody Redemption -The first time each turn that you gain 1 Miracle dice as the result of an ARCO-FLAGELLANTS or REPENTiA SqUAD unit from your army being destroyed, do not roll a D6; that Miracle dice has a value of 6 instead. - -## Stratagems - -### CONTEMPT FOR DEATH — 1CP -**Type:** Penitents and Pilgrims – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -### FEVERED ZEALOTS — 1CP -**Type:** Penitents and Pilgrims – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTA SORORITAS unit from your army opens a Hatchway. - -**TARGET:** That ADEPTA SORORITAS unit. - -**EFFECT:** Until the end of the turn, your unit has the Fights First ability. - -### SAVAGE FRENZY — 1CP -**Type:** Penitents and Pilgrims – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One ARcO-fLAGELLANTS or REPENTIA SqUAD unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -### SLICK WITH GORE — 1CP -**Type:** Penitents and Pilgrims – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an ADEPTA SORORITAS unit from your army destroys an enemy unit. - -**TARGET:** That ADEPTA SORORITAS unit. - -**EFFECT:** Until the end of the battle, your unit is slick with gore. In the Battle-shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 6" of and visible to a unit from your army that is slick with gore, that enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This cannot cause a unit to take two Battle-shock tests in the same phase. - -**RESTRICTIONS:** You cannot use this Stratagem while a unit from your army that is slick with gore is on the battlefield. - -## Enhancements - -### Fervent Ferocity — 0pts -*So inflamed by their own fiery rhetoric is this priest, that terrible wounds go unnoticed as they hurl themselves towards the foe.* -The bearer has the Feel No Pain 4+ ability. - -### Sanctification Rituals — 0pts -*As their forces seize territory, this pious leader leads holy rituals intended to purify and ward captured ground against the blasphemer.* -The bearer can perform the Secure Site Tactical Manoeuvre as if it had the BATTLELINE keyword. diff --git a/cogitator/factions/adepta-sororitas/detachments/pious-protectors.md b/cogitator/factions/adepta-sororitas/detachments/pious-protectors.md deleted file mode 100644 index 1a21cd0..0000000 --- a/cogitator/factions/adepta-sororitas/detachments/pious-protectors.md +++ /dev/null @@ -1,60 +0,0 @@ -# Pious Protectors - -***The Adepta Sororitas are no strangers to void combat. Boltguns, flamers and melta weapons make excellent tools for cleansing obstinate foes from the decks of a vessel.*** - -## Abilities - -### The Emperor Protects -Each time an attack targets an ADEPTA SORORITAS unit from your army (excluding ARCO-FLAGELLANTS and REPENTiA SqUAD units), if that unit is within range of an objective marker, models in that unit have a 4+ invulnerable save against that attack. If that unit also performed the Secure Site Tactical Manoeuvre in your previous Shooting phase, models in it have a 3+ invulnerable save against that attack instead. - -## Stratagems - -### FINAL TESTAMENT — 1CP -**Type:** Pious Protectors – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTA SORORITAS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** You can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you discarded a Miracle dice: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### PRAYER OF PRECISION — 1CP -**Type:** Pious Protectors – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** You can discard 1 Miracle dice. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you discarded a Miracle dice, you can re-roll the Hit roll instead. - -### RADIANT ILLUMINATION — 1CP -**Type:** Pious Protectors – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One ADEPTA SORORITAS unit from your army (excluding ARcO-fLAGELLANTS and REPENTIA SqUAD units) that was selected as a target of that charge. - -**EFFECT:** You can discard 1 Miracle dice. Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit. If you discarded a Miracle dice, subtract 2 from Charge rolls made forthat enemy unit instead. - -### REPEL BOARDERS — 1CP -**Type:** Pious Protectors – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent’s Movement or Charge phase. - -**TARGET:** One ADEPTA SORORITAS unit from your army that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, until the end of the phase, each time you roll to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result. - -## Enhancements - -### Limitless Resolve — 0pts -*This leader is a bombastic commander whose faith is matched by their boundless charisma. With the intonation of a single battle-psalm they may restore order and morale to a shattered formation.* -While the bearer is on the battlefield, friendly Battle-shocked ADEPTA SORORITAS models (excluding ARCO-FLAGELLANTS and REPENTiA SqUAD models) have an Objective Control characteristic of 1. - -### Martial Discipline — 0pts -*Allied to their faith, the Adepta Sororitas possess discipline and training beyond that of most warriors. This leader is an expert in close-range combat and boarding actions, ordering their troops to lure the enemy into punishing fusillades and gun down fleeing foes with ruthless efficiency.* -At the start of your Shooting phase, you can select one friendly ADEPTA SORORITAS unit within 6" of the bearer. Until the end of the phase, that unit is eligible to shoot in a turn in which it Advanced or Fell Back. diff --git a/cogitator/factions/adeptus-custodes/datasheets.md b/cogitator/factions/adeptus-custodes/datasheets.md new file mode 100644 index 0000000..47d02c3 --- /dev/null +++ b/cogitator/factions/adeptus-custodes/datasheets.md @@ -0,0 +1,2094 @@ +# Adeptus Custodes + +# Agamatus Custodians + +**Role:** Other + +*Agamatus Custodians take Gyrfalcon-pattern jetbikes as their steeds, the machines’ power supporting the heavy armour of their riders and the powerful lastrum bolt cannon or other arcane weaponry. Closing with the enemy, Agamatus Custodians unleash this firepower with precision, before dealing a death blow with their interceptor lances.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 2+ | 4 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lastrum bolt cannon; interceptor lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Adrathic devastator | 18 | 1 | 2 | 7 | -2 | 3 | — | +| Lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | +| Twin las-pulsar | 24 | 2 | 2 | 9 | -1 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Interceptor lance | Melee | 5 | 2 | 7 | -2 | 2 | lance | + +**Abilities:** +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **Implacable Vanguard** (Datasheet): Once per battle, in your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. +- **JETBIKE OUTRIDERS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Vertus Praetors unit, it can be attached to this unit instead. + +**Keywords:** Imperium, Agamatus Custodians, Fly, Mounted +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 3-6 Agamatus Custodians + +**Wargear Options:** +- Any number of models can each have their lastrum bolt cannon replaced with one of the following:- 1 adrathic devastator +- 1 twin las-pulsar + +**Points:** +- 3 models: 225pts +- 6 models: 450pts + +--- + +# Aleya + +**Role:** Characters + +*Aleya is a veteran of her order and is a ferocious and dedicated hunter of witches and sorcerers. Over many years she has developed incredible tactical perception, as well as a deep knowledge of her quarry. She employs these skills to seek out rogue psykers, cutting them down with sweeps of her blade, Somnus.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Somnus. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Somnus | Melee | 4 | 2 | 6 | -3 | 3 | anti-psyker 5+, devastating wounds | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Tactical Perception** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. +- **Tenacious Spirit** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. +- **Daughter of the Abyss** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. + +**Keywords:** Character, Imperium, Anathema Psykana, Aleya, Infantry, Epic Hero +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Aleya – EPIC HERO + +**Leader:** +Can lead: Vigilators, Witchseekers, Prosecutors + +**Points:** +- 1 model: 65pts + +--- + +# Allarus Custodians + +**Role:** Other + +*Even amongst the Adeptus Custodes, Allarus Custodians are renowned for their deeds. Teleporting into the most dangerous enemy strongholds, they rely upon the indomitable resilience of their Terminator plate to protect them as they hunt down demagogues and generals. Fighting as individual heroes, they swiftly tear the heart from their foe’s defence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 4 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** balistus grenade launcher; guardian spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balistus grenade launcher | 18 | D6 | 2 | 4 | -1 | 1 | blast | +| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | +| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellan axe | Melee | 4 | 2 | 9 | -1 | 3 | — | +| Guardian spear | Melee | 5 | 2 | 7 | -2 | 2 | — | +| Misericordia | Melee | 5 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Vexilla** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Slayers of Tyrants** (Datasheet): Each time a model in this unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **From Golden Light** (Datasheet): Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +**Keywords:** Infantry, Imperium, Allarus Custodians, Terminator +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 2-6 Allarus Custodians + +**Wargear Options:** +- Any number of models can each have their guardian spear replaced with 1 castellan axe. +- 1 model’s guardian spear can be replaced with 1 vexilla and 1 misericordia. + +**Leader:** +Led By: Shield-captain In Allarus Terminator Armour + +**Points:** +- 2 models: 110pts +- 3 models: 165pts +- 5 models: 275pts +- 6 models: 330pts + +--- + +# Anathema Psykana Rhino + +**Role:** Dedicated Transports + +*The Rhinos of the Silent Sisterhood are more than just armoured personnel carriers. Many have served the Imperium for hundreds, if not thousands of years. Highly rugged vehicles, their spacious capacity and powerful engines help them to safely carry their deadly cargo of Sisters into the fiercest of battles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Daughters of the Abyss** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. +- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Rhino, Vehicle, Transport, Dedicated Transport, Smoke, Imperium, Anathema Psykana +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Anathema Psykana Rhino + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 12 Anathema Psykana Infantry models. + +**Points:** +- 1 model: 75pts + +--- + +# Aquilon Custodians + +**Role:** Other + +*Aquilon Custodians are the heavy assault infantry of the Custodian Guard, each warrior imbued with armour and wargear of ancient provenance and impeccable craftsmanship. Encased within flexible but highly durable Aquilon-pattern Terminator armour, they stride through the most perilous war zones to mete out death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 4 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lastrum storm bolter; solerite power gauntlet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernus firepike | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Lastrum storm bolter | 24 | 2 | 2 | 5 | -1 | 1 | rapid fire 2 | +| Twin adrathic destructor | 18 | 1 | 2 | 6 | -2 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Solerite power gauntlet | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Solerite power talon | Melee | 7 | 2 | 7 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Heavy Assault Infantry** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Wound roll of 1. +- **From Golden Light** (Datasheet): Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. +- **LIONS OF THE EMPEROR** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to an Allarus Custodians unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Terminator, Imperium, Aquilon Custodians +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 3-6 Aquilon Custodians + +**Wargear Options:** +- Any number of models can each have their lastrum storm bolter replaced with one of the following:- 1 infernus firepike +- 1 twin adrathic destructor +- Any number of models can each have their solerite power gauntlet replaced with 1 solerite power talon. + +**Points:** +- 3 models: 195pts +- 6 models: 390pts + +--- + +# Ares Gunship + +**Role:** Other + +*The Ares Gunship first earned its reputation on Ancient Terra, and has quashed the Emperor’s enemies on hundreds of worlds since. Most terrifying of the Ares’ offensive capabilities is the arachnus magna- blaze cannon, whose extreme energies can pierce the densest armour, leaving a trail of wrecks and corpses wherever the Ares deploys.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 22 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 arachnus heavy blaze cannons; arachnus magna-blaze cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arachnus heavy blaze cannon | 36 | 4 | 2 | 12 | -3 | D6+1 | — | +| Arachnus magna-blaze cannon | 48 | 3 | 2 | 18 | -4 | D6+6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Infernus Firebombs** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. In addition, roll one D6 for each model in that unit: for each 6, that unit suffers 1 mortal wound. + +**Keywords:** Fly, Aircraft, Vehicle, Ares Gunship, Imperium +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Ares Gunship + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 580pts + +--- + +# Blade Champion + +**Role:** Characters + +*A Blade Champion is a living weapon in the Emperor’s hand. His role is to identify the greatest battlefield threat – be that a mighty leader, a host of killers or a deadly war engine – then to employ his archeotech blades and specialised fighting styles to ensure their swift and absolute destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** vaultswords. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vaultswords – Behemor | Melee | 6 | 2 | 7 | -2 | 2 | precision | +| Vaultswords – Hurricanus | Melee | 9 | 2 | 5 | -1 | 1 | sustained hits 1 | +| Vaultswords – Victus | Melee | 5 | 2 | 6 | -3 | 3 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Swift Onslaught** (Datasheet): While this model is leading a unit, you can re-roll Charge rolls made for that unit +- **Martial Inspiration** (Datasheet): Once per battle, in your Charge phase, this model’s unit is eligible to declare a charge in a turn which it Advanced. + +**Keywords:** Infantry, Blade Champion, Imperium, Character +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Blade Champion + +**Leader:** +Can lead: Custodian Wardens, Custodian Guard + +**Points:** +- 1 model: 120pts + +--- + +# Caladius Grav-tank + +**Role:** Other + +*The Caladius Grav-tank fuses some of the heaviest firepower in the Custodian Guard arsenal with a highly mobile, resilient chassis. Taking as its principal armament either a twin iliastus accelerator cannon or a twin arachnus heavy blaze cannon, the Caladius excels in a range of battlefield roles, far outmatching more primitive vehicles of its class.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin iliastus accelerator cannon; twin lastrum bolt cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin arachnus heavy blaze cannon | 48 | 4 | 2 | 12 | -3 | D6+2 | twin-linked | +| Twin iliastus accelerator cannon | 48 | 4 | 2 | 10 | -1 | 3 | rapid fire 4, twin-linked | +| Twin lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 4 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Advanced Firepower** (Datasheet): Each time this model makes an attack with its twin iliastus accelerator cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability. Each time this model makes an attack with its twin arachnus heavy blaze cannon that targets an enemy MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. + +**Keywords:** Imperium, Caladius Grav-tank, Vehicle, Fly +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Caladius Grav-tank + +**Wargear Options:** +- This model’s twin iliastus accelerator cannon can be replaced with 1 twin arachnus heavy blaze cannon. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 215pts + +--- + +# Contemptor-achillus Dreadnought + +**Role:** Other + +*The Contemptor-Achillus adds still greater refinement to an already celebrated blueprint – the revered Contemptor Dreadnought – arming its occupant with a mighty dreadspear equally capable of searing through foes at range or vanquishing them with a single thrust of its glowing blade.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 lastrum storm bolters; Achillus dreadspear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Achillus dreadspear | 12 | 1 | 2 | 9 | -2 | 3 | — | +| Infernus incinerator | 12 | D6 | N/A | 6 | -1 | 1 | torrent, ignores cover | +| Lastrum storm bolter | 24 | 2 | 2 | 5 | -1 | 1 | rapid fire 2 | +| Twin adrathic destructor | 18 | 1 | 2 | 6 | -2 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Achillus dreadspear | Melee | 5 | 2 | 12 | -2 | D6+1 | lance | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Dread Foe** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Imperium, Vehicle, Walker, Contemptor-Achillus Dreadnought +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Contemptor-Achillus Dreadnought + +**Wargear Options:** +- This model’s 2 lastrum storm bolters can be replaced with one of the following:- 2 infernus incinerators +- 2 twin adrathic destructors +- 1 lastrum storm bolter and 1 infernus incinerator +- 1 lastrum storm bolter and 1 twin adrathic destructor +- 1 infernus incinerator and 1 twin adrathic destructor + +**Points:** +- 1 model: 155pts + +--- + +# Contemptor-galatus Dreadnought + +**Role:** Other + +*Like the Sentinel Guard of the ancient Legio Custodes, the Contemptor-Galatus is armed with a power blade and battle shield, albeit of a type greatly superior in size and potency. Coupled with the already resilient Contemptor chassis, this wargear enables the Galatus to stride through the inferno of battle with impunity, slaying elite infantry and crippling vehicles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Galatus warblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Galatus warblade | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Galatus warblade | Melee | 8 | 2 | 8 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Galatus Shield** (Datasheet): Each time a melee attack targets this model, subtract 1 from the Wound roll. + +**Keywords:** Imperium, Contemptor-Galatus Dreadnought, Walker, Vehicle +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Contemptor-Galatus Dreadnought + +**Wargear Options:** +- None + +**Points:** +- 1 model: 165pts + +--- + +# Coronus Grav-carrier + +**Role:** Other + +*Coronus Grav-carriers are the primary tactical transports of the Adeptus Custodes. Their repulsor suspensor technology and flare shielding grants them the speed and survivability to engage or evade myriad threats at will, punishing targets with their potent turret weapons as they speed their elite passengers to the forefront of battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin arachnus blaze cannon; twin lastrum bolt cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin arachnus blaze cannon | 24 | 8 | 2 | 5 | -1 | 1 | devastating wounds, twin-linked | +| Twin lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Transport, Fly, Coronus Grav-carrier, Imperium, Vehicle +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Coronus Grav-carrier + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 8 Adeptus Custodes Infantry models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Custodian Guard With Adrasite And Pyrithite Spears + +**Role:** Other + +*The signature armaments of the Custodian Guard combine deadly power blades and integrated ranged weapons. While guardian spears are the most recognisable of these potent devices, for specialised tasks the bolt weapons they mount can be exchanged for the adrathic destructors of adrasite spears or the melta beams of pyrithite spears.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** adrasite spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Adrasite spear | 18 | 1 | 2 | 5 | -2 | 3 | — | +| Pyrithite spear | 12 | 1 | 2 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Adrasite spear | Melee | 5 | 2 | 7 | -2 | 2 | — | +| Pyrithite spear | Melee | 5 | 2 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Stand Vigil** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead. +- **No Foe Shall Stand** (Datasheet): Once per battle, at the start of your Shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] and [IGNORES COVER] abilities. +- **CUSTODIAN GUARD** (Special (правая колонка)): If an ADEPTUS CUSTODES model from your army with the Leader ability can be attached to a Custodian Guard unit, it can be attached to this unit instead. + +**Keywords:** Custodian Guard with Adrasite and Pyrithite Spears, Imperium, Infantry +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 5 Custodian Guard with Adrasite and Pyrithite Spears + +**Wargear Options:** +- Any number of models can each have their adrasite spear replaced with 1 pyrithite spear. + +**Points:** +- 5 models: 250pts + +--- + +# Custodian Guard + +**Role:** Battleline + +*These warriors form the backbone of the shield companies, and every one is a terrifying force of destruction equal to the strongest of the foe. Whether armed with guardian spear or sentinel blade, their shots are perfectly placed, and every cut, thrust and parry is a masterclass in bladesmanship.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** guardian spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | +| Sentinel blade | 12 | 2 | 2 | 4 | -1 | 2 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Guardian spear | Melee | 5 | 2 | 7 | -2 | 2 | — | +| Misericordia | Melee | 5 | 2 | 5 | -2 | 1 | — | +| Sentinel blade | Melee | 5 | 2 | 6 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Praesidium Shield** (Wargear): Add 1 to the bearer’s Wounds characteristic. +- **Vexilla** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Stand Vigil** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead. +- **Sentinel Storm** (Datasheet): Once per battle, in your Shooting phase, after this unit has shot, it can shoot again. + +**Keywords:** Imperium, Custodian Guard, Battleline, Infantry +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 4-5 Custodian Guard + +**Wargear Options:** +- Any number of models can each have their guardian spear replaced with 1 sentinel blade and 1 praesidium shield. +- 1 model’s guardian spear can be replaced with one of the following:- 1 vexilla and 1 misericordia +- 1 vexilla, 1 misericordia and 1 praesidium shield + +**Leader:** +Led By: Inquisitor Draxus, Blade Champion, Valerian, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Trajann Valoris, Shield-captain, Inquisitor Eisenhorn, Inquisitor In Terminator Armour, Inquisitor Ostromandeus + +**Points:** +- 4 models: 160pts +- 5 models: 200pts + +--- + +# Custodian Wardens + +**Role:** Other + +*Veterans with centuries of service, Custodian Wardens are level-headed warriors who have sworn to fight as living fortresses no foe shall breach. With frightening intensity and wills of iron, these warriors cleave their foes in two with immense sweeps that are driven by their prodigious physical strength.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** guardian spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | +| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellan axe | Melee | 4 | 2 | 9 | -1 | 3 | — | +| Guardian spear | Melee | 5 | 2 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Vexilla** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Resolute Will** (Datasheet): While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. +- **Living Fortress** (Datasheet): Once per battle, at the start of any phase, this unit can use this ability. If it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability. + +**Keywords:** Imperium, Infantry, Custodian Wardens +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 4-5 Custodian Wardens + +**Wargear Options:** +- Any number of models can each have their guardian spear replaced with 1 castellan axe. +- 1 model can be equipped with 1 vexilla. + +**Leader:** +Led By: Blade Champion, Valerian, Trajann Valoris, Shield-captain + +**Points:** +- 4 models: 210pts +- 5 models: 260pts + +--- + +# Knight-centura + +**Role:** Characters + +*Knight-Centuras are the leaders of Sisters of Silence cadres and the guardians of their traditions. They have earned the respect of their Sisters through years of service, impeccable fighting skills, immense power as Nulls and encyclopaedic knowledge of the witch and the sorcerer.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** executioner greatblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted boltgun | 24 | 1 | 2 | 4 | 0 | 2 | rapid fire 1 | +| Witchseeker flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 2 | 3 | 0 | 1 | — | +| Executioner greatblade | Melee | 3 | 2 | 5 | -2 | 2 | anti-psyker 5+, devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Seeker’s Instincts** (Datasheet): While this model is leading a unit, add 2" to the Move characteristic of models in that unit and add 2 to Advance and Charge rolls made for that unit. +- **Daughter of the Abyss** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. +- **Corner the Quarry** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +**Keywords:** Infantry, Character, Knight-Centura, Anathema Psykana, Imperium +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Knight-Centura + +**Wargear Options:** +- This model’s executioner greatblade can be replaced with one of the following:- 1 master-crafted boltgun and 1 close combat weapon +- 1 Witchseeker flamer and 1 close combat weapon + +**Leader:** +Can lead: Vigilators, Witchseekers, Prosecutors + +**Points:** +- 1 model: 55pts + +--- + +# Orion Assault Dropship + +**Role:** Other + +*The heavily armoured Orion is a superlative assault craft designed to weather attacks while it deploys its formidable cargo of Custodian Guard. With bolt and energy weapons blazing, the Orion swiftly clears a landing zone and unleashes its passengers, before soaring skyward to rain death upon any other threats that enter its sights.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 22 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 arachnus heavy blaze cannons; 2 twin lastrum bolt cannons; 2 spiculus heavy bolt launchers; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arachnus heavy blaze cannon | 36 | 4 | 2 | 12 | -3 | D6+1 | — | +| Spiculus heavy bolt launcher | 36 | D6+6 | 2 | 7 | -1 | 2 | blast | +| Twin lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Assault Dropship** (Datasheet): If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. + +**Keywords:** Fly, Imperium, Orion Assault Dropship, Vehicle, Transport, Aircraft +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Orion Assault Dropship + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 12 Adeptus Custodes Infantry models. This model can also transport 1 Venerable Contemptor Dreadnought, 1 Contemptor-Achillus Dreadnought or 1 Contemptor Galatus-Dreadnought; while doing so, its transport capacity is reduced to 6 ADEPTUS CUSTODES INFANTRY models. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 690pts + +--- + +# Pallas Grav-attack + +**Role:** Other + +*Designed as a highly manoeuvrable hunter-killer, the Pallas Grav-attack provides the Adeptus Custodes with a rapid strike capacity, using its agility and versatile twin arachnus blaze cannon to inflict devastating hit-and-run assaults on the enemy, or to hunt down fleeing targets that have evaded Custodes ground troops.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 2+ | 9 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin arachnus blaze cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin arachnus blaze cannon | 24 | 8 | 2 | 5 | -1 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Merciless Hunter** (Datasheet): In your Shooting phase, each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Wound roll. + +**Keywords:** Imperium, Pallas Grav-attack, Vehicle, Fly +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Pallas Grav-attack + +**Wargear Options:** +- None + +**Points:** +- 1 model: 105pts + +--- + +# Prosecutors + +**Role:** Other + +*Protected from the malevolence of witches by their rare anti-psychic mutation, and shielded from the bullets and blades of the foe by their finely crafted power armour, Prosecutors advance unflinching into the heart of battle. Their bolters thunder ceaselessly, each explosive shell ending another heretic life.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Daughters of the Abyss** (Datasheet): Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. +- **Purity of Execution** (Datasheet): Each time a model in this unit makes a ranged attack that targets a PSYKER unit, that attack has the [PRECISION] and [DEVASTATING WOUNDS] abilities. + +**Keywords:** Prosecutors, Anathema Psykana, Imperium, Infantry +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Prosecutor Sister Superior +- 3-9 Prosecutors + +**Leader:** +Led By: Aleya, Knight-centura + +**Points:** +- 4 models: 40pts +- 5 models: 50pts +- 9 models: 75pts +- 10 models: 85pts + +--- + +# Sagittarum Custodians + +**Role:** Other + +*In contrast with most warriors of the Adeptus Custodes, the Sagittarum Guard specialise in the slaying of foes at range, laying down fearsome volleys from their adrastus bolt calivers or using the same weapons to obliterate closer threats with pinpoint disintegration beams, switching between firing modes with faultless skill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** adrastus bolt caliver; misericordia. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Adrastus bolt caliver | 36 | 3 | 2 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Misericordia | Melee | 4 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Saturation Volleys** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **Disintegration Beams** (Datasheet): Once per battle, at the start of your Shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **CUSTODIAN GUARD** (Special (правая колонка)): If an ADEPTUS CUSTODES model from your army with the Leader ability can be attached to a Custodian Guard unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Imperium, Sagittarum Custodians +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 5 Sagittarum Custodians + +**Wargear Options:** +- None + +**Points:** +- 5 models: 225pts + +--- + +# Shield-captain In Allarus Terminator Armour + +**Role:** Characters + +*A Shield-Captain is already one of the most formidable combatants and superlative strategists in the Imperium. When clad in a nigh-on impenetrable suit of auramite Terminator armour, they become more powerful still – a walking fortress of Imperial might able to teleport directly into battle in a blaze of golden light.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** balistus grenade launcher; guardian spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balistus grenade launcher | 18 | D6 | 2 | 4 | -1 | 1 | blast | +| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | +| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellan axe | Melee | 6 | 2 | 9 | -1 | 3 | — | +| Guardian spear | Melee | 7 | 2 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Auramite and Adamantine** (Datasheet): Once per battle, at the start of any phase, this model can use this ability If it does, until the end of the phase, each time an attack is allocated to this model, change the Damage characteristic of that attack to 1. +- **Strategic Mastery** (Datasheet): Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. + +**Keywords:** Infantry, Imperium, Shield-Captain, Terminator, Character +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Shield-Captain in Allarus Terminator Armour + +**Wargear Options:** +- This model’s guardian spear can be replaced with 1 castellan axe. + +**Leader:** +Can lead: Allarus Custodians + +**Points:** +- 1 model: 130pts + +--- + +# Shield-captain On Dawneagle Jetbike + +**Role:** Characters + +*All Shield-Captains are decisive warriors who suffer no impediment to their mission. Those Shield-Captains swiftest in thought and action soar into battle on Dawneagle jetbikes, plunging into the heart of the foe. Though these warriors appear arrogant, this is far from true – their self-assuredness is matched entirely by their skill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 2+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** salvo launcher; interceptor lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vertus hurricane bolter | 18 | 3 | 2 | 4 | -1 | 2 | rapid fire 3, twin-linked | +| Salvo launcher | 24 | 1 | 2 | 10 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Interceptor lance | Melee | 6 | 2 | 7 | -2 | 2 | lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Sweeping Advance** (Datasheet): Once per battle, at the end of the Fight phase, if this model’s unit has fought this phase, if it is within Engagement Range of one or more enemy units, it can make a Fall Back move or, if it is not within Engagement Range of one or more enemy units, it can make a Normal move +- **Strategic Mastery** (Datasheet): Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. + +**Keywords:** Character, Fly, Imperium, Dawneagle Jetbike, Shield-Captain, Mounted +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Shield-Captain on Dawneagle Jetbike + +**Wargear Options:** +- This model’s salvo launcher can be replaced with 1 Vertus hurricane bolter. + +**Leader:** +Can lead: Vertus Praetors + +**Points:** +- 1 model: 150pts + +--- + +# Shield-captain + +**Role:** Characters + +*Shield-Captains are among the greatest warriors in the Imperium. No matter which weapons they wield, they display absolute mastery of them. Their tactical and strategic abilities know few peers, and they read the ebb and flow of a war at a glance before directing their forces accordingly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** guardian spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | +| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | +| Pyrithite spear | 12 | 1 | 2 | 9 | -4 | D6 | melta 2 | +| Sentinel blade | 12 | 2 | 2 | 4 | -1 | 2 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellan axe | Melee | 6 | 2 | 9 | -1 | 3 | — | +| Guardian spear | Melee | 7 | 2 | 7 | -2 | 2 | — | +| Pyrithite spear | Melee | 7 | 2 | 7 | -2 | 2 | — | +| Sentinel blade | Melee | 7 | 2 | 6 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Master of the Stances** (Datasheet): Once per battle, when this models unit is selected to fight, it can use this ability. if it does until that fight is resolved, both Ka’tah Stances are active for that unit, instead of only one. +- **Strategic Mastery** (Datasheet): Once per battle round, you can select one model from your army with this ability. That model’s unit can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Praesidium shield** (Wargear): Add 1 to the bearer’s Wounds characteristic. + +**Keywords:** Infantry, Character, Imperium, Shield-Captain +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Shield-Captain + +**Wargear Options:** +- This model’s guardian spear can be replaced with one of the following: +- 1 castellan axe +- 1 sentinel blade +- 1 sentinel blade and 1 praesidium shield +- 1 pyrithite spear and 1 praesidium shield + +**Leader:** +Can lead: Custodian Guard, Custodian Wardens + +**Points:** +- 1 model: 120pts + +--- + +# Telemon Heavy Dreadnought + +**Role:** Other + +*The honour of interment within a Telemon Heavy Dreadnought falls to the most lauded of Custodians, whose battle prowess is deemed a match for the Telemon’s sheer power. Encased within, such souls fight on alongside their brethren, whether surging forward with righteous fury or repelling assaults with their spiculus bolt launcher.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 2 iliastus accelerator culverins; spiculus bolt launcher; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arachnus storm cannon | 24 | 12 | 2 | 6 | -1 | 1 | devastating wounds | +| Iliastus accelerator culverin | 48 | 4 | 2 | 9 | -1 | 3 | — | +| Spiculus bolt launcher | 36 | D6+3 | 2 | 5 | 0 | 1 | blast | +| Twin plasma projector | 12 | D3 | N/A | 7 | -2 | 1 | torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 2 | 7 | 0 | 1 | — | +| Telemon caestus | Melee | 5 | 2 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Guardian Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **Devoted to Destruction** (Datasheet): If this model is equipped with 2 Telemon caestus weapons in addition to its armoured feet weapon, add 2 to the Attacks characteristic of those Telemon caestus weapons. + +**Keywords:** Telemon Heavy Dreadnought, Imperium, Walker, Vehicle +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Telemon Heavy Dreadnought + +**Wargear Options:** +- This model’s 2 iliastus accelerator culverins can be replaced with one of the following:- 2 arachnus storm cannons +- 2 Telemon caestus and 2 twin plasma projectors +- 1 iliastus accelerator culverin and 1 arachnus storm cannon +- 1 iliastus accelerator culverin, 1 Telemon caestus and 1 twin plasma projector +- 1 arachnus storm cannon, 1 Telemon caestus and 1 twin plasma projector + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 225pts + +--- + +# Trajann Valoris + +**Role:** Characters + +*Trajann Valoris’ warrior prowess approaches that of the Primarchs of old. With the Watcher’s Axe he can bisect the sarcophagus of a Chaos Helbrute in a single swing, or use its built-in bolt weapon – known as Eagle’s Scream – to cut down enemy infantry with salvoes of adamantine-tipped penetrator bolts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 7 | 5+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Watcher’s Axe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eagle's Scream | 24 | 2 | 2 | 5 | -2 | 3 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Watcher’s Axe | Melee | 6 | 2 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Captain-General** (Datasheet): While this model is leading a unit, each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic skill or Weapon skill characteristics and/or all modifiers to the Hit roll +- **Moment Shackle** (Datasheet): Once per battle, at the start of the Fight phase, you can select one of the following to take effect until the end of the phase: +- This model’s Watcher’s Axe melee weapon has an Attacks characteristic of 12. +- This model has a 2+ invulnerable save. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. + +**Keywords:** Infantry, Character, Imperium, Epic Hero, Trajann Valoris +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Trajann Valoris – EPIC HERO + +**Leader:** +Can lead: Custodian Guard, Custodian Wardens + +**Points:** +- 1 model: 140pts + +--- + +# Valerian + +**Role:** Characters + +*A headstrong warrior, Valerian is relatively new to the Custodes, but is already marked for greatness. His urge to bring death to the foes of the Emperor beyond Terra is much valued in these dark times, and countless enemies have fallen to his guardian spear, Gnosis.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Gnosis. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gnosis | 24 | 3 | 2 | 4 | -1 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gnosis | Melee | 7 | 2 | 8 | -3 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Golden Laurels** (Datasheet): While this model is leading a unit, each time a melee attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1. +- **Hero of Lion’s Gate** (Datasheet): Once per battle, after making a Hit roll, Wound roll or saving throw for this model, you can change the result of that roll to an unmodified 6. + +**Keywords:** Valerian, Epic Hero, Infantry, Character, Imperium, Shield-Captain +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Valerian – EPIC HERO + +**Leader:** +Can lead: Custodian Guard, Custodian Wardens + +**Points:** +- 1 model: 110pts + +--- + +# Venatari Custodians + +**Role:** Other + +*The role of Venatari Custodian is vaunted as a high honour within the Adeptus Custodes, bestowed upon those with the most aquiline combat senses. These airborne hunting squads make masterful use of their archeotech jump packs to strike from the skies, swooping into the enemy’s midst to deliver swift ruin with their pistols and polearms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Venatari lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kinetic destroyer | 12 | 2 | 2 | 6 | -1 | 1 | pistol, sustained hits 1 | +| Venatari lance | 24 | 2 | 2 | 4 | -1 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tarsis buckler | Melee | 5 | 2 | 5 | -2 | 1 | — | +| Venatari lance | Melee | 5 | 2 | 7 | -2 | 2 | lance | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Tarsis Buckler** (Wargear): The bearer has a Wounds characteristic of 4. +- **Strike from the Skies** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. +- **Swooping Dive** (Datasheet): Once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. +- **JUMP PACKS** (Special (правая колонка)): This unit cannot embark within a Venerable Land Raider. + +**Keywords:** Venatari Custodians, Imperium, Jump Pack, Fly, Infantry +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 3-6 Venatari Custodians + +**Wargear Options:** +- Any number of models can each have their Venatari lance replaced with 1 kinetic destroyer and 1 tarsus buckler. + +**Points:** +- 3 models: 165pts +- 6 models: 330pts + +--- + +# Venerable Contemptor Dreadnought + +**Role:** Other + +*These towering combat walkers are piloted by centuries-old fallen heroes kept alive by irreplaceable technologies. Equipped with weapons that can melt armour and tear apart infantry, Venerable Contemptor Dreadnoughts inflict terrible damage, all while protected by atomantic shields and auto-repair protocols.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** combi-bolter; multi-melta; Contemptor combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Kheres-pattern assault cannon | 24 | 6 | 2 | 7 | -1 | 1 | devastating wounds | +| Multi-melta | 18 | 2 | 2 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Contemptor combat weapon | Melee | 5 | 2 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Unyielding Ancient** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. + +**Keywords:** Walker, Imperium, Venerable Contemptor Dreadnought, Vehicle +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Venerable Contemptor Dreadnought + +**Wargear Options:** +- This model’s multi-melta can be replaced with 1 Kheres-pattern assault cannon. + +**Points:** +- 1 model: 170pts + +--- + +# Venerable Land Raider + +**Role:** Other + +*Land Raiders are heavily armed, mobile fortresses. Possessed of hyper-durable adamantine armour and a fearsome array of weapons, they and their cargo of Custodian warriors can turn the tide of war in a single salvo, and their machine spirits are so potent they can fight on even if the crew are slain.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 godhammer lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Godhammer lascannon | 48 | 2 | 2 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 2 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Transport, Imperium, Vehicle, Venerable Land Raider +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Venerable Land Raider + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 6 Adeptus Custodes Infantry models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Vertus Praetors + +**Role:** Other + +*Veteran warriors who have seen battle on a hundred worlds, these Custodians know that the value of speed is in directing their might precisely where and when it is needed most. Master combatants and marksmen both, they can place piercing strikes and deadly salvoes with precision even when travelling at immense speeds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 2+ | 5 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** salvo launcher; interceptor lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Salvo launcher | 24 | 1 | 2 | 10 | -3 | D6+1 | twin-linked | +| Vertus hurricane bolter | 18 | 3 | 2 | 4 | -1 | 2 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Interceptor lance | Melee | 5 | 2 | 7 | -2 | 2 | lance | + +**Abilities:** +- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance + +Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +Rendax Stance + +Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **Quicksilver Execution** (Datasheet): Once per battle, after this unit ends a Normal Move or Advance move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll one D6 for each model in this unit: for each 2+, that enemy unit suffers 2 mortal wounds. + +**Keywords:** Mounted, Fly, Imperium, Vertus Praetors +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 2-3 Vertus Praetors + +**Wargear Options:** +- Any number of models can each have their salvo launcher replaced with 1 Vertus hurricane bolter. + +**Leader:** +Led By: Shield-captain On Dawneagle Jetbike + +**Points:** +- 2 models: 150pts +- 3 models: 225pts + +--- + +# Vigilators + +**Role:** Other + +*The surest way to bring an end to a witch’s malefic rampage is to strike their head from their body. Such is the doctrine of the Vigilators, who ghost across the battlefield before charging headlong into battle, their double-handed power blades singing a keening song of death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** executioner greatblade. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner greatblade | Melee | 2 | 3 | 5 | -2 | 2 | anti-psyker 5+, devastating wounds | + +**Abilities:** +- **Daughters of the Abyss** (Datasheet): Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. +- **Deft Parry** (Datasheet): Each time a melee attack targets this unit, subtract 1 from the Hit roll. + +**Keywords:** Anathema Psykana, Infantry, Imperium, Vigilators +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Vigilator Sister Superior +- 3-9 Vigilators + +**Leader:** +Led By: Aleya, Knight-centura + +**Points:** +- 4 models: 45pts +- 5 models: 55pts +- 9 models: 90pts +- 10 models: 100pts + +--- + +# Witchseekers + +**Role:** Other + +*Witchseekers wield sanctified flamers as they hunt witches through tangled corridors and muddy trenchworks alike. Closing with their heretical quarry, they unleash a roaring conflagration to immolate the foe, as well as any pyre.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Witchseeker flamer; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Witchseeker flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Daughters of the Abyss** (Datasheet): Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. +- **Sanctified Flames** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. + +**Keywords:** Witchseekers, Infantry, Imperium, Anathema Psykana +**Faction Keywords:** Adeptus Custodes + +**Unit Composition:** +- 1 Witchseeker Sister Superior +- 3-9 Witchseekers + +**Wargear Options:** +- None + +**Leader:** +Led By: Aleya, Knight-centura + +**Points:** +- 4 models: 45pts +- 5 models: 55pts +- 9 models: 90pts +- 10 models: 100pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/agamatus-custodians.md b/cogitator/factions/adeptus-custodes/datasheets/agamatus-custodians.md deleted file mode 100644 index d5d4e5d..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/agamatus-custodians.md +++ /dev/null @@ -1,56 +0,0 @@ -# Agamatus Custodians - -**Role:** Other - -*Agamatus Custodians take Gyrfalcon-pattern jetbikes as their steeds, the machines’ power supporting the heavy armour of their riders and the powerful lastrum bolt cannon or other arcane weaponry. Closing with the enemy, Agamatus Custodians unleash this firepower with precision, before dealing a death blow with their interceptor lances.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 2+ | 4 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lastrum bolt cannon; interceptor lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Adrathic devastator | 18 | 1 | 2 | 7 | -2 | 3 | — | -| Lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | -| Twin las-pulsar | 24 | 2 | 2 | 9 | -1 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Interceptor lance | Melee | 5 | 2 | 7 | -2 | 2 | lance | - -**Abilities:** -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **Implacable Vanguard** (Datasheet): Once per battle, in your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. -- **JETBIKE OUTRIDERS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Vertus Praetors unit, it can be attached to this unit instead. - -**Keywords:** Imperium, Agamatus Custodians, Fly, Mounted -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 3-6 Agamatus Custodians - -**Wargear Options:** -- Any number of models can each have their lastrum bolt cannon replaced with one of the following:- 1 adrathic devastator -- 1 twin las-pulsar - -**Points:** -- 3 models: 225pts -- 6 models: 450pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/aleya.md b/cogitator/factions/adeptus-custodes/datasheets/aleya.md deleted file mode 100644 index 510ecf1..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/aleya.md +++ /dev/null @@ -1,71 +0,0 @@ -# Aleya - -**Role:** Characters - -*Aleya is a veteran of her order and is a ferocious and dedicated hunter of witches and sorcerers. Over many years she has developed incredible tactical perception, as well as a deep knowledge of her quarry. She employs these skills to seek out rogue psykers, cutting them down with sweeps of her blade, Somnus.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Somnus. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Somnus | Melee | 4 | 2 | 6 | -3 | 3 | anti-psyker 5+, devastating wounds | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Tactical Perception** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. -- **Tenacious Spirit** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. -- **Daughter of the Abyss** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. - -**Keywords:** Character, Imperium, Anathema Psykana, Aleya, Infantry, Epic Hero -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Aleya – EPIC HERO - -**Leader:** -Can lead: Vigilators, Witchseekers, Prosecutors - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/allarus-custodians.md b/cogitator/factions/adeptus-custodes/datasheets/allarus-custodians.md deleted file mode 100644 index 5e4ac55..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/allarus-custodians.md +++ /dev/null @@ -1,68 +0,0 @@ -# Allarus Custodians - -**Role:** Other - -*Even amongst the Adeptus Custodes, Allarus Custodians are renowned for their deeds. Teleporting into the most dangerous enemy strongholds, they rely upon the indomitable resilience of their Terminator plate to protect them as they hunt down demagogues and generals. Fighting as individual heroes, they swiftly tear the heart from their foe’s defence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 4 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** balistus grenade launcher; guardian spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balistus grenade launcher | 18 | D6 | 2 | 4 | -1 | 1 | blast | -| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | -| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellan axe | Melee | 4 | 2 | 9 | -1 | 3 | — | -| Guardian spear | Melee | 5 | 2 | 7 | -2 | 2 | — | -| Misericordia | Melee | 5 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Vexilla** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Slayers of Tyrants** (Datasheet): Each time a model in this unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **From Golden Light** (Datasheet): Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. - -**Keywords:** Infantry, Imperium, Allarus Custodians, Terminator -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 2-6 Allarus Custodians - -**Wargear Options:** -- Any number of models can each have their guardian spear replaced with 1 castellan axe. -- 1 model’s guardian spear can be replaced with 1 vexilla and 1 misericordia. - -**Leader:** -Led By: Shield-captain In Allarus Terminator Armour - -**Points:** -- 2 models: 110pts -- 3 models: 165pts -- 5 models: 275pts -- 6 models: 330pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/anathema-psykana-rhino.md b/cogitator/factions/adeptus-custodes/datasheets/anathema-psykana-rhino.md deleted file mode 100644 index 010c3cd..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/anathema-psykana-rhino.md +++ /dev/null @@ -1,56 +0,0 @@ -# Anathema Psykana Rhino - -**Role:** Dedicated Transports - -*The Rhinos of the Silent Sisterhood are more than just armoured personnel carriers. Many have served the Imperium for hundreds, if not thousands of years. Highly rugged vehicles, their spacious capacity and powerful engines help them to safely carry their deadly cargo of Sisters into the fiercest of battles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Daughters of the Abyss** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. -- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Rhino, Vehicle, Transport, Dedicated Transport, Smoke, Imperium, Anathema Psykana -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Anathema Psykana Rhino - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 12 Anathema Psykana Infantry models. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/aquilon-custodians.md b/cogitator/factions/adeptus-custodes/datasheets/aquilon-custodians.md deleted file mode 100644 index 5ce3f8e..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/aquilon-custodians.md +++ /dev/null @@ -1,63 +0,0 @@ -# Aquilon Custodians - -**Role:** Other - -*Aquilon Custodians are the heavy assault infantry of the Custodian Guard, each warrior imbued with armour and wargear of ancient provenance and impeccable craftsmanship. Encased within flexible but highly durable Aquilon-pattern Terminator armour, they stride through the most perilous war zones to mete out death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 4 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lastrum storm bolter; solerite power gauntlet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernus firepike | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Lastrum storm bolter | 24 | 2 | 2 | 5 | -1 | 1 | rapid fire 2 | -| Twin adrathic destructor | 18 | 1 | 2 | 6 | -2 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Solerite power gauntlet | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Solerite power talon | Melee | 7 | 2 | 7 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Heavy Assault Infantry** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Wound roll of 1. -- **From Golden Light** (Datasheet): Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. -- **LIONS OF THE EMPEROR** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to an Allarus Custodians unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Terminator, Imperium, Aquilon Custodians -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 3-6 Aquilon Custodians - -**Wargear Options:** -- Any number of models can each have their lastrum storm bolter replaced with one of the following:- 1 infernus firepike -- 1 twin adrathic destructor -- Any number of models can each have their solerite power gauntlet replaced with 1 solerite power talon. - -**Points:** -- 3 models: 195pts -- 6 models: 390pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/ares-gunship.md b/cogitator/factions/adeptus-custodes/datasheets/ares-gunship.md deleted file mode 100644 index d08d4fd..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/ares-gunship.md +++ /dev/null @@ -1,66 +0,0 @@ -# Ares Gunship - -**Role:** Other - -*The Ares Gunship first earned its reputation on Ancient Terra, and has quashed the Emperor’s enemies on hundreds of worlds since. Most terrifying of the Ares’ offensive capabilities is the arachnus magna- blaze cannon, whose extreme energies can pierce the densest armour, leaving a trail of wrecks and corpses wherever the Ares deploys.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 22 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 arachnus heavy blaze cannons; arachnus magna-blaze cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arachnus heavy blaze cannon | 36 | 4 | 2 | 12 | -3 | D6+1 | — | -| Arachnus magna-blaze cannon | 48 | 3 | 2 | 18 | -4 | D6+6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Infernus Firebombs** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. In addition, roll one D6 for each model in that unit: for each 6, that unit suffers 1 mortal wound. - -**Keywords:** Fly, Aircraft, Vehicle, Ares Gunship, Imperium -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Ares Gunship - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 580pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/blade-champion.md b/cogitator/factions/adeptus-custodes/datasheets/blade-champion.md deleted file mode 100644 index e443f58..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/blade-champion.md +++ /dev/null @@ -1,71 +0,0 @@ -# Blade Champion - -**Role:** Characters - -*A Blade Champion is a living weapon in the Emperor’s hand. His role is to identify the greatest battlefield threat – be that a mighty leader, a host of killers or a deadly war engine – then to employ his archeotech blades and specialised fighting styles to ensure their swift and absolute destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** vaultswords. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vaultswords – Behemor | Melee | 6 | 2 | 7 | -2 | 2 | precision | -| Vaultswords – Hurricanus | Melee | 9 | 2 | 5 | -1 | 1 | sustained hits 1 | -| Vaultswords – Victus | Melee | 5 | 2 | 6 | -3 | 3 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Swift Onslaught** (Datasheet): While this model is leading a unit, you can re-roll Charge rolls made for that unit -- **Martial Inspiration** (Datasheet): Once per battle, in your Charge phase, this model’s unit is eligible to declare a charge in a turn which it Advanced. - -**Keywords:** Infantry, Blade Champion, Imperium, Character -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Blade Champion - -**Leader:** -Can lead: Custodian Wardens, Custodian Guard - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/caladius-grav-tank.md b/cogitator/factions/adeptus-custodes/datasheets/caladius-grav-tank.md deleted file mode 100644 index bca8614..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/caladius-grav-tank.md +++ /dev/null @@ -1,62 +0,0 @@ -# Caladius Grav-tank - -**Role:** Other - -*The Caladius Grav-tank fuses some of the heaviest firepower in the Custodian Guard arsenal with a highly mobile, resilient chassis. Taking as its principal armament either a twin iliastus accelerator cannon or a twin arachnus heavy blaze cannon, the Caladius excels in a range of battlefield roles, far outmatching more primitive vehicles of its class.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin iliastus accelerator cannon; twin lastrum bolt cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin arachnus heavy blaze cannon | 48 | 4 | 2 | 12 | -3 | D6+2 | twin-linked | -| Twin iliastus accelerator cannon | 48 | 4 | 2 | 10 | -1 | 3 | rapid fire 4, twin-linked | -| Twin lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 4 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Advanced Firepower** (Datasheet): Each time this model makes an attack with its twin iliastus accelerator cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability. Each time this model makes an attack with its twin arachnus heavy blaze cannon that targets an enemy MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. - -**Keywords:** Imperium, Caladius Grav-tank, Vehicle, Fly -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Caladius Grav-tank - -**Wargear Options:** -- This model’s twin iliastus accelerator cannon can be replaced with 1 twin arachnus heavy blaze cannon. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 215pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/contemptor-achillus-dreadnought.md b/cogitator/factions/adeptus-custodes/datasheets/contemptor-achillus-dreadnought.md deleted file mode 100644 index ffef081..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/contemptor-achillus-dreadnought.md +++ /dev/null @@ -1,63 +0,0 @@ -# Contemptor-achillus Dreadnought - -**Role:** Other - -*The Contemptor-Achillus adds still greater refinement to an already celebrated blueprint – the revered Contemptor Dreadnought – arming its occupant with a mighty dreadspear equally capable of searing through foes at range or vanquishing them with a single thrust of its glowing blade.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 lastrum storm bolters; Achillus dreadspear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Achillus dreadspear | 12 | 1 | 2 | 9 | -2 | 3 | — | -| Infernus incinerator | 12 | D6 | N/A | 6 | -1 | 1 | torrent, ignores cover | -| Lastrum storm bolter | 24 | 2 | 2 | 5 | -1 | 1 | rapid fire 2 | -| Twin adrathic destructor | 18 | 1 | 2 | 6 | -2 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Achillus dreadspear | Melee | 5 | 2 | 12 | -2 | D6+1 | lance | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Dread Foe** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Imperium, Vehicle, Walker, Contemptor-Achillus Dreadnought -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Contemptor-Achillus Dreadnought - -**Wargear Options:** -- This model’s 2 lastrum storm bolters can be replaced with one of the following:- 2 infernus incinerators -- 2 twin adrathic destructors -- 1 lastrum storm bolter and 1 infernus incinerator -- 1 lastrum storm bolter and 1 twin adrathic destructor -- 1 infernus incinerator and 1 twin adrathic destructor - -**Points:** -- 1 model: 155pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/contemptor-galatus-dreadnought.md b/cogitator/factions/adeptus-custodes/datasheets/contemptor-galatus-dreadnought.md deleted file mode 100644 index 9b267bf..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/contemptor-galatus-dreadnought.md +++ /dev/null @@ -1,56 +0,0 @@ -# Contemptor-galatus Dreadnought - -**Role:** Other - -*Like the Sentinel Guard of the ancient Legio Custodes, the Contemptor-Galatus is armed with a power blade and battle shield, albeit of a type greatly superior in size and potency. Coupled with the already resilient Contemptor chassis, this wargear enables the Galatus to stride through the inferno of battle with impunity, slaying elite infantry and crippling vehicles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Galatus warblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Galatus warblade | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Galatus warblade | Melee | 8 | 2 | 8 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Galatus Shield** (Datasheet): Each time a melee attack targets this model, subtract 1 from the Wound roll. - -**Keywords:** Imperium, Contemptor-Galatus Dreadnought, Walker, Vehicle -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Contemptor-Galatus Dreadnought - -**Wargear Options:** -- None - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/coronus-grav-carrier.md b/cogitator/factions/adeptus-custodes/datasheets/coronus-grav-carrier.md deleted file mode 100644 index 201b402..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/coronus-grav-carrier.md +++ /dev/null @@ -1,64 +0,0 @@ -# Coronus Grav-carrier - -**Role:** Other - -*Coronus Grav-carriers are the primary tactical transports of the Adeptus Custodes. Their repulsor suspensor technology and flare shielding grants them the speed and survivability to engage or evade myriad threats at will, punishing targets with their potent turret weapons as they speed their elite passengers to the forefront of battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin arachnus blaze cannon; twin lastrum bolt cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin arachnus blaze cannon | 24 | 8 | 2 | 5 | -1 | 1 | devastating wounds, twin-linked | -| Twin lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Transport, Fly, Coronus Grav-carrier, Imperium, Vehicle -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Coronus Grav-carrier - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 8 Adeptus Custodes Infantry models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/custodian-guard-with-adrasite-and-pyrithite-spears.md b/cogitator/factions/adeptus-custodes/datasheets/custodian-guard-with-adrasite-and-pyrithite-spears.md deleted file mode 100644 index 47a986f..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/custodian-guard-with-adrasite-and-pyrithite-spears.md +++ /dev/null @@ -1,59 +0,0 @@ -# Custodian Guard With Adrasite And Pyrithite Spears - -**Role:** Other - -*The signature armaments of the Custodian Guard combine deadly power blades and integrated ranged weapons. While guardian spears are the most recognisable of these potent devices, for specialised tasks the bolt weapons they mount can be exchanged for the adrathic destructors of adrasite spears or the melta beams of pyrithite spears.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** adrasite spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Adrasite spear | 18 | 1 | 2 | 5 | -2 | 3 | — | -| Pyrithite spear | 12 | 1 | 2 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Adrasite spear | Melee | 5 | 2 | 7 | -2 | 2 | — | -| Pyrithite spear | Melee | 5 | 2 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Stand Vigil** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead. -- **No Foe Shall Stand** (Datasheet): Once per battle, at the start of your Shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] and [IGNORES COVER] abilities. -- **CUSTODIAN GUARD** (Special (правая колонка)): If an ADEPTUS CUSTODES model from your army with the Leader ability can be attached to a Custodian Guard unit, it can be attached to this unit instead. - -**Keywords:** Custodian Guard with Adrasite and Pyrithite Spears, Imperium, Infantry -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 5 Custodian Guard with Adrasite and Pyrithite Spears - -**Wargear Options:** -- Any number of models can each have their adrasite spear replaced with 1 pyrithite spear. - -**Points:** -- 5 models: 250pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/custodian-guard.md b/cogitator/factions/adeptus-custodes/datasheets/custodian-guard.md deleted file mode 100644 index 1fb8a9f..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/custodian-guard.md +++ /dev/null @@ -1,67 +0,0 @@ -# Custodian Guard - -**Role:** Battleline - -*These warriors form the backbone of the shield companies, and every one is a terrifying force of destruction equal to the strongest of the foe. Whether armed with guardian spear or sentinel blade, their shots are perfectly placed, and every cut, thrust and parry is a masterclass in bladesmanship.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** guardian spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | -| Sentinel blade | 12 | 2 | 2 | 4 | -1 | 2 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Guardian spear | Melee | 5 | 2 | 7 | -2 | 2 | — | -| Misericordia | Melee | 5 | 2 | 5 | -2 | 1 | — | -| Sentinel blade | Melee | 5 | 2 | 6 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Praesidium Shield** (Wargear): Add 1 to the bearer’s Wounds characteristic. -- **Vexilla** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Stand Vigil** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. While this unit is within range of an objective marker you control, you can re-roll the Wound roll instead. -- **Sentinel Storm** (Datasheet): Once per battle, in your Shooting phase, after this unit has shot, it can shoot again. - -**Keywords:** Imperium, Custodian Guard, Battleline, Infantry -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 4-5 Custodian Guard - -**Wargear Options:** -- Any number of models can each have their guardian spear replaced with 1 sentinel blade and 1 praesidium shield. -- 1 model’s guardian spear can be replaced with one of the following:- 1 vexilla and 1 misericordia -- 1 vexilla, 1 misericordia and 1 praesidium shield - -**Leader:** -Led By: Inquisitor Draxus, Blade Champion, Valerian, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Trajann Valoris, Shield-captain, Inquisitor Eisenhorn, Inquisitor In Terminator Armour, Inquisitor Ostromandeus - -**Points:** -- 4 models: 160pts -- 5 models: 200pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/custodian-wardens.md b/cogitator/factions/adeptus-custodes/datasheets/custodian-wardens.md deleted file mode 100644 index 6f4e8d9..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/custodian-wardens.md +++ /dev/null @@ -1,64 +0,0 @@ -# Custodian Wardens - -**Role:** Other - -*Veterans with centuries of service, Custodian Wardens are level-headed warriors who have sworn to fight as living fortresses no foe shall breach. With frightening intensity and wills of iron, these warriors cleave their foes in two with immense sweeps that are driven by their prodigious physical strength.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** guardian spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | -| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellan axe | Melee | 4 | 2 | 9 | -1 | 3 | — | -| Guardian spear | Melee | 5 | 2 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Vexilla** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Resolute Will** (Datasheet): While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. -- **Living Fortress** (Datasheet): Once per battle, at the start of any phase, this unit can use this ability. If it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability. - -**Keywords:** Imperium, Infantry, Custodian Wardens -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 4-5 Custodian Wardens - -**Wargear Options:** -- Any number of models can each have their guardian spear replaced with 1 castellan axe. -- 1 model can be equipped with 1 vexilla. - -**Leader:** -Led By: Blade Champion, Valerian, Trajann Valoris, Shield-captain - -**Points:** -- 4 models: 210pts -- 5 models: 260pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/knight-centura.md b/cogitator/factions/adeptus-custodes/datasheets/knight-centura.md deleted file mode 100644 index b417244..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/knight-centura.md +++ /dev/null @@ -1,77 +0,0 @@ -# Knight-centura - -**Role:** Characters - -*Knight-Centuras are the leaders of Sisters of Silence cadres and the guardians of their traditions. They have earned the respect of their Sisters through years of service, impeccable fighting skills, immense power as Nulls and encyclopaedic knowledge of the witch and the sorcerer.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** executioner greatblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted boltgun | 24 | 1 | 2 | 4 | 0 | 2 | rapid fire 1 | -| Witchseeker flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 2 | 3 | 0 | 1 | — | -| Executioner greatblade | Melee | 3 | 2 | 5 | -2 | 2 | anti-psyker 5+, devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Seeker’s Instincts** (Datasheet): While this model is leading a unit, add 2" to the Move characteristic of models in that unit and add 2 to Advance and Charge rolls made for that unit. -- **Daughter of the Abyss** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. -- **Corner the Quarry** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -**Keywords:** Infantry, Character, Knight-Centura, Anathema Psykana, Imperium -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Knight-Centura - -**Wargear Options:** -- This model’s executioner greatblade can be replaced with one of the following:- 1 master-crafted boltgun and 1 close combat weapon -- 1 Witchseeker flamer and 1 close combat weapon - -**Leader:** -Can lead: Vigilators, Witchseekers, Prosecutors - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/orion-assault-dropship.md b/cogitator/factions/adeptus-custodes/datasheets/orion-assault-dropship.md deleted file mode 100644 index ec4131f..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/orion-assault-dropship.md +++ /dev/null @@ -1,70 +0,0 @@ -# Orion Assault Dropship - -**Role:** Other - -*The heavily armoured Orion is a superlative assault craft designed to weather attacks while it deploys its formidable cargo of Custodian Guard. With bolt and energy weapons blazing, the Orion swiftly clears a landing zone and unleashes its passengers, before soaring skyward to rain death upon any other threats that enter its sights.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 22 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 arachnus heavy blaze cannons; 2 twin lastrum bolt cannons; 2 spiculus heavy bolt launchers; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arachnus heavy blaze cannon | 36 | 4 | 2 | 12 | -3 | D6+1 | — | -| Spiculus heavy bolt launcher | 36 | D6+6 | 2 | 7 | -1 | 2 | blast | -| Twin lastrum bolt cannon | 36 | 3 | 2 | 6 | -1 | 1 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Assault Dropship** (Datasheet): If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. - -**Keywords:** Fly, Imperium, Orion Assault Dropship, Vehicle, Transport, Aircraft -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Orion Assault Dropship - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 12 Adeptus Custodes Infantry models. This model can also transport 1 Venerable Contemptor Dreadnought, 1 Contemptor-Achillus Dreadnought or 1 Contemptor Galatus-Dreadnought; while doing so, its transport capacity is reduced to 6 ADEPTUS CUSTODES INFANTRY models. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 690pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/pallas-grav-attack.md b/cogitator/factions/adeptus-custodes/datasheets/pallas-grav-attack.md deleted file mode 100644 index c18e69e..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/pallas-grav-attack.md +++ /dev/null @@ -1,56 +0,0 @@ -# Pallas Grav-attack - -**Role:** Other - -*Designed as a highly manoeuvrable hunter-killer, the Pallas Grav-attack provides the Adeptus Custodes with a rapid strike capacity, using its agility and versatile twin arachnus blaze cannon to inflict devastating hit-and-run assaults on the enemy, or to hunt down fleeing targets that have evaded Custodes ground troops.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 2+ | 9 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin arachnus blaze cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin arachnus blaze cannon | 24 | 8 | 2 | 5 | -1 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Merciless Hunter** (Datasheet): In your Shooting phase, each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Wound roll. - -**Keywords:** Imperium, Pallas Grav-attack, Vehicle, Fly -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Pallas Grav-attack - -**Wargear Options:** -- None - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/prosecutors.md b/cogitator/factions/adeptus-custodes/datasheets/prosecutors.md deleted file mode 100644 index 8436767..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/prosecutors.md +++ /dev/null @@ -1,44 +0,0 @@ -# Prosecutors - -**Role:** Other - -*Protected from the malevolence of witches by their rare anti-psychic mutation, and shielded from the bullets and blades of the foe by their finely crafted power armour, Prosecutors advance unflinching into the heart of battle. Their bolters thunder ceaselessly, each explosive shell ending another heretic life.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Daughters of the Abyss** (Datasheet): Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. -- **Purity of Execution** (Datasheet): Each time a model in this unit makes a ranged attack that targets a PSYKER unit, that attack has the [PRECISION] and [DEVASTATING WOUNDS] abilities. - -**Keywords:** Prosecutors, Anathema Psykana, Imperium, Infantry -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Prosecutor Sister Superior -- 3-9 Prosecutors - -**Leader:** -Led By: Aleya, Knight-centura - -**Points:** -- 4 models: 40pts -- 5 models: 50pts -- 9 models: 75pts -- 10 models: 85pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/sagittarum-custodians.md b/cogitator/factions/adeptus-custodes/datasheets/sagittarum-custodians.md deleted file mode 100644 index dec5083..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/sagittarum-custodians.md +++ /dev/null @@ -1,57 +0,0 @@ -# Sagittarum Custodians - -**Role:** Other - -*In contrast with most warriors of the Adeptus Custodes, the Sagittarum Guard specialise in the slaying of foes at range, laying down fearsome volleys from their adrastus bolt calivers or using the same weapons to obliterate closer threats with pinpoint disintegration beams, switching between firing modes with faultless skill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** adrastus bolt caliver; misericordia. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Adrastus bolt caliver | 36 | 3 | 2 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Misericordia | Melee | 4 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Saturation Volleys** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **Disintegration Beams** (Datasheet): Once per battle, at the start of your Shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **CUSTODIAN GUARD** (Special (правая колонка)): If an ADEPTUS CUSTODES model from your army with the Leader ability can be attached to a Custodian Guard unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Imperium, Sagittarum Custodians -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 5 Sagittarum Custodians - -**Wargear Options:** -- None - -**Points:** -- 5 models: 225pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/shield-captain-in-allarus-terminator-armour.md b/cogitator/factions/adeptus-custodes/datasheets/shield-captain-in-allarus-terminator-armour.md deleted file mode 100644 index ff39b94..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/shield-captain-in-allarus-terminator-armour.md +++ /dev/null @@ -1,80 +0,0 @@ -# Shield-captain In Allarus Terminator Armour - -**Role:** Characters - -*A Shield-Captain is already one of the most formidable combatants and superlative strategists in the Imperium. When clad in a nigh-on impenetrable suit of auramite Terminator armour, they become more powerful still – a walking fortress of Imperial might able to teleport directly into battle in a blaze of golden light.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** balistus grenade launcher; guardian spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balistus grenade launcher | 18 | D6 | 2 | 4 | -1 | 1 | blast | -| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | -| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellan axe | Melee | 6 | 2 | 9 | -1 | 3 | — | -| Guardian spear | Melee | 7 | 2 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Auramite and Adamantine** (Datasheet): Once per battle, at the start of any phase, this model can use this ability If it does, until the end of the phase, each time an attack is allocated to this model, change the Damage characteristic of that attack to 1. -- **Strategic Mastery** (Datasheet): Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. - -**Keywords:** Infantry, Imperium, Shield-Captain, Terminator, Character -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Shield-Captain in Allarus Terminator Armour - -**Wargear Options:** -- This model’s guardian spear can be replaced with 1 castellan axe. - -**Leader:** -Can lead: Allarus Custodians - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/shield-captain-on-dawneagle-jetbike.md b/cogitator/factions/adeptus-custodes/datasheets/shield-captain-on-dawneagle-jetbike.md deleted file mode 100644 index 69a6027..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/shield-captain-on-dawneagle-jetbike.md +++ /dev/null @@ -1,73 +0,0 @@ -# Shield-captain On Dawneagle Jetbike - -**Role:** Characters - -*All Shield-Captains are decisive warriors who suffer no impediment to their mission. Those Shield-Captains swiftest in thought and action soar into battle on Dawneagle jetbikes, plunging into the heart of the foe. Though these warriors appear arrogant, this is far from true – their self-assuredness is matched entirely by their skill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 2+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** salvo launcher; interceptor lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vertus hurricane bolter | 18 | 3 | 2 | 4 | -1 | 2 | rapid fire 3, twin-linked | -| Salvo launcher | 24 | 1 | 2 | 10 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Interceptor lance | Melee | 6 | 2 | 7 | -2 | 2 | lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Sweeping Advance** (Datasheet): Once per battle, at the end of the Fight phase, if this model’s unit has fought this phase, if it is within Engagement Range of one or more enemy units, it can make a Fall Back move or, if it is not within Engagement Range of one or more enemy units, it can make a Normal move -- **Strategic Mastery** (Datasheet): Once per battle round, you can select one model from your army with this ability and target that model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. - -**Keywords:** Character, Fly, Imperium, Dawneagle Jetbike, Shield-Captain, Mounted -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Shield-Captain on Dawneagle Jetbike - -**Wargear Options:** -- This model’s salvo launcher can be replaced with 1 Vertus hurricane bolter. - -**Leader:** -Can lead: Vertus Praetors - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/shield-captain.md b/cogitator/factions/adeptus-custodes/datasheets/shield-captain.md deleted file mode 100644 index ea3fa4f..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/shield-captain.md +++ /dev/null @@ -1,88 +0,0 @@ -# Shield-captain - -**Role:** Characters - -*Shield-Captains are among the greatest warriors in the Imperium. No matter which weapons they wield, they display absolute mastery of them. Their tactical and strategic abilities know few peers, and they read the ebb and flow of a war at a glance before directing their forces accordingly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** guardian spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellan axe | 24 | 2 | 2 | 4 | -1 | 2 | assault | -| Guardian spear | 24 | 2 | 2 | 4 | -1 | 2 | assault | -| Pyrithite spear | 12 | 1 | 2 | 9 | -4 | D6 | melta 2 | -| Sentinel blade | 12 | 2 | 2 | 4 | -1 | 2 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellan axe | Melee | 6 | 2 | 9 | -1 | 3 | — | -| Guardian spear | Melee | 7 | 2 | 7 | -2 | 2 | — | -| Pyrithite spear | Melee | 7 | 2 | 7 | -2 | 2 | — | -| Sentinel blade | Melee | 7 | 2 | 6 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Master of the Stances** (Datasheet): Once per battle, when this models unit is selected to fight, it can use this ability. if it does until that fight is resolved, both Ka’tah Stances are active for that unit, instead of only one. -- **Strategic Mastery** (Datasheet): Once per battle round, you can select one model from your army with this ability. That model’s unit can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Praesidium shield** (Wargear): Add 1 to the bearer’s Wounds characteristic. - -**Keywords:** Infantry, Character, Imperium, Shield-Captain -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Shield-Captain - -**Wargear Options:** -- This model’s guardian spear can be replaced with one of the following: -- 1 castellan axe -- 1 sentinel blade -- 1 sentinel blade and 1 praesidium shield -- 1 pyrithite spear and 1 praesidium shield - -**Leader:** -Can lead: Custodian Guard, Custodian Wardens - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/telemon-heavy-dreadnought.md b/cogitator/factions/adeptus-custodes/datasheets/telemon-heavy-dreadnought.md deleted file mode 100644 index cdd3665..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/telemon-heavy-dreadnought.md +++ /dev/null @@ -1,69 +0,0 @@ -# Telemon Heavy Dreadnought - -**Role:** Other - -*The honour of interment within a Telemon Heavy Dreadnought falls to the most lauded of Custodians, whose battle prowess is deemed a match for the Telemon’s sheer power. Encased within, such souls fight on alongside their brethren, whether surging forward with righteous fury or repelling assaults with their spiculus bolt launcher.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 2 iliastus accelerator culverins; spiculus bolt launcher; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arachnus storm cannon | 24 | 12 | 2 | 6 | -1 | 1 | devastating wounds | -| Iliastus accelerator culverin | 48 | 4 | 2 | 9 | -1 | 3 | — | -| Spiculus bolt launcher | 36 | D6+3 | 2 | 5 | 0 | 1 | blast | -| Twin plasma projector | 12 | D3 | N/A | 7 | -2 | 1 | torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 2 | 7 | 0 | 1 | — | -| Telemon caestus | Melee | 5 | 2 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Guardian Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **Devoted to Destruction** (Datasheet): If this model is equipped with 2 Telemon caestus weapons in addition to its armoured feet weapon, add 2 to the Attacks characteristic of those Telemon caestus weapons. - -**Keywords:** Telemon Heavy Dreadnought, Imperium, Walker, Vehicle -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Telemon Heavy Dreadnought - -**Wargear Options:** -- This model’s 2 iliastus accelerator culverins can be replaced with one of the following:- 2 arachnus storm cannons -- 2 Telemon caestus and 2 twin plasma projectors -- 1 iliastus accelerator culverin and 1 arachnus storm cannon -- 1 iliastus accelerator culverin, 1 Telemon caestus and 1 twin plasma projector -- 1 arachnus storm cannon, 1 Telemon caestus and 1 twin plasma projector - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/trajann-valoris.md b/cogitator/factions/adeptus-custodes/datasheets/trajann-valoris.md deleted file mode 100644 index ef8094a..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/trajann-valoris.md +++ /dev/null @@ -1,82 +0,0 @@ -# Trajann Valoris - -**Role:** Characters - -*Trajann Valoris’ warrior prowess approaches that of the Primarchs of old. With the Watcher’s Axe he can bisect the sarcophagus of a Chaos Helbrute in a single swing, or use its built-in bolt weapon – known as Eagle’s Scream – to cut down enemy infantry with salvoes of adamantine-tipped penetrator bolts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 7 | 5+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Watcher’s Axe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eagle's Scream | 24 | 2 | 2 | 5 | -2 | 3 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Watcher’s Axe | Melee | 6 | 2 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Captain-General** (Datasheet): While this model is leading a unit, each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic skill or Weapon skill characteristics and/or all modifiers to the Hit roll -- **Moment Shackle** (Datasheet): Once per battle, at the start of the Fight phase, you can select one of the following to take effect until the end of the phase: -- This model’s Watcher’s Axe melee weapon has an Attacks characteristic of 12. -- This model has a 2+ invulnerable save. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. - -**Keywords:** Infantry, Character, Imperium, Epic Hero, Trajann Valoris -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Trajann Valoris – EPIC HERO - -**Leader:** -Can lead: Custodian Guard, Custodian Wardens - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/valerian.md b/cogitator/factions/adeptus-custodes/datasheets/valerian.md deleted file mode 100644 index f152580..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/valerian.md +++ /dev/null @@ -1,79 +0,0 @@ -# Valerian - -**Role:** Characters - -*A headstrong warrior, Valerian is relatively new to the Custodes, but is already marked for greatness. His urge to bring death to the foes of the Emperor beyond Terra is much valued in these dark times, and countless enemies have fallen to his guardian spear, Gnosis.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Gnosis. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gnosis | 24 | 3 | 2 | 4 | -1 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gnosis | Melee | 7 | 2 | 8 | -3 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Golden Laurels** (Datasheet): While this model is leading a unit, each time a melee attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1. -- **Hero of Lion’s Gate** (Datasheet): Once per battle, after making a Hit roll, Wound roll or saving throw for this model, you can change the result of that roll to an unmodified 6. - -**Keywords:** Valerian, Epic Hero, Infantry, Character, Imperium, Shield-Captain -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Valerian – EPIC HERO - -**Leader:** -Can lead: Custodian Guard, Custodian Wardens - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/venatari-custodians.md b/cogitator/factions/adeptus-custodes/datasheets/venatari-custodians.md deleted file mode 100644 index 4195940..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/venatari-custodians.md +++ /dev/null @@ -1,61 +0,0 @@ -# Venatari Custodians - -**Role:** Other - -*The role of Venatari Custodian is vaunted as a high honour within the Adeptus Custodes, bestowed upon those with the most aquiline combat senses. These airborne hunting squads make masterful use of their archeotech jump packs to strike from the skies, swooping into the enemy’s midst to deliver swift ruin with their pistols and polearms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Venatari lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kinetic destroyer | 12 | 2 | 2 | 6 | -1 | 1 | pistol, sustained hits 1 | -| Venatari lance | 24 | 2 | 2 | 4 | -1 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tarsis buckler | Melee | 5 | 2 | 5 | -2 | 1 | — | -| Venatari lance | Melee | 5 | 2 | 7 | -2 | 2 | lance | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Tarsis Buckler** (Wargear): The bearer has a Wounds characteristic of 4. -- **Strike from the Skies** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. -- **Swooping Dive** (Datasheet): Once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. -- **JUMP PACKS** (Special (правая колонка)): This unit cannot embark within a Venerable Land Raider. - -**Keywords:** Venatari Custodians, Imperium, Jump Pack, Fly, Infantry -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 3-6 Venatari Custodians - -**Wargear Options:** -- Any number of models can each have their Venatari lance replaced with 1 kinetic destroyer and 1 tarsus buckler. - -**Points:** -- 3 models: 165pts -- 6 models: 330pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/venerable-contemptor-dreadnought.md b/cogitator/factions/adeptus-custodes/datasheets/venerable-contemptor-dreadnought.md deleted file mode 100644 index 79a567c..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/venerable-contemptor-dreadnought.md +++ /dev/null @@ -1,58 +0,0 @@ -# Venerable Contemptor Dreadnought - -**Role:** Other - -*These towering combat walkers are piloted by centuries-old fallen heroes kept alive by irreplaceable technologies. Equipped with weapons that can melt armour and tear apart infantry, Venerable Contemptor Dreadnoughts inflict terrible damage, all while protected by atomantic shields and auto-repair protocols.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** combi-bolter; multi-melta; Contemptor combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Kheres-pattern assault cannon | 24 | 6 | 2 | 7 | -1 | 1 | devastating wounds | -| Multi-melta | 18 | 2 | 2 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Contemptor combat weapon | Melee | 5 | 2 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Unyielding Ancient** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. - -**Keywords:** Walker, Imperium, Venerable Contemptor Dreadnought, Vehicle -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Venerable Contemptor Dreadnought - -**Wargear Options:** -- This model’s multi-melta can be replaced with 1 Kheres-pattern assault cannon. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/venerable-land-raider.md b/cogitator/factions/adeptus-custodes/datasheets/venerable-land-raider.md deleted file mode 100644 index 388c206..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/venerable-land-raider.md +++ /dev/null @@ -1,68 +0,0 @@ -# Venerable Land Raider - -**Role:** Other - -*Land Raiders are heavily armed, mobile fortresses. Possessed of hyper-durable adamantine armour and a fearsome array of weapons, they and their cargo of Custodian warriors can turn the tide of war in a single salvo, and their machine spirits are so potent they can fight on even if the crew are slain.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 godhammer lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Godhammer lascannon | 48 | 2 | 2 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 2 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Transport, Imperium, Vehicle, Venerable Land Raider -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Venerable Land Raider - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 6 Adeptus Custodes Infantry models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/vertus-praetors.md b/cogitator/factions/adeptus-custodes/datasheets/vertus-praetors.md deleted file mode 100644 index 0d4096a..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/vertus-praetors.md +++ /dev/null @@ -1,56 +0,0 @@ -# Vertus Praetors - -**Role:** Other - -*Veteran warriors who have seen battle on a hundred worlds, these Custodians know that the value of speed is in directing their might precisely where and when it is needed most. Master combatants and marksmen both, they can place piercing strikes and deadly salvoes with precision even when travelling at immense speeds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 2+ | 5 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** salvo launcher; interceptor lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Salvo launcher | 24 | 1 | 2 | 10 | -3 | D6+1 | twin-linked | -| Vertus hurricane bolter | 18 | 3 | 2 | 4 | -1 | 2 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Interceptor lance | Melee | 5 | 2 | 7 | -2 | 2 | lance | - -**Abilities:** -- **Martial Ka’tah** (Faction): Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:Dacatarai Stance - -Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -Rendax Stance - -Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low. - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **Quicksilver Execution** (Datasheet): Once per battle, after this unit ends a Normal Move or Advance move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll one D6 for each model in this unit: for each 2+, that enemy unit suffers 2 mortal wounds. - -**Keywords:** Mounted, Fly, Imperium, Vertus Praetors -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 2-3 Vertus Praetors - -**Wargear Options:** -- Any number of models can each have their salvo launcher replaced with 1 Vertus hurricane bolter. - -**Leader:** -Led By: Shield-captain On Dawneagle Jetbike - -**Points:** -- 2 models: 150pts -- 3 models: 225pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/vigilators.md b/cogitator/factions/adeptus-custodes/datasheets/vigilators.md deleted file mode 100644 index a11fb1e..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/vigilators.md +++ /dev/null @@ -1,39 +0,0 @@ -# Vigilators - -**Role:** Other - -*The surest way to bring an end to a witch’s malefic rampage is to strike their head from their body. Such is the doctrine of the Vigilators, who ghost across the battlefield before charging headlong into battle, their double-handed power blades singing a keening song of death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** executioner greatblade. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner greatblade | Melee | 2 | 3 | 5 | -2 | 2 | anti-psyker 5+, devastating wounds | - -**Abilities:** -- **Daughters of the Abyss** (Datasheet): Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. -- **Deft Parry** (Datasheet): Each time a melee attack targets this unit, subtract 1 from the Hit roll. - -**Keywords:** Anathema Psykana, Infantry, Imperium, Vigilators -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Vigilator Sister Superior -- 3-9 Vigilators - -**Leader:** -Led By: Aleya, Knight-centura - -**Points:** -- 4 models: 45pts -- 5 models: 55pts -- 9 models: 90pts -- 10 models: 100pts diff --git a/cogitator/factions/adeptus-custodes/datasheets/witchseekers.md b/cogitator/factions/adeptus-custodes/datasheets/witchseekers.md deleted file mode 100644 index 3a10762..0000000 --- a/cogitator/factions/adeptus-custodes/datasheets/witchseekers.md +++ /dev/null @@ -1,59 +0,0 @@ -# Witchseekers - -**Role:** Other - -*Witchseekers wield sanctified flamers as they hunt witches through tangled corridors and muddy trenchworks alike. Closing with their heretical quarry, they unleash a roaring conflagration to immolate the foe, as well as any pyre.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Witchseeker flamer; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Witchseeker flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Daughters of the Abyss** (Datasheet): Models in this unit have the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. -- **Sanctified Flames** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. - -**Keywords:** Witchseekers, Infantry, Imperium, Anathema Psykana -**Faction Keywords:** Adeptus Custodes - -**Unit Composition:** -- 1 Witchseeker Sister Superior -- 3-9 Witchseekers - -**Wargear Options:** -- None - -**Leader:** -Led By: Aleya, Knight-centura - -**Points:** -- 4 models: 45pts -- 5 models: 55pts -- 9 models: 90pts -- 10 models: 100pts diff --git a/cogitator/factions/adeptus-custodes/detachments.md b/cogitator/factions/adeptus-custodes/detachments.md new file mode 100644 index 0000000..c07c4f3 --- /dev/null +++ b/cogitator/factions/adeptus-custodes/detachments.md @@ -0,0 +1,697 @@ +# Adeptus Custodes Detachments + +# Auric Champions + +## Abilities + +### Assemblage of Might +At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model in an Adeptus Custodes Character unit from your army makes an attack that targets that enemy unit, add 1 to the Wound roll. + +## Stratagems + +### EARNING OF A NAME — 1CP +**Type:** Auric Champions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** Up to two Adeptus Custodes Character units from your army that have not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a CHARACTER model in either of your units makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### SHOULDER THE MANTLE — 1CP +**Type:** Auric Champions – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, before the Reinforcements step. + +**TARGET:** One Adeptus Custodes Character model from your army that is not leading a unit. + +**EFFECT:** Select one friendly unit (excluding Battle-shocked and Attached units) within 2" horizontally and 5" vertically of your model that it could lead (as described in the Leader section of its datasheet). Your model attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly. + +### SLAYER OF CHAMPIONS — 1CP +**Type:** Auric Champions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Adeptus Custodes Character unit from your army that has just destroyed the unit you selected at the start of your Command phase as the target of your Assemblage of Might ability. + +**EFFECT:** Select one enemy unit on the battlefield Until the start of your next Command phase, each time an ADEPTUS CUSTODES CHARACTER model from your army makes an attack that target that enemy unit, add 1 to the Wound roll In addition, if the destroyed unit was a CHARACTER unit, gain 1CP. + +### SUPERHUMAN RESERVES — 2CP +**Type:** Auric Champions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an Adeptus Custodes Warlord model from your army has used an ability on its datasheet or from an Enhancement that says it can only be used Once per battle. + +**TARGET:** That Adeptus Custodes Warlord model. + +**EFFECT:** Your model can use its Once per battle’ ability one additional time during this battle (but not in the same phase). + +**RESTRICTIONS:** You cannot use this Stratagem more than once per battle. + +### THE EMPEROR’S AUSPICE — 1CP +**Type:** Auric Champions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Custodes Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, CHARACTER models in your unit have the Feel No Pain 4+ ability. + +### VIGIL UNENDING — 2CP +**Type:** Auric Champions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Custodes Character model from your army that was just destroyed and has not fought this phase. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Do not remove your destroyed model from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play. + +## Enhancements + +### Blade Imperator — 25pts +*This warrior is the Emperors own wrath made manifest, the living weapon of the Master of Mankind.* +Adeptus Custodes model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. Once per battle, after the bearer s unit ends a Charge move, all enemy units within 6" of the bearer must take a Battle-shock test. + +### Inspirational Exemplar — 10pts +*Here is a singular being even the mighty Custodians can look up to and be inspired by* +Adeptus Custodes model only. The bearer has a Leadership characteristic of 5+. Once per battle, at the start of any phase, you can select one friendly ADEPTUS CUSTODES unit that is Battle-shocked and within 12" of the bearer; that unit is no longer Battle-shocked. + +### Martial Philosopher — 30pts +*Few in the history of the Imperium have been so skilled in reading - and directing- the ebb and flow of battle.* +Adeptus Custodes model only. The bearer’s unit is eligible to shoot and/or declare a charge in a turn in which it Fell Back. Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, if the bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +### Veiled Blade — 25pts +*Said to have been fashioned for dark deeds during the Horus Heresy, this blade is an icon of vengeance.* +Adeptus Custodes model only. Add 2 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any Command phase, triple the bearer’s Objective Control characteristic until the end of the turn. + +--- + +# Black Ship Guardians + +***Whether fighting furiously to prevent enemies from boarding one of the sinister Black Ships and freeing its psyker inmates, or sweeping into an enemy vessel or installation to seize and imprison powerful witches, the Sisters of Silence are a force to be reckoned with in void warfare.*** + +## Abilities + +### Priority Quarry +At the start of the first battle round, you can select up to two enemy units to be your army’s quarry, one of which must be your opponents WARLORD. Each time an ANATHEMA PSYKANA unit from your army makes an attack that targets one of your army’s quarries, re-roll a Hit roll of 1. Each time an ANATHEMA PSYKANA unit from your army declares a charge, it can include one or more of your army’s quarries as targets of that charge, even if they are not visible to it. + +## Stratagems + +### BLADES OF THE VIGILATORS — 1CP +**Type:** Black Ship Guardians – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One VIgiLATORS, ALEYA or KNIGHT-CENTURA equipped with an executioner greatblade unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +### CORNERED PREY — 1CP +**Type:** Black Ship Guardians – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ANATHEMA PSYKANA unit from your army Falls Back. + +**TARGET:** That ANATHEMA PSYKANA unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### FOCUSED FEAR — 1CP +**Type:** Black Ship Guardians – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ANATHEMA PSYKANA unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### PUNISHMENT OF THE PROSECUTORS — 1CP +**Type:** Black Ship Guardians – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One PROSEcUTORS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes a ranged attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1. + +## Enhancements + +### Sinister Presence (Aura) — 0pts +*So deeply unsettling is the null aura surrounding this warrior that it causes unreasoning paranoia to spread amongst her foes, shattering their focus.* +ANATHEMA PSYKANA model only. While an enemy unit is within 6" of the bearer (when measuring this distance, Walls and closed Hatchways are ignored), that unit cannot Seize objective markers and, in your opponent’s Command phase, that unit must take a Battle-shock lest. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. + +### The Vratine Aquila (Aura) — 0pts +*This ancient device is said to have been crafted for use during a vital conclave during the waning days of the Great Crusade, wreathing its bearer in energy veils.* +ANATHEMA PSYKANA model only. While a friendly ANATHEMA PSYKANA unit is within 3" of the bearer, models in that unit have a 4+ invulnerable save. + +--- + +# Lions of the Emperor + +*Many of the galaxy’s warrior cultures accept the time-honoured truth that there is greater strength in numbers. Not so for the champions of the Adeptus Custodes, the Lions of the Emperor. Each of them is an army unto themselves, a warrior of legend gifted with terrifying strength, armoured in nigh-impenetrable golden plate and possessing limitless resolve. When the greatest Custodians take to the field at once, those auric-armoured champions have no need to pool their resources in order to smite their foes. Relying instead upon their superhuman strength and mastery of martial ka’tahs, they hurl themselves into the midst of the enemy, sweeping aside gunlines, eviscerating rampaging monsters and obliterating enemy war machines with terrifying ease.* + +## Abilities + +### Against All Odds +Each time a model in an Adeptus Custodes unit from your army (excluding Vehicles) makes an attack, if there are no other friendly units within 6" of that unit, add 1 to the Hit roll and add 1 to the Wound roll. + +## Stratagems + +### DEFIANT TO THE LAST — 1CP +**Type:** Lions of the Emperor – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play. + +### GILDED CHAMPION — 1CP +**Type:** Lions of the Emperor – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an Adeptus Custodes Character model from your army has used an ability on its datasheet that states it can only be used ‘once per battle’. + +**TARGET:** That ADEPTUS CUSTODES CHARACTER model. + +**EFFECT:** Your model can use that ‘once per battle’ ability one additional time during the battle (but not in the same phase). + +**RESTRICTIONS:** You cannot use this Stratagem on the same ADEPTUS CUSTODES CHARACTER model more than once per battle. + +### MANOEUVRE AND FIRE — 1CP +**Type:** Lions of the Emperor – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back. + +**TARGET:** That ADEPTUS CUSTODES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### PEERLESS WARRIOR — 1CP +**Type:** Lions of the Emperor – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +### SWIFT AS THE EAGLE — 1CP +**Type:** Lions of the Emperor – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +### UNLEASH THE LIONS — 1CP +**Type:** Lions of the Emperor – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Allarus Custodians or Aquilon Custodians unit from your army that is on the battlefield. + +**EFFECT:** That unit is split into separate units, each containing one model. These new units each have a Starting Strength of 1. + +## Enhancements + +### Admonimortis — 10pts +*A relic of the Dread Host, this towering blade was wrought to make a bloody example of those who dare to set themselves against the might of Terra.* +Shield-Captain model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 3, and improve the Armour Penetration and Damage characteristics of those weapons by 1. + +### Fierce Conqueror — 15pts +*This Captain-Commander has trained extensively to face multiple foes at once, knowing that the Custodes will always be outnumbered.* +Shield-Captain model only. At the start of the Fight phase, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by the bearer for every 5 enemy models within 6" of the bearer (rounding down). + +### Praesidius — 25pts +*Fashioned by the Terran armourer Annah Tsvochakin in the latter years of the 32nd millennium, the stunningly worked Praesidius is a singular artefact. Nestled within its golden form are a series of microshield generators and stealth emitters. Employing a modification of displacer technology, the shield generates small localised displacement bubbles at the point of impact, literally beaming bolts, bullets and the tips of blades harmlessly away from its bearer.* +Adeptus Custodes model only. The bearer has the Lone Operative and Stealth abilities. + +### Superior Creation — 25pts +*The cellular alchemy by which this heroic warrior was forged has rendered them breathtakingly resilient.* +Adeptus Custodes Infantry model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. + +--- + +# Null Maiden Vigil + +## Abilities + +### Creeping Dread (Aura) +In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is either a PSYKER unit or below its Starting Strength is within 12" of one or more Anathema Psykana models from your army, that enemy unit must take a Battle-shock test. If that unit is Below Half-strength, it must subtract 1 from its Battle-shock test this phase instead. + +**Designer’s Note:** *This means that all enemy PSYKER units within range of this Aura ability and all enemy units within range of this Aura ability that have lost one or more models must take a Battle-shock test in your opponents Command phase, not just those that are Below Half-strength.* + +## Stratagems + +### ANATHEMA BLADEMASTERY — 1CP +**Type:** Null Maiden Vigil – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Vigilators unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll If the target of that attack is Battle-shocked or a PSYKER, you can re-roll the Wound roll as well. + +### DESPERATION’S PRICE — 1CP +**Type:** Null Maiden Vigil – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy PSYKER unit has either finished using a Psychic ability that targets a unit, or finished making Psychic Attacks. + +**TARGET:** One Anathema Psykana unit from your army within 18" of that enemy PSYKER unit. + +**EFFECT:** That enemy PSYKER unit must take a Leadership test If the test is passed, that PSYKER unit is Battle-shocked; if the test is failed that PSYKER unit suffers 3 mortal wounds and is Battle-shocked. + +### PSY-CHAFF VOLLEY — 1CP +**Type:** Null Maiden Vigil – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Prosecutors unit from your army that has just shot. + +**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the start of your next turn, while your unit is on the battlefield, that enemy unit is prosecuted. While a unit is prosecuted, each time an Anathema Psykana model makes an attack against that unit, improve the Armour Penetration characteristic of that attack by 1. While a PSYKER or Battle-shocked unit is prosecuted, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +### PSYCHIC ABOMINATIONS — 1CP +**Type:** Null Maiden Vigil – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit has the Stealth ability, and Battle-shocked and PSYKER models can only select your unit as a target of a ranged attack if they are within 12". + +### PURGATION SWEEP — 1CP +**Type:** Null Maiden Vigil – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Witchseekers unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of Torrent weapons equipped by models in your unit. If such a weapon targets a PSYKER or Battle-shocked unit this phase, add 2 to its Attacks characteristic instead. + +### WITCH HUNTERS — 1CP +**Type:** Null Maiden Vigil – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Anathema Psykana unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability, but models in your unit can only target PSYKER units with their attacks. + +## Enhancements + +### Enhanced Voidsheen Cloak — 10pts +*Now rare, enhanced voidsheen cloaks were worn by commanders of the Sisters of Silence during the Great Crusade. They are made from micro-vitrious mesh designed to diffract and absorb attacks, and include inbuilt refractor fields.* +Anathema Psykana model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made by a PSYKER or Battle-shocked model, change the Damage characteristic of that attack to 1 instead. + +### Huntress’ Eye — 15pts +*This ancient bionic acts like a miniature animus speculum, focusing the bearers null abilities into a stare that can literally terrify foes to death.* +Anathema Psykana model only. In your Command phase, select one enemy unit within 12" of the bearer. That unit must take a Battle-shock test. + +### Oblivion Knight — 25pts +*Oblivion Knights are among the most powerful and experienced of the Sisters of Silence. When one leads their sisters in the field, witches must truly beware.* +Anathema Psykana model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If that attack targeted an enemy PSYKER unit, add 1 to the Wound roll as well. + +### Raptor Blade — 5pts +*The Raptor Blade is an ancient relic of the Null Maidens, as razor sharp now as it was on the day of its forging and ever the bane of witches.* +Anathema Psykana model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearers melee weapons. While the bearer is within Engagement Range of one or more enemy PSYKER units that are Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons instead. + +--- + +# Shield Host + +## Abilities + +### Martial Mastery +At the start of the battle round, you can select one of the bullet points below. If you do, until the start of the next battle round, that bullet point’s effects apply. +- Each time an Adeptus Custodes model from your army with the Martial Ka’tah ability makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. +- Improve the Armour Penetration characteristic of melee weapons equipped by ADEPTUS CUSTODES models from your army with the Martial Ka’tah ability by 1. + +## Stratagems + +### ARCANE GENETIC ALCHEMY — 1CP +**Type:** Shield Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models). + +**TARGET:** That ADEPTUS CUSTODES model’s unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds. + +### ARCHEOTECH MUNITIONS — 1CP +**Type:** Shield Host – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase. + +**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability. + +### AVENGE THE FALLEN — 1CP +**Type:** Shield Host – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength. + +**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead. + +### MULTIPOTENTIALITY — 1CP +**Type:** Shield Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Adeptus Custodes unit from your army that Fell Back this phase. + +**EFFECT:** Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### UNWAVERING SENTINELS — 1CP +**Type:** Shield Host – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll. + +### VIGILANCE ETERNAL — 1CP +**Type:** Shield Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Adeptus Custodes Battleline unit from your army (excluding Anathema Psykana units) within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +## Enhancements + +### Auric Mantle — 15pts +*This auramite weave garment is draped about its wearers shoulders before they don their battle armour. It forms a final, incredibly resilient layer of protection for them should all their other defences fail.* +Shield-Captain or Blade Champion model only. Add 2 to the bearer’s Wounds characteristic. + +### Castellan’s Mark — 20pts +*This finely worked pauldron is awarded to whichever living Custodian currently holds the greatest tally of victories in the Blood Games. The one who bears the Castellan 's Mark is guaranteed to be a superlative strategic genius.* +Shield-Captain model only. After both players have deployed their armies, you can select up to two Adeptus Custodes units from your army (excluding Anathema Psykana units) and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### From the Hall of Armouries — 25pts +*The racks of the Adeptus Custodes’ armouries yield up some of the most finely crafted close-quarters weaponry borne by any soldiers of the Imperium.* +Shield-Captain model only. Add 1 to the Strength and Damage characteristics of the bearer’s melee weapons. + +### Panoptispex — 5pts +*This incredibly advanced precursor to Imperial auspicators is able to see through solid objects and into esoteric spectra, meaning no malcontent against the Throne can ever hide from its bearer’s gaze.* +Shield-Captain or Blade Champion model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES cover] ability. + +--- + +# Solar Spearhead + +*Within the deepest engine vaults of the Imperial Palace, the ancient and mighty vehicles of the Custodians reside. Auramite-clad combat walkers bristling with arcane weapons are roused from stasis, ready to be unleashed upon the galaxy’s battlefields. Venerable Land Raiders as old as the Imperium are awoken by complex rituals and prepared for war. When battle dawns, these dread engines of destruction stride or rumble towards the cowering foe, their guns emitting furious torrents of destruction. Those brave or foolish enough to stand before this armoured spearhead are crushed beneath the tread of auric battle tanks or smashed to a bloody pulp by wrathful interred champions.* + +## Abilities + +### Auric Armour +- While an Adeptus Custodes Vehicle unit from your army is at Starting Strength, unless that unit is an Aircraft or it is Battle-shocked, add 2 to the Objective Control characteristic of models in that unit. +- While an ADEPTUS CUSTODES VEHICLE unit from your army is below Starting Strength, each time a model in that unit makes an attack, re-roll a Hit roll of 1. +- While an ADEPTUS CUSTODES VEHICLE unit from your army is Below Half-strength, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +MORITOI ANCIENTS +The Adeptus Custodes’ honoured fallen are ever eager for battle. + +Add 2" to the Move characteristic of models in ADEPTUS CUSTODES WALKER units from your army and add 1 to Advance and Charge rolls made for such units. + +KEYWORDS +In the Muster Armies step, you can select up to 2 ADEPTUS CUSTODES WALKER models from your army. The selected units gain the CHARACTER keyword. + +**Designer’s Note:** *This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.* + +## Stratagems + +### EMPEROR’S VENGEANCE — 1CP +**Type:** Solar Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play. + +### FLAWLESS CONSTRUCTION — 1CP +**Type:** Solar Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Custodes Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +### PUNISHMENT INESCAPABLE — 1CP +**Type:** Solar Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll. + +### RELENTLESS PERSECUTION — 1CP +**Type:** Solar Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS CUSTODES VEHICLE unit from your army Advances. + +**TARGET:** That Adeptus Custodes Vehicle unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the Walker keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead. + +### UNSTOPPABLE — 1CP +**Type:** Solar Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Adeptus Custodes Vehicle or Adeptus Custodes Mounted unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. + +### WRATHFUL ADVANCE — 1CP +**Type:** Solar Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In. + +**TARGET:** That ADEPTUS CUSTODES unit. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". + +## Enhancements + +### Adamantine Talisman — 25pts +*This amulet contains a reservoir of promethium harvested from the wreckage of one of the Adeptus Custodes’ most ancient Land Raiders. The fluid is said to possess the last lingering traces of that ancient vehicle’s bellicose machine spirit, inspiring greater might and ferocity within its bearer.* +ADEPTUS CUSTODES model only. Improve the Attacks, Strength and Damage characteristics of melee weapons equipped by the bearer by 1. + +### Augury Uplink — 35pts +*The war engines of the Adeptus Custodes possess an array of augury equipment that combines to build an intricate picture of the unfolding conflict, enabling the bearer to tap into this accumulated data stream, detect incoming threats and angle their armour to repel the worst of enemy attacks.* +ADEPTUS CUSTODES model only. The bearer has the Feel No Pain 5+ ability. + +### Honoured Fallen (Aura) — 15pts +*The eldest warriors of the Moritoi are revered champions with centuries of battle experience, and their presence on the battlefield is inspirational.* +Adeptus Custodes Vehicle model only. While a friendly Adeptus Custodes Infantry or Adeptus Custodes Mounted unit is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1. + +### Veteran of the Kataphraktoi — 10pts +*This champion has served amongst the Kataphraktoi and is a master at coordinating swift armoured assaults.* +Adeptus Custodes Infantry or Adeptus Custodes Mounted model only. In your Command phase, select one Adeptus Custodes Vehicle or ADEPTUS CUSTODES MOUNTED unit within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back. + +--- + +# Talons Of The Emperor + +## Abilities + +### Revered Companions +Anathema Psykana units from your army gain the following the ability: + +**Null Aegis (Aura):** While an Adeptus Custodes unit is within 6" of this unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds. + +All other ADEPTUS CUSTODES units from your army gain the following ability: + +**Deadly Unity (Aura):** While an ANATHEMA PSYKANA unit is within 6" of this unit, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to the Hit roll. + +## Stratagems + +### EMPEROR’S EXECUTIONERS — 2CP +**Type:** Talons Of The Emperor – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** Up to two Adeptus Custodes units from your army. + +**EFFECT:** Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll. + +**RESTRICTIONS:** You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other. + +### EMPYRIC SEVERANCE — 1CP +**Type:** Talons Of The Emperor – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit. + +**EFFECT:** Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds. + +### HUNT AS ONE — 1CP +**Type:** Talons Of The Emperor – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your Movement phase. + +**TARGET:** Up to two ADEPTUS CUSTODES units from your army. + +**EFFECT:** Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back. + +**RESTRICTIONS:** You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other. + +### SHIELD OF HONOUR — 1CP +**Type:** Talons Of The Emperor – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit. + +**EFFECT:** Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target). + +### TALONED PINCER — 1CP +**Type:** Talons Of The Emperor – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit. + +**EFFECT:** Your units can make a Normal move of up to 6". + +**RESTRICTIONS:** You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other. + +### TALONS INTERLOCKED — 1CP +**Type:** Talons Of The Emperor – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units. + +**EFFECT:** Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1. + +**RESTRICTIONS:** You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other. + +## Enhancements + +### Aegis Projector — 20pts +*This archeotech field projector triggers in response to autopremonitory danger input. It pulse-casts a temporary force field that can stave off even the most powerful attacks, before charging ready for another use.* +ADEPTUS Custodes model only. Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0. + +### Champion of the Imperium — 25pts +*This leader is amongst the finest martial champions in all the Emperor's realm, and their mere presence inspires their followers to remarkable efforts.* +ADEPTUS CUSTODES model only. The range of the bearer’s Null Aegis or Deadly Unity ability is increased to 9". + +### Gift of Terran Artifice — 15pts +*This warrior wields a close-quarters weapon crafted by the finest noble artisans of Terra, the workmanship of which is magnificent in its lethality.* +ADEPTUS CUSTODES model only. Each time the bearer makes a melee attack, add 1 to the Wound roll. + +### Radiant Mantle — 30pts +*The golden glory of the Emperor himself glows around this magnificent warrior like Sol's own fire. Enemies are blinded by its light, forced to recoil in pain and terror.* +ADEPTUS CUSTODES model only. Each time an attack targets the bearer’s unit, if the attacking model is within 12", subtract 1 from the Hit roll. + +--- + +# Voyagers in Darkness + +***Some shield companies of the Adeptus Custodes set sail into the darkness between the stars, either guided by visions of the Emperor’s will or believing that they can do the most to defend Terra by seeking out and destroying distant threats.*** + +## Abilities + +### Overwhelming Magnificence +While an enemy unit is within Engagement Range of one or more ADEPTUS CUSTODES units from your army, subtract 1 from the Objective Control characteristic of models in that enemy unit. + +## Stratagems + +### ARTIFICER ROUNDS — 1CP +**Type:** Voyagers in Darkness – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit (excluding ballistus grenade launchers) have the [SUSTAINED HITS 1] ability while targeting units within 6". + +### AURIC STORM — 1CP +**Type:** Voyagers in Darkness – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after an ALLARUS CUSTODIANS unit from your army ends a Charge move. + +**TARGET:** That ALLARUS CUSTODIANS unit. + +**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result. + +### BREACHING BEHEMOTHS — 1CP +**Type:** Voyagers in Darkness – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. In addition, any Desperate Escape tests taken for models in your unit are automatically passed. + +### INESCAPABLE VENGEANCE — 1CP +**Type:** Voyagers in Darkness – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can ignore Walls and other models for the purposes of determining which enemy units are visible to its own. + +## Enhancements + +### Mantle of the Emissary — 0pts +*This ancient cloak symbolises its wearer’s dedication to a vision-sent mission from the Emperor, and fills them with overwhelming purpose and determination.* +The bearer has an Objective Control characteristic of 5. + +### Voidstrider — 0pts +*At home in voidborne warfare, this superhuman warrior is able to move with marked purpose and speed.* +Add 2" to the bearer’s Move characteristic. diff --git a/cogitator/factions/adeptus-custodes/detachments/auric-champions.md b/cogitator/factions/adeptus-custodes/detachments/auric-champions.md deleted file mode 100644 index 13b3870..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/auric-champions.md +++ /dev/null @@ -1,88 +0,0 @@ -# Auric Champions - -## Abilities - -### Assemblage of Might -At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model in an Adeptus Custodes Character unit from your army makes an attack that targets that enemy unit, add 1 to the Wound roll. - -## Stratagems - -### EARNING OF A NAME — 1CP -**Type:** Auric Champions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** Up to two Adeptus Custodes Character units from your army that have not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a CHARACTER model in either of your units makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### SHOULDER THE MANTLE — 1CP -**Type:** Auric Champions – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, before the Reinforcements step. - -**TARGET:** One Adeptus Custodes Character model from your army that is not leading a unit. - -**EFFECT:** Select one friendly unit (excluding Battle-shocked and Attached units) within 2" horizontally and 5" vertically of your model that it could lead (as described in the Leader section of its datasheet). Your model attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly. - -### SLAYER OF CHAMPIONS — 1CP -**Type:** Auric Champions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Adeptus Custodes Character unit from your army that has just destroyed the unit you selected at the start of your Command phase as the target of your Assemblage of Might ability. - -**EFFECT:** Select one enemy unit on the battlefield Until the start of your next Command phase, each time an ADEPTUS CUSTODES CHARACTER model from your army makes an attack that target that enemy unit, add 1 to the Wound roll In addition, if the destroyed unit was a CHARACTER unit, gain 1CP. - -### SUPERHUMAN RESERVES — 2CP -**Type:** Auric Champions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an Adeptus Custodes Warlord model from your army has used an ability on its datasheet or from an Enhancement that says it can only be used Once per battle. - -**TARGET:** That Adeptus Custodes Warlord model. - -**EFFECT:** Your model can use its Once per battle’ ability one additional time during this battle (but not in the same phase). - -**RESTRICTIONS:** You cannot use this Stratagem more than once per battle. - -### THE EMPEROR’S AUSPICE — 1CP -**Type:** Auric Champions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Custodes Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, CHARACTER models in your unit have the Feel No Pain 4+ ability. - -### VIGIL UNENDING — 2CP -**Type:** Auric Champions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Custodes Character model from your army that was just destroyed and has not fought this phase. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Do not remove your destroyed model from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play. - -## Enhancements - -### Blade Imperator — 25pts -*This warrior is the Emperors own wrath made manifest, the living weapon of the Master of Mankind.* -Adeptus Custodes model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. Once per battle, after the bearer s unit ends a Charge move, all enemy units within 6" of the bearer must take a Battle-shock test. - -### Inspirational Exemplar — 10pts -*Here is a singular being even the mighty Custodians can look up to and be inspired by* -Adeptus Custodes model only. The bearer has a Leadership characteristic of 5+. Once per battle, at the start of any phase, you can select one friendly ADEPTUS CUSTODES unit that is Battle-shocked and within 12" of the bearer; that unit is no longer Battle-shocked. - -### Martial Philosopher — 30pts -*Few in the history of the Imperium have been so skilled in reading - and directing- the ebb and flow of battle.* -Adeptus Custodes model only. The bearer’s unit is eligible to shoot and/or declare a charge in a turn in which it Fell Back. Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, if the bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -### Veiled Blade — 25pts -*Said to have been fashioned for dark deeds during the Horus Heresy, this blade is an icon of vengeance.* -Adeptus Custodes model only. Add 2 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any Command phase, triple the bearer’s Objective Control characteristic until the end of the turn. diff --git a/cogitator/factions/adeptus-custodes/detachments/black-ship-guardians.md b/cogitator/factions/adeptus-custodes/detachments/black-ship-guardians.md deleted file mode 100644 index 572a9b6..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/black-ship-guardians.md +++ /dev/null @@ -1,60 +0,0 @@ -# Black Ship Guardians - -***Whether fighting furiously to prevent enemies from boarding one of the sinister Black Ships and freeing its psyker inmates, or sweeping into an enemy vessel or installation to seize and imprison powerful witches, the Sisters of Silence are a force to be reckoned with in void warfare.*** - -## Abilities - -### Priority Quarry -At the start of the first battle round, you can select up to two enemy units to be your army’s quarry, one of which must be your opponents WARLORD. Each time an ANATHEMA PSYKANA unit from your army makes an attack that targets one of your army’s quarries, re-roll a Hit roll of 1. Each time an ANATHEMA PSYKANA unit from your army declares a charge, it can include one or more of your army’s quarries as targets of that charge, even if they are not visible to it. - -## Stratagems - -### BLADES OF THE VIGILATORS — 1CP -**Type:** Black Ship Guardians – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One VIgiLATORS, ALEYA or KNIGHT-CENTURA equipped with an executioner greatblade unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -### CORNERED PREY — 1CP -**Type:** Black Ship Guardians – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ANATHEMA PSYKANA unit from your army Falls Back. - -**TARGET:** That ANATHEMA PSYKANA unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### FOCUSED FEAR — 1CP -**Type:** Black Ship Guardians – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ANATHEMA PSYKANA unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### PUNISHMENT OF THE PROSECUTORS — 1CP -**Type:** Black Ship Guardians – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One PROSEcUTORS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes a ranged attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1. - -## Enhancements - -### Sinister Presence (Aura) — 0pts -*So deeply unsettling is the null aura surrounding this warrior that it causes unreasoning paranoia to spread amongst her foes, shattering their focus.* -ANATHEMA PSYKANA model only. While an enemy unit is within 6" of the bearer (when measuring this distance, Walls and closed Hatchways are ignored), that unit cannot Seize objective markers and, in your opponent’s Command phase, that unit must take a Battle-shock lest. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. - -### The Vratine Aquila (Aura) — 0pts -*This ancient device is said to have been crafted for use during a vital conclave during the waning days of the Great Crusade, wreathing its bearer in energy veils.* -ANATHEMA PSYKANA model only. While a friendly ANATHEMA PSYKANA unit is within 3" of the bearer, models in that unit have a 4+ invulnerable save. diff --git a/cogitator/factions/adeptus-custodes/detachments/lions-of-the-emperor.md b/cogitator/factions/adeptus-custodes/detachments/lions-of-the-emperor.md deleted file mode 100644 index b5b1a7f..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/lions-of-the-emperor.md +++ /dev/null @@ -1,90 +0,0 @@ -# Lions of the Emperor - -*Many of the galaxy’s warrior cultures accept the time-honoured truth that there is greater strength in numbers. Not so for the champions of the Adeptus Custodes, the Lions of the Emperor. Each of them is an army unto themselves, a warrior of legend gifted with terrifying strength, armoured in nigh-impenetrable golden plate and possessing limitless resolve. When the greatest Custodians take to the field at once, those auric-armoured champions have no need to pool their resources in order to smite their foes. Relying instead upon their superhuman strength and mastery of martial ka’tahs, they hurl themselves into the midst of the enemy, sweeping aside gunlines, eviscerating rampaging monsters and obliterating enemy war machines with terrifying ease.* - -## Abilities - -### Against All Odds -Each time a model in an Adeptus Custodes unit from your army (excluding Vehicles) makes an attack, if there are no other friendly units within 6" of that unit, add 1 to the Hit roll and add 1 to the Wound roll. - -## Stratagems - -### DEFIANT TO THE LAST — 1CP -**Type:** Lions of the Emperor – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if that model has the CHARACTER keyword. On a 4+, do not remove it from play; the destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is treated as having 1 wound remaining), and is then removed from play. - -### GILDED CHAMPION — 1CP -**Type:** Lions of the Emperor – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an Adeptus Custodes Character model from your army has used an ability on its datasheet that states it can only be used ‘once per battle’. - -**TARGET:** That ADEPTUS CUSTODES CHARACTER model. - -**EFFECT:** Your model can use that ‘once per battle’ ability one additional time during the battle (but not in the same phase). - -**RESTRICTIONS:** You cannot use this Stratagem on the same ADEPTUS CUSTODES CHARACTER model more than once per battle. - -### MANOEUVRE AND FIRE — 1CP -**Type:** Lions of the Emperor – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS CUSTODES unit from your army Falls Back. - -**TARGET:** That ADEPTUS CUSTODES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### PEERLESS WARRIOR — 1CP -**Type:** Lions of the Emperor – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -### SWIFT AS THE EAGLE — 1CP -**Type:** Lions of the Emperor – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -### UNLEASH THE LIONS — 1CP -**Type:** Lions of the Emperor – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Allarus Custodians or Aquilon Custodians unit from your army that is on the battlefield. - -**EFFECT:** That unit is split into separate units, each containing one model. These new units each have a Starting Strength of 1. - -## Enhancements - -### Admonimortis — 10pts -*A relic of the Dread Host, this towering blade was wrought to make a bloody example of those who dare to set themselves against the might of Terra.* -Shield-Captain model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 3, and improve the Armour Penetration and Damage characteristics of those weapons by 1. - -### Fierce Conqueror — 15pts -*This Captain-Commander has trained extensively to face multiple foes at once, knowing that the Custodes will always be outnumbered.* -Shield-Captain model only. At the start of the Fight phase, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by the bearer for every 5 enemy models within 6" of the bearer (rounding down). - -### Praesidius — 25pts -*Fashioned by the Terran armourer Annah Tsvochakin in the latter years of the 32nd millennium, the stunningly worked Praesidius is a singular artefact. Nestled within its golden form are a series of microshield generators and stealth emitters. Employing a modification of displacer technology, the shield generates small localised displacement bubbles at the point of impact, literally beaming bolts, bullets and the tips of blades harmlessly away from its bearer.* -Adeptus Custodes model only. The bearer has the Lone Operative and Stealth abilities. - -### Superior Creation — 25pts -*The cellular alchemy by which this heroic warrior was forged has rendered them breathtakingly resilient.* -Adeptus Custodes Infantry model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. diff --git a/cogitator/factions/adeptus-custodes/detachments/null-maiden-vigil.md b/cogitator/factions/adeptus-custodes/detachments/null-maiden-vigil.md deleted file mode 100644 index d2adb74..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/null-maiden-vigil.md +++ /dev/null @@ -1,88 +0,0 @@ -# Null Maiden Vigil - -## Abilities - -### Creeping Dread (Aura) -In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is either a PSYKER unit or below its Starting Strength is within 12" of one or more Anathema Psykana models from your army, that enemy unit must take a Battle-shock test. If that unit is Below Half-strength, it must subtract 1 from its Battle-shock test this phase instead. - -**Designer’s Note:** *This means that all enemy PSYKER units within range of this Aura ability and all enemy units within range of this Aura ability that have lost one or more models must take a Battle-shock test in your opponents Command phase, not just those that are Below Half-strength.* - -## Stratagems - -### ANATHEMA BLADEMASTERY — 1CP -**Type:** Null Maiden Vigil – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Vigilators unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the Hit roll If the target of that attack is Battle-shocked or a PSYKER, you can re-roll the Wound roll as well. - -### DESPERATION’S PRICE — 1CP -**Type:** Null Maiden Vigil – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy PSYKER unit has either finished using a Psychic ability that targets a unit, or finished making Psychic Attacks. - -**TARGET:** One Anathema Psykana unit from your army within 18" of that enemy PSYKER unit. - -**EFFECT:** That enemy PSYKER unit must take a Leadership test If the test is passed, that PSYKER unit is Battle-shocked; if the test is failed that PSYKER unit suffers 3 mortal wounds and is Battle-shocked. - -### PSY-CHAFF VOLLEY — 1CP -**Type:** Null Maiden Vigil – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Prosecutors unit from your army that has just shot. - -**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the start of your next turn, while your unit is on the battlefield, that enemy unit is prosecuted. While a unit is prosecuted, each time an Anathema Psykana model makes an attack against that unit, improve the Armour Penetration characteristic of that attack by 1. While a PSYKER or Battle-shocked unit is prosecuted, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -### PSYCHIC ABOMINATIONS — 1CP -**Type:** Null Maiden Vigil – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit has the Stealth ability, and Battle-shocked and PSYKER models can only select your unit as a target of a ranged attack if they are within 12". - -### PURGATION SWEEP — 1CP -**Type:** Null Maiden Vigil – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Witchseekers unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of Torrent weapons equipped by models in your unit. If such a weapon targets a PSYKER or Battle-shocked unit this phase, add 2 to its Attacks characteristic instead. - -### WITCH HUNTERS — 1CP -**Type:** Null Maiden Vigil – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Anathema Psykana unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability, but models in your unit can only target PSYKER units with their attacks. - -## Enhancements - -### Enhanced Voidsheen Cloak — 10pts -*Now rare, enhanced voidsheen cloaks were worn by commanders of the Sisters of Silence during the Great Crusade. They are made from micro-vitrious mesh designed to diffract and absorb attacks, and include inbuilt refractor fields.* -Anathema Psykana model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made by a PSYKER or Battle-shocked model, change the Damage characteristic of that attack to 1 instead. - -### Huntress’ Eye — 15pts -*This ancient bionic acts like a miniature animus speculum, focusing the bearers null abilities into a stare that can literally terrify foes to death.* -Anathema Psykana model only. In your Command phase, select one enemy unit within 12" of the bearer. That unit must take a Battle-shock test. - -### Oblivion Knight — 25pts -*Oblivion Knights are among the most powerful and experienced of the Sisters of Silence. When one leads their sisters in the field, witches must truly beware.* -Anathema Psykana model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If that attack targeted an enemy PSYKER unit, add 1 to the Wound roll as well. - -### Raptor Blade — 5pts -*The Raptor Blade is an ancient relic of the Null Maidens, as razor sharp now as it was on the day of its forging and ever the bane of witches.* -Anathema Psykana model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearers melee weapons. While the bearer is within Engagement Range of one or more enemy PSYKER units that are Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons instead. diff --git a/cogitator/factions/adeptus-custodes/detachments/shield-host.md b/cogitator/factions/adeptus-custodes/detachments/shield-host.md deleted file mode 100644 index 5884e59..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/shield-host.md +++ /dev/null @@ -1,88 +0,0 @@ -# Shield Host - -## Abilities - -### Martial Mastery -At the start of the battle round, you can select one of the bullet points below. If you do, until the start of the next battle round, that bullet point’s effects apply. -- Each time an Adeptus Custodes model from your army with the Martial Ka’tah ability makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. -- Improve the Armour Penetration characteristic of melee weapons equipped by ADEPTUS CUSTODES models from your army with the Martial Ka’tah ability by 1. - -## Stratagems - -### ARCANE GENETIC ALCHEMY — 1CP -**Type:** Shield Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a mortal wound has been allocated to an Adeptus Custodes model from your army(excluding Anathema Psykana models). - -**TARGET:** That ADEPTUS CUSTODES model’s unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds. - -### ARCHEOTECH MUNITIONS — 1CP -**Type:** Shield Host – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that has not been selected to shoot this phase. - -**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase ranged weapons equipped by models in your unit have the selected ability. - -### AVENGE THE FALLEN — 1CP -**Type:** Shield Host – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding Anathema Psykana units) that is below its Starting Strength. - -**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Below Half-strength, until the end of the phase, add 2 to the Attacks characteristic of those melee weapons instead. - -### MULTIPOTENTIALITY — 1CP -**Type:** Shield Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Adeptus Custodes unit from your army that Fell Back this phase. - -**EFFECT:** Until the end of your turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### UNWAVERING SENTINELS — 1CP -**Type:** Shield Host – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Custodes Infantry unit from your army (excluding Anathema Psykana units) that is within range of an objective marker you control and that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a melee attack targets your unit, subtract 1 from the Hit roll. - -### VIGILANCE ETERNAL — 1CP -**Type:** Shield Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Adeptus Custodes Battleline unit from your army (excluding Anathema Psykana units) within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -## Enhancements - -### Auric Mantle — 15pts -*This auramite weave garment is draped about its wearers shoulders before they don their battle armour. It forms a final, incredibly resilient layer of protection for them should all their other defences fail.* -Shield-Captain or Blade Champion model only. Add 2 to the bearer’s Wounds characteristic. - -### Castellan’s Mark — 20pts -*This finely worked pauldron is awarded to whichever living Custodian currently holds the greatest tally of victories in the Blood Games. The one who bears the Castellan 's Mark is guaranteed to be a superlative strategic genius.* -Shield-Captain model only. After both players have deployed their armies, you can select up to two Adeptus Custodes units from your army (excluding Anathema Psykana units) and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### From the Hall of Armouries — 25pts -*The racks of the Adeptus Custodes’ armouries yield up some of the most finely crafted close-quarters weaponry borne by any soldiers of the Imperium.* -Shield-Captain model only. Add 1 to the Strength and Damage characteristics of the bearer’s melee weapons. - -### Panoptispex — 5pts -*This incredibly advanced precursor to Imperial auspicators is able to see through solid objects and into esoteric spectra, meaning no malcontent against the Throne can ever hide from its bearer’s gaze.* -Shield-Captain or Blade Champion model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES cover] ability. diff --git a/cogitator/factions/adeptus-custodes/detachments/solar-spearhead.md b/cogitator/factions/adeptus-custodes/detachments/solar-spearhead.md deleted file mode 100644 index b8daaa5..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/solar-spearhead.md +++ /dev/null @@ -1,100 +0,0 @@ -# Solar Spearhead - -*Within the deepest engine vaults of the Imperial Palace, the ancient and mighty vehicles of the Custodians reside. Auramite-clad combat walkers bristling with arcane weapons are roused from stasis, ready to be unleashed upon the galaxy’s battlefields. Venerable Land Raiders as old as the Imperium are awoken by complex rituals and prepared for war. When battle dawns, these dread engines of destruction stride or rumble towards the cowering foe, their guns emitting furious torrents of destruction. Those brave or foolish enough to stand before this armoured spearhead are crushed beneath the tread of auric battle tanks or smashed to a bloody pulp by wrathful interred champions.* - -## Abilities - -### Auric Armour -- While an Adeptus Custodes Vehicle unit from your army is at Starting Strength, unless that unit is an Aircraft or it is Battle-shocked, add 2 to the Objective Control characteristic of models in that unit. -- While an ADEPTUS CUSTODES VEHICLE unit from your army is below Starting Strength, each time a model in that unit makes an attack, re-roll a Hit roll of 1. -- While an ADEPTUS CUSTODES VEHICLE unit from your army is Below Half-strength, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -MORITOI ANCIENTS -The Adeptus Custodes’ honoured fallen are ever eager for battle. - -Add 2" to the Move characteristic of models in ADEPTUS CUSTODES WALKER units from your army and add 1 to Advance and Charge rolls made for such units. - -KEYWORDS -In the Muster Armies step, you can select up to 2 ADEPTUS CUSTODES WALKER models from your army. The selected units gain the CHARACTER keyword. - -**Designer’s Note:** *This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.* - -## Stratagems - -### EMPEROR’S VENGEANCE — 1CP -**Type:** Solar Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS CUSTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Walker keyword. On a 4+, do not remove it from play; The destroyed model can fight after the attacking unit has finished making its attacks (when doing so, it is assumed to have 1 wound remaining), and is then removed from play. - -### FLAWLESS CONSTRUCTION — 1CP -**Type:** Solar Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Custodes Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -### PUNISHMENT INESCAPABLE — 1CP -**Type:** Solar Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll. - -### RELENTLESS PERSECUTION — 1CP -**Type:** Solar Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS CUSTODES VEHICLE unit from your army Advances. - -**TARGET:** That Adeptus Custodes Vehicle unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If your unit has the Walker keyword, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced instead. - -### UNSTOPPABLE — 1CP -**Type:** Solar Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Adeptus Custodes Vehicle or Adeptus Custodes Mounted unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. - -### WRATHFUL ADVANCE — 1CP -**Type:** Solar Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before an ADEPTUS CUSTODES unit from your army Piles In. - -**TARGET:** That ADEPTUS CUSTODES unit. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". - -## Enhancements - -### Adamantine Talisman — 25pts -*This amulet contains a reservoir of promethium harvested from the wreckage of one of the Adeptus Custodes’ most ancient Land Raiders. The fluid is said to possess the last lingering traces of that ancient vehicle’s bellicose machine spirit, inspiring greater might and ferocity within its bearer.* -ADEPTUS CUSTODES model only. Improve the Attacks, Strength and Damage characteristics of melee weapons equipped by the bearer by 1. - -### Augury Uplink — 35pts -*The war engines of the Adeptus Custodes possess an array of augury equipment that combines to build an intricate picture of the unfolding conflict, enabling the bearer to tap into this accumulated data stream, detect incoming threats and angle their armour to repel the worst of enemy attacks.* -ADEPTUS CUSTODES model only. The bearer has the Feel No Pain 5+ ability. - -### Honoured Fallen (Aura) — 15pts -*The eldest warriors of the Moritoi are revered champions with centuries of battle experience, and their presence on the battlefield is inspirational.* -Adeptus Custodes Vehicle model only. While a friendly Adeptus Custodes Infantry or Adeptus Custodes Mounted unit is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1. - -### Veteran of the Kataphraktoi — 10pts -*This champion has served amongst the Kataphraktoi and is a master at coordinating swift armoured assaults.* -Adeptus Custodes Infantry or Adeptus Custodes Mounted model only. In your Command phase, select one Adeptus Custodes Vehicle or ADEPTUS CUSTODES MOUNTED unit within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back. diff --git a/cogitator/factions/adeptus-custodes/detachments/talons-of-the-emperor.md b/cogitator/factions/adeptus-custodes/detachments/talons-of-the-emperor.md deleted file mode 100644 index ccf398d..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/talons-of-the-emperor.md +++ /dev/null @@ -1,100 +0,0 @@ -# Talons Of The Emperor - -## Abilities - -### Revered Companions -Anathema Psykana units from your army gain the following the ability: - -**Null Aegis (Aura):** While an Adeptus Custodes unit is within 6" of this unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds. - -All other ADEPTUS CUSTODES units from your army gain the following ability: - -**Deadly Unity (Aura):** While an ANATHEMA PSYKANA unit is within 6" of this unit, each time a model in that ANATHEMA PSYKANA unit makes an attack, add 1 to the Hit roll. - -## Stratagems - -### EMPEROR’S EXECUTIONERS — 2CP -**Type:** Talons Of The Emperor – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** Up to two Adeptus Custodes units from your army. - -**EFFECT:** Until the end of the phase, each time a model in one of your units targets an enemy unit that is below its Starting Strength, add 1 to the Wound roll. - -**RESTRICTIONS:** You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other. - -### EMPYRIC SEVERANCE — 1CP -**Type:** Talons Of The Emperor – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS CusTODES unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ANATHEMA PSYKANA unit within 6" of that ADEPTUS CUSTODES unit. - -**EFFECT:** Until the end of the phase, your unit has the Feel No Pain 4+ ability against Psychic attacks and mortal wounds. - -### HUNT AS ONE — 1CP -**Type:** Talons Of The Emperor – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your Movement phase. - -**TARGET:** Up to two ADEPTUS CUSTODES units from your army. - -**EFFECT:** Until the end of the turn, your units are eilgible to shoot and/or declare a charge in a turn in which they Fell Back. - -**RESTRICTIONS:** You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other. - -### SHIELD OF HONOUR — 1CP -**Type:** Talons Of The Emperor – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Anathema Psykana Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one other friendly Adeptus Custodes Infantry unit (excluding ANATHEMA PSYKANA units) within 6" of that ANATHEMA PSYKANA INFANTRY unit. - -**EFFECT:** Until the end of the phase, any attack that targets your ANATHEMA PSYKANA unit must instead target your other ADEPTUS CUSTODES unit (unless it is not an eligible target). - -### TALONED PINCER — 1CP -**Type:** Talons Of The Emperor – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** Up to two Adeptus Custodes units from your army that are within 9" of that enemy unit. - -**EFFECT:** Your units can make a Normal move of up to 6". - -**RESTRICTIONS:** You cannot select units that are within Engagement Range of one or more enemy units. You can only select two units if one (and only one) of them is an Anathema Psykana unit and both are within 6" of each other. - -### TALONS INTERLOCKED — 1CP -**Type:** Talons Of The Emperor – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** Up to two ADEPTUS CUSTODES INFANTRY units from your army, and one enemy unit that is an eligible target for all of those units. - -**EFFECT:** Until the end of the phase, your units can only target that enemy unit, but each time a model in one of your units makes a ranged attack, improve the Strength and Armour Penetration characteristics of that attack by 1. - -**RESTRICTIONS:** You can only select two units if one (and only one) of them is an ANATHEMA PSYKANA unit and both are within 6" of each other. - -## Enhancements - -### Aegis Projector — 20pts -*This archeotech field projector triggers in response to autopremonitory danger input. It pulse-casts a temporary force field that can stave off even the most powerful attacks, before charging ready for another use.* -ADEPTUS Custodes model only. Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0. - -### Champion of the Imperium — 25pts -*This leader is amongst the finest martial champions in all the Emperor's realm, and their mere presence inspires their followers to remarkable efforts.* -ADEPTUS CUSTODES model only. The range of the bearer’s Null Aegis or Deadly Unity ability is increased to 9". - -### Gift of Terran Artifice — 15pts -*This warrior wields a close-quarters weapon crafted by the finest noble artisans of Terra, the workmanship of which is magnificent in its lethality.* -ADEPTUS CUSTODES model only. Each time the bearer makes a melee attack, add 1 to the Wound roll. - -### Radiant Mantle — 30pts -*The golden glory of the Emperor himself glows around this magnificent warrior like Sol's own fire. Enemies are blinded by its light, forced to recoil in pain and terror.* -ADEPTUS CUSTODES model only. Each time an attack targets the bearer’s unit, if the attacking model is within 12", subtract 1 from the Hit roll. diff --git a/cogitator/factions/adeptus-custodes/detachments/voyagers-in-darkness.md b/cogitator/factions/adeptus-custodes/detachments/voyagers-in-darkness.md deleted file mode 100644 index b997299..0000000 --- a/cogitator/factions/adeptus-custodes/detachments/voyagers-in-darkness.md +++ /dev/null @@ -1,60 +0,0 @@ -# Voyagers in Darkness - -***Some shield companies of the Adeptus Custodes set sail into the darkness between the stars, either guided by visions of the Emperor’s will or believing that they can do the most to defend Terra by seeking out and destroying distant threats.*** - -## Abilities - -### Overwhelming Magnificence -While an enemy unit is within Engagement Range of one or more ADEPTUS CUSTODES units from your army, subtract 1 from the Objective Control characteristic of models in that enemy unit. - -## Stratagems - -### ARTIFICER ROUNDS — 1CP -**Type:** Voyagers in Darkness – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit (excluding ballistus grenade launchers) have the [SUSTAINED HITS 1] ability while targeting units within 6". - -### AURIC STORM — 1CP -**Type:** Voyagers in Darkness – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after an ALLARUS CUSTODIANS unit from your army ends a Charge move. - -**TARGET:** That ALLARUS CUSTODIANS unit. - -**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result. - -### BREACHING BEHEMOTHS — 1CP -**Type:** Voyagers in Darkness – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. In addition, any Desperate Escape tests taken for models in your unit are automatically passed. - -### INESCAPABLE VENGEANCE — 1CP -**Type:** Voyagers in Darkness – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS CUSTODES unit from your army (excluding ANATHEMA PSYKANA units) that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can ignore Walls and other models for the purposes of determining which enemy units are visible to its own. - -## Enhancements - -### Mantle of the Emissary — 0pts -*This ancient cloak symbolises its wearer’s dedication to a vision-sent mission from the Emperor, and fills them with overwhelming purpose and determination.* -The bearer has an Objective Control characteristic of 5. - -### Voidstrider — 0pts -*At home in voidborne warfare, this superhuman warrior is able to move with marked purpose and speed.* -Add 2" to the bearer’s Move characteristic. diff --git a/cogitator/factions/adeptus-mechanicus/datasheets.md b/cogitator/factions/adeptus-mechanicus/datasheets.md new file mode 100644 index 0000000..9e67268 --- /dev/null +++ b/cogitator/factions/adeptus-mechanicus/datasheets.md @@ -0,0 +1,2403 @@ +# Adeptus Mechanicus + +# Archaeopter Fusilave + +**Role:** Other + +*The Archaeopter Fusilave’s changeable payload of deep-bore, high explosives defines its position as a devastating bomber and ground clearance aircraft. Tech-Priests employ whole squadrons to level enemy defences and root out sheltering heretics, as well as to clear prospective sites for further investigation in the Quest for Knowledge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** cognis heavy stubber array; armoured hull; command uplink. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cognis heavy stubber array | 36 | 9 | 4 | 4 | 0 | 1 | rapid fire 9, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Chaff Launcher** (Wargear): The bearer has the SMOKE keyword. +- **Command Uplink** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound. + +**Keywords:** Aircraft, Vehicle, Fly, Imperium, Skitarii, Archaeopter Fusilave +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Archaeopter Fusilave + +**Wargear Options:** +- This model’s command uplink can be replaced with 1 chaff launcher. + +**Points:** +- 1 model: 160pts + +--- + +# Archaeopter Stratoraptor + +**Role:** Other + +*The Stratoraptor takes advantage of the Archaeopter’s directional thrusters and adaptable wing profile to excel in the role of ground attack gunship. Its spread of heavy weapons – with a mixture of high strength and high rate of fire – ensures the Stratoraptor poses a lethal danger to dug-in infantry and heavily armoured vehicles alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 cognis heavy stubbers; 2 heavy phosphor blasters; twin cognis lascannon; armoured hull; command uplink. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cognis heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, sustained hits 1 | +| Heavy phosphor blaster | 36 | 3 | 4 | 6 | -1 | 2 | ignores cover | +| Twin cognis lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Chaff Launcher** (Wargear): The bearer has the SMOKE keyword. +- **Command Uplink** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll. + +**Keywords:** Archaeopter Stratoraptor, Vehicle, Aircraft, Fly, Imperium, Skitarii +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Archaeopter Stratoraptor + +**Wargear Options:** +- This model’s command uplink can be replaced with 1 chaff launcher. + +**Points:** +- 1 model: 185pts + +--- + +# Archaeopter Transvector + +**Role:** Other + +*Ideal aerial insertion transports, Transvectors are used in vast numbers by Explorator fleets for reconnaissance and rapid extraction in the face of hostiles. They are incredibly agile, their implanted pilots able to reshape the wings to suit changing atmospherics, while directing their cognis heavy stubbers to scythe apart oncoming foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** cognis heavy stubber array; armoured hull; command uplink. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cognis heavy stubber array | 36 | 9 | 4 | 4 | 0 | 1 | rapid fire 9, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Chaff Launcher** (Wargear): The bearer has the SMOKE keyword. +- **Command Uplink** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Fly, Vehicle, Aircraft, Transport, Imperium, Skitarii, Archaeopter Transvector +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Archaeopter Transvector + +**Wargear Options:** +- This model’s command uplink can be replaced with 1 chaff launcher. + +**Transport:** +This model has a transport capacity of 11 Skitarii Infantry or Tech-Priest Infantry models. It cannot transport Jump Pack or Kataphron models. + +**Points:** +- 1 model: 150pts + +--- + +# Belisarius Cawl + +**Role:** Characters + +*Belisarius Cawl’s war form is a multi-limbed, biomechanical hybrid. Advanced bionics grant him immense strength and resilience, while snaking tendrils rapidly repair his cybernetic body. For ten thousand years, Cawl has eradicated the Imperium’s enemies, and he leads the Machine God’s devotees in holy acquisition still.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** solar atomiser; arc scourge; Cawl’s Omnissian axe; mechadendrite hive. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Solar atomiser | 18 | 3 | 2 | 14 | -4 | D6 | melta 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arc scourge | Melee | 4 | 2 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds, extra attacks | +| Cawl’s Omnissian axe | Melee | 4 | 2 | 8 | -2 | 2 | — | +| Mechadendrite hive | Melee | 2D6 | 3 | 4 | 0 | 1 | extra attacks | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Canticles of the Omnissiah** (Datasheet): At the start of your Command phase, select one of the abilities in the Canticles of the Omnissiah section. Until the start of your next Command phase, this model has that ability. +- **Mechanicus Bodyguard** (Datasheet): While this model is within 3" of one or more other friendly ADEPTUS MECHANICUS units, this model has the Lone Operative ability. +- **Self-repair Mechanisms** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. +- **Invocation of Machine Vengeance** (Primarch): At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Machine Vengeance target. Each time a model in a friendly Adeptus Mechanicus unit makes an attack that targets your Machine Vengeance target, you can re-roll the Hit roll. +- **Mantra of Discipline** (Primarch): This model has the BATTLELINE keyword and has the following ability: +- **Binharic Courage (Aura):** While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit and each time you take a Battle-shock or Leadership test for that unit, add 1 to that test. +- **Shroudpsalm (Aura)** (Primarch): While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that unit has the Stealth ability. + +**Keywords:** Imperium, Epic Hero, Character, Monster, Belisarius Cawl, Cult Mechanicus, Tech-Priest +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Belisarius Cawl – EPIC HERO + +**Points:** +- 1 model: 210pts + +--- + +# Corpuscarii Electro-priests + +**Role:** Other + +*Electro-Priests of the Corpuscarii faction build up huge electrical potential as they zealously chant their canticles of battle. They conduct the Motive Force through their bodies, eager to share its illumination, releasing it from their gauntlets in coruscating arcs of electrical power that leap from target to target.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** electrostatic gauntlets. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Electrostatic gauntlets | 12 | 3 | 3 | 5 | 0 | 1 | pistol, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Electrostatic gauntlets | Melee | 3 | 4 | 5 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Electro-shock** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is shocked. While a unit is shocked, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. + +**Keywords:** Electro-Priests, Infantry, Imperium, Corpuscarii, Cult Mechanicus +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 5-10 Corpuscarii Electro-Priests + +**Leader:** +Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist + +**Points:** +- 5 models: 65pts +- 10 models: 130pts + +--- + +# Cybernetica Datasmith + +**Role:** Characters + +*Datasmiths optimise the programming of their robotic charges. These Tech-Priests employ rituals and binharic hymns to bless the doctrina wafers through which they alter the robots’ protocols, all the while laying waste to the enemies of the Omnissiah with blasts of ionising radiation from their archeotech pistols.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Battle Protocols** (Datasheet): At the start of the battle, if this model is leading a KASTELAN ROBOTS unit, that unit enters Aegis Protocols (see below). In your Command phase, if this model is leading a KASTELAN ROBOTS unit, you can select one protocol from those listed below for that unit to enter. Once a unit enters a protocol, it remains in that protocol until it enters a different one. +- **Protector Protocol:** Add 2 to the Attacks characteristic of ranged weapons equipped by KASTELAN ROBOT models in that unit. +- **Conqueror Protocol:** Add 2 to the Attacks characteristic of melee weapons equipped by KASTELAN ROBOT models in that unit. +- **Aegis Protocol:** Add 1 to the Toughness characteristic of KASTELAN ROBOT models in that unit. + +**Keywords:** Imperium, Legio Cybernetica, Tech-Priest, Infantry, Cybernetica Datasmith, Character +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Cybernetica Datasmith + +**Leader:** +Can lead: Kastelan Robots + +**Points:** +- 1 model: 35pts + +--- + +# Fulgurite Electro-priests + +**Role:** Other + +*Crackling with power stolen from those they slay, Fulgurite Electro- Priests are fanatical cultists of the Machine God. With their heavy, copper-bound staves, they smite blasphemers that waste the Motive Force, leeching it from heretic warriors and harnessing the holy energy in their capacitors where it empowers their voltagheist field.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** electroleech stave. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Electroleech stave | Melee | 2 | 3 | 6 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Electro-infusion** (Datasheet): While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. + +**Keywords:** Imperium, Fulgurite, Cult Mechanicus, Electro-Priests, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 5-10 Fulgurite Electro-Priests + +**Leader:** +Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist + +**Points:** +- 5 models: 70pts +- 10 models: 140pts + +--- + +# Ironstrider Ballistarii + +**Role:** Other + +*Ironstrider Ballistarii are swift combat walkers piloted by veteran marksmen. They smoothly pick their way across the battlefield before invoking the fully awakened machine spirits of their weapons to acquire rapidly cogitated firing solutions. Their destructive firepower unleashed, they redeploy to hunt for fresh targets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** twin cognis autocannon; Ironstrider feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin cognis autocannon | 48 | 4 | 4 | 9 | -1 | 3 | sustained hits 1, twin-linked | +| Twin cognis lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ironstrider feet | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Elevated Strider** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back or Advanced, and you can re-roll Desperate Escape tests taken for models in this unit. +- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. + +**Keywords:** Imperium, Vehicle, Walker, Smoke, Ironstrider Ballistarii, Skitarii +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1-3 Ironstrider Ballistarii + +**Wargear Options:** +- Any number of models can each have their twin cognis autocannon replaced with 1 twin cognis lascannon. + +**Points:** +- 1 model: 85pts +- 2 models: 170pts +- 3 models: 255pts + +--- + +# Kastelan Robots + +**Role:** Other + +*Kastelan Robots are giant automata from Mankind’s dark past, shielded with thick armour and advanced force fields. Heeding preprogrammed doctrines without fail, Kastelans are bastions in defence and nigh unstoppable on the attack, unleashing heavy firepower and bludgeoning swipes with their giant fists.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 7 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** incendine combustor; twin Kastelan fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy phosphor blaster | 36 | 3 | 4 | 6 | -1 | 2 | ignores cover | +| Incendine combustor | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Kastelan phosphor blaster | 24 | 3 | 4 | 6 | -1 | 1 | ignores cover | +| Twin Kastelan phosphor blaster | 24 | 3 | 4 | 6 | -1 | 1 | ignores cover, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 4 | 6 | 0 | 1 | — | +| Kastelan fist | Melee | 4 | 4 | 12 | -2 | 3 | — | +| Twin Kastelan fist | Melee | 4 | 4 | 12 | -2 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Robotic Bodyguard** (Datasheet): While a Cybernetica Datasmith model is leading this unit, that model has the Feel No Pain 4+ ability. +- **Repulsor Grid** (Datasheet): Each time a ranged attack is allocated to a KASTELAN ROBOT model in this unit, on an unmodified saving throw of 6, the attacking unit suffers 1 mortal wound after it has finished making its attacks. + +**Keywords:** Kastelan Robots, Legio Cybernetica, Vehicle, Imperium, Walker +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 2-4 Kastelan Robots + +**Wargear Options:** +- Any number of models can each have their twin Kastelan fist replaced with one of the following:- 1 Kastelan phosphor blaster and 1 Kastelan fist +- 1 twin Kastelan phosphor blaster and 1 close combat weapon +- Any number of models can each have their incendine combustor replaced with 1 heavy phosphor blaster. + +**Leader:** +Led By: Cybernetica Datasmith + +**Points:** +- 2 models: 180pts +- 4 models: 360pts + +--- + +# Kataphron Breachers + +**Role:** Other + +*Kataphron Breachers are large battle servitors that grind forward on heavy tracks. They are ideal tools for smashing open enemy battle lines and bastions with blasts from heavy weapons and blows from combat attachments, while any enemy firepower is deflected by thick armour and absorbed by layered bionics.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** heavy arc rifle; arc claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy arc rifle | 30 | 2 | 4 | 8 | -2 | 3 | anti-vehicle 4+, rapid fire 2 | +| Torsion cannon | 36 | D3 | 4 | 6 | -2 | 2 | anti-infantry 2+, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arc claw | Melee | 4 | 4 | 5 | -1 | 1 | anti-vehicle 4+ | +| Hydraulic claw | Melee | 2 | 4 | 8 | -2 | 3 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Breaching Command** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, you can re-roll the Hit roll instead. + +**Keywords:** Cult Mechanicus, Kataphron, Breachers, Imperium, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 3-6 Kataphron Breachers + +**Wargear Options:** +- Any number of models can each have their heavy arc rifle replaced with 1 torsion cannon. +- Any number of models can each have their arc claw replaced with 1 hydraulic claw. + +**Leader:** +Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist + +**Points:** +- 3 models: 160pts +- 6 models: 320pts + +--- + +# Kataphron Destroyers + +**Role:** Other + +*These biomechanical constructs operate as mobile heavy weapons platforms, bearing large esoteric cannons as well as close defence armaments. Their ballistic subroutines can be directed to operate independently of preprogrammed battle protocols, making them flexible tools of destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** heavy grav-cannon; phosphor blaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cognis flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Heavy grav-cannon | 30 | 4 | 4 | 6 | -1 | 2 | anti-vehicle 2+ | +| Kataphron plasma culverin – standard | 36 | 4 | 4 | 7 | -2 | 1 | — | +| Kataphron plasma culverin – supercharge | 36 | 4 | 4 | 8 | -3 | 2 | hazardous | +| Phosphor blaster | 24 | 1 | 4 | 5 | 0 | 1 | ignores cover, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Sentinel Directives** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. + +**Keywords:** Infantry, Imperium, Destroyers, Kataphron, Cult Mechanicus +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 3-6 Kataphron Destroyers + +**Wargear Options:** +- Any number of models can each have their heavy grav-cannon replaced with 1 Kataphron plasma culverin. +- Any number of models can each have their phosphor blaster replaced with 1 cognis flamer. + +**Leader:** +Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist + +**Points:** +- 3 models: 105pts +- 6 models: 210pts + +--- + +# Onager Dunecrawler + +**Role:** Other + +*The Onager Dunecrawler’s flexible armaments can blast apart squadrons of aircraft or atomise elite infantry in beams of blinding energy. They are versatile heavy weapons platforms, well-shielded and easily able to advance alongside Skitarii as their multiple limbs propel them over treacherous obstacles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 11 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** eradication beamer; Dunecrawler legs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cognis heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, sustained hits 1 | +| Daedalus missile launcher | 48 | 2 | 4 | 10 | -2 | D6+1 | anti-fly 2+ | +| Eradication beamer – dissipated | 36 | 3D3 | 4 | 9 | -2 | 2 | blast, sustained hits 1 | +| Eradication beamer – focused | 18 | 3D3 | 4 | 10 | -3 | 3 | blast, sustained hits 1 | +| Neutron laser | 48 | 3 | 4 | 16 | -4 | D6+2 | heavy | +| Icarus array | 48 | 6 | 4 | 8 | -1 | 2 | anti-fly 4+, twin-linked | +| Twin Onager heavy phosphor blaster | 36 | 12 | 4 | 6 | -1 | 2 | ignores cover, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dunecrawler legs | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Broad spectrum data-tether** (Wargear): The bearer loses the SMOKE keyword, but each time you target the bearer with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Emanatus Force Field (Aura)** (Datasheet): While a friendly ADEPTUS MECHANICUS BATTLELINE model is wholly within 6" of this model, that BATTLELINE model has a 4+ invulnerable save against ranged attacks. +- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height. + +**Keywords:** Imperium, Walker, Smoke, Onager Dunecrawler, Skitarii, Vehicle +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Onager Dunecrawler + +**Wargear Options:** +- This model’s eradication beamer can be replaced with one of the following:- 1 daedalus missile launcher and 1 Icarus array +- 1 neutron laser and 1 cognis heavy stubber +- 1 twin Onager heavy phosphor blaster +- This model can be equipped with 1 additional cognis heavy stubber. +- This model can be equipped with 1 broad spectrum data-tether. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 155pts + +--- + +# Pteraxii Skystalkers + +**Role:** Other + +*Pteraxii Skystalkers have their consciousness pared back until little but their optimised reactions remain. They are manoeuvrable and preternatural airborne hunters, who track their prey from choice vantage points before swooping in to unleash withering hails of razor-sharp flechettes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Pteraxii Skystalker Alpha model is equipped with:** flechette blaster; taser goad. + +**Every Pteraxii Skystalker model is equipped with:** flechette carbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flechette blaster | 12 | 5 | 4 | 3 | 0 | 1 | pistol | +| Flechette carbine | 18 | 6 | 4 | 3 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Taser goad | Melee | 3 | 4 | 6 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Ride the Thermals** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can do one of the following: +- Make a Normal move of up to 6". +- Make a Normal move of up to 12", provided every model in this unit ends that move wholly within 6" of one or more friendly Adeptus Mechanicus Battleline units. +In either case, if it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Skystalkers, Pteraxii, Infantry, Fly, Jump Pack, Grenades, Imperium, Skitarii +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Pteraxii Skystalker Alpha +- 4-9 Pteraxii Skystalkers + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Pteraxii Sterylizors + +**Role:** Other + +*Sterylizors are eradicators of cybernetic parasite organisms within ships and manufactorums, and eagerly unleash the chemical fire of their phosphor torches upon the Machine God’s foes. They descend in flocks from the sky upon membranous wing-packs, their vicious talons primed, eager to see their enemies writhe in flames.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Pteraxii Sterylizor Alpha model is equipped with:** flechette blaster; Pteraxii talons; taser goad. + +**Every Pteraxii Sterylizor model is equipped with:** phosphor torch; Pteraxii talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flechette blaster | 12 | 5 | 4 | 3 | 0 | 1 | pistol | +| Phosphor torch | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pteraxii talons | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Taser goad | Melee | 3 | 4 | 6 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Searing Conflagration** (Datasheet): Each time a model in this unit makes an attack with a phosphor torch that targets an enemy unit within range of an objective marker, re-roll a Wound roll of 1. If this unit is also within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, each time such an attack targets such a unit, you can re-roll the Wound roll instead. + +**Keywords:** Infantry, Fly, Jump Pack, Imperium, Skitarii, Pteraxii, Sterylizors +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Pteraxii Sterylizor Alpha +- 4-9 Pteraxii Sterylizors + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Secutarii Hoplites + +**Role:** Other + +*Secutarii Hoplites are defensive troops able to endure the most hazardous battlefields thanks to the crackling energy barriers generated by their interlocking Kyropatris field generators. The power of these surgically implanted devices is channelled and amplified by the Hoplites’ unique shields, which allow them to withstand phenomenal amounts of enemy firepower while striking back with their potent arc lances.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** arc lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arc lance | 12 | 1 | 4 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds | +| Archeotech pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Alpha close combat weapon | Melee | 3 | 4 | 5 | -1 | 1 | — | +| Arc lance | Melee | 2 | 4 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds, lance | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP +- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Titan Guard** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. When doing so, if there are one or more friendly ADEPTUS TITANICUS units on the battlefield, you can re-roll the subsequent charge roll. +- **SECUTARII** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Skitarii Vanguard unit, it can be attached to this unit instead. + +**Keywords:** Secutarii Hoplites, Skitarii, Imperium, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Hoplite Alpha +- 4-9 Secutarii Hoplites + +**Wargear Options:** +- The Hoplite Alpha’s arc lance can be replaced with 1 Archeotech pistol. +- The Hoplite Alpha can be equipped with 1 Alpha close combat weapon. +- 1 Secutarii Hoplite can be equipped with one of the following:- 1 enhanced data-tether +- 1 omnispex + +**Points:** +- 5 models: 65pts +- 10 models: 130pts + +--- + +# Secutarii Peltasts + +**Role:** Other + +*Secutarii Peltasts are specialised Adeptus Mechanicus ground troops principally employed to saturate targets with concentrated firepower from their galvanic casters, neutralising any threats to valuable Mechanicus assets. Like the Skitarii infantry they resemble, Peltasts are adaptable and mobile soldiers, and are often deployed to reach, encircle and defend their masters’ fallen god-engines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** galvanic caster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Archeotech pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | +| Galvanic caster – flechette | 18 | 5 | 4 | 4 | 0 | 1 | assault | +| Galvanic caster – hammershot | 24 | 2 | 4 | 5 | -1 | 1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Alpha close combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP +- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Blind Barrage** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is blinded. While a unit is blinded, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **SECUTARII** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Skitarii Vanguard unit, it can be attached to this unit instead. + +**Keywords:** Secutarii Peltasts, Skitarii, Imperium, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Peltast Alpha +- 4-9 Secutarii Peltasts + +**Wargear Options:** +- The Peltast Alpha’s arc lance can be replaced with 1 Archeotech pistol. +- The Peltast Alpha can be equipped with 1 Alpha close combat weapon. +- 1 Secutarii Peltast can be equipped with one of the following:- 1 enhanced data-tether +- 1 omnispex + +**Points:** +- 5 models: 50pts +- 10 models: 100pts + +--- + +# Serberys Raiders + +**Role:** Other + +*Long-range scouts and outriders, Raiders of the Serberys Corps employ advanced suites of sensors within their cybercanid mounts to identify enemy interlopers. They maintain punishing rates of carbine fire while moving at high speed, and when their prey can run no more, Raiders draw their sabres and charge into the fray.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Serberys Raider Alpha model is equipped with:** Mechanicus pistol; galvanic carbine; cavalry sabre and clawed limbs. + +**Every Serberys Raider model is equipped with:** galvanic carbine; cavalry sabre and clawed limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | +| Galvanic carbine | 18 | 3 | 4 | 4 | 0 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cavalry sabre and clawed limbs | Melee | 4 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Tactica Obliqua** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can do one of the following: +- Make a Normal move of up to D6". +- Make a Normal move of up to 6", provided every model in this unit ends that move wholly within 6" of one or more friendly Adeptus Mechanicus Battleline units. + +**Keywords:** Mounted, Imperium, Skitarii, Serberys Raiders +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Serberys Raider Alpha +- 2-5 Serberys Raiders + +**Wargear Options:** +- 1 Serberys Raider can be equipped with 1 enhanced data-tether. + +**Points:** +- 3 models: 60pts +- 6 models: 120pts + +--- + +# Serberys Sulphurhounds + +**Role:** Other + +*Sulphurhound cavalry squadrons are aggressive shock troops and line-breakers. The loping, mechanical beasts breathe gouts of incinerating phosphor and disembowel the foe with slashing claws, while the elite Skitarii riders unload incandescent pistol fire as they smash through defence lines, before circling back for survivors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Serberys Sulphurhound Alpha model is equipped with:** Mechanicus pistol; sulphur breath; cavalry arc maul; clawed limbs. + +**Every Serberys Sulphurhound model is equipped with:** 2 phosphor pistols; sulphur breath; clawed limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | pistol, DEVASTATING WOUNDS | +| Phosphor blast carbine | 18 | D6 | 4 | 6 | 0 | 1 | blast, ignores cover | +| Phosphor pistol | 12 | 1 | 4 | 4 | 0 | 1 | ignores cover, pistol | +| Sulphur breath | 9 | D6 | N/A | 3 | -1 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cavalry arc maul | Melee | 1 | 4 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds, extra attacks | +| Clawed limbs | Melee | 4 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Line-breakers** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 2 to the result if this unit started its Charge move within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units. For each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Mounted, Imperium, Skitarii, Serberys Sulphurhounds +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Serberys Sulphurhound Alpha +- 2-5 Serberys Sulphurhounds + +**Wargear Options:** +- For every 3 models in this unit, 1 Serberys Sulphurhound’s 2 phosphor pistols can be replaced with 1 phosphor blast carbine and 1 phosphor pistol. + +**Points:** +- 3 models: 55pts +- 6 models: 110pts + +--- + +# Servitor Battleclade + +**Role:** Other + +*Servitor Battleclades provide their Adeptus Mechanicus masters with expendable and extremely versatile combat assets in the field. Often sent to recover vital archeotech or data, their mix of firepower, close quarters punch, and array of servo-tools allows their Underseers to achieve whatever task is assigned to them.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Servitor Underseer | 6" | 4 | 4+ | 2 | 7+ | 1 | +| Combat Servitors and Gun Servitors | 6" | 4 | 4+ | 1 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**The Servitor Underseer is equipped with:** Mechanicus pistol; dataspikes. + +**1 Gun Servitor is equipped with:** heavy arc rifle; servo-claw. + +**1 Gun Servitor is equipped with:** heavy bolter; servo-claw. + +**Every Combat Servitor is equipped with:** phosphor blaster; servo-claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy arc rifle | 30 | 1 | 4 | 8 | -2 | 3 | anti-vehicle 4+, rapid fire 1 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Incendine igniter | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, torrent | +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Phosphor blaster | 24 | 1 | 4 | 4 | 0 | 1 | ignores cover, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dataspikes | Melee | 4 | 4 | 4 | 0 | 1 | — | +| Servo-claw | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Network Override** (Datasheet): While this unit contains one or more Tech-Priest models, this unit is: +- Eligible to perform an Action in a turn in which it Advanced. +- Eligible to shoot in a turn in which it started an Action. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Kataphron Breachers unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Imperium, Cult Mechanicus, Servitor Battleclade, Tech-Priest +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Servitor Underseer +- 2 Gun Servitors +- 6 Combat Servitors + +**Wargear Options:** +- 1 Combat Servitor model can have its 1 phosphor blaster replaced with 1 meltagun. +- Up to 3 Combat Servitor models can each have their 1 phosphor blaster replaced with 1 incendine igniter. + +**Leader:** +Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist + +**Points:** +- 9 models: 60pts + +--- + +# Servitors + +**Role:** Other + +*Ubiquitous throughout the Imperium, mindless Servitors also accompany their priestly masters to war and aid them in heavy-duty technical endeavours. Protected by industrial cybernetics, their huge servo-arms make for brutal weapons, while some are implanted with ranged weaponry with which they defend their creators’ holy work.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Servitor’s servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 6 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Multi-melta | 18 | 2 | 6 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 6 | 7 | -2 | 1 | heavy, blast | +| Plasma cannon – supercharge | 36 | D3 | 6 | 8 | -3 | 2 | heavy, blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Servitor’s servo-arm | Melee | 1 | 5 | 8 | -2 | 3 | — | +| Servitor’s tools | Melee | 1 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Mindlock** (Datasheet): While a Tech-Priest model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by SERVITOR models in this unit by 1. +- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Tech-Priest Enginseer model (a unit cannot have more than one Servitors unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Imperium, Cult Mechanicus, Servitors, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 4 Servitors + +**Wargear Options:** +- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter and 1 Servitor’s tools +- 1 multi-melta and 1 Servitor’s tools +- 1 plasma cannon and 1 Servitor’s tools + +**Points:** +- 4 models: 50pts + +--- + +# Sicarian Infiltrators + +**Role:** Other + +*Sicarian Infiltrators broadcast disruptive frequencies that scramble augurs and painfully disrupt enemy senses. Thus obscured, the Infiltrators perform reconnaissance and outflanking missions, intensifying their sensory barrage to crash enemy comms and attack unseen through the resultant anarchy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** stubcarbine; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flechette blaster | 12 | 5 | 4 | 3 | 0 | 1 | pistol | +| Stubcarbine | 12 | 3 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 4 | 4 | 4 | -2 | 1 | — | +| Taser goad | Melee | 3 | 4 | 6 | -1 | 1 | sustained hits 2 | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Voices in the Code** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. +- **Neurostatic Interference (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time a Battle-shock or Leadership test is taken for that unit, subtract 1 from that test. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 2 from that test instead. + +**Keywords:** Imperium, Infiltrators, Sicarian, Skitarii, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Sicarian Infiltrator Princeps +- 4-9 Sicarian Infiltrators + +**Wargear Options:** +- Any number of models can each have their stubcarbine and power weapon replaced with 1 flechette blaster and 1 taser goad. + +**Points:** +- 5 models: 75pts +- 10 models: 155pts + +--- + +# Sicarian Ruststalkers + +**Role:** Other + +*Ruststalkers are unleashed as weapons of fear, to hunt down errant servo units and heretic blasphemers, or to pounce on isolated hostile units and assassinate enemy leaders. Like their fellow Sicarians, Ruststalkers’ stilt-like limbs enable them to run down their prey before carving them apart with micro-vibrating transonic blades.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** transonic razor and chordclaw. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Transonic blades | Melee | 5 | 4 | 5 | -1 | 1 | devastating wounds, precision | +| Transonic blades and chordclaw | Melee | 5 | 4 | 5 | -2 | 1 | anti-infantry 3+, devastating wounds, precision | +| Transonic razor and chordclaw | Melee | 3 | 4 | 5 | -2 | 2 | anti-infantry 3+, precision | + +**Abilities:** +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Optimised Gait** (Datasheet): Add 1 to Advance and Charge rolls made for this unit. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, add 2 to Advance and Charge rolls made for this unit instead. + +**Keywords:** Sicarian, Infantry, Imperium, Skitarii, Ruststalkers +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Sicarian Ruststalker Princeps +- 4-9 Sicarian Ruststalkers + +**Wargear Options:** +- Any number of Sicarian Ruststalkers can each have their transonic razor and chordclaw replaced with 1 transonic blades. +- The Sicarian Ruststalker Princeps’ transonic razor and chordclaw can be replaced with 1 transonic blades and chordclaw. + +**Points:** +- 5 models: 80pts +- 10 models: 165pts + +--- + +# Skitarii Marshal + +**Role:** Characters + +*Marshals lead the maniples and cohorts of Skitarii soldiery. They are veteran warriors of countless crusades, privileged to bear enhanced augmentations. Marshals stand as intermediaries between Skitarii formations and their priestly masters, employing sacred uplinks to refine their warriors’ doctrines closer to holy perfection.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; control stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Control stave | Melee | 4 | 3 | 6 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Control Edict** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll. +- **Servo-skull Uplink** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Character, Skitarii, Infantry, Marshal, Imperium +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Skitarii Marshal + +**Leader:** +Can lead: Skitarii Vanguard, Skitarii Rangers + +**Points:** +- 1 model: 35pts + +--- + +# Skitarii Rangers + +**Role:** Battleline + +*Rangers relentlessly pursue their quarry over months or even years, tracking their prey unto death. They bear antique, long-barrelled galvanic rifles, whose energised ammunition transfers a coruscating charge when it hits, leaving the prey a smoking husk while the Rangers are already lining up their next target.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** galvanic rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | +| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | +| Galvanic rifle | 30 | 2 | 4 | 4 | 0 | 1 | — | +| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | +| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | +| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Objective Scouted** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +**Keywords:** Rangers, Skitarii, Imperium, Battleline, Infantry +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Skitarii Ranger Alpha +- 9 Skitarii Rangers + +**Wargear Options:** +- The Skitarii Ranger Alpha can be equipped with 1 Alpha combat weapon. +- The Skitarii Ranger Alpha’s galvanic rifle can be replaced with 1 Mechanicus pistol. +- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 arc rifle. +- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 plasma caliver. +- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 transuranic arquebus. +- 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following:- 1 enhanced data-tether* +- 1 omnispex* +- * That model’s galvanic rifle cannot be replaced. + +**Leader:** +Led By: Tech-priest Manipulus, Inquisitor Draxus, Tech-priest Dominus, Tech-priest Enginseer, Inquisitor In Terminator Armour, Technoarcheologist, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 85pts + +--- + +# Skitarii Vanguard + +**Role:** Battleline + +*The hyper-irradiated shot unleashed by the Skitarii Vanguard’s carbines ensure those that would otherwise survive the injury still sicken and die. Vanguard are infused with this radiation, emitting a debilitating aura they themselves are inured to. This hardens them to fight in the most toxic war zones to defend the Tech-Priests’ interests.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** radium carbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | +| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | +| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | +| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | +| Radium carbine | 18 | 3 | 4 | 3 | 0 | 1 | anti-infantry 4+ | +| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Rad-saturation (Aura)** (Datasheet): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit. + +**Keywords:** Infantry, Vanguard, Imperium, Skitarii, Battleline +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Skitarii Vanguard Alpha +- 9 Skitarii Vanguard + +**Wargear Options:** +- The Skitarii Vanguard Alpha can be equipped with 1 Alpha combat weapon. +- The Skitarii Vanguard Alpha’s radium carbine can be replaced with 1 Mechanicus pistol. +- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 arc rifle. +- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 plasma caliver. +- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 transuranic arquebus. +- 1 Skitarii Vanguard equipped with a radium carbine can be equipped with one of the following:- 1 enhanced data-tether* +- 1 omnispex* +- * That model’s radium carbine cannot be replaced. + +**Leader:** +Led By: Tech-priest Manipulus, Inquisitor Draxus, Tech-priest Dominus, Tech-priest Enginseer, Inquisitor In Terminator Armour, Technoarcheologist, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Ostromandeus, Inquisitor Eisenhorn + +**Points:** +- 10 models: 95pts + +--- + +# Skorpius Disintegrator + +**Role:** Other + +*Hovering over the ruins of war on a bed of atomised gases, Skorpius Disintegrators are archaic, front-line battle tanks. They surge forward in unstoppable armoured waves and support infantry advances, maintaining blistering salvoes of fire to cripple enemy war engines and sweep aside hordes of lesser foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** belleros energy cannon; 3 cognis heavy stubbers; disruptor missile launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Belleros energy cannon | 36 | 2D6 | 4 | 7 | -2 | 1 | blast, indirect fire | +| Cognis heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, sustained hits 1 | +| Disruptor missile launcher | 36 | 3 | 4 | 9 | -2 | D6 | twin-linked | +| Ferrumite cannon | 48 | 3 | 4 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Blistering Salvoes** (Datasheet): Each time this model makes an attack with a belleros energy cannon that targets an INFANTRY unit, add 1 to the Hit roll. Each time this model makes an attack with a ferrumite cannon that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll. + +**Keywords:** Vehicle, Skorpius Disintegrator, Smoke, Skitarii, Imperium +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Skorpius Disintegrator + +**Wargear Options:** +- This model’s belleros energy cannon can be replaced with 1 ferrumite cannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 165pts + +--- + +# Skorpius Dunerider + +**Role:** Dedicated Transports + +*Skorpius Duneriders enable forge lords to ferry squads of their cyborg infantry onto the front lines, overwhelming the foe through swiftly redeployed weight of numbers. Duneriders sweep onto enemy defences in a cloud of chemical smoke, saturating the area with heavy calibre shot as their payload of warriors disembarks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** cognis heavy stubber array; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cognis heavy stubber array | 36 | 9 | 4 | 4 | 0 | 1 | rapid fire 9, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Skorpius Dunerider, Smoke, Skitarii, Vehicle, Transport, Dedicated Transport, Imperium +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Skorpius Dunerider + +**Transport:** +This model has a transport capacity of 12 Adeptus Mechanicus Infantry models. It cannot transport Jump Pack, Kataphron or Sydonian Skatros models. + +**Points:** +- 1 model: 85pts + +--- + +# Sydonian Dragoons With Radium Jezzails + +**Role:** Other + +*Striding through a mist of their own sacred incense, the long-limbed engines ridden by Sydonian Dragoons are forever in motion. Dragoons mark their quarry with shots of glowing phosphor or irradiated slugs, allowing them to detect their prey through the cloying mist and home in on them with a thunderous stampede.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** phosphor serpenta; radium jezzail; Ironstrider feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phosphor serpenta | 18 | 1 | 4 | 5 | -1 | 2 | ignores cover, PISTOL | +| Radium jezzail | 36 | 1 | 4 | 5 | -2 | 3 | ANTI-INFANTRY 3+, HEAVY, PRECISION | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ironstrider feet | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Focused Hunters** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Until the end of the battle, each time a model in this unit makes an attack that targets that unit, you can re-roll the Hit roll. +- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. + +**Keywords:** Walker, Imperium, Sydonian, Dragoons With Radium Jezzails, Skitarii, Smoke, Vehicle +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1-3 Sydonian Dragoons + +**Points:** +- 1 model: 55pts +- 2 models: 100pts +- 3 models: 150pts + +--- + +# Sydonian Dragoons With Taser Lances + +**Role:** Other + +*Striding through a mist of their own sacred incense, the long-limbed engines ridden by Sydonian Dragoons are forever in motion. Dragoons mark their quarry with shots of glowing phosphor or irradiated slugs, allowing them to detect their prey through the cloying mist and home in on them with a thunderous stampede.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** phosphor serpenta; taser lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phosphor serpenta | 18 | 1 | 4 | 5 | -1 | 2 | ignores cover, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Taser lance | Melee | 4 | 4 | 7 | -2 | 2 | anti-walker 2+, lance, sustained hits 2 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Dynamic Efficiency** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, and you can re-roll Desperate Escape tests taken for models in this unit. +- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. + +**Keywords:** Walker, Dragoons With Taser Lances, Sydonian, Skitarii, Imperium, Smoke, Vehicle +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1-3 Sydonian Dragoons + +**Points:** +- 1 model: 65pts +- 2 models: 130pts +- 3 models: 195pts + +--- + +# Sydonian Skatros + +**Role:** Characters + +*A Sydonian Skatros is a sinister sentinel, unmoving until the enemy strays into the sniper’s sights. With protocol-driven precision and an advanced scanner known as the achillan eye, they lock on to their foes’ weak points and unleash pinpoint fire that sows panic and agony, the better to erode enemy morale.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; radium jezzail; Sydonian feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | DEVASTATING WOUNDS, PISTOL | +| Radium jezzail | 36 | 1 | 3 | 5 | -2 | 3 | ANTI-INFANTRY 3+, HEAVY, PRECISION | +| Skatros transuranic arquebus | 36 | 1 | 3 | 7 | -2 | D3 | ANTI-MONSTER 4+, ANTI-VEHICLE 4+, HEAVY, PRECISION | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sydonian feet | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Dread Snipers** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. +- **Achillan Eye** (Datasheet): Each time this model makes an attack with a radium jezzail that targets an INFANTRY unit, you can re-roll the Wound roll. Each time this model makes an attack with a Skatros transuranic arquebus that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **SYDONIAN SENTINEL** (Special (правая колонка)): This model cannot be your WARLORD + +**Keywords:** Sydonian, Skitarii, Imperium, Character, Infantry, Skatros +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Sydonian Skatros + +**Wargear Options:** +- This model’s radium jezzail can be replaced with 1 Skatros transuranic arquebus. + +**Points:** +- 1 model: 50pts + +--- + +# Tech-priest Dominus + +**Role:** Characters + +*Tech-Priests Dominus are the theocratic generals of a forge world’s armies. They lead congregations of warriors in binharic prayer and direct those beneath them with precision strategies. They are masters of machines, as capable of healing damage to their creations as they are at destroying the enemy’s corrupted engines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** macrostubber; volkite blaster; Omnissian axe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eradication ray – dissipated | 24 | D3 | 3 | 6 | -1 | 1 | — | +| Eradication ray – focused | 12 | D3 | 3 | 6 | -2 | 2 | — | +| Macrostubber | 12 | 5 | 3 | 4 | 0 | 1 | pistol | +| Phosphor serpenta | 18 | 1 | 3 | 5 | -1 | 2 | ignores cover, pistol | +| Volkite blaster | 24 | 3 | 3 | 5 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian axe | Melee | 4 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Lord of the Machine Cult** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead. +- **Data-spike** (Datasheet): At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model’s unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1. + +**Keywords:** Character, Infantry, Tech-Priest, Cult Mechanicus, Imperium, Dominus +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Tech-Priest Dominus + +**Wargear Options:** +- This model’s macrostubber can be replaced with 1 phosphor serpenta. +- This model’s volkite blaster can be replaced with 1 eradication ray. + +**Leader:** +Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests + +**Points:** +- 1 model: 65pts + +--- + +# Tech-priest Enginseer + +**Role:** Characters + +*The most widespread of a forge world’s priesthood, Enginseers maintain many of the Imperium’s mechanisms, such as reactors, battle tanks and even starships. They have an intuitive connection with holy apparatuses, and can awaken the most recalcitrant of engine spirits with whispered machine cant.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; Omnissian axe; servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian axe | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Servo-arm | Melee | 1 | 4 | 6 | -2 | 2 | extra attacks | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Enginseer** (Datasheet): While this model is within 3" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability. +- **Omnissiah’s Blessing** (Datasheet): In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase. +- **Vengeance for the Omnissiah** (Datasheet): If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian axe has an Attacks characteristic of 6. + +**Keywords:** Tech-Priest, Enginseer, Infantry, Imperium, Character, Cult Mechanicus +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Tech-Priest Enginseer + +**Leader:** +Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests + +**Points:** +- 1 model: 55pts + +--- + +# Tech-priest Manipulus + +**Role:** Characters + +*Amongst the augmentations of a Tech-Priest Manipulus is a galvanic cell from which they channel powerful charges of the Motive Force. They drain power sources dry and use the energy to overcharge the cells of their warriors’ armaments, all while defending their divine work with blasts from their own arcane weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** magnarail lance; Omnissian staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magnarail lance | 36 | 1 | 3 | 7 | -2 | 3 | heavy | +| Transonic cannon | 12 | D6 | N/A | 4 | 0 | 2 | devastating wounds, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian staff | Melee | 4 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Galvanic Field** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Defend the Divine Work** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model’s unit have a 4+ invulnerable save. + +**Keywords:** Imperium, Infantry, Character, Cult Mechanicus, Tech-Priest, Manipulus +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Tech-Priest Manipulus + +**Wargear Options:** +- This model’s magnarail lance can be replaced with 1 transonic cannon. + +**Leader:** +Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests + +**Points:** +- 1 model: 60pts + +--- + +# Technoarcheologist + +**Role:** Characters + +*Technoarcheologists are seekers of divine arcana, driven to uncover that which is hidden and to analyse its capabilities. Hardened to life on the Imperium’s dangerous frontiers, these priests employ cogitative instincts to detect approaching foes and awaken their servitor guardians to effective modes of attack.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; servo-arc claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Servo-arc claw | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 4+, devastating wounds | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Seekers of Divine Arcana** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Cogitative Instincts** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of this model. + +**Keywords:** Character, Cult Mechanicus, Infantry, Imperium, Technoarcheologist, Tech-Priest +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Technoarcheologist + +**Leader:** +Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests + +**Points:** +- 1 model: 45pts + +--- + +# Terrax-pattern Termite + +**Role:** Dedicated Transports + +*Originally designed on Terra for the task of rooting out burrowing xenos species during the Great Crusade, canny commanders quickly found use for the Termite Assault Drill in tearing through the foundations of enemy bastions or emerging behind barricades or trench lines to lay waste to their defenders.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Terrax melta cutter | 12 | 5 | 4 | 9 | -4 | D6 | melta 2 | +| Twin volkite charger | 18 | 2 | 4 | 5 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Imperium +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 Terrax-pattern Termite + +**Wargear Options:** +- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers +- 2 twin volkite chargers + +**Transport:** +This model has a transport capacity of 12 Adeptus Mechanicus Infantry models. It cannot transport Jump Pack or Kataphron models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# X-101 + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 3 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** grav-gun; hydraulic claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 4+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hydraulic claw | Melee | 2 | 4 | 8 | -2 | 3 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Mindlock** (Datasheet): While a Tech-Priest model is leading this model’s unit, improve the Ballistic Skill and Weapon Skill characteristics of this model’s weapons by 1. +- **Bound Creation** (Datasheet): While a Tech-Priest model is leading this model’s unit, that TECH-PRIEST model has the Feel No Pain 5+ ability. +- **SERVITOR BODYGUARD** (Special (правая колонка)): At the start of the Declare Battle Formations step, this model can join one other unit from your army that is being led by a Tech-Priest Infantry model. If it does, until the end of the battle, this model counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** X-101, Cult Mechanicus, Character, Imperium, Infantry, Epic Hero +**Faction Keywords:** Adeptus Mechanicus + +**Unit Composition:** +- 1 X-101 – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 40pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-fusilave.md b/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-fusilave.md deleted file mode 100644 index e0a1a85..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-fusilave.md +++ /dev/null @@ -1,63 +0,0 @@ -# Archaeopter Fusilave - -**Role:** Other - -*The Archaeopter Fusilave’s changeable payload of deep-bore, high explosives defines its position as a devastating bomber and ground clearance aircraft. Tech-Priests employ whole squadrons to level enemy defences and root out sheltering heretics, as well as to clear prospective sites for further investigation in the Quest for Knowledge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** cognis heavy stubber array; armoured hull; command uplink. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cognis heavy stubber array | 36 | 9 | 4 | 4 | 0 | 1 | rapid fire 9, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Chaff Launcher** (Wargear): The bearer has the SMOKE keyword. -- **Command Uplink** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound. - -**Keywords:** Aircraft, Vehicle, Fly, Imperium, Skitarii, Archaeopter Fusilave -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Archaeopter Fusilave - -**Wargear Options:** -- This model’s command uplink can be replaced with 1 chaff launcher. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-stratoraptor.md b/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-stratoraptor.md deleted file mode 100644 index d7f8a0b..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-stratoraptor.md +++ /dev/null @@ -1,65 +0,0 @@ -# Archaeopter Stratoraptor - -**Role:** Other - -*The Stratoraptor takes advantage of the Archaeopter’s directional thrusters and adaptable wing profile to excel in the role of ground attack gunship. Its spread of heavy weapons – with a mixture of high strength and high rate of fire – ensures the Stratoraptor poses a lethal danger to dug-in infantry and heavily armoured vehicles alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 cognis heavy stubbers; 2 heavy phosphor blasters; twin cognis lascannon; armoured hull; command uplink. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cognis heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, sustained hits 1 | -| Heavy phosphor blaster | 36 | 3 | 4 | 6 | -1 | 2 | ignores cover | -| Twin cognis lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Chaff Launcher** (Wargear): The bearer has the SMOKE keyword. -- **Command Uplink** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll. - -**Keywords:** Archaeopter Stratoraptor, Vehicle, Aircraft, Fly, Imperium, Skitarii -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Archaeopter Stratoraptor - -**Wargear Options:** -- This model’s command uplink can be replaced with 1 chaff launcher. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-transvector.md b/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-transvector.md deleted file mode 100644 index 6402e6c..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/archaeopter-transvector.md +++ /dev/null @@ -1,71 +0,0 @@ -# Archaeopter Transvector - -**Role:** Other - -*Ideal aerial insertion transports, Transvectors are used in vast numbers by Explorator fleets for reconnaissance and rapid extraction in the face of hostiles. They are incredibly agile, their implanted pilots able to reshape the wings to suit changing atmospherics, while directing their cognis heavy stubbers to scythe apart oncoming foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** cognis heavy stubber array; armoured hull; command uplink. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cognis heavy stubber array | 36 | 9 | 4 | 4 | 0 | 1 | rapid fire 9, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Chaff Launcher** (Wargear): The bearer has the SMOKE keyword. -- **Command Uplink** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Fly, Vehicle, Aircraft, Transport, Imperium, Skitarii, Archaeopter Transvector -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Archaeopter Transvector - -**Wargear Options:** -- This model’s command uplink can be replaced with 1 chaff launcher. - -**Transport:** -This model has a transport capacity of 11 Skitarii Infantry or Tech-Priest Infantry models. It cannot transport Jump Pack or Kataphron models. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/belisarius-cawl.md b/cogitator/factions/adeptus-mechanicus/datasheets/belisarius-cawl.md deleted file mode 100644 index f43a104..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/belisarius-cawl.md +++ /dev/null @@ -1,56 +0,0 @@ -# Belisarius Cawl - -**Role:** Characters - -*Belisarius Cawl’s war form is a multi-limbed, biomechanical hybrid. Advanced bionics grant him immense strength and resilience, while snaking tendrils rapidly repair his cybernetic body. For ten thousand years, Cawl has eradicated the Imperium’s enemies, and he leads the Machine God’s devotees in holy acquisition still.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** solar atomiser; arc scourge; Cawl’s Omnissian axe; mechadendrite hive. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Solar atomiser | 18 | 3 | 2 | 14 | -4 | D6 | melta 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arc scourge | Melee | 4 | 2 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds, extra attacks | -| Cawl’s Omnissian axe | Melee | 4 | 2 | 8 | -2 | 2 | — | -| Mechadendrite hive | Melee | 2D6 | 3 | 4 | 0 | 1 | extra attacks | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Canticles of the Omnissiah** (Datasheet): At the start of your Command phase, select one of the abilities in the Canticles of the Omnissiah section. Until the start of your next Command phase, this model has that ability. -- **Mechanicus Bodyguard** (Datasheet): While this model is within 3" of one or more other friendly ADEPTUS MECHANICUS units, this model has the Lone Operative ability. -- **Self-repair Mechanisms** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. -- **Invocation of Machine Vengeance** (Primarch): At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Machine Vengeance target. Each time a model in a friendly Adeptus Mechanicus unit makes an attack that targets your Machine Vengeance target, you can re-roll the Hit roll. -- **Mantra of Discipline** (Primarch): This model has the BATTLELINE keyword and has the following ability: -- **Binharic Courage (Aura):** While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit and each time you take a Battle-shock or Leadership test for that unit, add 1 to that test. -- **Shroudpsalm (Aura)** (Primarch): While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that unit has the Stealth ability. - -**Keywords:** Imperium, Epic Hero, Character, Monster, Belisarius Cawl, Cult Mechanicus, Tech-Priest -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Belisarius Cawl – EPIC HERO - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/corpuscarii-electro-priests.md b/cogitator/factions/adeptus-mechanicus/datasheets/corpuscarii-electro-priests.md deleted file mode 100644 index 35b54f2..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/corpuscarii-electro-priests.md +++ /dev/null @@ -1,56 +0,0 @@ -# Corpuscarii Electro-priests - -**Role:** Other - -*Electro-Priests of the Corpuscarii faction build up huge electrical potential as they zealously chant their canticles of battle. They conduct the Motive Force through their bodies, eager to share its illumination, releasing it from their gauntlets in coruscating arcs of electrical power that leap from target to target.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** electrostatic gauntlets. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Electrostatic gauntlets | 12 | 3 | 3 | 5 | 0 | 1 | pistol, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Electrostatic gauntlets | Melee | 3 | 4 | 5 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Electro-shock** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is shocked. While a unit is shocked, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. - -**Keywords:** Electro-Priests, Infantry, Imperium, Corpuscarii, Cult Mechanicus -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 5-10 Corpuscarii Electro-Priests - -**Leader:** -Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist - -**Points:** -- 5 models: 65pts -- 10 models: 130pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/cybernetica-datasmith.md b/cogitator/factions/adeptus-mechanicus/datasheets/cybernetica-datasmith.md deleted file mode 100644 index 3185d4e..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/cybernetica-datasmith.md +++ /dev/null @@ -1,71 +0,0 @@ -# Cybernetica Datasmith - -**Role:** Characters - -*Datasmiths optimise the programming of their robotic charges. These Tech-Priests employ rituals and binharic hymns to bless the doctrina wafers through which they alter the robots’ protocols, all the while laying waste to the enemies of the Omnissiah with blasts of ionising radiation from their archeotech pistols.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Battle Protocols** (Datasheet): At the start of the battle, if this model is leading a KASTELAN ROBOTS unit, that unit enters Aegis Protocols (see below). In your Command phase, if this model is leading a KASTELAN ROBOTS unit, you can select one protocol from those listed below for that unit to enter. Once a unit enters a protocol, it remains in that protocol until it enters a different one. -- **Protector Protocol:** Add 2 to the Attacks characteristic of ranged weapons equipped by KASTELAN ROBOT models in that unit. -- **Conqueror Protocol:** Add 2 to the Attacks characteristic of melee weapons equipped by KASTELAN ROBOT models in that unit. -- **Aegis Protocol:** Add 1 to the Toughness characteristic of KASTELAN ROBOT models in that unit. - -**Keywords:** Imperium, Legio Cybernetica, Tech-Priest, Infantry, Cybernetica Datasmith, Character -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Cybernetica Datasmith - -**Leader:** -Can lead: Kastelan Robots - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/fulgurite-electro-priests.md b/cogitator/factions/adeptus-mechanicus/datasheets/fulgurite-electro-priests.md deleted file mode 100644 index 0a3306b..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/fulgurite-electro-priests.md +++ /dev/null @@ -1,51 +0,0 @@ -# Fulgurite Electro-priests - -**Role:** Other - -*Crackling with power stolen from those they slay, Fulgurite Electro- Priests are fanatical cultists of the Machine God. With their heavy, copper-bound staves, they smite blasphemers that waste the Motive Force, leeching it from heretic warriors and harnessing the holy energy in their capacitors where it empowers their voltagheist field.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** electroleech stave. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Electroleech stave | Melee | 2 | 3 | 6 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Electro-infusion** (Datasheet): While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. - -**Keywords:** Imperium, Fulgurite, Cult Mechanicus, Electro-Priests, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 5-10 Fulgurite Electro-Priests - -**Leader:** -Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist - -**Points:** -- 5 models: 70pts -- 10 models: 140pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/ironstrider-ballistarii.md b/cogitator/factions/adeptus-mechanicus/datasheets/ironstrider-ballistarii.md deleted file mode 100644 index 89f3de6..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/ironstrider-ballistarii.md +++ /dev/null @@ -1,60 +0,0 @@ -# Ironstrider Ballistarii - -**Role:** Other - -*Ironstrider Ballistarii are swift combat walkers piloted by veteran marksmen. They smoothly pick their way across the battlefield before invoking the fully awakened machine spirits of their weapons to acquire rapidly cogitated firing solutions. Their destructive firepower unleashed, they redeploy to hunt for fresh targets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** twin cognis autocannon; Ironstrider feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin cognis autocannon | 48 | 4 | 4 | 9 | -1 | 3 | sustained hits 1, twin-linked | -| Twin cognis lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ironstrider feet | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Elevated Strider** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back or Advanced, and you can re-roll Desperate Escape tests taken for models in this unit. -- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. - -**Keywords:** Imperium, Vehicle, Walker, Smoke, Ironstrider Ballistarii, Skitarii -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1-3 Ironstrider Ballistarii - -**Wargear Options:** -- Any number of models can each have their twin cognis autocannon replaced with 1 twin cognis lascannon. - -**Points:** -- 1 model: 85pts -- 2 models: 170pts -- 3 models: 255pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/kastelan-robots.md b/cogitator/factions/adeptus-mechanicus/datasheets/kastelan-robots.md deleted file mode 100644 index 5da76eb..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/kastelan-robots.md +++ /dev/null @@ -1,68 +0,0 @@ -# Kastelan Robots - -**Role:** Other - -*Kastelan Robots are giant automata from Mankind’s dark past, shielded with thick armour and advanced force fields. Heeding preprogrammed doctrines without fail, Kastelans are bastions in defence and nigh unstoppable on the attack, unleashing heavy firepower and bludgeoning swipes with their giant fists.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 7 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** incendine combustor; twin Kastelan fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy phosphor blaster | 36 | 3 | 4 | 6 | -1 | 2 | ignores cover | -| Incendine combustor | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Kastelan phosphor blaster | 24 | 3 | 4 | 6 | -1 | 1 | ignores cover | -| Twin Kastelan phosphor blaster | 24 | 3 | 4 | 6 | -1 | 1 | ignores cover, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 4 | 6 | 0 | 1 | — | -| Kastelan fist | Melee | 4 | 4 | 12 | -2 | 3 | — | -| Twin Kastelan fist | Melee | 4 | 4 | 12 | -2 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Robotic Bodyguard** (Datasheet): While a Cybernetica Datasmith model is leading this unit, that model has the Feel No Pain 4+ ability. -- **Repulsor Grid** (Datasheet): Each time a ranged attack is allocated to a KASTELAN ROBOT model in this unit, on an unmodified saving throw of 6, the attacking unit suffers 1 mortal wound after it has finished making its attacks. - -**Keywords:** Kastelan Robots, Legio Cybernetica, Vehicle, Imperium, Walker -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 2-4 Kastelan Robots - -**Wargear Options:** -- Any number of models can each have their twin Kastelan fist replaced with one of the following:- 1 Kastelan phosphor blaster and 1 Kastelan fist -- 1 twin Kastelan phosphor blaster and 1 close combat weapon -- Any number of models can each have their incendine combustor replaced with 1 heavy phosphor blaster. - -**Leader:** -Led By: Cybernetica Datasmith - -**Points:** -- 2 models: 180pts -- 4 models: 360pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/kataphron-breachers.md b/cogitator/factions/adeptus-mechanicus/datasheets/kataphron-breachers.md deleted file mode 100644 index a8ab78f..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/kataphron-breachers.md +++ /dev/null @@ -1,57 +0,0 @@ -# Kataphron Breachers - -**Role:** Other - -*Kataphron Breachers are large battle servitors that grind forward on heavy tracks. They are ideal tools for smashing open enemy battle lines and bastions with blasts from heavy weapons and blows from combat attachments, while any enemy firepower is deflected by thick armour and absorbed by layered bionics.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** heavy arc rifle; arc claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy arc rifle | 30 | 2 | 4 | 8 | -2 | 3 | anti-vehicle 4+, rapid fire 2 | -| Torsion cannon | 36 | D3 | 4 | 6 | -2 | 2 | anti-infantry 2+, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arc claw | Melee | 4 | 4 | 5 | -1 | 1 | anti-vehicle 4+ | -| Hydraulic claw | Melee | 2 | 4 | 8 | -2 | 3 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Breaching Command** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, you can re-roll the Hit roll instead. - -**Keywords:** Cult Mechanicus, Kataphron, Breachers, Imperium, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 3-6 Kataphron Breachers - -**Wargear Options:** -- Any number of models can each have their heavy arc rifle replaced with 1 torsion cannon. -- Any number of models can each have their arc claw replaced with 1 hydraulic claw. - -**Leader:** -Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist - -**Points:** -- 3 models: 160pts -- 6 models: 320pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/kataphron-destroyers.md b/cogitator/factions/adeptus-mechanicus/datasheets/kataphron-destroyers.md deleted file mode 100644 index dda92a7..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/kataphron-destroyers.md +++ /dev/null @@ -1,59 +0,0 @@ -# Kataphron Destroyers - -**Role:** Other - -*These biomechanical constructs operate as mobile heavy weapons platforms, bearing large esoteric cannons as well as close defence armaments. Their ballistic subroutines can be directed to operate independently of preprogrammed battle protocols, making them flexible tools of destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** heavy grav-cannon; phosphor blaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cognis flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Heavy grav-cannon | 30 | 4 | 4 | 6 | -1 | 2 | anti-vehicle 2+ | -| Kataphron plasma culverin – standard | 36 | 4 | 4 | 7 | -2 | 1 | — | -| Kataphron plasma culverin – supercharge | 36 | 4 | 4 | 8 | -3 | 2 | hazardous | -| Phosphor blaster | 24 | 1 | 4 | 5 | 0 | 1 | ignores cover, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Sentinel Directives** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. - -**Keywords:** Infantry, Imperium, Destroyers, Kataphron, Cult Mechanicus -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 3-6 Kataphron Destroyers - -**Wargear Options:** -- Any number of models can each have their heavy grav-cannon replaced with 1 Kataphron plasma culverin. -- Any number of models can each have their phosphor blaster replaced with 1 cognis flamer. - -**Leader:** -Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist - -**Points:** -- 3 models: 105pts -- 6 models: 210pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/onager-dunecrawler.md b/cogitator/factions/adeptus-mechanicus/datasheets/onager-dunecrawler.md deleted file mode 100644 index c7d68dd..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/onager-dunecrawler.md +++ /dev/null @@ -1,72 +0,0 @@ -# Onager Dunecrawler - -**Role:** Other - -*The Onager Dunecrawler’s flexible armaments can blast apart squadrons of aircraft or atomise elite infantry in beams of blinding energy. They are versatile heavy weapons platforms, well-shielded and easily able to advance alongside Skitarii as their multiple limbs propel them over treacherous obstacles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 11 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** eradication beamer; Dunecrawler legs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cognis heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, sustained hits 1 | -| Daedalus missile launcher | 48 | 2 | 4 | 10 | -2 | D6+1 | anti-fly 2+ | -| Eradication beamer – dissipated | 36 | 3D3 | 4 | 9 | -2 | 2 | blast, sustained hits 1 | -| Eradication beamer – focused | 18 | 3D3 | 4 | 10 | -3 | 3 | blast, sustained hits 1 | -| Neutron laser | 48 | 3 | 4 | 16 | -4 | D6+2 | heavy | -| Icarus array | 48 | 6 | 4 | 8 | -1 | 2 | anti-fly 4+, twin-linked | -| Twin Onager heavy phosphor blaster | 36 | 12 | 4 | 6 | -1 | 2 | ignores cover, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dunecrawler legs | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Broad spectrum data-tether** (Wargear): The bearer loses the SMOKE keyword, but each time you target the bearer with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Emanatus Force Field (Aura)** (Datasheet): While a friendly ADEPTUS MECHANICUS BATTLELINE model is wholly within 6" of this model, that BATTLELINE model has a 4+ invulnerable save against ranged attacks. -- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height. - -**Keywords:** Imperium, Walker, Smoke, Onager Dunecrawler, Skitarii, Vehicle -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Onager Dunecrawler - -**Wargear Options:** -- This model’s eradication beamer can be replaced with one of the following:- 1 daedalus missile launcher and 1 Icarus array -- 1 neutron laser and 1 cognis heavy stubber -- 1 twin Onager heavy phosphor blaster -- This model can be equipped with 1 additional cognis heavy stubber. -- This model can be equipped with 1 broad spectrum data-tether. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 155pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/pteraxii-skystalkers.md b/cogitator/factions/adeptus-mechanicus/datasheets/pteraxii-skystalkers.md deleted file mode 100644 index e9bf5a1..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/pteraxii-skystalkers.md +++ /dev/null @@ -1,61 +0,0 @@ -# Pteraxii Skystalkers - -**Role:** Other - -*Pteraxii Skystalkers have their consciousness pared back until little but their optimised reactions remain. They are manoeuvrable and preternatural airborne hunters, who track their prey from choice vantage points before swooping in to unleash withering hails of razor-sharp flechettes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Pteraxii Skystalker Alpha model is equipped with:** flechette blaster; taser goad. - -**Every Pteraxii Skystalker model is equipped with:** flechette carbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flechette blaster | 12 | 5 | 4 | 3 | 0 | 1 | pistol | -| Flechette carbine | 18 | 6 | 4 | 3 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Taser goad | Melee | 3 | 4 | 6 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Ride the Thermals** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can do one of the following: -- Make a Normal move of up to 6". -- Make a Normal move of up to 12", provided every model in this unit ends that move wholly within 6" of one or more friendly Adeptus Mechanicus Battleline units. -In either case, if it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Skystalkers, Pteraxii, Infantry, Fly, Jump Pack, Grenades, Imperium, Skitarii -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Pteraxii Skystalker Alpha -- 4-9 Pteraxii Skystalkers - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/pteraxii-sterylizors.md b/cogitator/factions/adeptus-mechanicus/datasheets/pteraxii-sterylizors.md deleted file mode 100644 index 5dcf334..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/pteraxii-sterylizors.md +++ /dev/null @@ -1,58 +0,0 @@ -# Pteraxii Sterylizors - -**Role:** Other - -*Sterylizors are eradicators of cybernetic parasite organisms within ships and manufactorums, and eagerly unleash the chemical fire of their phosphor torches upon the Machine God’s foes. They descend in flocks from the sky upon membranous wing-packs, their vicious talons primed, eager to see their enemies writhe in flames.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Pteraxii Sterylizor Alpha model is equipped with:** flechette blaster; Pteraxii talons; taser goad. - -**Every Pteraxii Sterylizor model is equipped with:** phosphor torch; Pteraxii talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flechette blaster | 12 | 5 | 4 | 3 | 0 | 1 | pistol | -| Phosphor torch | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pteraxii talons | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Taser goad | Melee | 3 | 4 | 6 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Searing Conflagration** (Datasheet): Each time a model in this unit makes an attack with a phosphor torch that targets an enemy unit within range of an objective marker, re-roll a Wound roll of 1. If this unit is also within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, each time such an attack targets such a unit, you can re-roll the Wound roll instead. - -**Keywords:** Infantry, Fly, Jump Pack, Imperium, Skitarii, Pteraxii, Sterylizors -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Pteraxii Sterylizor Alpha -- 4-9 Pteraxii Sterylizors - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/secutarii-hoplites.md b/cogitator/factions/adeptus-mechanicus/datasheets/secutarii-hoplites.md deleted file mode 100644 index 389bbea..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/secutarii-hoplites.md +++ /dev/null @@ -1,60 +0,0 @@ -# Secutarii Hoplites - -**Role:** Other - -*Secutarii Hoplites are defensive troops able to endure the most hazardous battlefields thanks to the crackling energy barriers generated by their interlocking Kyropatris field generators. The power of these surgically implanted devices is channelled and amplified by the Hoplites’ unique shields, which allow them to withstand phenomenal amounts of enemy firepower while striking back with their potent arc lances.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** arc lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arc lance | 12 | 1 | 4 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds | -| Archeotech pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Alpha close combat weapon | Melee | 3 | 4 | 5 | -1 | 1 | — | -| Arc lance | Melee | 2 | 4 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds, lance | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP -- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Titan Guard** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. When doing so, if there are one or more friendly ADEPTUS TITANICUS units on the battlefield, you can re-roll the subsequent charge roll. -- **SECUTARII** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Skitarii Vanguard unit, it can be attached to this unit instead. - -**Keywords:** Secutarii Hoplites, Skitarii, Imperium, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Hoplite Alpha -- 4-9 Secutarii Hoplites - -**Wargear Options:** -- The Hoplite Alpha’s arc lance can be replaced with 1 Archeotech pistol. -- The Hoplite Alpha can be equipped with 1 Alpha close combat weapon. -- 1 Secutarii Hoplite can be equipped with one of the following:- 1 enhanced data-tether -- 1 omnispex - -**Points:** -- 5 models: 65pts -- 10 models: 130pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/secutarii-peltasts.md b/cogitator/factions/adeptus-mechanicus/datasheets/secutarii-peltasts.md deleted file mode 100644 index 074a0de..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/secutarii-peltasts.md +++ /dev/null @@ -1,61 +0,0 @@ -# Secutarii Peltasts - -**Role:** Other - -*Secutarii Peltasts are specialised Adeptus Mechanicus ground troops principally employed to saturate targets with concentrated firepower from their galvanic casters, neutralising any threats to valuable Mechanicus assets. Like the Skitarii infantry they resemble, Peltasts are adaptable and mobile soldiers, and are often deployed to reach, encircle and defend their masters’ fallen god-engines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** galvanic caster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Archeotech pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | -| Galvanic caster – flechette | 18 | 5 | 4 | 4 | 0 | 1 | assault | -| Galvanic caster – hammershot | 24 | 2 | 4 | 5 | -1 | 1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Alpha close combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP -- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Blind Barrage** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is blinded. While a unit is blinded, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **SECUTARII** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Skitarii Vanguard unit, it can be attached to this unit instead. - -**Keywords:** Secutarii Peltasts, Skitarii, Imperium, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Peltast Alpha -- 4-9 Secutarii Peltasts - -**Wargear Options:** -- The Peltast Alpha’s arc lance can be replaced with 1 Archeotech pistol. -- The Peltast Alpha can be equipped with 1 Alpha close combat weapon. -- 1 Secutarii Peltast can be equipped with one of the following:- 1 enhanced data-tether -- 1 omnispex - -**Points:** -- 5 models: 50pts -- 10 models: 100pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/serberys-raiders.md b/cogitator/factions/adeptus-mechanicus/datasheets/serberys-raiders.md deleted file mode 100644 index e1805f5..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/serberys-raiders.md +++ /dev/null @@ -1,70 +0,0 @@ -# Serberys Raiders - -**Role:** Other - -*Long-range scouts and outriders, Raiders of the Serberys Corps employ advanced suites of sensors within their cybercanid mounts to identify enemy interlopers. They maintain punishing rates of carbine fire while moving at high speed, and when their prey can run no more, Raiders draw their sabres and charge into the fray.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Serberys Raider Alpha model is equipped with:** Mechanicus pistol; galvanic carbine; cavalry sabre and clawed limbs. - -**Every Serberys Raider model is equipped with:** galvanic carbine; cavalry sabre and clawed limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | -| Galvanic carbine | 18 | 3 | 4 | 4 | 0 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cavalry sabre and clawed limbs | Melee | 4 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Tactica Obliqua** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can do one of the following: -- Make a Normal move of up to D6". -- Make a Normal move of up to 6", provided every model in this unit ends that move wholly within 6" of one or more friendly Adeptus Mechanicus Battleline units. - -**Keywords:** Mounted, Imperium, Skitarii, Serberys Raiders -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Serberys Raider Alpha -- 2-5 Serberys Raiders - -**Wargear Options:** -- 1 Serberys Raider can be equipped with 1 enhanced data-tether. - -**Points:** -- 3 models: 60pts -- 6 models: 120pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/serberys-sulphurhounds.md b/cogitator/factions/adeptus-mechanicus/datasheets/serberys-sulphurhounds.md deleted file mode 100644 index f9ae2db..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/serberys-sulphurhounds.md +++ /dev/null @@ -1,58 +0,0 @@ -# Serberys Sulphurhounds - -**Role:** Other - -*Sulphurhound cavalry squadrons are aggressive shock troops and line-breakers. The loping, mechanical beasts breathe gouts of incinerating phosphor and disembowel the foe with slashing claws, while the elite Skitarii riders unload incandescent pistol fire as they smash through defence lines, before circling back for survivors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Serberys Sulphurhound Alpha model is equipped with:** Mechanicus pistol; sulphur breath; cavalry arc maul; clawed limbs. - -**Every Serberys Sulphurhound model is equipped with:** 2 phosphor pistols; sulphur breath; clawed limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | pistol, DEVASTATING WOUNDS | -| Phosphor blast carbine | 18 | D6 | 4 | 6 | 0 | 1 | blast, ignores cover | -| Phosphor pistol | 12 | 1 | 4 | 4 | 0 | 1 | ignores cover, pistol | -| Sulphur breath | 9 | D6 | N/A | 3 | -1 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cavalry arc maul | Melee | 1 | 4 | 5 | -1 | 1 | anti-vehicle 4+, devastating wounds, extra attacks | -| Clawed limbs | Melee | 4 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Line-breakers** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 2 to the result if this unit started its Charge move within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units. For each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Mounted, Imperium, Skitarii, Serberys Sulphurhounds -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Serberys Sulphurhound Alpha -- 2-5 Serberys Sulphurhounds - -**Wargear Options:** -- For every 3 models in this unit, 1 Serberys Sulphurhound’s 2 phosphor pistols can be replaced with 1 phosphor blast carbine and 1 phosphor pistol. - -**Points:** -- 3 models: 55pts -- 6 models: 110pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/servitor-battleclade.md b/cogitator/factions/adeptus-mechanicus/datasheets/servitor-battleclade.md deleted file mode 100644 index a9a7542..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/servitor-battleclade.md +++ /dev/null @@ -1,72 +0,0 @@ -# Servitor Battleclade - -**Role:** Other - -*Servitor Battleclades provide their Adeptus Mechanicus masters with expendable and extremely versatile combat assets in the field. Often sent to recover vital archeotech or data, their mix of firepower, close quarters punch, and array of servo-tools allows their Underseers to achieve whatever task is assigned to them.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Servitor Underseer | 6" | 4 | 4+ | 2 | 7+ | 1 | -| Combat Servitors and Gun Servitors | 6" | 4 | 4+ | 1 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**The Servitor Underseer is equipped with:** Mechanicus pistol; dataspikes. - -**1 Gun Servitor is equipped with:** heavy arc rifle; servo-claw. - -**1 Gun Servitor is equipped with:** heavy bolter; servo-claw. - -**Every Combat Servitor is equipped with:** phosphor blaster; servo-claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy arc rifle | 30 | 1 | 4 | 8 | -2 | 3 | anti-vehicle 4+, rapid fire 1 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Incendine igniter | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, torrent | -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Phosphor blaster | 24 | 1 | 4 | 4 | 0 | 1 | ignores cover, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dataspikes | Melee | 4 | 4 | 4 | 0 | 1 | — | -| Servo-claw | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Network Override** (Datasheet): While this unit contains one or more Tech-Priest models, this unit is: -- Eligible to perform an Action in a turn in which it Advanced. -- Eligible to shoot in a turn in which it started an Action. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Kataphron Breachers unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Imperium, Cult Mechanicus, Servitor Battleclade, Tech-Priest -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Servitor Underseer -- 2 Gun Servitors -- 6 Combat Servitors - -**Wargear Options:** -- 1 Combat Servitor model can have its 1 phosphor blaster replaced with 1 meltagun. -- Up to 3 Combat Servitor models can each have their 1 phosphor blaster replaced with 1 incendine igniter. - -**Leader:** -Led By: Tech-priest Manipulus, Tech-priest Dominus, Tech-priest Enginseer, Technoarcheologist - -**Points:** -- 9 models: 60pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/servitors.md b/cogitator/factions/adeptus-mechanicus/datasheets/servitors.md deleted file mode 100644 index f68c91c..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/servitors.md +++ /dev/null @@ -1,57 +0,0 @@ -# Servitors - -**Role:** Other - -*Ubiquitous throughout the Imperium, mindless Servitors also accompany their priestly masters to war and aid them in heavy-duty technical endeavours. Protected by industrial cybernetics, their huge servo-arms make for brutal weapons, while some are implanted with ranged weaponry with which they defend their creators’ holy work.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Servitor’s servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 6 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Multi-melta | 18 | 2 | 6 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 6 | 7 | -2 | 1 | heavy, blast | -| Plasma cannon – supercharge | 36 | D3 | 6 | 8 | -3 | 2 | heavy, blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Servitor’s servo-arm | Melee | 1 | 5 | 8 | -2 | 3 | — | -| Servitor’s tools | Melee | 1 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Mindlock** (Datasheet): While a Tech-Priest model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by SERVITOR models in this unit by 1. -- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Tech-Priest Enginseer model (a unit cannot have more than one Servitors unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Imperium, Cult Mechanicus, Servitors, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 4 Servitors - -**Wargear Options:** -- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter and 1 Servitor’s tools -- 1 multi-melta and 1 Servitor’s tools -- 1 plasma cannon and 1 Servitor’s tools - -**Points:** -- 4 models: 50pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/sicarian-infiltrators.md b/cogitator/factions/adeptus-mechanicus/datasheets/sicarian-infiltrators.md deleted file mode 100644 index b111849..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/sicarian-infiltrators.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sicarian Infiltrators - -**Role:** Other - -*Sicarian Infiltrators broadcast disruptive frequencies that scramble augurs and painfully disrupt enemy senses. Thus obscured, the Infiltrators perform reconnaissance and outflanking missions, intensifying their sensory barrage to crash enemy comms and attack unseen through the resultant anarchy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** stubcarbine; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flechette blaster | 12 | 5 | 4 | 3 | 0 | 1 | pistol | -| Stubcarbine | 12 | 3 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 4 | 4 | 4 | -2 | 1 | — | -| Taser goad | Melee | 3 | 4 | 6 | -1 | 1 | sustained hits 2 | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Voices in the Code** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. -- **Neurostatic Interference (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time a Battle-shock or Leadership test is taken for that unit, subtract 1 from that test. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 2 from that test instead. - -**Keywords:** Imperium, Infiltrators, Sicarian, Skitarii, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Sicarian Infiltrator Princeps -- 4-9 Sicarian Infiltrators - -**Wargear Options:** -- Any number of models can each have their stubcarbine and power weapon replaced with 1 flechette blaster and 1 taser goad. - -**Points:** -- 5 models: 75pts -- 10 models: 155pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/sicarian-ruststalkers.md b/cogitator/factions/adeptus-mechanicus/datasheets/sicarian-ruststalkers.md deleted file mode 100644 index df8efb8..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/sicarian-ruststalkers.md +++ /dev/null @@ -1,53 +0,0 @@ -# Sicarian Ruststalkers - -**Role:** Other - -*Ruststalkers are unleashed as weapons of fear, to hunt down errant servo units and heretic blasphemers, or to pounce on isolated hostile units and assassinate enemy leaders. Like their fellow Sicarians, Ruststalkers’ stilt-like limbs enable them to run down their prey before carving them apart with micro-vibrating transonic blades.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** transonic razor and chordclaw. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Transonic blades | Melee | 5 | 4 | 5 | -1 | 1 | devastating wounds, precision | -| Transonic blades and chordclaw | Melee | 5 | 4 | 5 | -2 | 1 | anti-infantry 3+, devastating wounds, precision | -| Transonic razor and chordclaw | Melee | 3 | 4 | 5 | -2 | 2 | anti-infantry 3+, precision | - -**Abilities:** -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Optimised Gait** (Datasheet): Add 1 to Advance and Charge rolls made for this unit. While this unit is within 6" of one or more friendly Adeptus Mechanicus Battleline units, add 2 to Advance and Charge rolls made for this unit instead. - -**Keywords:** Sicarian, Infantry, Imperium, Skitarii, Ruststalkers -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Sicarian Ruststalker Princeps -- 4-9 Sicarian Ruststalkers - -**Wargear Options:** -- Any number of Sicarian Ruststalkers can each have their transonic razor and chordclaw replaced with 1 transonic blades. -- The Sicarian Ruststalker Princeps’ transonic razor and chordclaw can be replaced with 1 transonic blades and chordclaw. - -**Points:** -- 5 models: 80pts -- 10 models: 165pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-marshal.md b/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-marshal.md deleted file mode 100644 index f48259b..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-marshal.md +++ /dev/null @@ -1,69 +0,0 @@ -# Skitarii Marshal - -**Role:** Characters - -*Marshals lead the maniples and cohorts of Skitarii soldiery. They are veteran warriors of countless crusades, privileged to bear enhanced augmentations. Marshals stand as intermediaries between Skitarii formations and their priestly masters, employing sacred uplinks to refine their warriors’ doctrines closer to holy perfection.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; control stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Control stave | Melee | 4 | 3 | 6 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Control Edict** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll. -- **Servo-skull Uplink** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Character, Skitarii, Infantry, Marshal, Imperium -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Skitarii Marshal - -**Leader:** -Can lead: Skitarii Vanguard, Skitarii Rangers - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-rangers.md b/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-rangers.md deleted file mode 100644 index 80fca28..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-rangers.md +++ /dev/null @@ -1,81 +0,0 @@ -# Skitarii Rangers - -**Role:** Battleline - -*Rangers relentlessly pursue their quarry over months or even years, tracking their prey unto death. They bear antique, long-barrelled galvanic rifles, whose energised ammunition transfers a coruscating charge when it hits, leaving the prey a smoking husk while the Rangers are already lining up their next target.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** galvanic rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | -| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | -| Galvanic rifle | 30 | 2 | 4 | 4 | 0 | 1 | — | -| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | -| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | -| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Objective Scouted** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -**Keywords:** Rangers, Skitarii, Imperium, Battleline, Infantry -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Skitarii Ranger Alpha -- 9 Skitarii Rangers - -**Wargear Options:** -- The Skitarii Ranger Alpha can be equipped with 1 Alpha combat weapon. -- The Skitarii Ranger Alpha’s galvanic rifle can be replaced with 1 Mechanicus pistol. -- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 arc rifle. -- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 plasma caliver. -- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 transuranic arquebus. -- 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following:- 1 enhanced data-tether* -- 1 omnispex* -- * That model’s galvanic rifle cannot be replaced. - -**Leader:** -Led By: Tech-priest Manipulus, Inquisitor Draxus, Tech-priest Dominus, Tech-priest Enginseer, Inquisitor In Terminator Armour, Technoarcheologist, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 85pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-vanguard.md b/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-vanguard.md deleted file mode 100644 index 1360219..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/skitarii-vanguard.md +++ /dev/null @@ -1,69 +0,0 @@ -# Skitarii Vanguard - -**Role:** Battleline - -*The hyper-irradiated shot unleashed by the Skitarii Vanguard’s carbines ensure those that would otherwise survive the injury still sicken and die. Vanguard are infused with this radiation, emitting a debilitating aura they themselves are inured to. This hardens them to fight in the most toxic war zones to defend the Tech-Priests’ interests.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** radium carbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | -| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | -| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | -| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | -| Radium carbine | 18 | 3 | 4 | 3 | 0 | 1 | anti-infantry 4+ | -| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Rad-saturation (Aura)** (Datasheet): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit. - -**Keywords:** Infantry, Vanguard, Imperium, Skitarii, Battleline -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Skitarii Vanguard Alpha -- 9 Skitarii Vanguard - -**Wargear Options:** -- The Skitarii Vanguard Alpha can be equipped with 1 Alpha combat weapon. -- The Skitarii Vanguard Alpha’s radium carbine can be replaced with 1 Mechanicus pistol. -- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 arc rifle. -- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 plasma caliver. -- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 transuranic arquebus. -- 1 Skitarii Vanguard equipped with a radium carbine can be equipped with one of the following:- 1 enhanced data-tether* -- 1 omnispex* -- * That model’s radium carbine cannot be replaced. - -**Leader:** -Led By: Tech-priest Manipulus, Inquisitor Draxus, Tech-priest Dominus, Tech-priest Enginseer, Inquisitor In Terminator Armour, Technoarcheologist, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Ostromandeus, Inquisitor Eisenhorn - -**Points:** -- 10 models: 95pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/skorpius-disintegrator.md b/cogitator/factions/adeptus-mechanicus/datasheets/skorpius-disintegrator.md deleted file mode 100644 index f0df70a..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/skorpius-disintegrator.md +++ /dev/null @@ -1,64 +0,0 @@ -# Skorpius Disintegrator - -**Role:** Other - -*Hovering over the ruins of war on a bed of atomised gases, Skorpius Disintegrators are archaic, front-line battle tanks. They surge forward in unstoppable armoured waves and support infantry advances, maintaining blistering salvoes of fire to cripple enemy war engines and sweep aside hordes of lesser foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** belleros energy cannon; 3 cognis heavy stubbers; disruptor missile launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Belleros energy cannon | 36 | 2D6 | 4 | 7 | -2 | 1 | blast, indirect fire | -| Cognis heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, sustained hits 1 | -| Disruptor missile launcher | 36 | 3 | 4 | 9 | -2 | D6 | twin-linked | -| Ferrumite cannon | 48 | 3 | 4 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Blistering Salvoes** (Datasheet): Each time this model makes an attack with a belleros energy cannon that targets an INFANTRY unit, add 1 to the Hit roll. Each time this model makes an attack with a ferrumite cannon that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll. - -**Keywords:** Vehicle, Skorpius Disintegrator, Smoke, Skitarii, Imperium -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Skorpius Disintegrator - -**Wargear Options:** -- This model’s belleros energy cannon can be replaced with 1 ferrumite cannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/skorpius-dunerider.md b/cogitator/factions/adeptus-mechanicus/datasheets/skorpius-dunerider.md deleted file mode 100644 index 247b9fd..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/skorpius-dunerider.md +++ /dev/null @@ -1,62 +0,0 @@ -# Skorpius Dunerider - -**Role:** Dedicated Transports - -*Skorpius Duneriders enable forge lords to ferry squads of their cyborg infantry onto the front lines, overwhelming the foe through swiftly redeployed weight of numbers. Duneriders sweep onto enemy defences in a cloud of chemical smoke, saturating the area with heavy calibre shot as their payload of warriors disembarks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** cognis heavy stubber array; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cognis heavy stubber array | 36 | 9 | 4 | 4 | 0 | 1 | rapid fire 9, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Skorpius Dunerider, Smoke, Skitarii, Vehicle, Transport, Dedicated Transport, Imperium -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Skorpius Dunerider - -**Transport:** -This model has a transport capacity of 12 Adeptus Mechanicus Infantry models. It cannot transport Jump Pack, Kataphron or Sydonian Skatros models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-dragoons-with-radium-jezzails.md b/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-dragoons-with-radium-jezzails.md deleted file mode 100644 index 790d84d..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-dragoons-with-radium-jezzails.md +++ /dev/null @@ -1,60 +0,0 @@ -# Sydonian Dragoons With Radium Jezzails - -**Role:** Other - -*Striding through a mist of their own sacred incense, the long-limbed engines ridden by Sydonian Dragoons are forever in motion. Dragoons mark their quarry with shots of glowing phosphor or irradiated slugs, allowing them to detect their prey through the cloying mist and home in on them with a thunderous stampede.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** phosphor serpenta; radium jezzail; Ironstrider feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phosphor serpenta | 18 | 1 | 4 | 5 | -1 | 2 | ignores cover, PISTOL | -| Radium jezzail | 36 | 1 | 4 | 5 | -2 | 3 | ANTI-INFANTRY 3+, HEAVY, PRECISION | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ironstrider feet | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Focused Hunters** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Until the end of the battle, each time a model in this unit makes an attack that targets that unit, you can re-roll the Hit roll. -- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. - -**Keywords:** Walker, Imperium, Sydonian, Dragoons With Radium Jezzails, Skitarii, Smoke, Vehicle -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1-3 Sydonian Dragoons - -**Points:** -- 1 model: 55pts -- 2 models: 100pts -- 3 models: 150pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-dragoons-with-taser-lances.md b/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-dragoons-with-taser-lances.md deleted file mode 100644 index c3c24fd..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-dragoons-with-taser-lances.md +++ /dev/null @@ -1,59 +0,0 @@ -# Sydonian Dragoons With Taser Lances - -**Role:** Other - -*Striding through a mist of their own sacred incense, the long-limbed engines ridden by Sydonian Dragoons are forever in motion. Dragoons mark their quarry with shots of glowing phosphor or irradiated slugs, allowing them to detect their prey through the cloying mist and home in on them with a thunderous stampede.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** phosphor serpenta; taser lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phosphor serpenta | 18 | 1 | 4 | 5 | -1 | 2 | ignores cover, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Taser lance | Melee | 4 | 4 | 7 | -2 | 2 | anti-walker 2+, lance, sustained hits 2 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Dynamic Efficiency** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, and you can re-roll Desperate Escape tests taken for models in this unit. -- **Broad Spectrum Data-tether** (Datasheet): Each time you target this unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. - -**Keywords:** Walker, Dragoons With Taser Lances, Sydonian, Skitarii, Imperium, Smoke, Vehicle -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1-3 Sydonian Dragoons - -**Points:** -- 1 model: 65pts -- 2 models: 130pts -- 3 models: 195pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-skatros.md b/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-skatros.md deleted file mode 100644 index 7e648ed..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/sydonian-skatros.md +++ /dev/null @@ -1,60 +0,0 @@ -# Sydonian Skatros - -**Role:** Characters - -*A Sydonian Skatros is a sinister sentinel, unmoving until the enemy strays into the sniper’s sights. With protocol-driven precision and an advanced scanner known as the achillan eye, they lock on to their foes’ weak points and unleash pinpoint fire that sows panic and agony, the better to erode enemy morale.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; radium jezzail; Sydonian feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | DEVASTATING WOUNDS, PISTOL | -| Radium jezzail | 36 | 1 | 3 | 5 | -2 | 3 | ANTI-INFANTRY 3+, HEAVY, PRECISION | -| Skatros transuranic arquebus | 36 | 1 | 3 | 7 | -2 | D3 | ANTI-MONSTER 4+, ANTI-VEHICLE 4+, HEAVY, PRECISION | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sydonian feet | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Dread Snipers** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. -- **Achillan Eye** (Datasheet): Each time this model makes an attack with a radium jezzail that targets an INFANTRY unit, you can re-roll the Wound roll. Each time this model makes an attack with a Skatros transuranic arquebus that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **SYDONIAN SENTINEL** (Special (правая колонка)): This model cannot be your WARLORD - -**Keywords:** Sydonian, Skitarii, Imperium, Character, Infantry, Skatros -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Sydonian Skatros - -**Wargear Options:** -- This model’s radium jezzail can be replaced with 1 Skatros transuranic arquebus. - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-dominus.md b/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-dominus.md deleted file mode 100644 index 5921c71..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-dominus.md +++ /dev/null @@ -1,77 +0,0 @@ -# Tech-priest Dominus - -**Role:** Characters - -*Tech-Priests Dominus are the theocratic generals of a forge world’s armies. They lead congregations of warriors in binharic prayer and direct those beneath them with precision strategies. They are masters of machines, as capable of healing damage to their creations as they are at destroying the enemy’s corrupted engines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** macrostubber; volkite blaster; Omnissian axe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eradication ray – dissipated | 24 | D3 | 3 | 6 | -1 | 1 | — | -| Eradication ray – focused | 12 | D3 | 3 | 6 | -2 | 2 | — | -| Macrostubber | 12 | 5 | 3 | 4 | 0 | 1 | pistol | -| Phosphor serpenta | 18 | 1 | 3 | 5 | -1 | 2 | ignores cover, pistol | -| Volkite blaster | 24 | 3 | 3 | 5 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian axe | Melee | 4 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Lord of the Machine Cult** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead. -- **Data-spike** (Datasheet): At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model’s unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1. - -**Keywords:** Character, Infantry, Tech-Priest, Cult Mechanicus, Imperium, Dominus -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Tech-Priest Dominus - -**Wargear Options:** -- This model’s macrostubber can be replaced with 1 phosphor serpenta. -- This model’s volkite blaster can be replaced with 1 eradication ray. - -**Leader:** -Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-enginseer.md b/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-enginseer.md deleted file mode 100644 index a5c065c..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-enginseer.md +++ /dev/null @@ -1,71 +0,0 @@ -# Tech-priest Enginseer - -**Role:** Characters - -*The most widespread of a forge world’s priesthood, Enginseers maintain many of the Imperium’s mechanisms, such as reactors, battle tanks and even starships. They have an intuitive connection with holy apparatuses, and can awaken the most recalcitrant of engine spirits with whispered machine cant.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; Omnissian axe; servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian axe | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Servo-arm | Melee | 1 | 4 | 6 | -2 | 2 | extra attacks | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Enginseer** (Datasheet): While this model is within 3" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability. -- **Omnissiah’s Blessing** (Datasheet): In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase. -- **Vengeance for the Omnissiah** (Datasheet): If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian axe has an Attacks characteristic of 6. - -**Keywords:** Tech-Priest, Enginseer, Infantry, Imperium, Character, Cult Mechanicus -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Tech-Priest Enginseer - -**Leader:** -Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-manipulus.md b/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-manipulus.md deleted file mode 100644 index 8dd2c27..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/tech-priest-manipulus.md +++ /dev/null @@ -1,73 +0,0 @@ -# Tech-priest Manipulus - -**Role:** Characters - -*Amongst the augmentations of a Tech-Priest Manipulus is a galvanic cell from which they channel powerful charges of the Motive Force. They drain power sources dry and use the energy to overcharge the cells of their warriors’ armaments, all while defending their divine work with blasts from their own arcane weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** magnarail lance; Omnissian staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magnarail lance | 36 | 1 | 3 | 7 | -2 | 3 | heavy | -| Transonic cannon | 12 | D6 | N/A | 4 | 0 | 2 | devastating wounds, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian staff | Melee | 4 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Galvanic Field** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Defend the Divine Work** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model’s unit have a 4+ invulnerable save. - -**Keywords:** Imperium, Infantry, Character, Cult Mechanicus, Tech-Priest, Manipulus -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Tech-Priest Manipulus - -**Wargear Options:** -- This model’s magnarail lance can be replaced with 1 transonic cannon. - -**Leader:** -Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/technoarcheologist.md b/cogitator/factions/adeptus-mechanicus/datasheets/technoarcheologist.md deleted file mode 100644 index fab4d18..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/technoarcheologist.md +++ /dev/null @@ -1,69 +0,0 @@ -# Technoarcheologist - -**Role:** Characters - -*Technoarcheologists are seekers of divine arcana, driven to uncover that which is hidden and to analyse its capabilities. Hardened to life on the Imperium’s dangerous frontiers, these priests employ cogitative instincts to detect approaching foes and awaken their servitor guardians to effective modes of attack.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; servo-arc claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Servo-arc claw | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 4+, devastating wounds | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Seekers of Divine Arcana** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Cogitative Instincts** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of this model. - -**Keywords:** Character, Cult Mechanicus, Infantry, Imperium, Technoarcheologist, Tech-Priest -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Technoarcheologist - -**Leader:** -Can lead: Servitor Battleclade, Skitarii Vanguard, Skitarii Rangers, Kataphron Destroyers, Kataphron Breachers, Fulgurite Electro-priests, Corpuscarii Electro-priests - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/terrax-pattern-termite.md b/cogitator/factions/adeptus-mechanicus/datasheets/terrax-pattern-termite.md deleted file mode 100644 index 73b7eaa..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/terrax-pattern-termite.md +++ /dev/null @@ -1,72 +0,0 @@ -# Terrax-pattern Termite - -**Role:** Dedicated Transports - -*Originally designed on Terra for the task of rooting out burrowing xenos species during the Great Crusade, canny commanders quickly found use for the Termite Assault Drill in tearing through the foundations of enemy bastions or emerging behind barricades or trench lines to lay waste to their defenders.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Terrax melta cutter | 12 | 5 | 4 | 9 | -4 | D6 | melta 2 | -| Twin volkite charger | 18 | 2 | 4 | 5 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Imperium -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 Terrax-pattern Termite - -**Wargear Options:** -- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers -- 2 twin volkite chargers - -**Transport:** -This model has a transport capacity of 12 Adeptus Mechanicus Infantry models. It cannot transport Jump Pack or Kataphron models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/adeptus-mechanicus/datasheets/x-101.md b/cogitator/factions/adeptus-mechanicus/datasheets/x-101.md deleted file mode 100644 index debc2fa..0000000 --- a/cogitator/factions/adeptus-mechanicus/datasheets/x-101.md +++ /dev/null @@ -1,50 +0,0 @@ -# X-101 - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 3 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** grav-gun; hydraulic claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 4+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hydraulic claw | Melee | 2 | 4 | 8 | -2 | 3 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Mindlock** (Datasheet): While a Tech-Priest model is leading this model’s unit, improve the Ballistic Skill and Weapon Skill characteristics of this model’s weapons by 1. -- **Bound Creation** (Datasheet): While a Tech-Priest model is leading this model’s unit, that TECH-PRIEST model has the Feel No Pain 5+ ability. -- **SERVITOR BODYGUARD** (Special (правая колонка)): At the start of the Declare Battle Formations step, this model can join one other unit from your army that is being led by a Tech-Priest Infantry model. If it does, until the end of the battle, this model counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** X-101, Cult Mechanicus, Character, Imperium, Infantry, Epic Hero -**Faction Keywords:** Adeptus Mechanicus - -**Unit Composition:** -- 1 X-101 – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/adeptus-mechanicus/detachments.md b/cogitator/factions/adeptus-mechanicus/detachments.md new file mode 100644 index 0000000..191e37a --- /dev/null +++ b/cogitator/factions/adeptus-mechanicus/detachments.md @@ -0,0 +1,766 @@ +# Adeptus Mechanicus Detachments + +# Cohort Cybernetica + +## Abilities + +### Cyber-Psalm Programming +Add 2" to the Move characteristic of models in Legio Cybernetica units from your army. In addition, unless that unit is Battle-shocked, add 1 to the Objective Control characteristic of models in that unit. + +## Stratagems + +### AUTO-DIVINATORY TARGETING — 1CP +**Type:** Cohort Cybernetica – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker. + +**EFFECT:** Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker. + +### BENEVOLENCE OF THE OMNISSIAH — 1CP +**Type:** Cohort Cybernetica – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. + +**EFFECT:** Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds. + +### MACHINE SPIRIT RESURGENT — 1CP +**Type:** Cohort Cybernetica – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength. + +**EFFECT:** Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well. + +### MACHINE SUPERIORITY — 1CP +**Type:** Cohort Cybernetica – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws). + +### MOTIVE IMPERATIVE — 1CP +**Type:** Cohort Cybernetica – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEPTUS MECHANICUS VEHICLE unit from your army. + +**EFFECT:** Until the start of your next Command phase, add 3" to the Move characteristic of models in your unit and add 1 to Advance and Charge rolls made for it. + +### TRANSCENDENT COGITATION — 1CP +**Type:** Cohort Cybernetica – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. + +**EFFECT:** Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit. + +## Enhancements + +### Arch-negator — 10pts +*Feeding magneto-voltaic arcs and deadly frequencies into their weapons, the Tech-Priest is death incarnate to blasphemies against the Machine God.* +TECH-PRIEST model only. Ranged weapons equipped by the bearer have the [ANTI-VEHICLE 4+] ability. + +### Emotionless Clarity — 15pts +*With a mind unsullied by the passions common to the flesh, a Tech-Priest can entreat the machine spirit of a dying war engine to enact one final triumph.* +TECH-PRIEST model only. Once per turn, when a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model with the Deadly Demise ability that is within 12" of the bearer is destroyed, the bearer can use this Enhancement. If it does, do not roll to determine whether any mortal wounds are inflicted as a result of that model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. + +### Lord of Machines — 20pts +*An intense burst of viral static can overload those machine spirits yoked to the service of the enemy.* +TECH-PRIEST model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to the bearer. That unit must take a Leadership test: if that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. + +### Necromechanic — 25pts +*The blessed healing of machinery is the sign of a true shepherd of the Omnissiah’s flock.* +TECH-PRIEST model only. Once per battle round, when a saving throw made for a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model within 12" of the bearer is failed, the bearer can use this Enhancement. If they do, change the Damage characteristic of that attack to 0. + +--- + +# Data-Psalm Conclave + +## Abilities + +### Benedictions Of The Omnissiah +At the start of the first battle round, select one of the following Benedictions of the Omnissiah to be active for CULT MECHANICUS units from your army until the end of the battle: + +Panegyric Procession +Each time a CULT MECHANICUS model from your army makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1. + +Citation in Savagery +Each time a CULT MECHANICUS unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in that unit. + +## Stratagems + +### CHANT OF THE REMORSELESS FIST — 1CP +**Type:** Data-Psalm Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One CULT MECHANICUS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a CULT MECHANICUS model in your unit makes a melee attack, add 1 to the Wound roll. + +### INCANTATION OF THE IRON SOUL — 1CP +**Type:** Data-Psalm Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after you allocate a mortal wound to a CULT MECHANICUS model from your army. + +**TARGET:** That CULT MECHANICUS model’s unit. + +**EFFECT:** Until the end of the phase, CULT MECHANICUS models in your unit have the Feel No Pain 4+ ability against mortal wounds. + +### LITANY OF THE ELECTROMANCER — 1CP +**Type:** Data-Psalm Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One CULT MECHANICUS unit from your army. + +**EFFECT:** Roll one D6 for each enemy unit within 6" of one or more CULT MECHANICUS models in your unit, adding 1 to the result if that model is an ELECTRO-PRIEST. On a 5+, that enemy unit suffers D3 mortal wounds. + +### LUMINESCENT BLESSING — 1CP +**Type:** Data-Psalm Conclave – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, CULT MECHANICUS models in your unit have a 4+ invulnerable save. + +### TRIBUTE OF EMPHATIC VENERATION — 1CP +**Type:** Data-Psalm Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your Movement phase. + +**TARGET:** One CULT MECHANICUS unit from your army and one enemy unit within 18" of it. + +**EFFECT:** That enemy unit must take a Battle-shock test. If that test is failed, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. + +### VERSE OF VENGEANCE — 1CP +**Type:** Data-Psalm Conclave – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a CULT MECHANICUS model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### Data-blessed Autosermon — 20pts +*Struck with an infoload of revelation, truly blessed Tech-Priests will override the sacred canticles to deliver the Machine God’s adaptive wisdom.* +TECH-PRIEST model only. Once per battle, at the start of your Command phase, you can select the Benediction of the Omnissiah you did not select at the start of the first battle round. Until the start of your next Command phase, that Benediction of the Omnissiah is active for the bearer’s unit in addition to the one that is currently active for your army. + +### Mantle of the Gnosticarch — 15pts +*The toughened weave of this hooded robe includes hypo-ceramic threads, thermoplastics and terranic polymers that create a holy shroud capable of resisting the infernos of plasma reactors.* +TECH-PRIEST model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1. + +### Mechanicus Locum — 10pts +*Amongst every congregation of Tech-Priests are masters of arcane knowledge - inspirational leaders of the cybernetic and the mechanical.* +TECH-PRIEST model only. The bearer has a Leadership characteristic of 6+ and, once per battle, at the start of any phase, you can select one friendly CULT MECHANICUS unit that is Battle-shocked and within 12" of the bearer. That unit is no longer Battle-shocked. + +### Temporcopia — 25pts +*The Temporcopia is a relic from the Dark Age of Technology that releases a swarm of nano-engineered machines. These invisible devices seek out nearby prey, briefly draining electro-chemical potential before their power expires. Enemy warriors slow and stumble, at the mercy of the Tech-Priest’s bodyguard.* +TECH-PRIEST model only. The bearer’s unit has the Fights First ability. + +--- + +# Electromartyrs + +***When precious technoreliquaries must be protected or rare archeotech seized in shipboard battles, Tech-Priests quickly cast aside whatever restraint they may have had. Lesser underlings are expended without a care and perilous technologies unleashed in the quest for higher knowledge.*** + +## Abilities + +### Overload Machine Spirits +Each time an ADEPTUS MECHANICUS unit from your army is selected to shoot, it can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1 and those weapons have the [HAzARDOUS] ability. + +## Stratagems + +### AUTO-VENGEANCE — 1CP +**Type:** Electromartyrs – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### BALLISTIC SYNCHRONY — 1CP +**Type:** Electromartyrs – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability. + +### OMNI-TARGETERS — 1CP +**Type:** Electromartyrs – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. If one or more of those weapons already have this ability, then until the end of the phase, each time an attack is made with such a weapon that targets a unit within 6", add 1 to the Hit roll. + +### SAVIOUR SYSTEMS — 1CP +**Type:** Electromartyrs – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army (excluding KATAPHRON units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +## Enhancements + +### Multi-dimensional Auspex — 0pts +*No physical barrier can deny the omniscient datasight of the Omnissiah and its blessed servants.* +Once per battle, in your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, until the end of the phase, it can ignore Walls and closed Hatchways for the purposes of determining visibility, and the Range characteristic of ranged weapons it is equipped with is changed to 6". + +### Remote Lockdown — 0pts +*The Tech-Priest noospherically harmonises with the machine spirit of a nearby hatchway and seeks to render it stubbornly uncompliant to the foe.* +Once per battle round, when an enemy unit attempts to operate a Hatchway, if that Hatchway is within 9" of and visible to the bearer, it can use this Enhancement. If it does, it can attempt to prevent that unit from operating that Hatchway as if the bearer was within 1" of that Hatchway. + +--- + +# Explorator Maniple + +## Abilities + +### Acquisition At Any Cost +At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. Each time an ADEPTUS MECHANICUS model from your army makes an attack, if that model’s unit is within range of your Acquisition objective marker, or if the target of that attack is within range of your Acquisition objective marker, re-roll a Wound roll of 1. + +## Stratagems + +### AUTO-ORACULAR RETRIEVAL — 2CP +**Type:** Explorator Maniple – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that disembarked from a TRANSPORT this turn. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Acquisition objective marker, add 1 to the Wound roll. + +### CACHED ACQUISITION — 1CP +**Type:** Explorator Maniple – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### INCENSE EXHAUSTS — 1CP +**Type:** Explorator Maniple – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS MECHANICUS INFANTRY unit +from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it. + +**EFFECT:** Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover. + +### INFOSLAVE SKULL — 1CP +**Type:** Explorator Maniple – Wargear Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker]. + +**EFFECT:** Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes. + +### PRIORITY RECLAMATION — 1CP +**Type:** Explorator Maniple – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates. + +**TARGET:** That ADEPTUS MECHANICUS unit. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker. + +**RESTRICTIONS:** You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units. + +### REACTIVE SAFEGUARD — 1CP +**Type:** Explorator Maniple – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One ADEPTUS MECHANICUS INFANTRY +unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT. + +**EFFECT:** Your unit can embark within that TRANSPORT. + +**RESTRICTIONS:** Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit. + +## Enhancements + +### Artisan — 15pts +*Artisans create wondrous artefacts of war. They install circuits of such beauty, and capacitor-nodes of such fine calibration, that their machine spirits respond with divine gratitude.* +TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, once per phase, you can change the result of one Hit roll, one Wound roll or one saving throw made for that unit to an unmodified 6. + +### Genetor — 25pts +*Cyborg interfaces, genetic manipulation and alchemical behavioural modification are all avenues of interest to Genetors, and their enhanced creations are formidable in protecting their master’s divine work.* +TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, models in that unit have a 4+ invulnerable save. + +### Logis — 20pts +*Data-vores and biocogitators, logi amass huge stores of information. They analyse data from thousands of sources, rationalising every weak point the foe has. It is a fool indeed that stands before a logi and their prize.* +TECH-PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a unit within range of your Acquisition objective marker, add 1 to the Hit roll. + +### Magos — 15pts +*Magi are masters of fiercely guarded knowledge, pursuing esoteric agendas at all costs. No risk is too great and no gambit too unwise in their ceaseless and predatory acquisition of ancient lore.* +TECH-PRIEST model only. At the end of your Command phase, if the bearer is within range of your Acquisition objective marker, roll one D6: on a 4+, you gain 1CP. + +--- + +# Haloscreed Battle Clade + +*Tech-Priests often monitor their forces remotely, but those who lead battle clades take this intervention to an extreme, exerting even finer control over their thralls. Projecting fragments of their consciousness through the noospheric battle-sphere, they override the autonomy of their soldiery and inload tactical information, target coordinates and vector directives into cybernetic minds. Such assistance is gratefully received by the Machine God’s faithful, who feel blessed by the rush of divine wisdom and implanted knowledge.* + +## Abilities + +### Noospheric Transference +In your Command phase, select one or more ADEPTUS MECHANICUS units from your army (including units that are embarked within Transports). The maximum number of units you can select depends on the battle size, as follows: + +**INCURSION:****1 UNIT****STRIKE FORCE****2 UNITS****ONSLAUGHT****3 UNITS** +Until the start of your next Command phase, those units gain the HALO OVERRIDE keyword. Then, select one of the Override abilities below. Until the start of your next Command phase, units from your army with the HALO OVERRIDE keyword have the selected Override ability: + +Electromotive Energisation +Add 2" to the Move characteristic of models in this unit. + +Microactuator Bracing +Add 1 to the Toughness characteristic of models in this unit. + +Predation Protocols +This unit is eligible to declare a charge in a turn in which it Advanced. + +Muted Servomotors +Models in this unit have the Stealth ability. + +## Stratagems + +### AGGRESSIVE IMPULSE — 1CP +**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Skorpius Dunerider model from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the turn, each time an ADEPTUS MECHANICUS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +### ANALYTICAL DIVINATION — 1CP +**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit. + +### ERADICATION PROTOCOLS — 1CP +**Type:** Haloscreed Battle Clade – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1. + +### GUIDED RETREAT — 1CP +**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move. + +**TARGET:** That ADEPTUS MECHANICUS unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it. + +### NEURAL OVERLOAD — 1CP +**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army. + +**EFFECT:** If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit. + +**Designer’s Note:** *This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.* + +### TARGETING OVERRIDE — 1CP +**Type:** Haloscreed Battle Clade – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +## Enhancements + +### Cognitive Reinforcement — 35pts +*From afar, the guiding hand of the Omnissian priesthood allows this warrior to process streams of sensory input and encoded imperatives simultaneously.* +ADEPTUS MECHANICUS model only (excluding Cybernetica Datasmith models). The Conqueror Imperative and Protector Imperative are both active for the bearer’s unit. + +### Inloaded Lethality — 15pts +*The ancient noospheric receptors implanted into this field commander enable them to receive constant streams of binharic kill code and static prayer chants, lending them greater strength and martial prowess.* +Tech-Priest Dominus or Tech-Priest Manipulus model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons and add 1 to the Damage characteristic of the bearer’s melee weapons. + +### Sanctified Ordnance — 10pts +*The ammunition borne to battle by this disciple of the Machine God and those at their command has been subjected to ritual anointings and autosermonic blessings, lending it far greater stability.* +ADEPTUS MECHANICUS model only. Add 6" to the range characteristic of ranged weapons equipped by models in the bearer’s unit and, each time a Hazardous test is taken for that unit, you can re-roll the result. + +### Transoracular Dyad Wafers — 15pts +*Inloaded with advanced combat protocols, tactical hymnals and holy autoscripture, these doctrina wafers grant greater autonomy and destructive might to the constructs of the Legio Cybernetica.* +Cybernetica Datasmith model only. When the bearer is attached to a Kastelan Robots unit, until the end of the battle, models in that unit gain the HALO OVERRIDE keyword. That unit cannot be selected when selecting units as part of the Noospheric Transference Detachment rule. + +--- + +# Machine Cult + +***The voidships of the Adeptus Mechanicus are as much spacegoing temples to the Omnissiah as they are floating forges or esoteric warships. The teeming tech-clergy aboard such ships form zealous armies in their own right, responding with fanatical aggression to any foe.*** + +## Abilities + +### Canticles of the Omnissiah +Add 1 to Advance rolls, Charge rolls and Battle-shock tests taken for TECH-PRiEST and ELECTRO-PRiESTs units from your army. + +## Stratagems + +### ELECTROGHEIST VISITATIONS — 1CP +**Type:** Machine Cult – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ELEcTRO-PRIESTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6” of your unit, subtract 1 from the Hit roll. + +### OMNISSIAH’S GUIDANCE — 1CP +**Type:** Machine Cult – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. + +### POWER OF THE MOTIVE FORCE — 1CP +**Type:** Machine Cult – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One ELEcTRO-PRIESTS unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +### TETHER-TENDRILS — 1CP +**Type:** Machine Cult – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One TEcH-PRIEST or ELEcTRO-PRIESTS unit from your army that is within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +## Enhancements + +### Beseech the Machine Spirits — 0pts +*With acts of electroflagellation, the faithful seek the aid of the vessels systems.* +At the end of the Move Units step of your Movement phase, the bearer can attempt to operate a Hatchway that is visible to and within 9" of it, instead of one within 1". When doing so, if your opponent attempts to prevent it, add the bearers Toughness characteristic to your result of the roll-off, instead of that of a friendly model within 1" of that Hatchway. + +### Harmonic Discordator — 0pts +*Voices cyber-modulated to hideously unsettling pitches, the faithful of the Omnissiah weaponise their hymnals.* +In the Battle-shock step of your opponents Command phase, if an enemy unit that is below its Starting Strength is within 3" of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. + +--- + +# Rad-Zone Corps + +## Abilities + +### Rad-bombardment +BATTLE ROUND1BOMBARDMENT +At the start of the first battle round, for each enemy unit within your opponents deployment zone, your opponent must decide whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result below: +- **Unit Standing Firm:** On a 3+, that unit suffers D3 mortal wounds. +- **Unit Taking Cover:** Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal wounds. + +BATTLE ROUND2       ONWARDSFALLOUT +At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test. + +## Stratagems + +### AGGRESSOR IMPERATIVE — 1CP +**Type:** Rad-Zone Corps – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One SKITARII unit from your army that has not been selected to move this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. + +**EFFECT:** Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. + +### BALEFUL HALO — 2CP +**Type:** Rad-Zone Corps – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. + +**EFFECT:** Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll. + +### BULWARK IMPERATIVE — 2CP +**Type:** Rad-Zone Corps – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. + +**EFFECT:** Until the end of the phase, models in those units from your army have a 4+ invulnerable save. + +### EXTINCTION ORDER — 1CP +**Type:** Rad-Zone Corps – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Tech-Priest model from your army and one objective marker within 24" of that model. + +**EFFECT:** Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test. + +### LETHAL DOSAGE — 1CP +**Type:** Rad-Zone Corps – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability. + +### PRE-CALIBRATED PURGE SOLUTION — 1CP +**Type:** Rad-Zone Corps – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. + +**EFFECT:** Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll. + +## Enhancements + +### Autoclavic Denunciation — 15pts +*This devotee harbours a fanatical hatred of the biological. They have learned the secret weaknesses inherent in all flesh and do not hesitate to exploit them.* +ADEPTUS MECHANICUS model only. Ranged weapons equipped by the bearer have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+] abilities. + +### Malphonic Susurrus — 20pts +*This master of splintered choruses leads their followers in a projection of clashing frequencies. Scanners and sensoriums trained in their direction are befouled by the disruptive input.* +ADEPTUS MECHANICUS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. + +### Peerless Eradicator — 20pts +*This perfectionist zealot directs their minions in the rapid and single-minded termination of all enemies of the Omnissiah.* +ADEPTUS MECHANICUS model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. + +### Radial Suffusion — 25pts +*By transmitting their precision battlefield observations, this servant of the Omnissiah ensures the saturation of the enemy position is a creeping curse, spreading a hazardous suffusion towards those foes seeking to outrun the vengeance of the Machine God.* +ADEPTUS MECHANICUS model only. From the second battle round onwards, when resolving the Fallout effect of the Rad-bombardment Detachment rule, if the bearer is on the battlefield, roll one D6 for each enemy unit within 6" of your opponent’s deployment zone, in addition to those that are within your opponent’s deployment zone. + +--- + +# Response Clade + +***Just as white blood cells will defend a Human body, so the clades of Skitarii embedded on Adeptus Mechanicus vessels respond with systematic aggression to enemy intrusions. Once their own ship is secure, they are capable of counterboarding operations to destroy the threat at its source.*** + +## Abilities + +### Procedural Elimination +At the start of the battle round, select either melee attacks or ranged attacks. Until the end of the battle round, each time a SKiTARii model from your army makes an attack of the selected type, re-roll a Hit roll of l. + +## Stratagems + +### ACCESS OVERRIDES — 1CP +**Type:** Response Clade – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one closed Hatchway within 1" of your unit. Your unit can attempt to operate that Hatchway. + +**RESTRICTIONS:** Until the end of the turn, your unit cannot attempt to operate a Hatchway again. + +### INTEGRATIVE WITHDRAWAL — 1CP +**Type:** Response Clade – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One SKITARII unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. In addition, after your unit has shot this phase, if it is within 1" of an open Hatchway and is not within Engagement Range of one or more enemy units, you can close that Hatchway. + +### PRECOGNITATED FIREFIELDS — 1CP +**Type:** Response Clade – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One SKITARII unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit has the BATTLELINE keyword, those weapons have the [SUSTAINED HITS 2] ability instead. + +### RESPONSIVE SHIELDING — 1CP +**Type:** Response Clade – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One SKITARII unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +## Enhancements + +### Admonissor Shunt — 0pts +*Senior Skitarii officers can be augmented with cybernetic override emitters that release protocol blurts to force compliance from their footsoldiers.* +Once per battle, at the start of any phase, if the bearer is on the battlefield, you can select one friendly SKiTARii unit that is Battle-shocked. That unit is no longer Battle-shocked. + +### Optimised Cogitators — 0pts +*Skitarii Marshals of shipboard clades often share partial data-symbiosis with the master cogitators of the ship they serve on. This allows them to defend their vessel with nigh-instinctive strategic insight.* +Once per battle round, when you target the bearer with a Stratagem, that use of that Stratagem costs 1 less CP than normal. + +--- + +# Skitarii Hunter Cohort + +## Abilities + +### Stealth Optimisation +SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units from your army have the Stealth ability, and each time a ranged attack targets a SICARIAN unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack. + +## Stratagems + +### BINHARIC OFFENCE — 2CP +**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** The start of your Shooting phase or the start of the Fight phase. + +**TARGET:** Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1. + +**RESTRICTIONS:** Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target]. + +### BIONIC ENDURANCE — 1CP +**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One SICARIAN, PTERAXII or SYDONIAN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +### EXPEDITED PURGE PROTOCOL — 1CP +**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One SKITARII unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +### ISOLATE AND DESTROY — 1CP +**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One SICARIAN, PTERAXII, SYDONIAN, +IRONSTRIDER BALLISTARII or SKITARII MOUNTED unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll. + +### PROGRAMMED WITHDRAWAL — 1CP +**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army. + +**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. + +**RESTRICTIONS:** Each unit targeted with this Stratagem must be more than 3" away from all enemy units. + +### SHROUD PROTOCOLS — 1CP +**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One SKITARII INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +## Enhancements + +### Battle-sphere Uplink — 30pts +*Tapping into infostacks of data emanating from across the wider battle-sphere, this experienced Skitarius synchronises with the flow of wisdom, drawing upon data that enables near-prophetic reactions.* +SKITARII model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, that unit can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. + +### Cantic Thrallnet — 25pts +*Proclaimed to be a direct data-link to the will of the Omnissiah himself, this neuro-entanglement matrix allows for hyper-optimised combat cogitation.* +SKITARII MARSHAL model only. At the start of the battle round, you can select one friendly SKITARII unit within 12" of the bearer. Until the start of the next battle round, the Protector Imperative and the Conqueror Imperative are both active for that unit. + +### Clandestine Infiltrator — 20pts +*Under cover of auspex scramblers, this holy soldier leads their fellows in a stealthy advance.* +SKITARII model only. The bearer, and models in any unit they are leading, have the Infiltrators and Scouts 6" abilities. + +### Veiled Hunter — 10pts +*In silent supplication, a concentrated burst of noospheric negation manifests as a heavy band of shadow. Under this shroud, this commanders warriors obfuscate the foe’s sensors and confuse their strategy.* +SKITARII MARSHAL model only. After both players have deployed their armies, you can select up to three SKITARII INFANTRY units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/cohort-cybernetica.md b/cogitator/factions/adeptus-mechanicus/detachments/cohort-cybernetica.md deleted file mode 100644 index 8415313..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/cohort-cybernetica.md +++ /dev/null @@ -1,86 +0,0 @@ -# Cohort Cybernetica - -## Abilities - -### Cyber-Psalm Programming -Add 2" to the Move characteristic of models in Legio Cybernetica units from your army. In addition, unless that unit is Battle-shocked, add 1 to the Objective Control characteristic of models in that unit. - -## Stratagems - -### AUTO-DIVINATORY TARGETING — 1CP -**Type:** Cohort Cybernetica – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker. - -**EFFECT:** Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker. - -### BENEVOLENCE OF THE OMNISSIAH — 1CP -**Type:** Cohort Cybernetica – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. - -**EFFECT:** Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds. - -### MACHINE SPIRIT RESURGENT — 1CP -**Type:** Cohort Cybernetica – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength. - -**EFFECT:** Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well. - -### MACHINE SUPERIORITY — 1CP -**Type:** Cohort Cybernetica – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws). - -### MOTIVE IMPERATIVE — 1CP -**Type:** Cohort Cybernetica – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEPTUS MECHANICUS VEHICLE unit from your army. - -**EFFECT:** Until the start of your next Command phase, add 3" to the Move characteristic of models in your unit and add 1 to Advance and Charge rolls made for it. - -### TRANSCENDENT COGITATION — 1CP -**Type:** Cohort Cybernetica – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army. - -**EFFECT:** Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit. - -## Enhancements - -### Arch-negator — 10pts -*Feeding magneto-voltaic arcs and deadly frequencies into their weapons, the Tech-Priest is death incarnate to blasphemies against the Machine God.* -TECH-PRIEST model only. Ranged weapons equipped by the bearer have the [ANTI-VEHICLE 4+] ability. - -### Emotionless Clarity — 15pts -*With a mind unsullied by the passions common to the flesh, a Tech-Priest can entreat the machine spirit of a dying war engine to enact one final triumph.* -TECH-PRIEST model only. Once per turn, when a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model with the Deadly Demise ability that is within 12" of the bearer is destroyed, the bearer can use this Enhancement. If it does, do not roll to determine whether any mortal wounds are inflicted as a result of that model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. - -### Lord of Machines — 20pts -*An intense burst of viral static can overload those machine spirits yoked to the service of the enemy.* -TECH-PRIEST model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to the bearer. That unit must take a Leadership test: if that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. - -### Necromechanic — 25pts -*The blessed healing of machinery is the sign of a true shepherd of the Omnissiah’s flock.* -TECH-PRIEST model only. Once per battle round, when a saving throw made for a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model within 12" of the bearer is failed, the bearer can use this Enhancement. If they do, change the Damage characteristic of that attack to 0. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/data-psalm-conclave.md b/cogitator/factions/adeptus-mechanicus/detachments/data-psalm-conclave.md deleted file mode 100644 index e30f644..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/data-psalm-conclave.md +++ /dev/null @@ -1,92 +0,0 @@ -# Data-Psalm Conclave - -## Abilities - -### Benedictions Of The Omnissiah -At the start of the first battle round, select one of the following Benedictions of the Omnissiah to be active for CULT MECHANICUS units from your army until the end of the battle: - -Panegyric Procession -Each time a CULT MECHANICUS model from your army makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1. - -Citation in Savagery -Each time a CULT MECHANICUS unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in that unit. - -## Stratagems - -### CHANT OF THE REMORSELESS FIST — 1CP -**Type:** Data-Psalm Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One CULT MECHANICUS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a CULT MECHANICUS model in your unit makes a melee attack, add 1 to the Wound roll. - -### INCANTATION OF THE IRON SOUL — 1CP -**Type:** Data-Psalm Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after you allocate a mortal wound to a CULT MECHANICUS model from your army. - -**TARGET:** That CULT MECHANICUS model’s unit. - -**EFFECT:** Until the end of the phase, CULT MECHANICUS models in your unit have the Feel No Pain 4+ ability against mortal wounds. - -### LITANY OF THE ELECTROMANCER — 1CP -**Type:** Data-Psalm Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One CULT MECHANICUS unit from your army. - -**EFFECT:** Roll one D6 for each enemy unit within 6" of one or more CULT MECHANICUS models in your unit, adding 1 to the result if that model is an ELECTRO-PRIEST. On a 5+, that enemy unit suffers D3 mortal wounds. - -### LUMINESCENT BLESSING — 1CP -**Type:** Data-Psalm Conclave – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, CULT MECHANICUS models in your unit have a 4+ invulnerable save. - -### TRIBUTE OF EMPHATIC VENERATION — 1CP -**Type:** Data-Psalm Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your Movement phase. - -**TARGET:** One CULT MECHANICUS unit from your army and one enemy unit within 18" of it. - -**EFFECT:** That enemy unit must take a Battle-shock test. If that test is failed, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. - -### VERSE OF VENGEANCE — 1CP -**Type:** Data-Psalm Conclave – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One CULT MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a CULT MECHANICUS model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### Data-blessed Autosermon — 20pts -*Struck with an infoload of revelation, truly blessed Tech-Priests will override the sacred canticles to deliver the Machine God’s adaptive wisdom.* -TECH-PRIEST model only. Once per battle, at the start of your Command phase, you can select the Benediction of the Omnissiah you did not select at the start of the first battle round. Until the start of your next Command phase, that Benediction of the Omnissiah is active for the bearer’s unit in addition to the one that is currently active for your army. - -### Mantle of the Gnosticarch — 15pts -*The toughened weave of this hooded robe includes hypo-ceramic threads, thermoplastics and terranic polymers that create a holy shroud capable of resisting the infernos of plasma reactors.* -TECH-PRIEST model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1. - -### Mechanicus Locum — 10pts -*Amongst every congregation of Tech-Priests are masters of arcane knowledge - inspirational leaders of the cybernetic and the mechanical.* -TECH-PRIEST model only. The bearer has a Leadership characteristic of 6+ and, once per battle, at the start of any phase, you can select one friendly CULT MECHANICUS unit that is Battle-shocked and within 12" of the bearer. That unit is no longer Battle-shocked. - -### Temporcopia — 25pts -*The Temporcopia is a relic from the Dark Age of Technology that releases a swarm of nano-engineered machines. These invisible devices seek out nearby prey, briefly draining electro-chemical potential before their power expires. Enemy warriors slow and stumble, at the mercy of the Tech-Priest’s bodyguard.* -TECH-PRIEST model only. The bearer’s unit has the Fights First ability. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/electromartyrs.md b/cogitator/factions/adeptus-mechanicus/detachments/electromartyrs.md deleted file mode 100644 index 800c14d..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/electromartyrs.md +++ /dev/null @@ -1,60 +0,0 @@ -# Electromartyrs - -***When precious technoreliquaries must be protected or rare archeotech seized in shipboard battles, Tech-Priests quickly cast aside whatever restraint they may have had. Lesser underlings are expended without a care and perilous technologies unleashed in the quest for higher knowledge.*** - -## Abilities - -### Overload Machine Spirits -Each time an ADEPTUS MECHANICUS unit from your army is selected to shoot, it can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1 and those weapons have the [HAzARDOUS] ability. - -## Stratagems - -### AUTO-VENGEANCE — 1CP -**Type:** Electromartyrs – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### BALLISTIC SYNCHRONY — 1CP -**Type:** Electromartyrs – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability. - -### OMNI-TARGETERS — 1CP -**Type:** Electromartyrs – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. If one or more of those weapons already have this ability, then until the end of the phase, each time an attack is made with such a weapon that targets a unit within 6", add 1 to the Hit roll. - -### SAVIOUR SYSTEMS — 1CP -**Type:** Electromartyrs – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army (excluding KATAPHRON units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -## Enhancements - -### Multi-dimensional Auspex — 0pts -*No physical barrier can deny the omniscient datasight of the Omnissiah and its blessed servants.* -Once per battle, in your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, until the end of the phase, it can ignore Walls and closed Hatchways for the purposes of determining visibility, and the Range characteristic of ranged weapons it is equipped with is changed to 6". - -### Remote Lockdown — 0pts -*The Tech-Priest noospherically harmonises with the machine spirit of a nearby hatchway and seeks to render it stubbornly uncompliant to the foe.* -Once per battle round, when an enemy unit attempts to operate a Hatchway, if that Hatchway is within 9" of and visible to the bearer, it can use this Enhancement. If it does, it can attempt to prevent that unit from operating that Hatchway as if the bearer was within 1" of that Hatchway. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/explorator-maniple.md b/cogitator/factions/adeptus-mechanicus/detachments/explorator-maniple.md deleted file mode 100644 index eacd2d2..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/explorator-maniple.md +++ /dev/null @@ -1,92 +0,0 @@ -# Explorator Maniple - -## Abilities - -### Acquisition At Any Cost -At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. Each time an ADEPTUS MECHANICUS model from your army makes an attack, if that model’s unit is within range of your Acquisition objective marker, or if the target of that attack is within range of your Acquisition objective marker, re-roll a Wound roll of 1. - -## Stratagems - -### AUTO-ORACULAR RETRIEVAL — 2CP -**Type:** Explorator Maniple – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that disembarked from a TRANSPORT this turn. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Acquisition objective marker, add 1 to the Wound roll. - -### CACHED ACQUISITION — 1CP -**Type:** Explorator Maniple – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### INCENSE EXHAUSTS — 1CP -**Type:** Explorator Maniple – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS MECHANICUS INFANTRY unit -from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it. - -**EFFECT:** Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover. - -### INFOSLAVE SKULL — 1CP -**Type:** Explorator Maniple – Wargear Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker]. - -**EFFECT:** Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes. - -### PRIORITY RECLAMATION — 1CP -**Type:** Explorator Maniple – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates. - -**TARGET:** That ADEPTUS MECHANICUS unit. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker. - -**RESTRICTIONS:** You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units. - -### REACTIVE SAFEGUARD — 1CP -**Type:** Explorator Maniple – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One ADEPTUS MECHANICUS INFANTRY -unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT. - -**EFFECT:** Your unit can embark within that TRANSPORT. - -**RESTRICTIONS:** Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit. - -## Enhancements - -### Artisan — 15pts -*Artisans create wondrous artefacts of war. They install circuits of such beauty, and capacitor-nodes of such fine calibration, that their machine spirits respond with divine gratitude.* -TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, once per phase, you can change the result of one Hit roll, one Wound roll or one saving throw made for that unit to an unmodified 6. - -### Genetor — 25pts -*Cyborg interfaces, genetic manipulation and alchemical behavioural modification are all avenues of interest to Genetors, and their enhanced creations are formidable in protecting their master’s divine work.* -TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, models in that unit have a 4+ invulnerable save. - -### Logis — 20pts -*Data-vores and biocogitators, logi amass huge stores of information. They analyse data from thousands of sources, rationalising every weak point the foe has. It is a fool indeed that stands before a logi and their prize.* -TECH-PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a unit within range of your Acquisition objective marker, add 1 to the Hit roll. - -### Magos — 15pts -*Magi are masters of fiercely guarded knowledge, pursuing esoteric agendas at all costs. No risk is too great and no gambit too unwise in their ceaseless and predatory acquisition of ancient lore.* -TECH-PRIEST model only. At the end of your Command phase, if the bearer is within range of your Acquisition objective marker, roll one D6: on a 4+, you gain 1CP. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/haloscreed-battle-clade.md b/cogitator/factions/adeptus-mechanicus/detachments/haloscreed-battle-clade.md deleted file mode 100644 index 9b5a303..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/haloscreed-battle-clade.md +++ /dev/null @@ -1,105 +0,0 @@ -# Haloscreed Battle Clade - -*Tech-Priests often monitor their forces remotely, but those who lead battle clades take this intervention to an extreme, exerting even finer control over their thralls. Projecting fragments of their consciousness through the noospheric battle-sphere, they override the autonomy of their soldiery and inload tactical information, target coordinates and vector directives into cybernetic minds. Such assistance is gratefully received by the Machine God’s faithful, who feel blessed by the rush of divine wisdom and implanted knowledge.* - -## Abilities - -### Noospheric Transference -In your Command phase, select one or more ADEPTUS MECHANICUS units from your army (including units that are embarked within Transports). The maximum number of units you can select depends on the battle size, as follows: - -**INCURSION:****1 UNIT****STRIKE FORCE****2 UNITS****ONSLAUGHT****3 UNITS** -Until the start of your next Command phase, those units gain the HALO OVERRIDE keyword. Then, select one of the Override abilities below. Until the start of your next Command phase, units from your army with the HALO OVERRIDE keyword have the selected Override ability: - -Electromotive Energisation -Add 2" to the Move characteristic of models in this unit. - -Microactuator Bracing -Add 1 to the Toughness characteristic of models in this unit. - -Predation Protocols -This unit is eligible to declare a charge in a turn in which it Advanced. - -Muted Servomotors -Models in this unit have the Stealth ability. - -## Stratagems - -### AGGRESSIVE IMPULSE — 1CP -**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Skorpius Dunerider model from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the turn, each time an ADEPTUS MECHANICUS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -### ANALYTICAL DIVINATION — 1CP -**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit. - -### ERADICATION PROTOCOLS — 1CP -**Type:** Haloscreed Battle Clade – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1. - -### GUIDED RETREAT — 1CP -**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move. - -**TARGET:** That ADEPTUS MECHANICUS unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it. - -### NEURAL OVERLOAD — 1CP -**Type:** Haloscreed Battle Clade – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army. - -**EFFECT:** If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit. - -**Designer’s Note:** *This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.* - -### TARGETING OVERRIDE — 1CP -**Type:** Haloscreed Battle Clade – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -## Enhancements - -### Cognitive Reinforcement — 35pts -*From afar, the guiding hand of the Omnissian priesthood allows this warrior to process streams of sensory input and encoded imperatives simultaneously.* -ADEPTUS MECHANICUS model only (excluding Cybernetica Datasmith models). The Conqueror Imperative and Protector Imperative are both active for the bearer’s unit. - -### Inloaded Lethality — 15pts -*The ancient noospheric receptors implanted into this field commander enable them to receive constant streams of binharic kill code and static prayer chants, lending them greater strength and martial prowess.* -Tech-Priest Dominus or Tech-Priest Manipulus model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons and add 1 to the Damage characteristic of the bearer’s melee weapons. - -### Sanctified Ordnance — 10pts -*The ammunition borne to battle by this disciple of the Machine God and those at their command has been subjected to ritual anointings and autosermonic blessings, lending it far greater stability.* -ADEPTUS MECHANICUS model only. Add 6" to the range characteristic of ranged weapons equipped by models in the bearer’s unit and, each time a Hazardous test is taken for that unit, you can re-roll the result. - -### Transoracular Dyad Wafers — 15pts -*Inloaded with advanced combat protocols, tactical hymnals and holy autoscripture, these doctrina wafers grant greater autonomy and destructive might to the constructs of the Legio Cybernetica.* -Cybernetica Datasmith model only. When the bearer is attached to a Kastelan Robots unit, until the end of the battle, models in that unit gain the HALO OVERRIDE keyword. That unit cannot be selected when selecting units as part of the Noospheric Transference Detachment rule. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/machine-cult.md b/cogitator/factions/adeptus-mechanicus/detachments/machine-cult.md deleted file mode 100644 index 1554536..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/machine-cult.md +++ /dev/null @@ -1,60 +0,0 @@ -# Machine Cult - -***The voidships of the Adeptus Mechanicus are as much spacegoing temples to the Omnissiah as they are floating forges or esoteric warships. The teeming tech-clergy aboard such ships form zealous armies in their own right, responding with fanatical aggression to any foe.*** - -## Abilities - -### Canticles of the Omnissiah -Add 1 to Advance rolls, Charge rolls and Battle-shock tests taken for TECH-PRiEST and ELECTRO-PRiESTs units from your army. - -## Stratagems - -### ELECTROGHEIST VISITATIONS — 1CP -**Type:** Machine Cult – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ELEcTRO-PRIESTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6” of your unit, subtract 1 from the Hit roll. - -### OMNISSIAH’S GUIDANCE — 1CP -**Type:** Machine Cult – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. - -### POWER OF THE MOTIVE FORCE — 1CP -**Type:** Machine Cult – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One ELEcTRO-PRIESTS unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -### TETHER-TENDRILS — 1CP -**Type:** Machine Cult – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One TEcH-PRIEST or ELEcTRO-PRIESTS unit from your army that is within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -## Enhancements - -### Beseech the Machine Spirits — 0pts -*With acts of electroflagellation, the faithful seek the aid of the vessels systems.* -At the end of the Move Units step of your Movement phase, the bearer can attempt to operate a Hatchway that is visible to and within 9" of it, instead of one within 1". When doing so, if your opponent attempts to prevent it, add the bearers Toughness characteristic to your result of the roll-off, instead of that of a friendly model within 1" of that Hatchway. - -### Harmonic Discordator — 0pts -*Voices cyber-modulated to hideously unsettling pitches, the faithful of the Omnissiah weaponise their hymnals.* -In the Battle-shock step of your opponents Command phase, if an enemy unit that is below its Starting Strength is within 3" of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/rad-zone-corps.md b/cogitator/factions/adeptus-mechanicus/detachments/rad-zone-corps.md deleted file mode 100644 index 8166169..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/rad-zone-corps.md +++ /dev/null @@ -1,92 +0,0 @@ -# Rad-Zone Corps - -## Abilities - -### Rad-bombardment -BATTLE ROUND1BOMBARDMENT -At the start of the first battle round, for each enemy unit within your opponents deployment zone, your opponent must decide whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result below: -- **Unit Standing Firm:** On a 3+, that unit suffers D3 mortal wounds. -- **Unit Taking Cover:** Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal wounds. - -BATTLE ROUND2       ONWARDSFALLOUT -At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test. - -## Stratagems - -### AGGRESSOR IMPERATIVE — 1CP -**Type:** Rad-Zone Corps – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One SKITARII unit from your army that has not been selected to move this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. - -**EFFECT:** Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. - -### BALEFUL HALO — 2CP -**Type:** Rad-Zone Corps – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. - -**EFFECT:** Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll. - -### BULWARK IMPERATIVE — 2CP -**Type:** Rad-Zone Corps – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One SKITARII unit from your army that was selected as the target of one or more of the attacking unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. - -**EFFECT:** Until the end of the phase, models in those units from your army have a 4+ invulnerable save. - -### EXTINCTION ORDER — 1CP -**Type:** Rad-Zone Corps – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Tech-Priest model from your army and one objective marker within 24" of that model. - -**EFFECT:** Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test. - -### LETHAL DOSAGE — 1CP -**Type:** Rad-Zone Corps – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability. - -### PRE-CALIBRATED PURGE SOLUTION — 1CP -**Type:** Rad-Zone Corps – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it. - -**EFFECT:** Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll. - -## Enhancements - -### Autoclavic Denunciation — 15pts -*This devotee harbours a fanatical hatred of the biological. They have learned the secret weaknesses inherent in all flesh and do not hesitate to exploit them.* -ADEPTUS MECHANICUS model only. Ranged weapons equipped by the bearer have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+] abilities. - -### Malphonic Susurrus — 20pts -*This master of splintered choruses leads their followers in a projection of clashing frequencies. Scanners and sensoriums trained in their direction are befouled by the disruptive input.* -ADEPTUS MECHANICUS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. - -### Peerless Eradicator — 20pts -*This perfectionist zealot directs their minions in the rapid and single-minded termination of all enemies of the Omnissiah.* -ADEPTUS MECHANICUS model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. - -### Radial Suffusion — 25pts -*By transmitting their precision battlefield observations, this servant of the Omnissiah ensures the saturation of the enemy position is a creeping curse, spreading a hazardous suffusion towards those foes seeking to outrun the vengeance of the Machine God.* -ADEPTUS MECHANICUS model only. From the second battle round onwards, when resolving the Fallout effect of the Rad-bombardment Detachment rule, if the bearer is on the battlefield, roll one D6 for each enemy unit within 6" of your opponent’s deployment zone, in addition to those that are within your opponent’s deployment zone. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/response-clade.md b/cogitator/factions/adeptus-mechanicus/detachments/response-clade.md deleted file mode 100644 index 0419eb8..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/response-clade.md +++ /dev/null @@ -1,62 +0,0 @@ -# Response Clade - -***Just as white blood cells will defend a Human body, so the clades of Skitarii embedded on Adeptus Mechanicus vessels respond with systematic aggression to enemy intrusions. Once their own ship is secure, they are capable of counterboarding operations to destroy the threat at its source.*** - -## Abilities - -### Procedural Elimination -At the start of the battle round, select either melee attacks or ranged attacks. Until the end of the battle round, each time a SKiTARii model from your army makes an attack of the selected type, re-roll a Hit roll of l. - -## Stratagems - -### ACCESS OVERRIDES — 1CP -**Type:** Response Clade – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS MECHANICUS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one closed Hatchway within 1" of your unit. Your unit can attempt to operate that Hatchway. - -**RESTRICTIONS:** Until the end of the turn, your unit cannot attempt to operate a Hatchway again. - -### INTEGRATIVE WITHDRAWAL — 1CP -**Type:** Response Clade – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One SKITARII unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. In addition, after your unit has shot this phase, if it is within 1" of an open Hatchway and is not within Engagement Range of one or more enemy units, you can close that Hatchway. - -### PRECOGNITATED FIREFIELDS — 1CP -**Type:** Response Clade – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One SKITARII unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit has the BATTLELINE keyword, those weapons have the [SUSTAINED HITS 2] ability instead. - -### RESPONSIVE SHIELDING — 1CP -**Type:** Response Clade – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One SKITARII unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -## Enhancements - -### Admonissor Shunt — 0pts -*Senior Skitarii officers can be augmented with cybernetic override emitters that release protocol blurts to force compliance from their footsoldiers.* -Once per battle, at the start of any phase, if the bearer is on the battlefield, you can select one friendly SKiTARii unit that is Battle-shocked. That unit is no longer Battle-shocked. - -### Optimised Cogitators — 0pts -*Skitarii Marshals of shipboard clades often share partial data-symbiosis with the master cogitators of the ship they serve on. This allows them to defend their vessel with nigh-instinctive strategic insight.* -Once per battle round, when you target the bearer with a Stratagem, that use of that Stratagem costs 1 less CP than normal. diff --git a/cogitator/factions/adeptus-mechanicus/detachments/skitarii-hunter-cohort.md b/cogitator/factions/adeptus-mechanicus/detachments/skitarii-hunter-cohort.md deleted file mode 100644 index 5a13306..0000000 --- a/cogitator/factions/adeptus-mechanicus/detachments/skitarii-hunter-cohort.md +++ /dev/null @@ -1,91 +0,0 @@ -# Skitarii Hunter Cohort - -## Abilities - -### Stealth Optimisation -SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units from your army have the Stealth ability, and each time a ranged attack targets a SICARIAN unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack. - -## Stratagems - -### BINHARIC OFFENCE — 2CP -**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** The start of your Shooting phase or the start of the Fight phase. - -**TARGET:** Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1. - -**RESTRICTIONS:** Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target]. - -### BIONIC ENDURANCE — 1CP -**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One SICARIAN, PTERAXII or SYDONIAN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -### EXPEDITED PURGE PROTOCOL — 1CP -**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One SKITARII unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -### ISOLATE AND DESTROY — 1CP -**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One SICARIAN, PTERAXII, SYDONIAN, -IRONSTRIDER BALLISTARII or SKITARII MOUNTED unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll. - -### PROGRAMMED WITHDRAWAL — 1CP -**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army. - -**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. - -**RESTRICTIONS:** Each unit targeted with this Stratagem must be more than 3" away from all enemy units. - -### SHROUD PROTOCOLS — 1CP -**Type:** Skitarii Hunter Cohort – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One SKITARII INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -## Enhancements - -### Battle-sphere Uplink — 30pts -*Tapping into infostacks of data emanating from across the wider battle-sphere, this experienced Skitarius synchronises with the flow of wisdom, drawing upon data that enables near-prophetic reactions.* -SKITARII model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, that unit can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. - -### Cantic Thrallnet — 25pts -*Proclaimed to be a direct data-link to the will of the Omnissiah himself, this neuro-entanglement matrix allows for hyper-optimised combat cogitation.* -SKITARII MARSHAL model only. At the start of the battle round, you can select one friendly SKITARII unit within 12" of the bearer. Until the start of the next battle round, the Protector Imperative and the Conqueror Imperative are both active for that unit. - -### Clandestine Infiltrator — 20pts -*Under cover of auspex scramblers, this holy soldier leads their fellows in a stealthy advance.* -SKITARII model only. The bearer, and models in any unit they are leading, have the Infiltrators and Scouts 6" abilities. - -### Veiled Hunter — 10pts -*In silent supplication, a concentrated burst of noospheric negation manifests as a heavy band of shadow. Under this shroud, this commanders warriors obfuscate the foe’s sensors and confuse their strategy.* -SKITARII MARSHAL model only. After both players have deployed their armies, you can select up to three SKITARII INFANTRY units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. diff --git a/cogitator/factions/adeptus-titanicus/datasheets.md b/cogitator/factions/adeptus-titanicus/datasheets.md new file mode 100644 index 0000000..2c0e401 --- /dev/null +++ b/cogitator/factions/adeptus-titanicus/datasheets.md @@ -0,0 +1,272 @@ +# Adeptus Titanicus + +# Reaver Titan + +**Role:** Other + +*Reaver Titans are vast god-machines possessed of truly devastating firepower. From the apocalypse missile launcher mounted on their carapace to their arm-mounted laser blaster, Reavers are more than capable of wiping out ground troops, their void shields and thick adamantine hulls nullifying all but the most piercing enemy strikes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 14 | 2+ | 60 | 6+ | 20 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Reaver apocalypse launcher; Reaver gatling blaster; Reaver laser blaster; Reaver feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaver apocalypse launcher | 200 | 3D6 | 3 | 7 | -1 | 2 | blast, indirect fire | +| Reaver gatling blaster | 72 | 12 | 3 | 8 | -2 | 3 | sustained hits 1 | +| Reaver laser blaster | 72 | 8 | 3 | 20 | -3 | D6+2 | blast | +| Reaver melta cannon | 48 | D6+2 | 3 | 13 | -4 | 6 | blast, melta 4 | +| Reaver volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 14 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaver feet | Melee | 8 | 4 | 12 | -2 | 4 | — | +| Reaver power fist – strike | Melee | 6 | 4 | 20 | -4 | 14 | — | +| Reaver power fist – sweep | Melee | 12 | 4 | 12 | -3 | 6 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. +- **God-machine** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Imperium, Vehicle, Walker, Titanic, Towering, Reaver Titan +**Faction Keywords:** Adeptus Titanicus + +**Unit Composition:** +- 1 Reaver Titan + +**Wargear Options:** +- This model’s Reaver gatling blaster can be replaced with one of the following:- 1 Reaver laser blaster +- 1 Reaver melta cannon +- 1 Reaver volcano cannon +- 1 Reaver power fist +- This model’s Reaver laser blaster can be replaced with one of the following:- 1 Reaver gatling blaster +- 1 Reaver melta cannon +- 1 Reaver volcano cannon + +**Damaged Profile:** +Remaining Wounds: 1-20 +While this model has 1-20 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 2200pts + +--- + +# Warbringer Nemesis Titan + +**Role:** Other + +*The Warbringer Nemesis Titan is an immense war engine designed to destroy enemy Titan-class targets at range. Acting as a dedicated fire support platform, the Nemesis’ reinforced frontal plating allows it to weather most return fire with ease, while its defence batteries grant it ample protection from aerial attacks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 14 | 2+ | 80 | 6+ | 20 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 anvillus defence batteries; 3 ardex-defensor maulers; Nemesis quake cannon; Reaver gatling blaster; Reaver laser blaster; Nemesis feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Anvillus defence battery | 72 | 8 | 3 | 8 | -1 | 2 | anti-fly 4+ | +| Ardex-defensor mauler | 36 | 6 | 3 | 6 | -2 | 2 | — | +| Nemesis quake cannon | 480 | D6+6 | 3 | 16 | -4 | 4 | blast, indirect fire | +| Nemesis volcano cannon | 120 | D3+3 | 3 | 24 | -5 | 14 | blast | +| Reaver gatling blaster | 72 | 12 | 3 | 8 | -2 | 3 | sustained hits 1 | +| Reaver laser blaster | 72 | 8 | 3 | 20 | -3 | D6+2 | blast | +| Reaver melta cannon | 48 | D6+2 | 3 | 13 | -4 | 6 | blast, melta 4 | +| Reaver volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 14 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis feet | Melee | 6 | 4 | 12 | -2 | 4 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. +- **Titanic Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly Imperium model makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Warbringer Nemesis Titan, Imperium, Towering, Titanic, Walker, Vehicle +**Faction Keywords:** Adeptus Titanicus + +**Unit Composition:** +- 1 Warbringer Nemesis Titan + +**Wargear Options:** +- This model’s Nemesis quake cannon can be replaced with 1 Nemesis volcano cannon. +- This model’s Reaver gatling blaster can be replaced with one of the following:- 1 Reaver laser blaster +- 1 Reaver melta cannon +- 1 Reaver volcano cannon +- This model’s Reaver laser blaster can be replaced with one of the following:- 1 Reaver gatling blaster +- 1 Reaver melta cannon +- 1 Reaver volcano cannon + +**Damaged Profile:** +Remaining Wounds: 1-26 +While this model has 1-26 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 2600pts + +--- + +# Warhound Titan + +**Role:** Other + +*Warhounds are the eyes and ears of the Titan Legions, used to perform dangerous reconnaissance or raiding missions. Despite being the smallest Titan class, a single Warhound can easily turn the tide of battle when used to support ground forces, the sheer power of its weaponry and armour being more than most foes can overcome.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 13 | 2+ | 40 | 6+ | 16 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Warhound plasma blastgun; Warhound vulcan mega-bolter; Warhound feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warhound inferno gun | 24 | 3D6 | N/A | 7 | -2 | 3 | ignores cover, torrent | +| Warhound plasma blastgun – standard | 72 | 2D6+3 | 3 | 9 | -3 | 4 | blast | +| Warhound plasma blastgun – supercharge | 72 | 2D6+3 | 3 | 10 | -3 | 5 | blast, hazardous | +| Warhound turbo-laser destructor | 72 | D3+3 | 3 | 20 | -3 | 2D6 | blast | +| Warhound vulcan mega-bolter | 48 | 20 | 3 | 6 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warhound feet | Melee | 8 | 4 | 10 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so. +- **Flank Speed** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model. + +**Keywords:** Titanic, Towering, Warhound Titan, Imperium, Vehicle, Walker +**Faction Keywords:** Adeptus Titanicus + +**Unit Composition:** +- 1 Warhound Titan + +**Wargear Options:** +- This model’s Warhound plasma blastgun can be replaced with one of the following:- 1 Warhound inferno gun +- 1 Warhound turbo-laser destructor +- 1 Warhound vulcan mega-bolter +- This model’s Warhound vulcan mega-bolter can be replaced with one of the following:- 1 Warhound inferno gun +- 1 Warhound plasma blastgun +- 1 Warhound turbo-laser destructor + +**Damaged Profile:** +Remaining Wounds: 1-13 +While this model has 1-13 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 1100pts + +--- + +# Warlord Titan + +**Role:** Other + +*Warlord Titans are gargantuan embodiments of the Omnissiah’s wrath. With the destructive power of a small void warship and the resilience of a fortress, Warlords reign supreme over almost all adversaries, dispensing doom with every thundering weapons salvo and crushing any survivors beneath their earth-shattering stride.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 16 | 2+ | 100 | 6+ | 30 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 apocalypse launchers; 2 ardex-defensor lascannons; 2 ardex-defensor maulers; macro gatling blaster; arioch power claw; Warlord feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Apocalypse launcher | 200 | 20 | 3 | 8 | -2 | 2 | blast, indirect fire | +| Ardex-defensor lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Ardex-defensor mauler | 36 | 6 | 3 | 6 | -2 | 2 | — | +| Arioch power claw | 48 | 20 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Belicosa volcano cannon | 120 | D3+3 | 3 | 32 | -5 | 18 | blast | +| Laser blaster | 72 | 6 | 3 | 16 | -4 | D6+3 | blast | +| Macro gatling blaster | 100 | 30 | 3 | 9 | -2 | 3 | sustained hits 1 | +| Mori quake cannon | 280 | 3D6 | 3 | 16 | -4 | 6 | blast, ignores cover | +| Sunfury plasma annihilator – standard | 72 | 2D6+6 | 3 | 10 | -3 | 5 | blast | +| Sunfury plasma annihilator – supercharge | 72 | 2D6+6 | 3 | 12 | -3 | 8 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arioch power claw – strike | Melee | 6 | 4 | 20 | -4 | 24 | — | +| Arioch power claw – sweep | Melee | 12 | 4 | 12 | -3 | 8 | — | +| Warlord feet | Melee | 6 | 4 | 12 | -2 | 4 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend four times that Stratagem’s stated CP cost to do so. +- **Wrath of the Omnissiah** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Warlord Titan, Walker, Vehicle, Titanic, Towering, Imperium +**Faction Keywords:** Adeptus Titanicus + +**Unit Composition:** +- 1 Warlord Titan + +**Wargear Options:** +- This model’s 2 apocalypse launchers can be replaced with 2 laser blasters. +- This model’s arioch power claw can be replaced with one of the following:- 1 belicosa volcano cannon +- 1 macro gatling blaster +- 1 mori quake cannon +- 1 sunfury plasma annihilator +- This model’s macro gatling blaster can be replaced with one of the following:- 1 arioch power claw +- 1 belicosa volcano cannon +- 1 mori quake cannon +- 1 sunfury plasma annihilator + +**Damaged Profile:** +Remaining Wounds: 1-33 +While this model has 1-33 wounds remaining, subtract 15 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 3500pts diff --git a/cogitator/factions/adeptus-titanicus/datasheets/reaver-titan.md b/cogitator/factions/adeptus-titanicus/datasheets/reaver-titan.md deleted file mode 100644 index 96654fa..0000000 --- a/cogitator/factions/adeptus-titanicus/datasheets/reaver-titan.md +++ /dev/null @@ -1,64 +0,0 @@ -# Reaver Titan - -**Role:** Other - -*Reaver Titans are vast god-machines possessed of truly devastating firepower. From the apocalypse missile launcher mounted on their carapace to their arm-mounted laser blaster, Reavers are more than capable of wiping out ground troops, their void shields and thick adamantine hulls nullifying all but the most piercing enemy strikes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 14 | 2+ | 60 | 6+ | 20 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Reaver apocalypse launcher; Reaver gatling blaster; Reaver laser blaster; Reaver feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaver apocalypse launcher | 200 | 3D6 | 3 | 7 | -1 | 2 | blast, indirect fire | -| Reaver gatling blaster | 72 | 12 | 3 | 8 | -2 | 3 | sustained hits 1 | -| Reaver laser blaster | 72 | 8 | 3 | 20 | -3 | D6+2 | blast | -| Reaver melta cannon | 48 | D6+2 | 3 | 13 | -4 | 6 | blast, melta 4 | -| Reaver volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 14 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaver feet | Melee | 8 | 4 | 12 | -2 | 4 | — | -| Reaver power fist – strike | Melee | 6 | 4 | 20 | -4 | 14 | — | -| Reaver power fist – sweep | Melee | 12 | 4 | 12 | -3 | 6 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. -- **God-machine** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Imperium, Vehicle, Walker, Titanic, Towering, Reaver Titan -**Faction Keywords:** Adeptus Titanicus - -**Unit Composition:** -- 1 Reaver Titan - -**Wargear Options:** -- This model’s Reaver gatling blaster can be replaced with one of the following:- 1 Reaver laser blaster -- 1 Reaver melta cannon -- 1 Reaver volcano cannon -- 1 Reaver power fist -- This model’s Reaver laser blaster can be replaced with one of the following:- 1 Reaver gatling blaster -- 1 Reaver melta cannon -- 1 Reaver volcano cannon - -**Damaged Profile:** -Remaining Wounds: 1-20 -While this model has 1-20 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 2200pts diff --git a/cogitator/factions/adeptus-titanicus/datasheets/warbringer-nemesis-titan.md b/cogitator/factions/adeptus-titanicus/datasheets/warbringer-nemesis-titan.md deleted file mode 100644 index dc37f23..0000000 --- a/cogitator/factions/adeptus-titanicus/datasheets/warbringer-nemesis-titan.md +++ /dev/null @@ -1,65 +0,0 @@ -# Warbringer Nemesis Titan - -**Role:** Other - -*The Warbringer Nemesis Titan is an immense war engine designed to destroy enemy Titan-class targets at range. Acting as a dedicated fire support platform, the Nemesis’ reinforced frontal plating allows it to weather most return fire with ease, while its defence batteries grant it ample protection from aerial attacks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 14 | 2+ | 80 | 6+ | 20 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 anvillus defence batteries; 3 ardex-defensor maulers; Nemesis quake cannon; Reaver gatling blaster; Reaver laser blaster; Nemesis feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Anvillus defence battery | 72 | 8 | 3 | 8 | -1 | 2 | anti-fly 4+ | -| Ardex-defensor mauler | 36 | 6 | 3 | 6 | -2 | 2 | — | -| Nemesis quake cannon | 480 | D6+6 | 3 | 16 | -4 | 4 | blast, indirect fire | -| Nemesis volcano cannon | 120 | D3+3 | 3 | 24 | -5 | 14 | blast | -| Reaver gatling blaster | 72 | 12 | 3 | 8 | -2 | 3 | sustained hits 1 | -| Reaver laser blaster | 72 | 8 | 3 | 20 | -3 | D6+2 | blast | -| Reaver melta cannon | 48 | D6+2 | 3 | 13 | -4 | 6 | blast, melta 4 | -| Reaver volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 14 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis feet | Melee | 6 | 4 | 12 | -2 | 4 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. -- **Titanic Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly Imperium model makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Warbringer Nemesis Titan, Imperium, Towering, Titanic, Walker, Vehicle -**Faction Keywords:** Adeptus Titanicus - -**Unit Composition:** -- 1 Warbringer Nemesis Titan - -**Wargear Options:** -- This model’s Nemesis quake cannon can be replaced with 1 Nemesis volcano cannon. -- This model’s Reaver gatling blaster can be replaced with one of the following:- 1 Reaver laser blaster -- 1 Reaver melta cannon -- 1 Reaver volcano cannon -- This model’s Reaver laser blaster can be replaced with one of the following:- 1 Reaver gatling blaster -- 1 Reaver melta cannon -- 1 Reaver volcano cannon - -**Damaged Profile:** -Remaining Wounds: 1-26 -While this model has 1-26 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 2600pts diff --git a/cogitator/factions/adeptus-titanicus/datasheets/warhound-titan.md b/cogitator/factions/adeptus-titanicus/datasheets/warhound-titan.md deleted file mode 100644 index 6f15377..0000000 --- a/cogitator/factions/adeptus-titanicus/datasheets/warhound-titan.md +++ /dev/null @@ -1,61 +0,0 @@ -# Warhound Titan - -**Role:** Other - -*Warhounds are the eyes and ears of the Titan Legions, used to perform dangerous reconnaissance or raiding missions. Despite being the smallest Titan class, a single Warhound can easily turn the tide of battle when used to support ground forces, the sheer power of its weaponry and armour being more than most foes can overcome.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 13 | 2+ | 40 | 6+ | 16 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Warhound plasma blastgun; Warhound vulcan mega-bolter; Warhound feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warhound inferno gun | 24 | 3D6 | N/A | 7 | -2 | 3 | ignores cover, torrent | -| Warhound plasma blastgun – standard | 72 | 2D6+3 | 3 | 9 | -3 | 4 | blast | -| Warhound plasma blastgun – supercharge | 72 | 2D6+3 | 3 | 10 | -3 | 5 | blast, hazardous | -| Warhound turbo-laser destructor | 72 | D3+3 | 3 | 20 | -3 | 2D6 | blast | -| Warhound vulcan mega-bolter | 48 | 20 | 3 | 6 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warhound feet | Melee | 8 | 4 | 10 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so. -- **Flank Speed** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model. - -**Keywords:** Titanic, Towering, Warhound Titan, Imperium, Vehicle, Walker -**Faction Keywords:** Adeptus Titanicus - -**Unit Composition:** -- 1 Warhound Titan - -**Wargear Options:** -- This model’s Warhound plasma blastgun can be replaced with one of the following:- 1 Warhound inferno gun -- 1 Warhound turbo-laser destructor -- 1 Warhound vulcan mega-bolter -- This model’s Warhound vulcan mega-bolter can be replaced with one of the following:- 1 Warhound inferno gun -- 1 Warhound plasma blastgun -- 1 Warhound turbo-laser destructor - -**Damaged Profile:** -Remaining Wounds: 1-13 -While this model has 1-13 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 1100pts diff --git a/cogitator/factions/adeptus-titanicus/datasheets/warlord-titan.md b/cogitator/factions/adeptus-titanicus/datasheets/warlord-titan.md deleted file mode 100644 index 5f24fbb..0000000 --- a/cogitator/factions/adeptus-titanicus/datasheets/warlord-titan.md +++ /dev/null @@ -1,71 +0,0 @@ -# Warlord Titan - -**Role:** Other - -*Warlord Titans are gargantuan embodiments of the Omnissiah’s wrath. With the destructive power of a small void warship and the resilience of a fortress, Warlords reign supreme over almost all adversaries, dispensing doom with every thundering weapons salvo and crushing any survivors beneath their earth-shattering stride.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 16 | 2+ | 100 | 6+ | 30 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 apocalypse launchers; 2 ardex-defensor lascannons; 2 ardex-defensor maulers; macro gatling blaster; arioch power claw; Warlord feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Apocalypse launcher | 200 | 20 | 3 | 8 | -2 | 2 | blast, indirect fire | -| Ardex-defensor lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Ardex-defensor mauler | 36 | 6 | 3 | 6 | -2 | 2 | — | -| Arioch power claw | 48 | 20 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Belicosa volcano cannon | 120 | D3+3 | 3 | 32 | -5 | 18 | blast | -| Laser blaster | 72 | 6 | 3 | 16 | -4 | D6+3 | blast | -| Macro gatling blaster | 100 | 30 | 3 | 9 | -2 | 3 | sustained hits 1 | -| Mori quake cannon | 280 | 3D6 | 3 | 16 | -4 | 6 | blast, ignores cover | -| Sunfury plasma annihilator – standard | 72 | 2D6+6 | 3 | 10 | -3 | 5 | blast | -| Sunfury plasma annihilator – supercharge | 72 | 2D6+6 | 3 | 12 | -3 | 8 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arioch power claw – strike | Melee | 6 | 4 | 20 | -4 | 24 | — | -| Arioch power claw – sweep | Melee | 12 | 4 | 12 | -3 | 8 | — | -| Warlord feet | Melee | 6 | 4 | 12 | -2 | 4 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Striding Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend four times that Stratagem’s stated CP cost to do so. -- **Wrath of the Omnissiah** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Warlord Titan, Walker, Vehicle, Titanic, Towering, Imperium -**Faction Keywords:** Adeptus Titanicus - -**Unit Composition:** -- 1 Warlord Titan - -**Wargear Options:** -- This model’s 2 apocalypse launchers can be replaced with 2 laser blasters. -- This model’s arioch power claw can be replaced with one of the following:- 1 belicosa volcano cannon -- 1 macro gatling blaster -- 1 mori quake cannon -- 1 sunfury plasma annihilator -- This model’s macro gatling blaster can be replaced with one of the following:- 1 arioch power claw -- 1 belicosa volcano cannon -- 1 mori quake cannon -- 1 sunfury plasma annihilator - -**Damaged Profile:** -Remaining Wounds: 1-33 -While this model has 1-33 wounds remaining, subtract 15 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 3500pts diff --git a/cogitator/factions/aeldari/datasheets.md b/cogitator/factions/aeldari/datasheets.md new file mode 100644 index 0000000..c05dd83 --- /dev/null +++ b/cogitator/factions/aeldari/datasheets.md @@ -0,0 +1,9228 @@ +# Aeldari + +# Amallyn Shadowguide + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** ranger long rifle; power blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ranger long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power blade | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **The Path Least Travelled** (Datasheet): If your army includes this model, after both players have deployed their armies and determined who has the first turn, you can select one Rangers or Shroud Runners unit from your army and redeploy that unit. When doing so, that unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. +- **Path of the Outcast** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". + +**Keywords:** Aeldari, Infantry, Character, Grenades, Epic Hero, Amallyn Shadowguide +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Amallyn Shadowguide – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 75pts + +--- + +# Asurmen + +**Role:** Characters + +*Asurmen’s skill at war is breathtaking, the magnitude of his heroic presence so great that nearby Aspect Warriors are infused with his peerless tactical acumen. In addition to the wrist-mounted shuriken catapults known as the Bloody Twins, he carries the Sword of Asur, whose hilt bears the spirit stone of Asurmen’s brother, Tethesis.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Bloody Twins; Sword of Asur. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bloody Twins | 24 | 6 | 2 | 5 | -1 | 2 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sword of Asur | Melee | 6 | 2 | 6 | -3 | 3 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Tactical Acumen** (Datasheet): While this model is leading a unit, in your Shooting phase, after that unit has shot, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. +- **Hand of Asuryan** (Datasheet): Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Bloody Twins weapon has a Damage characteristic of 3 and the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities. + +**Keywords:** Grenades, Aeldari, Epic Hero, Character, Infantry, Phoenix Lord, Asurmen, Aspect Warrior +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Asurmen – EPIC HERO + +**Leader:** +Can lead: Dire Avengers + +**Points:** +- 1 model: 135pts + +--- + +# Autarch Skyrunner + +**Role:** Characters + +*Autarchs are more than capable of leading their warhosts from the front, plunging into the fray as Skyrunners astride jetbikes. When visited by war-lust, they draw upon all the skills they have learnt from the Aspect Shrines to spearhead assaults, duel enemy leaders and destroy war machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** close combat weapon; laser lance; twin shuriken catapult. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dragon fusion gun | 12 | 1 | 2 | 9 | -4 | D6 | assault, melta 3 | +| Laser lance | 6 | 1 | 2 | 6 | -3 | 2 | assault | +| Twin shuriken catapult | 18 | 2 | 2 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laser lance | Melee | 4 | 2 | 4 | -3 | 2 | lance | +| Banshee blade | Melee | 5 | 2 | 4 | -3 | 1 | — | +| Close combat weapon | Melee | 3 | 2 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Ride the Wind** (Datasheet): While this model is leading a unit, each time that unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. +- **Path of Command** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. + +**Keywords:** Mounted, Fly, Character, Autarch Skyrunner, Autarch, Aeldari +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Autarch Skyrunner + +**Wargear Options:** +- This model’s laser lance can be replaced with one of the following:- 1 Dragon fusion gun +- 1 Banshee blade + +**Leader:** +Can lead: Windriders + +**Points:** +- 1 model: 90pts + +--- + +# Autarch Wayleaper + +**Role:** Characters + +*With wargear such as a winged pack or warp jump generator, an Autarch becomes an incredibly manoeuvrable war leader. So equipped, they can appear wherever their war host needs them in the blink of an eye, bringing graceful weaponry and consummate strategy to bear before vanishing out of the foe’s reach.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; star glaive. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death spinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | +| Dragon fusion gun | 12 | 1 | 2 | 9 | -4 | D6 | assault, melta 3 | +| Dragon fusion pistol | 6 | 1 | 2 | 9 | -4 | D6 | assault, melta 3, pistol | +| Reaper launcher – starshot | 48 | 1 | 3 | 10 | -2 | 3 | heavy, ignores cover | +| Reaper launcher – starswarm | 48 | 2 | 3 | 4 | -2 | 1 | heavy, ignores cover | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Banshee blade | Melee | 5 | 2 | 4 | -2 | 2 | anti-infantry 3+ | +| Scorpion chainsword | Melee | 7 | 2 | 4 | -1 | 1 | sustained hits 1 | +| Star glaive | Melee | 4 | 2 | 6 | -3 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Indomitable Strength of Will** (Datasheet): While this model is leading a unit, each time you spend a Battle Focus token to enable that unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token. +- **Path of Command** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. + +**Keywords:** Autarch Wayleaper, Fly, Jump Pack, Character, Infantry, Grenades, Aeldari +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Autarch Wayleaper + +**Wargear Options:** +- This model’s shuriken pistol can be replaced with one of the following:- 1 death spinner +- 1 Dragon fusion gun +- 1 Dragon fusion pistol +- 1 Reaper launcher +- This model’s star glaive can be replaced with one of the following:- 1 Banshee blade +- 1 Scorpion chainsword + +**Leader:** +Can lead: Warp Spiders, Swooping Hawks + +**Points:** +- 1 model: 80pts + +--- + +# Autarch + +**Role:** Characters + +*Autarchs are legendary for their strategic brilliance, sublime martial skill and indomitable strength of will. Long have they trodden the Path of the Warrior, never once slipping into the trap of obsession. Instead, they apply all that they have learned and mastered to their command of the Asuryani warhosts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; star glaive. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death spinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | +| Dragon fusion gun | 12 | 1 | 2 | 9 | -4 | D6 | assault, melta 3 | +| Dragon fusion pistol | 6 | 1 | 2 | 9 | -4 | D6 | assault, melta 3, pistol | +| Reaper launcher – starshot | 48 | 1 | 3 | 10 | -2 | 3 | heavy, ignores cover | +| Reaper launcher – starswarm | 48 | 2 | 3 | 4 | -2 | 1 | heavy, ignores cover | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Banshee blade | Melee | 5 | 2 | 4 | -2 | 2 | anti-infantry 3+ | +| Scorpion chainsword | Melee | 7 | 2 | 4 | -1 | 1 | sustained hits 1 | +| Star glaive | Melee | 4 | 2 | 6 | -3 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Superlative Strategist** (Datasheet): While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre. +- **Path of Command** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. +- **ASPECT TRAINING** (Fortification (левая колонка)): - While this model is leading a Howling Banshees unit, it has the Fights First ability. +- While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7" and Stealth abilities. + +**Keywords:** Autarch, Grenades, Aeldari, Infantry, Character +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Autarch + +**Wargear Options:** +- This model’s shuriken pistol can be replaced with one of the following:- 1 death spinner +- 1 Dragon fusion gun +- 1 Dragon fusion pistol +- 1 Reaper launcher +- This model’s star glaive can be replaced with one of the following:- 1 Banshee blade +- 1 Scorpion chainsword + +**Leader:** +Can lead: Guardian Defenders, Storm Guardians, Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Dark Reapers + +**Points:** +- 1 model: 85pts + +--- + +# Avatar of Khaine + +**Role:** Characters + +*The Avatar of Khaine is an ancient war deity incarnate, whose mere presence incites merciless rage in the Asuryani around him. In battle, the Avatar marches through enemy fire without breaking stride, laughing cruelly as his weapon – the Wailing Doom – tastes hot flesh and spurting lifeblood with each swing and thrust.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** the Wailing Doom + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Wailing Doom | 12 | 1 | 2 | 16 | -4 | D6+2 | sustained hits d3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Wailing Doom – strike | Melee | 6 | 2 | 16 | -4 | D6+2 | — | +| The Wailing Doom – sweep | Melee | 12 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Molten Form** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. +- **The Bloody-Handed (Aura)** (Datasheet): While a friendly AELDARI unit is within 6" of this model, add 1 to Advance and Charge rolls made for that unit. + +**Keywords:** Epic Hero, Avatar of Khaine, Daemon, Aeldari, Character, Monster +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Avatar of Khaine – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 280pts + +--- + +# Baharroth + +**Role:** Characters + +*Baharroth moves with the grace of a zephyr and attacks with the force of a hurricane. He shines with a brilliance of his own making in battle, diving into range, opening fire then peeling away to face his next quarry. At close quarters he strikes with the resplendent Shining Blade, lopping off heads with its elegantly curved edge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Fury of the Tempest; Shining Blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fury of the Tempest | 24 | 4 | 2 | 6 | -1 | 2 | assault, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shining Blade | Melee | 6 | 2 | 5 | -2 | 2 | sustained hits 1 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Cloudstrider** (Datasheet): While this model is leading a unit, at the end of your opponent’s turn, if that unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. In addition, while this model is leading a unit, when that unit is set up on the battlefield using the Deep Strike ability, in your movement phase, it can use this ability. If it does, that unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models, but until the end of the turn, it is not eligible to declare a charge.’ +- **Cry of the Wind** (Datasheet): Each time this model is set up on the battlefield, until the end of the turn, each time this model makes a ranged attack, a successful unmodified Hit roll scores a Critical Hit. + +**Keywords:** Aeldari, Character, Phoenix Lord, Infantry, Baharroth, Grenades, Fly, Epic Hero, Jump Pack, Aspect Warrior +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Baharroth – EPIC HERO + +**Leader:** +Can lead: Swooping Hawks + +**Points:** +- 1 model: 115pts + +--- + +# Bonesinger + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** psytronome shaper. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psytronome shaper | Melee | 2 | 2 | 3 | 0 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Way of the Shaper (Psychic)** (Datasheet): While this model is leading a unit, Wraith Construct models in that unit have the Feel No Pain 6+ ability. +- **Bonesinger** (Datasheet): While this model is within 3" of one or more friendly Wraith Construct or Asuryani Vehicle units, unless it is leading a unit, this model has the Lone Operative ability. +- **Psytronome Shaper** (Datasheet): In your Command phase, you can select one friendly Wraith Construct or Asuryani Vehicle model within 3" of this model. That WRAITH CONSTRUCT or ASURYANI VEHICLE model regains up to D3 lost wounds. + +**Keywords:** Bonesinger, Aeldari, Psyker, Infantry, Character +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Bonesinger + +**Wargear Options:** +- None + +**Leader:** +Can lead: Wraithguard, Wraithblades, Wraithlord + +**Points:** +- 1 model: 45pts + +--- + +# Cobra + +**Role:** Other + +*Cobras are huge skimmer tanks whose elegant hulls are dominated by a D-impaler – an enormous energy weapon against which not even powerful force fields are a reliable defence. So dangerous is this weapon that when a Cobra’s defence systems fail, a catastrophic D-rift will sometimes tear through reality, devouring the vehicle and any unfortunates nearby.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 11 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** D-impaler; shuriken cannon; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| D-impaler | 36 | D6+3 | 3 | 16 | -4 | 4 | blast, devastating wounds | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **D-rift** (Datasheet): In your Shooting phase, just after selecting a target for this model’s D-impaler, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a D-rift. After this model has finished making its attacks against that target unit this phase, each unit struck by a D-rift this phase suffers D3 mortal wounds. + +**Keywords:** Vehicle, Titanic, Fly, Aeldari, Cobra +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Cobra + +**Wargear Options:** +- This model’s shuriken cannon can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 bright lance +- 1 scatter laser +- 1 starcannon + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 415pts + +--- + +# Corsair Cloud Dancer Band + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** brace of pistols; twin shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | +| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Dissonance cannon | 24 | 3 | 3 | 6 | -1 | 2 | devastating wounds | +| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Reckless Abandon** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Corsair Cloud Dancer Band, Anhrathe, Grenades, Mounted +**Faction Keywords:** Aeldari, + +**Unit Composition:** +- 0-1 Cloud Dancer Felarch +- 3-6 Corsair Cloud Dancers + +**Wargear Options:** +- Any number of models can each have their twin shuriken catapult replaced with one of the following:- 1 dark lance +- 1 dissonance cannon +- 1 scatter laser +- 1 shuriken cannon +- 1 splinter cannon +- The Cloud Dancer Felarch can be equipped with one of the following:- 1 dissonance pistol +- 1 void sabre + +**Points:** +- 3 models: 105pts +- 4 models: 140pts +- 6 models: 210pts +- 7 models: 245pts + +--- + +# Corsair Reaver Band + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | +| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | +| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Reaver Band** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". +- **CORSAIRS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Corsair Voidreavers unit, it can be attached to this unit instead. + +**Keywords:** Grenades, Anhrathe, Corsair Reaver Band, Infantry, Aeldari +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 0-1 Corsair Reaver Felarch +- 5-10 Corsair Reavers + +**Wargear Options:** +- Any number of models can each have their Corsair firearm replaced with 1 spar-glaive. +- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 blaster +- 1 dark lance +- 1 flamer +- 1 fusion gun +- 1 shredder +- 1 shuriken cannon +- 1 splinter cannon +- The Corsair Reaver Felarch can be equipped with one of the following:- 1 dissonance pistol +- 1 void sabre + +**Points:** +- 5 models: 125pts +- 6 models: 150pts +- 10 models: 250pts +- 11 models: 275pts + +--- + +# Corsair Skyreaver Band + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | ASSAULT | +| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | +| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | +| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | +| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | ASSAULT, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | +| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Skyleap** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. + +**Keywords:** Grenades, Corsair Skyreaver Band, Infantry, Aeldari, Anhrathe, Fly, Jump Pack +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 0-1 Corsair Skyreaver Felarch +- 5-10 Corsair Skyreavers + +**Wargear Options:** +- Any number of models can each have their Corsair firearm replaced with one of the following:- 1 shardcarbine +- 1 shuriken catapult +- 1 spar-glaive +- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 blaster +- 1 dark lance +- 1 flamer +- 1 fusion gun +- 1 shredder +- 1 shuriken cannon +- 1 splinter cannon +- The Corsair Skyreaver Felarch can be equipped with one of the following:- 1 dissonance pistol +- 1 void sabre + +**Points:** +- 5 models: 125pts +- 6 models: 150pts +- 10 models: 250pts +- 11 models: 275pts + +--- + +# Corsair Skyreavers + +**Role:** Other + +*Equipped with winged jump packs, Corsair Skyreavers are utilised by Anhrathe commanders as mobile shock troops. Leaping recklessly into the fray, they bring to bear an array of dazzling weaponry, relying upon speed, agility and daring to evade incoming strikes and cut their opponents to shreds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; Corsair blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | assault, pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6 | assault, melta 2 | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Corsair blade | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Raid and Run** (Datasheet): At the end of the Fight phase, if this unit was eligible to fight this phase, and is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". Otherwise, if this unit was eligible to fight this phase, this unit can make a Fall Back move of up to D3+3". + +**Keywords:** Fly, Aeldari, Anhrathe, Jump Pack, Grenades, Corsair Skyreavers, Infantry +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Skyreaver Felarch +- 4-9 Skyreavers + +**Wargear Options:** +- The Skyreaver Felarch can replace its shuriken pistol with one of the following:- 1 blast pistol +- 1 neuro disruptor +- For every 5 models in the unit, up to 2 Skyreaver models can each have their shuriken pistol and Corsair blade replaced with one of the following*:- 1 blaster and 1 close combat weapon +- 1 flamer and 1 close combat weapon +- 1 fusion gun and 1 close combat weapon +- 1 shredder and 1 close combat weapon +- * You cannot select the same option more than once per unit unless it contains 10 models, in which case you cannot select the same weapon more than twice per unit. + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Corsair Voidreavers + +**Role:** Battleline + +*The skilled and agile warriors known as Voidreavers make up the bulk of most Corsair warbands. With precise volleys of lethal shuriken fire they can tear through enemy infantry, or draw their power swords and storm hostile positions to engage in furious hand-to-hand fighting.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; power sword; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | +| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power sword | Melee | 2 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Reavers of the Void** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead. +- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Grenades, Infantry, Battleline, Aeldari, Anhrathe, Corsair Voidreavers +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Voidreaver Felarch +- 4-9 Corsair Voidreavers + +**Wargear Options:** +- The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor +- 1 shuriken rifle +- The Voidreaver Felarch can be equipped with:- 1 mistshield +- Any number of Corsair Voidreavers in this unit can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. +- For every 5 models in this unit, 1 Corsair Voidreaver’s power sword or shuriken rifle can be replaced with one of the following:- 1 blaster +- 1 shredder +- If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon +- 1 wraithcannon + +**Leader:** +Led By: Yvraine, The Visarch, Prince Yriel (Legendary), Kharseth, Prince Yriel + +**Points:** +- 5 models: 65pts +- 10 models: 110pts + +--- + +# Corsair Voidscarred + +**Role:** Other + +*The Void scarred are veterans hardened by a life of piracy. These Corsairs have travelled the stars for centuries and have seen the worst and the best the galaxy has to offer. Many have developed unique skills and fighting styles and carry specialist wargear into battle over the years.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Corsair Voidscarred and Voidscarred Felarch is equipped with:** shuriken pistol; power sword; close combat weapon. + +**A Shade Runner is equipped with:** shuriken pistol; paired Hekatarii blades. + +**A Soul Weaver is equipped with:** shuriken pistol; power sword; channeller stones. + +**A Way Seeker is equipped with:** shuriken pistol; Executioner; witch staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Executioner | 18 | 3 | 3 | 6 | -2 | D3 | anti-infantry 2+, psychic | +| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | +| Long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | +| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | +| Paired Hekatarii blades | Melee | 4 | 2 | 3 | -2 | 1 | twin-linked | +| Power sword | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Witch staff | Melee | 2 | 2 | 3 | 0 | D3 | anti-infantry 2+, psychic | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Piratical Raiders** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Weapons equipped by models in this unit have the [LETHAL HITS] and [PRECISION] abilities while targeting that unit. +- **Channeller Stones** (Wargear): Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0. +- **Faolchú** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Corsair Voidscarred, Psyker, Infantry, Aeldari, Grenades, Anhrathe +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- This unit can contain a maximum of 10 models. +- 1 Voidscarred Felarch +- 4-9 Corsair Voidscarred +- 0-1 Shade Runner +- 0-1 Soul Weaver +- 0-1 Way Seeker + +**Wargear Options:** +- Any number of Corsair Voidscarred can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. +- The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor +- 1 shuriken rifle +- The Voidscarred Felarch can be equipped with 1 mistshield. +- For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: +- 1 blaster +- 1 shredder +- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon +- 1 wraithcannon +- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 long rifle. +- If this unit contains 10 models, 1 Corsair Voidscarred’s power sword can be replaced with 1 fusion pistol. +- 1 Corsair Voidscarred model equipped with a shuriken pistol and power sword can be equipped with 1 Faolchú. + +**Leader:** +Led By: Yvraine, The Visarch, Prince Yriel (Legendary), Kharseth, Prince Yriel + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Crimson Hunter + +**Role:** Other + +*Crimson Hunters are the sublime pilots of formidable airborne fighters with armaments dedicated to aerial interdiction. With superhuman reflexes they hunt down and destroy enemy aircraft with sickening ease, their skills honed by nightly training sorties with those of their Aspect Shrine.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 starcannons; pulse laser; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | — | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Skyhunter** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Fly, Aspect Warrior, Crimson Hunter, Aircraft, Vehicle, Aeldari +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Crimson Hunter + +**Wargear Options:** +- This model’s 2 starcannons can be replaced with 2 bright lances. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# D-cannon Platform + +**Role:** Other + +*Whether deployed as grav-platform artillery or attached to formations of Guardians, D-Cannon Platforms provide ferocious mid- to close-range fire support. Their blasts punch through the veil between realspace and the Empyrean, creating localised but spectacularly lethal warp singularities that can swallow victims whole or gouge catastrophic wounds in larger targets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 6 | 4+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** D-cannon; shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| D-cannon | 24 | D3 | 3 | 16 | -4 | D6+2 | blast, devastating wounds, indirect fire | +| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Support Weapon** (Datasheet): Each time an attack targets this model’s unit, if that unit contains one or more other models, until that attack is resolved, this model has a Toughness characteristic of 3. +- **Structural Collapse** (Datasheet): Each time this model makes an attack with its D-cannon, re-roll a Damage roll of 1. If that attack targets a TITANIC unit, you can re-roll the Damage roll instead. +- **SUPPORT ARTILLERY** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support Weapon model joined to it). This model then counts as part of that GUARDIANS unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. + +This model, and any unit it is joined to, cannot embark within a Transport. + +**Keywords:** Infantry, Aeldari, D-cannon Platform, Support Weapon +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 D-cannon Platform + +**Points:** +- 1 model: 125pts + +--- + +# Dark Reapers + +**Role:** Other + +*Dark Reapers unleash firestorms with their long-ranged Reaper launchers, whether using infantry-shredding starswarm missiles or armour-piercing starshot variants. These salvoes are chillingly accurate, thanks to advanced targeting systems but also the Reapers’ armour, which anchors them firmly to the ground while they fire.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| DARK REAPER | 6" | 3 | 3+ | 1 | 6+ | 1 | +| DARK REAPER EXARCH | 6" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** Reaper launcher; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Missile launcher – starshot | 48 | 1 | 2 | 10 | -2 | D6 | ignores cover | +| Missile launcher – sunburst | 48 | D6 | 2 | 4 | -1 | 1 | blast, ignores cover | +| Reaper launcher – starshot | 48 | 1 | 3 | 10 | -2 | 3 | ignores cover | +| Reaper launcher – starswarm | 48 | 2 | 3 | 5 | -2 | 1 | ignores cover | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | ignores cover, lethal hits | +| Tempest launcher | 36 | 2D6 | 3 | 4 | -1 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Inescapable Accuracy** (Datasheet): Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and any or all modifiers to the Hit roll. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Dark Reapers, Aspect Warriors, Aeldari, Infantry +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Dark Reaper Exarch +- 4-9 Dark Reapers + +**Wargear Options:** +- The Dark Reaper Exarch’s Reaper launcher can be replaced with 1 of the following:- 1 missile launcher +- 1 shuriken cannon +- 1 tempest launcher +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Maugan Ra, Autarch + +**Points:** +- 5 models: 90pts +- 10 models: 195pts + +--- + +# Death Jester + +**Role:** Characters + +*A hissing storm of shrieker cannon fire announces the arrival of a Death Jester upon the battlefield. Enemy infantry are torn apart in sprays of blood and scalded flesh as the weapon’s gene-toxins cause them to combust horrifically from within. Adding insult to injury, the Death Jester ensures every demise is as cruelly ironic as possible.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shrieker cannon; Jester’s blade; flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shrieker cannon | 24 | 3 | 2 | 6 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Jester’s blade | Melee | 4 | 2 | 4 | 0 | 1 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Death is Not Enough** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. That enemy unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test. +- **Cruel Amusement** (Datasheet): In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s shrieker cannon has that ability. +- [IGNORES COVER] +- [PRECISION] +- [SUSTAINED HITS 3] +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. +- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. + +**Keywords:** Infantry, Character, Aeldari, Death Jester +**Faction Keywords:** Harlequins, + +**Unit Composition:** +- 1 Death Jester + +**Points:** +- 1 model: 90pts + +--- + +# Dire Avengers + +**Role:** Other + +*Furious in attack and immovable in defence, Dire Avengers wield Avenger catapults that unleash punishing bursts of monomolecular shurikens. Drawing on their faultless battle instincts, they always know when to launch lightning-fast assaults and when to fall back and draw the enemy into a kill zone.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| DIRE AVENGER | 7" | 3 | 4+ | 1 | 6+ | 1 | +| DIRE AVENGER EXARCH | 7" | 3 | 4+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** Avenger shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger shuriken catapult | 18 | 4 | 3 | 4 | -1 | 1 | assault | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Diresword | Melee | 4 | 3 | 4 | -2 | 1 | — | +| Power glaive | Melee | 3 | 3 | 5 | -3 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Bladestorm** (Datasheet): Ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within half range. +- **Shimmershield** (Wargear): The bearer has a 4+ invulnerable save. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Infantry, Aeldari, Dire Avengers, Aspect Warriors, Grenades +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Dire Avenger Exarch +- 4-9 Dire Avengers + +**Wargear Options:** +- The Dire Avenger Exarch’s Avenger shuriken catapult can be replaced with 1 shuriken pistol and one of the following:- 1 diresword +- 1 power glaive +- If this unit’s Dire Avenger Exarch is equipped with 1 Avenger shuriken catapult, it can be equipped with 1 additional Avenger shuriken catapult. +- The Dire Avenger Exarch’s shuriken pistol can be replaced with 1 shimmershield. +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Asurmen, Autarch + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Eldrad Ulthran + +**Role:** Characters + +*One of the most potent Aeldari psykers ever to have lived, when Eldrad Ulthran takes to the field his enemies’ plans are already known to him. Such is Eldrad’s psychic might that he can break Titans and banish the mightiest of daemons, and over the millennia he has slain kings and champions beyond number.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 6+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Mind War; shuriken pistol; Staff of Ulthamar and witchblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mind War | 18 | 1 | 2 | 5 | -2 | D6 | anti-character 4+, precision, psychic | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of Ulthamar and witchblade | Melee | 3 | 2 | 5 | -1 | 2 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Diviner of Futures** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. +- **Doom (Psychic)** (Datasheet): At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Wound roll. + +**Keywords:** Aeldari, Character, Infantry, Epic Hero, Eldrad Ulthran, Farseer, Psyker +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Eldrad Ulthran – EPIC HERO + +**Leader:** +Can lead: Warlock Conclave, Guardian Defenders, Storm Guardians + +**Points:** +- 1 model: 120pts + +--- + +# Falcon + +**Role:** Other + +*The primary battle tanks of the Asuryam, Falcons mount a diverse array of potent weapons that make them the bane of war machines and foot troops alike. They also boast a transport pod, in which small squads of warriors can be borne to wherever their martial prowess is most needed on the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** pulse laser; scatter laser; twin shuriken catapult; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | — | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Transport, Fly, Falcon, Vehicle, Aeldari +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Falcon + +**Wargear Options:** +- This model’s scatter laser can be replaced with one of the following:- 1 missile launcher +- 1 bright lance +- 1 shuriken cannon +- 1 starcannon +- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. + +**Transport:** +This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Asuryani, Yvraine and The Visarch models). + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Farseer Skyrunner + +**Role:** Characters + +*Farseers are expert combatants as well as battle seers. Their semi-sentient witchblades and singing spears are embedded with crystals that transmit the destructive potential of their bearer’s psyche. In battle, they flow around weapon blasts and blade thrusts with a natural grace that makes their foes seem predictable and slow.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 6+ | 5 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Eldritch Storm; shuriken pistol; twin shuriken catapult; witchblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eldritch Storm | 24 | D6 | 3 | 6 | -2 | D3 | blast, psychic | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Singing spear | Melee | 2 | 2 | 3 | 0 | 3 | psychic | +| Witchblade | Melee | 2 | 2 | 3 | 0 | 2 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Branching Fates (Psychic)** (Datasheet): While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit to an unmodified 6. +- **Misfortune (Psychic)** (Datasheet): At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a model in that unit makes an attack, subtract 1 from the Wound roll. Each unit can only be selected for this ability once per turn. + +**Keywords:** Farseer Skyrunner, Character, Aeldari, Fly, Psyker, Farseer, Mounted +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Farseer Skyrunner + +**Wargear Options:** +- This model’s witchblade can be replaced with 1 singing spear. + +**Leader:** +Can lead: Windriders + +**Points:** +- 1 model: 80pts + +--- + +# Farseer + +**Role:** Characters + +*The Asuryani look to their Farseers for leadership in battle. These psykers can uncover the foe’s intentions and calculate the effects of attacks. Their minds are their true weapons; with a thought, they can obliterate the memories of enemy commanders, hurl battle tanks into the air or summon terrifying storms of coruscating eldritch energy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Eldritch Storm; shuriken pistol; witchblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eldritch Storm | 24 | D6 | 3 | 6 | -2 | D3 | blast, psychic | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | +| Singing spear | 12 | 1 | 2 | 9 | 0 | 3 | assault, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Singing spear | Melee | 2 | 2 | 3 | 0 | 3 | psychic | +| Witchblade | Melee | 2 | 2 | 3 | 0 | 2 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Branching Fates (Psychic)** (Datasheet): While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit (excluding Support Weapon models) to an unmodified 6. +- **Guide (Psychic)** (Datasheet): At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Hit roll. Each unit can only be selected for this ability once per turn. + +**Keywords:** Infantry, Farseer, Character, Aeldari, Psyker +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Farseer + +**Wargear Options:** +- This model’s witchblade can be replaced with 1 singing spear. + +**Leader:** +Can lead: Warlock Conclave, Guardian Defenders, Storm Guardians + +**Points:** +- 1 model: 70pts + +--- + +# Fire Dragons + +**Role:** Other + +*Fire Dragons are aggressive and warlike, seeking nothing less than the total annihilation of the enemy’s redoubts and war machines. They can identify the weak points of a target with a mere glance, then swiftly reduce them to molten liquid with their fusion guns.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| FIRE DRAGON | 7" | 3 | 3+ | 1 | 6+ | 1 | +| FIRE DRAGON EXARCH | 7" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Fire Dragon Exarch is equipped with:** Exarch’s Dragon fusion gun; close combat weapon. + +**Every Fire Dragon is equipped with:** Dragon fusion gun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dragon fusion gun | 12 | 1 | 3 | 9 | -4 | D6 | assault, melta 3 | +| Dragon fusion pistol | 6 | 1 | 3 | 9 | -4 | D6 | assault, melta 3, pistol | +| Dragon’s breath flamer | 12 | D6+2 | N/A | 6 | -2 | 1 | assault, ignores cover, torrent | +| Exarch’s Dragon fusion gun | 12 | 1 | 3 | 9 | -4 | D6 | assault, melta 6 | +| Firepike | 18 | 1 | 3 | 12 | -4 | D6 | assault, melta 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Dragon axe | Melee | 3 | 3 | 6 | -4 | D6 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Assured Destruction** (Datasheet): In your Shooting phase, each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Fire Dragons, Aspect Warriors, Grenades, Aeldari, Infantry +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Fire Dragon Exarch +- 4-9 Fire Dragons + +**Wargear Options:** +- The Fire Dragon Exarch model’s Exarch’s Dragon fusion gun can be replaced with 1 of the following:- 1 Dragon’s breath flamer +- 1 Dragon fusion pistol and 1 Dragon axe +- 1 firepike +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Fuegan, Autarch + +**Points:** +- 5 models: 120pts +- 10 models: 240pts + +--- + +# Fire Prism + +**Role:** Other + +*The prism cannon of this vehicle is the bane of heavy battle tanks. In its firing process, a laser is discharged into a massive crystal prism that amplifies the shot’s potency. The energy is released in one of two ways – either as thin lances of light to destroy the toughest vehicles, or as a dispersed pulse to slaughter swathes of infantry.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** prism cannon; twin shuriken catapult; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prism cannon – dispersed pulse | 60 | 2D6 | 3 | 6 | -2 | 2 | blast | +| Prism cannon – focused lances | 60 | 2 | 3 | 18 | -4 | 6 | linked fire | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Crystal Matrix** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks. +- **Linked Fire** (Wargear profile): When selecting targets for this weapon, you can measure range and determine visibility from another friendly FIRE PRISM model that is visible to the bearer. When doing so, this weapon has an Attacks characteristic of 1. + +**Keywords:** Fire Prism, Fly, Aeldari, Vehicle +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Fire Prism + +**Wargear Options:** +- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Firestorm + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Firestorm scatter laser; twin shuriken catapult; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Firestorm scatter laser | 36 | 16 | 3 | 5 | 0 | 1 | anti-fly 2+ | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Skyfire** (Datasheet): Each time you target this model with the Fire Overwatch Stratagem just after an enemy unit that can Fly starts or ends a Normal, Advance or Fall Back move, when resolving that Stratagem, in addition to shooting that enemy unit, you can select up to 3 other enemy units within 24" of this model that can Fly; this model can also shoot at each of those units with its Firestorm scatter laser (provided each one is an eligible target), but when doing so, an unmodified Hit roll of 6 is required to score a hit. + +**Keywords:** Vehicle, Firestorm, Fly +**Faction Keywords:** , Aeldari + +**Unit Composition:** +- 1 Firestorm + +**Wargear Options:** +- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. + +**Transport:** +This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Yvraine and The Visarch). + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Fuegan + +**Role:** Characters + +*Fuegan has dedicated himself to the total destruction of the enemies of the Asuryani, and the trail of corpses he has left in his wake spans the galaxy. Those he sets his fiery gaze upon he either eradicates from existence with burning blasts from his firepike, Searsong, or cuts in twain with furious blows from the Fire Axe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Searsong; Fire Axe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Searsong – beam | 12 | 3 | 2 | 8 | -3 | 2 | assault, melta 1, sustained hits 2 | +| Searsong – lance | 18 | 1 | 2 | 14 | -4 | D6 | assault, melta 6 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fire Axe | Melee | 6 | 2 | 5 | -4 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Burning Lance** (Datasheet): While this model is leading a unit, add 6" to the Range characteristic of Melta weapons equipped by models in that unit. +- **Unquenchable Resolve** (Datasheet): The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. + +**Keywords:** Epic Hero, Grenades, Character, Fuegan, Phoenix Lord, Aspect Warrior, Aeldari, Infantry +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Fuegan – EPIC HERO + +**Leader:** +Can lead: Fire Dragons + +**Points:** +- 1 model: 120pts + +--- + +# Guardian Defenders + +**Role:** Battleline + +*Guardian Defenders are versatile support troops capable of unleashing withering hails of fire from their shuriken catapults. They also man anti-grav Heavy Weapon Platforms that can be fitted with a variety of powerful guns with which to sunder enemy armour or mow down swathes of infantry.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GUARDIAN DEFENDER | 7" | 3 | 4+ | 1 | 7+ | 2 | +| HEAVY WEAPON PLATFORM | 7" | 3 | 4+ | 2 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Guardian Defender is equipped with:** shuriken catapult; close combat weapon. + +**The Heavy Weapon Platform is equipped with:** shuriken cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Fleet of Foot** (Datasheet): This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase. +- **Crewed Platform** (Datasheet): When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed. + +**Keywords:** Guardian Defenders, Infantry, Battleline, Aeldari, Grenades, Guardians +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 10 Guardian Defenders +- 1 Heavy Weapon Platform + +**Wargear Options:** +- The Heavy Weapon Platform’s shuriken cannon can be replaced with one of the following:- 1 missile launcher +- 1 bright lance +- 1 scatter laser +- 1 starcannon + +**Leader:** +Led By: Yvraine, The Visarch, Eldrad Ulthran, Autarch, Farseer, Warlock, Prince Yriel (Legendary) + +**Points:** +- 11 models: 100pts + +--- + +# Hemlock Wraithfighter + +**Role:** Other + +*Hemlocks blend the psychic abilities of their Spiritseer pilots with the gestalt energies of the Aeldari dead, who can pilot the craft should the seer be incapacitated. The aircraft’s mindshock pod unleashes waves of negative emotion to cause terror in the enemy, while its heavy D-scythes hurl the Hemlock’s victims into the warp.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy D-scythes; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy D-scythe | 18 | D6 | 4 | 12 | -4 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Mindshock Pod (Aura, Psychic)** (Datasheet): While an enemy unit is within 9" of this model, subtract 1 from Battle-shock and Leadership tests taken for that unit. + +**Keywords:** Wraith Construct, Psyker, Aircraft, Fly, Aeldari, Vehicle, Hemlock Wraithfighter +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Hemlock Wraithfighter + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 155pts + +--- + +# Hornet + +**Role:** Other + +*The Hornet is a small, single-seater attack craft deployed in a fast reconnaissance and raiding role. Often operating alongside jetbikes and Vypers, Hornets speed ahead of the main Aeldari force to harry and outmanoeuvre priority targets, utilising a range of paired heavy weapons to strike and fade before the enemy can respond.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 Hornet pulse lasers; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Hornet pulse laser | 36 | 2 | 3 | 9 | -2 | D3 | — | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Lightning Assault** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Aeldari, Hornet, Fly, Vehicle +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Hornet + +**Wargear Options:** +- Each of this model’s Hornet pulse lasers can be replaced with one of the following:- Aeldari missile launcher +- Bright lance +- Scatter laser +- Shuriken cannon +- Starcannon + +**Points:** +- 1 model: 100pts + +--- + +# Howling Banshees + +**Role:** Other + +*Howling Banshees are deadly in hand-to-hand fighting and renowned for their rapid strikes. Their Banshee masks contain psychosonic amplifiers that magnify the wearer’s keening battle screams into a mind-destroying shock wave. This aural assault inspires terror and paralysis in the foe as the Aspect Warriors move in for the kill.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| HOWLING BANSHEE | 8" | 3 | 4+ | 1 | 6+ | 1 | +| HOWLING BANSHEE EXARCH | 8" | 3 | 4+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 +*This invulnerable save is improved to 4+ against melee attacks.* + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; Banshee blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Triskele | 12 | 3 | 3 | 3 | -1 | 1 | anti-infantry 3+, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Banshee blade | Melee | 2 | 2 | 4 | -2 | 2 | anti-infantry 3+ | +| Executioner | Melee | 3 | 2 | 6 | -3 | 3 | anti-infantry 3+ | +| Mirrorswords | Melee | 4 | 2 | 4 | -2 | 2 | anti-infantry 3+ | +| Triskele | Melee | 6 | 2 | 3 | -1 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Acrobatic** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Howling Banshees, Aspect Warriors, Infantry, Aeldari +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Howling Banshee Exarch +- 4-9 Howling Banshees + +**Wargear Options:** +- The Howling Banshee Exarch’s Banshee blade can be replaced with 1 of the following:- 1 executioner +- 1 triskele +- The Howling Banshee Exarch’s shuriken pistol and Banshee blade can be replaced with 1 mirrorswords. +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Jain Zar, Autarch + +**Points:** +- 5 models: 95pts +- 10 models: 190pts + +--- + +# Illic Nightspear + +**Role:** Characters + +*There are few Aeldari more skilled in the arts of stealth and marksmanship than Illic Nightspear, whose kill-tally numbers in the hundreds of thousands. Illic’s weapon of choice is the long rifle Void Bringer; each shot from this weapon opens a tiny warp hole within the target, ripping their body apart or wrenching them into the void.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 +** This model has a 5+ invulnerable save against ranged attacks.* + +**Default Wargear:** +**This model is equipped with:** Voidbringer; shuriken pistol; Aeldari power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | +| Voidbringer | 48 | 1 | 2 | 6 | -3 | 3 | devastating wounds, heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari power sword | Melee | 4 | 2 | 4 | -2 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Bringer of the True Death** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Wound roll. +- **Hunter Unseen** (Datasheet): This model’s unit can only be selected as the target of a ranged attack if the attacking model is within 12". + +**Keywords:** Illic Nightspear, Aeldari, Epic Hero, Character, Infantry +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Illic Nightspear – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Rangers + +**Points:** +- 1 model: 70pts + +--- + +# Irillyth + +**Role:** Characters + +*Once a disciple of the first Phoenix Lord Asurmen, Irillyth founded the shrine of the Shadow Spectres on the craftworld of Mymeara, instilling in his warriors the arts of stealth, swiftness and decisive firepower. Known as the Shade of Twilight, he moves like a wraith among shadows, wielding the Spear of Starlight with lethal effect.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Spear of Starlight. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of Starlight | 24 | 3 | 3 | 8 | -2 | 4 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of Starlight | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Reaper of Souls** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Shadow of Death (Aura)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test. + +**Keywords:** Character, Infantry, Epic Hero, Fly, Jump Pack, Phoenix Lord, Aeldari, Irillyth +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Irillyth – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Shadow Spectres + +**Points:** +- 1 model: 105pts + +--- + +# Jain Zar + +**Role:** Characters + +*Always at the front of a charge and famed for her speed and ferocity, Jain Zar carries the Blade of Destruction, an ancient executioner. This she whirls in bloody arcs to carve through foes, before vaulting into a new position. With a flick of her wrist she unleashes the Silent Death, a triple-bladed throwing weapon that can easily sever a foe’s head.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Silent Death; Blade of Destruction. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Silent Death | 12 | 6 | 2 | 6 | -2 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of Destruction | Melee | 8 | 2 | 6 | -3 | 2 | anti-infantry 3+ | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Whirling Death** (Datasheet): While this model is leading a unit, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit and each time a model in that unit makes an Advance move, ignore any vertical distance when determining the total distance that model can be moved during that move. +- **Storm of Silence** (Datasheet): Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Wound roll. + +**Keywords:** Jain Zar, Epic Hero, Phoenix Lord, Aspect Warrior, Aeldari, Infantry, Character +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Jain Zar – EPIC HERO + +**Leader:** +Can lead: Howling Banshees + +**Points:** +- 1 model: 120pts + +--- + +# Karandras + +**Role:** Characters + +*Karandras is a master of stealth and patience, striking in a blur of emerald armour. He assails his enemies with a white-hot burst from the mandiblaster Scorpion’s Bite before ripping them to shreds with his diamond-tipped chainblade Isirmathil, or crushing them in the grip of Arhra’s Bane – his bespoke Scorpion’s claw.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Arhra’s Bane; Isirmathil; the Scorpion’s Bite. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arhra’s Bane | 12 | 2 | 2 | 5 | -1 | 2 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arhra’s Bane | Melee | 5 | 2 | 8 | -3 | 2 | sustained hits 1 | +| Isirmathil | Melee | 8 | 2 | 6 | -1 | 1 | sustained hits 1 | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **The Scorpion’s Bite** (Wargear): Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the TITANIC keyword. +- **Shadow Hunter** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Sustained Assault** (Datasheet): Each time this model makes a melee attack, if it made a Charge move this turn, a successful unmodified Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Epic Hero, Phoenix Lord, Aeldari, Karandras, Character, Infantry +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Karandras – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Striking Scorpions + +**Points:** +- 1 model: 90pts + +--- + +# Kharseth + +**Role:** Characters + +*The most gifted Void Dreamer to have ever lived, Kharseth can sense the minutest fluctuations in the fabric of reality, detecting warp translations and other empyric disturbances and directing the fire of allies with terrifying precision. So too can they wield the energies of the Warp and unleash freezing energies of the void upon their enemies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Dread of the Deep Void; Waystave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dread of the Deep Void | 24 | D6+2 | 3 | 3 | -2 | 1 | anti-infantry 2+, blast, hazardous, ignores cover, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Waystave | Melee | 3 | 2 | 3 | 0 | 3 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Aethersense (Psychic)** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. +- **Fury of the Void (Psychic)** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack. + +**Keywords:** Aeldari, Infantry, Character, Epic Hero, Psyker, Anhrathe, Kharseth +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Kharseth – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Corsair Voidreavers, Corsair Voidscarred + +**Points:** +- 1 model: 95pts + +--- + +# Lhykhis + +**Role:** Characters + +*Lhykhis strikes like an ambush predator from the Empyrean, sowing murderous bloodshed amongst the foe. With each hissing discharge of the Brood Twain, she reduces enemies to sliced sacks of sloshing gore. With Weaverender and her Spider’s Fangs, she picks apart her victims at close quarters before vanishing again into the web of the Warp.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Brood Twain; Spider’s Fangs; Weaverender. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brood Twain | 12 | D6+3 | N/A | 6 | -2 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spider’s Fangs | Melee | 5 | 2 | 4 | -2 | 1 | extra attacks, lethal hits | +| Weaverender | Melee | 5 | 2 | 6 | -2 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Empyric Ambush** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it used its Flickerjump ability. +- **Whispering Web** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Aeldari model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. + +**Keywords:** Infantry, Character, Epic Hero, Aeldari, Jump Pack, Fly, Lhykhis, Aspect Warrior, Phoenix Lord +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Lhykhis – EPIC HERO + +**Leader:** +Can lead: Warp Spiders + +**Points:** +- 1 model: 135pts + +--- + +# Lynx + +**Role:** Other + +*Resembling a sleek twin-bladed spearhead, the Lynx is a heavy grav-tank armed with a pulsar. Though they lack the resilience of the largest engines of Vaul, Lynxes more than compensate for this with their speed and agility, defying the tracking systems of the enemy as they manoeuvre themselves for the perfect precision kill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 16 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Lynx pulsar; shuriken cannon; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Lynx pulsar | 48 | 4 | 3 | 16 | -3 | D6 | assault | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Speed of Vaul** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 9" to the Move characteristic of this model. + +**Keywords:** Vehicle, Fly, Aeldari, Lynx +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Lynx + +**Wargear Options:** +- This model’s shuriken cannon can be replaced with one of the following:- Aeldari missile launcher +- Bright lance +- Scatter laser +- Starcannon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Maugan Ra + +**Role:** Characters + +*A master at killing from a distance, Maugan Ra wields the Maugetar. This scythe-like weapon fires mind-linked shuriken discs large enough to decapitate a swathe of foes before vanishing into nothingness. Should the enemy survive this barrage, they will meet a swift end on the curved edge of the Maugetar’s built-in reaping blade.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Maugetar. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Maugetar | 36 | 6 | 2 | 7 | -2 | 2 | devastating wounds, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Maugetar | Melee | 5 | 2 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Harvester of Souls** (Datasheet): While this model is leading a unit, in your Shooting phase, after selecting targets for that unit’s attacks, if every attack targets the same unit, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 5+, the unit being rolled for is struck by explosive debris; after resolving all of that unit’s attacks against the target unit, each unit struck by explosive debris suffers D3 mortal wounds. +- **Face of Death** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from the result. + +**Keywords:** Phoenix Lord, Infantry, Epic Hero, Aeldari, Aspect Warrior, Maugan Ra, Character +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Maugan Ra + +**Leader:** +Can lead: Dark Reapers + +**Points:** +- 1 model: 100pts + +--- + +# Night Spinner + +**Role:** Other + +*The doomweaver mounted by the Night Spinner is an esoteric weapon that spins great swathes of monofilament wire into a lethal web that is launched high into the air. So strong is this substance that nothing can stop its descent, and any foe lying beneath it faces a horrible death as the razor-sharp strands fall first upon and then through them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** doomweaver; twin shuriken catapult; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Doomweaver | 48 | D6+3 | 3 | 7 | -1 | 2 | blast, indirect fire, twin-linked | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Monofilament Web** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its doomweaver scored a hit against an enemy unit, until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. + +**Keywords:** Night Spinner, Aeldari, Fly, Vehicle +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Night Spinner + +**Wargear Options:** +- This model's twin shuriken catapult can be replaced with 1 shuriken cannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 190pts + +--- + +# Nightwing + +**Role:** Other + +*The Nightwing is a superlative dog-fighting aircraft, its swept-wing design granting it a combination of lightning speed and aerobatic agility unmatched by its rivals. Appearing only as a momentary blur in the sights of adversaries on the ground, Nightwings streak through the skies like born predators, vanquishing their quarry with a hail of shurikens or a single well-placed bright lance strike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin bright lance; twin shuriken cannon; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | twin-linked | +| Twin shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Vehicle, Aircraft, Aeldari, Nightwing, Fly +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Nightwing + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Phantom Titan + +**Role:** Other + +*Phantoms reign as the pinnacle of war-craft, their towering forms wreathed in protective distort fields and invested with ruinous weaponry. To pilot one requires flawless poise and judgement; its steersman must enter a trancelike state, merging with the spirits within so that the Phantom becomes a near-unstoppable god of war.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 14 | 2+ | 55 | 6+ | 20 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** D-bombard; Phantom pulsar; Phantom starcannon; voidstorm missile launcher; Phantom feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| D-bombard | 72 | D6 | 3 | 20 | -4 | 2D6 | blast, devastating wounds | +| Phantom pulsar | 120 | 8 | 3 | 18 | -4 | 6 | — | +| Phantom starcannon | 36 | 4 | 3 | 8 | -3 | 2 | — | +| Pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | — | +| Voidstorm missile launcher | 48 | 2D6 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phantom feet | Melee | 4 | 3 | 12 | -2 | 4 | — | +| Wraith glaive – strike | Melee | 6 | 3 | 18 | -4 | 12 | — | +| Wraith glaive – sweep | Melee | 12 | 3 | 8 | -3 | 4 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Titanic Advance** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there. +- **Towering Wraith Construct** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. +- **Flawless Poise** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Aeldari, Phantom Titan, Wraith Construct, Monster, Titanic, Towering, Walker +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Phantom Titan + +**Wargear Options:** +- This model’s D-bombard can be replaced with one of the following:- 2 Phantom starcannons and 1 wraith glaive +- 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive +- 2 pulse lasers and 1 wraith glaive +- 1 Phantom pulsar +- This model’s Phantom pulsar can be replaced with one of the following:- 1 D-bombard +- 2 Phantom starcannons and 1 wraith glaive +- 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive +- 2 pulse lasers and 1 wraith glaive +- This model’s Phantom starcannon can be replaced with 1 pulse laser. + +**Damaged Profile:** +Remaining Wounds: 1-16 +While this model has 1-16 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 2100pts + +--- + +# Phoenix + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 16 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Phoenix missile array; Phoenix pulse laser; twin shuriken cannon; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phoenix missile array | 48 | D6 | 3 | 6 | -1 | 2 | blast | +| Phoenix pulse laser | 48 | 4 | 3 | 10 | -2 | D6 | — | +| Twin shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot FLY, add 1 to the Hit roll. + +**Keywords:** Vehicle, Phoenix, Aeldari, Aircraft, Fly +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Phoenix + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 175pts + +--- + +# Prince Yriel (Legendary) + +**Role:** Characters + +*A great hero of Iyanden, Prince Yriel is a superlative commander of mighty fleets and great hosts of warriors alike. Yriel’s combat skill is equally unparalleled, and in battle he wields the Spear of Twilight with such speed and flair that his foes have little way of knowing where his next strikes will come from.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** the Eye of Wrath; the Spear of Twilight. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Eye of Wrath | 6 | 1 | 2 | 6 | -3 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Spear of Twilight | Melee | 5 | 2 | 6 | -3 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Hero of Iyanden** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Prince of Corsairs** (Datasheet): If your army includes this model, after both players have deployed their armies, select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Aeldari, Infantry, Epic Hero, Character, Prince Yriel +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Prince Yriel – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Corsair Voidscarred, Corsair Voidreavers, Guardian Defenders, Storm Guardians + +**Points:** +- 1 model: 100pts + +--- + +# Prince Yriel + +**Role:** Characters + +*A noble scion of Craftworld Iyanden, Prince Yriel has walked many paths. Equally adept at commanding vast warfleets and leading great hosts of Anhrathe raiders to war, he is also a skilled combatant. Yriel wields the Spear of Twilight with superlative grace and dexterity and can pierce the guards of even the most vaunted duellists.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Eye of Wrath; shuriken pistol; Spear of Twilight. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eye of Wrath | 6 | 3 | 2 | 6 | -2 | 2 | assault, pistol | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of Twilight | Melee | 5 | 2 | 7 | -3 | 3 | lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Piratical Hero** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll. +- **Prince of Corsairs** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Prince Yriel, Anhrathe, Epic Hero, Infantry, Character, Aeldari +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Prince Yriel – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Corsair Voidreavers, Corsair Voidscarred + +**Points:** +- 1 model: 95pts + +--- + +# Rangers + +**Role:** Other + +*These Outcast warriors are adepts in the arts of stealth warfare, marksmanship and tracking their enemies through the harshest terrain. Veiled by cameleoline cloaks and gloom field generators, they can hide from their foes even in plain sight as they pick them off one by one from extreme range.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**Every model is equipped with:** long rifle; shuriken pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Path of the Outcast** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6". + +**Keywords:** Rangers, Aeldari, Infantry +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 5-10 Rangers + +**Wargear Options:** +- None + +**Leader:** +Led By: Illic Nightspear + +**Points:** +- 5 models: 55pts +- 10 models: 110pts + +--- + +# Revenant Titan + +**Role:** Other + +*Revenants are graceful wraith constructs armed with paired pulsars – high-yield laser weapons that are the bane of heavy armour. Other Revenants wield sophisticated sonic lances, which emit resonant noise that shakes apart everything it hits. Survivors are soon wiped out by its cloudburst missiles, or simply crushed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 13 | 2+ | 30 | 6+ | 16 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** cloudburst missile launcher; Revenant pulsar; sonic lance; Revenant feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cloudburst missile launcher | 36 | 2D6 | 3 | 8 | -2 | 2 | blast | +| Revenant pulsar | 60 | 6 | 3 | 14 | -3 | 4 | assault | +| Sonic lance | 18 | D6+6 | N/A | 8 | -3 | 2 | anti-monster 4+, anti-vehicle 4+, assault, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Revenant feet | Melee | 8 | 3 | 10 | -1 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Titanic Advance** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there. +- **Towering Wraith Construct** (Datasheet): Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so. +- **Revenant Jet Pack** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model. + +**Keywords:** Aeldari, Wraith Construct, Fly, Walker, Towering, Titanic, Monster, Revenant Titan +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Revenant Titan + +**Wargear Options:** +- This model’s Revenant pulsar can be replaced with 1 sonic lance. +- This model’s sonic lance can be replaced with 1 Revenant pulsar. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 1100pts + +--- + +# Scorpion + +**Role:** Other + +*Optimised for hunting heavy tanks and titans, Scorpions are amongst the most powerful mobile weapons platforms employed by the Asuryani. Their twin pulsars are able to lance through the densest armour plating as though it was not there, vaporising everything they touch.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 11 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** shuriken cannon; twin Scorpion pulsar; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | +| Twin Scorpion pulsar | 60 | 6 | 3 | 18 | -3 | 5 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Lanced Obliteration** (Datasheet): Each time an attack made with this model’s twin Scorpion pulsar destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+ instead of on a 6. + +**Keywords:** Aeldari, Scorpion, Vehicle, Fly, Titanic +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Scorpion + +**Wargear Options:** +- This model’s shuriken cannon can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 bright lance +- 1 scatter laser +- 1 starcannon + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 410pts + +--- + +# Shadow Spectres + +**Role:** Other + +*Draped in holo-fields and gossamer-thin robes, Shadow Spectres haunt the battlefield as intangible ghosts, using their prism rifles to knock out valuable armoured targets before swiftly relocating. Their abilities allow these unsettling Aspect Warriors to stay a step ahead of any counterattack as they resume their terrifying hunt.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| SHADOW SPECTRE | 12" | 3 | 3+ | 1 | 6+ | 1 | +| SHADOW SPECTRE EXARCH | 12" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** prism rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prism rifle – dispersed | 18 | D6 | 3 | 4 | -1 | 1 | blast | +| Prism rifle – focused | 24 | 1 | 3 | 6 | -2 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Shade of Twilight** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Infantry, Jump Pack, Fly, Shadow Spectres, Aeldari +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 0-1 Shadow Spectre Exarch +- 5-10 Shadow Spectres + +**Wargear Options:** +- None + +**Leader:** +Led By: Irillyth + +**Points:** +- 5 Shadow Spectres: 115pts +- 10 Shadow Spectres: 230pts +- Shadow Spectre Exarch: 30pts + +--- + +# Shadow Weaver Platform + +**Role:** Other + +*Cruel and terrible weapons, shadow weavers project spools of monofilament wire skywards above the foe. Spreading into a lethal web, the wire falls silently into the enemy ranks, slicing irresistibly through armour, meat and bone before settling, snowflake soft, amidst the gruesomely butchered remains of all those caught beneath its descending strands.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 6 | 4+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** shadow weaver; shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shadow weaver | 48 | D6+2 | 3 | 6 | -1 | 1 | blast, indirect fire | +| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Support Weapon** (Datasheet): Each time an attack targets this model’s unit, if that unit contains one or more other models, until that attack is resolved, this model has a Toughness characteristic of 3. +- **Monofilament Snare** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its shadow weaver. Until the start of your next turn, that enemy unit is snared. While a unit is snared, each time that unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound. +- **SUPPORT ARTILLERY** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support Weapon model joined to it). This model then counts as part of that GUARDIANS unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. + +This model, and any unit it is joined to, cannot embark within a Transport. + +**Keywords:** Shadow Weaver Platform, Aeldari, Infantry, Support Weapon +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Shadow Weaver Platform + +**Points:** +- 1 model: 75pts + +--- + +# Shadowseer + +**Role:** Characters + +*Shadowseers can blind their enemies and drive them mad with their psychic powers. They shield their allies with veils of illusion, and crush bones in close combat with strikes from their miststaves – which also scramble the perceptions of those they hit.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; miststave; flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Miststave | Melee | 4 | 2 | 5 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Fog of Dreams (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". +- **Treacherous Illusion (Psychic)** (Datasheet): Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. +- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. + +**Keywords:** Psyker, Grenades, Shadowseer, Aeldari, Character, Infantry +**Faction Keywords:** Harlequins, + +**Unit Composition:** +- 1 Shadowseer + +**Wargear Options:** +- This model’s shuriken pistol can be replaced with 1 neuro disruptor. + +**Leader:** +Can lead: Troupe + +**Points:** +- 1 model: 60pts + +--- + +# Shining Spears + +**Role:** Other + +*Shining Spears live to joust, which they do at breathtaking speeds upon their jetbike steeds. Their chosen weapon is the long and formidable laser lance, which burns an opening in the target with a powerful energy blast an instant before the bulk of the weapon slams home with a devastating, piercing impact.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| SHINING SPEAR | 14" | 4 | 3+ | 2 | 6+ | 2 | +| SHINING SPEAR EXARCH | 14" | 4 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** laser lance; twin shuriken catapult. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laser lance | 6 | 1 | 3 | 6 | -2 | 3 | assault | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Star lance | 6 | 1 | 3 | 9 | -3 | 3 | assault | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laser lance | Melee | 3 | 3 | 5 | -2 | 3 | anti-monster 3+, anti-vehicle 3+, lance | +| Paragon sabre | Melee | 6 | 3 | 5 | -2 | 2 | — | +| Star lance | Melee | 4 | 3 | 5 | -3 | 3 | anti-monster 3+, anti-vehicle 3+, lance | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Extreme Mobility** (Datasheet): Each time this unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance models in this unit can be moved during that move. +- **Shimmershield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Aspect Warriors, Fly, Mounted, Shining Spears, Aeldari +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Shining Spear Exarch +- 2-5 Shining Spears + +**Wargear Options:** +- The Shining Spear Exarch’s laser lance can be replaced with one of the following:- 1 paragon sabre +- 1 star lance +- The Shining Spear Exarch’s twin shuriken catapult can be replaced with 1 shuriken cannon. +- The Shining Spear Exarch can be equipped with 1 shimmershield. + +**Points:** +- 3 models: 110pts +- 6 models: 220pts + +--- + +# Shroud Runners + +**Role:** Other + +*Streaking into battle as barely perceived blurs, Shroud Runners effortlessly outmanoeuvre their enemies while harassing them with pinpoint sniper fire. Each jetbike acts as the mount for a pair of skilled Aeldari Rangers, the pillion rider often entering a marksman’s trance so as to aim and fire while travelling at incredible speeds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 5+ | 3 | 7+ | 2 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**Every model is equipped with:** long rifle; scatter laser; shuriken pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Long rifle | 36 | 1 | 2 | 4 | -1 | 2 | precision | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Target Acquisition** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with a long rifle. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. + +**Keywords:** Mounted, Shroud Runners, Fly, Aeldari +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 3-6 Shroud Runners + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Skathach Wraithknight + +**Role:** Other + +*Skathach Wraithknights were designed to walk the endless paths of the Labyrinth Dimension, purging those eldritch passageways of any trespassers. Equipped with complex webway shunt generators and rare, specialised weapons, these constructs stride the battlefield like vengeful demigods, dispensing doom with every graceful step.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 10 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** inferno lance; titanic feet; scattershield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deathshroud cannon – dispersed | 12 | 3D6 | 3 | 6 | -1 | 1 | blast, devastating wounds | +| Deathshroud cannon – focused | 48 | D6 | 3 | 10 | -3 | 2 | blast, devastating wounds | +| Inferno lance | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 5 | 3 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Agile** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over other models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there. +- **Webway Shunt Generator** (Datasheet): Once per battle, at the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield and place it into Strategic Reserves. +- **Scattershield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Aeldari, Wraith Construct, Walker, Towering, Titanic, Monster, Skathach Wraithknight +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Skathach Wraithknight + +**Wargear Options:** +- This model can be equipped with up to two of the following:- 1 scatter laser +- 1 shuriken cannon +- 1 starcannon +- This model’s inferno lance can be replaced with 1 deathshroud cannon. +- This model’s scattershield can be replaced with one of the following:- 1 inferno lance +- 1 deathshroud cannon + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 490pts + +--- + +# Skyweavers + +**Role:** Other + +*Skyweavers shoot through the air in a prismatic storm of hallucinatory colour and light. While the riders known as Skyborne Princes pilot each jetbike and operate its guns, those called Great Falcons ride pillion, poised to cut down the foe with their star bolas or bisect them with their sweeping zephyrglaives.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 4+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** shuriken cannon; star bolas; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Skyweaver haywire cannon | 24 | 2 | 3 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds | +| Star bolas | 12 | D3 | 3 | 7 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | +| Zephyrglaive | Melee | 4 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Acrobatic Grace** (Datasheet): Each time an attack targets this unit, subtract 1 from the Hit roll. + +**Keywords:** Aeldari, Fly, Smoke, Mounted, Skyweavers +**Faction Keywords:** Harlequins, + +**Unit Composition:** +- 2-4 Skyweavers + +**Wargear Options:** +- Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon. +- Any number of models can each have their star bolas replaced with 1 zephyrglaive. + +**Points:** +- 2 models: 95pts +- 4 models: 190pts + +--- + +# Solitaire + +**Role:** Characters + +*Solitaires are the equal of a host of lesser warriors, and can move at speeds the naked eye cannot follow. In combat, their scything kicks and hammer-blow punches come so fast their foes are dead before they know they are in a fight. They sever heads and pierce hearts in a rapid blur of movement, and cause blood to fall like monsoon rain.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Solitaire weapons, flip belt. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Solitaire weapons | Melee | 9 | 2 | 6 | -2 | 2 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Blitz** (Datasheet): Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons. +- **Blur of Movement** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced. +- **PATH OF DAMNATION** (Fortification (левая колонка)): This model cannot be your WARLORD. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. + +**Keywords:** Character, Infantry, Epic Hero, Aeldari, Solitaire +**Faction Keywords:** Harlequins, + +**Unit Composition:** +- 1 Solitaire – EPIC HERO + +**Points:** +- 1 model: 115pts + +--- + +# Spiritseer + +**Role:** Characters + +*It falls to the Spiritseers to commune with the souls of the dead. In this capacity, they guide ghost warriors through the inferno of battle, bringing the world around them into greater focus. Aided in this way, ghost warriors become yet more lethal, their strikes and shots ensuring the swift demise of their foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; witch staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Witch staff | Melee | 2 | 2 | 3 | 0 | D3 | anti-infantry 2+, psychic | + +**Abilities:** +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Spiritseer** (Datasheet): While this model is within 3" of one or more friendly Wraith Construct units, this model has the Lone Operative ability. +- **Spirit Mark (Psychic)** (Datasheet): Once per turn, in your Movement phase, when this model starts or ends a move, select one friendly Wraith Construct unit within 6" of this model (excluding TITANIC units) and one enemy unit visible to this model. Until the start of your next Movement phase, weapons equipped by models in that friendly unit have the [SUSTAINED HITS 1] ability while targeting that enemy unit. +- **Tears of Isha (Psychic)** (Datasheet): In your Command phase, select one friendly Wraith Construct unit within 6" of this model. If one or more models in that unit are destroyed, you can return one destroyed model to that unit. Otherwise, one model in that unit regains up to D3 lost wounds. Each unit can only be selected for this ability once per turn. + +**Keywords:** Spiritseer, Character, Infantry, Aeldari, Psyker +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Spiritseer + +**Points:** +- 1 model: 65pts + +--- + +# Starfangs + +**Role:** Other + +*The Starfang combines the graceful silhouette and wraithbone armour of the Asuryani Vyper with Commorrite weapons technology. Armed with a turret-mounted disintegrator cannon and underslung Starfang grenade launcher, this swift skimmer provides Anhrathe raiding forces with much needed firepower.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** disintegrator cannon; Starfang grenade launcher; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | assault | +| Starfang grenade launcher | 36 | D3 | 3 | 6 | -3 | 2 | assault, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Hallucinogen Grenades** (Datasheet): At the start of your opponent’s Shooting phase, this unit can use this ability. If it does, select one Aeldari Infantry unit from your army visible to and within 36" of this unit: until the end of the phase, that unit has the Stealth ability. + +**Keywords:** Anhrathe, Vehicle, Aeldari, Fly, Smoke, Grenades, Starfangs +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1-2 Starfangs + +**Wargear Options:** +- None + +**Points:** +- 1 model: 75pts +- 2 models: 150pts + +--- + +# Starweaver + +**Role:** Dedicated Transports + +*These agile and nimble anti-grav transport craft swoop and spiral effortlessly through incoming fire, their flickering holo-fields giving them polychromatic camouflage. Armed with multiple heavy weapons, they provide great volumes of supporting fire for the troops they carry, scything down the foe with withering hails of shurikens.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 4+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 2 shuriken cannons; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Rapid Embarkation** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Harlequins Infantry unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. + +**Keywords:** Aeldari, Transport, Dedicated Transport, Smoke, Fly, Starweaver, Vehicle +**Faction Keywords:** , Harlequins + +**Unit Composition:** +- 1 Starweaver + +**Transport:** +This model has a transport capacity of 6 Harlequins Infantry models. + +**Points:** +- 1 model: 80pts + +--- + +# Storm Guardians + +**Role:** Battleline + +*Storm Guardians often support Aspect Warriors in close combat, wielding their pistols and blades with all the grace and skill of their kind. Other Storm Guardians bring special weapons to bear, burning foes out of cover with bursts from their flamers or melting through armoured bunkers with their fusion guns.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| STORM GUARDIAN | 7" | 3 | 4+ | 1 | 7+ | 2 | +| SERPENT’S SCALE PLATFORM | 7" | 3 | 4+ | 2 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Storm Guardian is equipped with:** shuriken pistol; close combat weapon. + +**The Serpent’s Scale Platform is equipped with:** close combat weapon; Serpent shield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6 | assault, melta 2 | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power sword | Melee | 2 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Stormblades** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Crewed Platform** (Datasheet): When the last Storm Guardian model in this unit is destroyed, any remaining Serpent’s Scale Platform models in this unit are also destroyed. +- **Serpent Shield** (Wargear): Models in the bearer’s unit have a 5+ invulnerable save. + +**Keywords:** Guardians, Storm Guardians, Infantry, Battleline, Aeldari, Grenades +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 10 Storm Guardians +- 1 Serpent’s Scale Platform + +**Wargear Options:** +- Up to 2 Storm Guardians can each have their shuriken pistol replaced with 1 flamer. +- Up to 2 Storm Guardians can each have their shuriken pistol replaced with 1 fusion gun. +- Up to 2 Storm Guardians can each have their close combat weapon replaced with 1 power sword. + +**Leader:** +Led By: Yvraine, The Visarch, Eldrad Ulthran, Autarch, Farseer, Warlock, Prince Yriel (Legendary) + +**Points:** +- 11 models: 110pts + +--- + +# Striking Scorpions + +**Role:** Other + +*Striking Scorpions are the stealthiest Aspect, becoming one with the shadows to creep up on the enemy before falling upon them with ruthless intent. They can wait for days without motion before striking with the force of a lightning bolt, launching hails of mandiblaster fire and delivering flurries of blows with their Scorpion chainswords.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| STRIKING SCORPION | 7" | 3 | 3+ | 1 | 6+ | 1 | +| STRIKING SCORPION EXARCH | 7" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Striking Scorpion Exarch is equipped with:** shuriken pistol; Scorpion chainsword; Scorpion’s claw. + +**Every Striking Scorpion is equipped with:** shuriken pistol; Scorpion chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsabres | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol, twin-linked | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Biting blade | Melee | 4 | 3 | 6 | -3 | 1 | sustained hits 1 | +| Chainsabres | Melee | 5 | 3 | 4 | -1 | 1 | sustained hits 1, twin-linked | +| Scorpion chainsword | Melee | 4 | 3 | 4 | -1 | 1 | sustained hits 1 | +| Scorpion’s claw | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Mandiblasters** (Datasheet): Each time a model in this unit makes a melee attack, if it made a Charge move this turn, an unmodified Hit roll of 5+ scores a Critical Hit. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Aspect Warriors, Aeldari, Striking Scorpions, Infantry +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Striking Scorpion Exarch +- 4-9 Striking Scorpions + +**Wargear Options:** +- The Striking Scorpion Exarch’s shuriken pistol, Scorpion chainsword and Scorpion’s claw can be replaced with one of the following:- 1 biting blade and 1 shuriken pistol +- 1 chainsabres +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Karandras, Autarch + +**Points:** +- 5 models: 85pts +- 10 models: 150pts + +--- + +# Swooping Hawks + +**Role:** Other + +*Swooping Hawks soar high above the battlefield with incredible grace and agility, moving with such speed that they appear as a blur of colour. They are masters of harassment warfare, perfectly suited to breaking up enemy counter-attacks or picking off vulnerable formations with a hail of las-fire and plasma grenades.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| SWOOPING HAWK | 14" | 3 | 4+ | 1 | 6+ | 1 | +| SWOOPING HAWK EXARCH | 14" | 3 | 4+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Swooping Hawk Exarch is equipped with:** Hawk’s talon; close combat weapon. + +**Every Swooping Hawk is equipped with:** lasblaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exarch’s lasblaster | 24 | 4 | 3 | 5 | -1 | 1 | assault, lethal hits | +| Hawk’s talon | 24 | 2 | 3 | 6 | -2 | 2 | lethal hits | +| Lasblaster | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Sunpistol | 12 | 2 | 3 | 4 | 0 | 1 | assault, lethal hits, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Grenade Pack Flyover** (Datasheet): Once per turn, in your Movement phase, when this unit is set up on the battlefield or ends a Normal, Advance or Fall Back move, it can use this ability. If it does, select one enemy unit within 8" of and visible to this unit and roll one D6 for each Swooping Hawks model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). Each time this unit uses this ability, until the end of the turn, you cannot target this unit with the Grenade Stratagem. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Grenades, Fly, Jump Pack, Aeldari, Infantry, Aspect Warriors, Swooping Hawks +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Swooping Hawk Exarch +- 4-9 Swooping Hawks + +**Wargear Options:** +- The Swooping Hawk Exarch’s Hawk’s talon can be replaced with one of the following:- 1 Exarch’s lasblaster +- 1 sunpistol and 1 power sword +- 1 scatter laser +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Baharroth, Autarch Wayleaper + +**Points:** +- 5 models: 95pts +- 10 models: 190pts + +--- + +# The Visarch + +**Role:** Characters + +*The Visarch darts amongst the foe, taking off limbs and heads with the Cronesword Asu-var, the Sword of Silent Screams. The many faces that adorn his ancient suit of Bel-Anshoc armour represent the personalities he can take in battle, which include the sure blade of an Exarch and the acrobatic prowess of a Drukhari Wych.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Asu-var. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Asu-var – quicksilver stance | Melee | 8 | 2 | 4 | -1 | 1 | sustained hits 2 | +| Asu-var – duellist stance | Melee | 6 | 2 | 5 | -2 | 2 | devastating wounds, precision | +| Asu-var – mythic stance | Melee | 4 | 2 | 3 | -4 | 3 | anti-epic hero 2+, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Way of the Blade** (Datasheet): While this model is leadings unit, models in that unit have the Fights First ability. +- **Yvraine’s Champion** (Datasheet): While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability. +- **SERVANT OF THE WHISPERING GOD** (Fortification (левая колонка)): If your army includes THE VISARCH, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH. + +**Keywords:** Epic Hero, Aeldari, The Visarch, Character, Infantry +**Faction Keywords:** , Ynnari + +**Unit Composition:** +- 1 Visarch – EPIC HERO + +**Leader:** +Can lead: Ynnari Incubi, Ynnari Wyches, Ynnari Kabalite Warriors, Storm Guardians, Corsair Voidscarred, Corsair Voidreavers, Guardian Defenders + +**Points:** +- 1 model: 90pts + +--- + +# The Yncarne + +**Role:** Characters + +*Once it has torn into realspace, the Yncarne advances on its enemies amidst a vortex of deathly whispers. It is a roaring psychic hurricane that rips the life from those who earn its ire. Nearby Ynnari are invigorated by its chilling power, while foes are turned to dust by the Yncarne’s gaze, or sliced in two by its sweeping blows.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** swirling soul energy; Vilith-zhar. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Swirling soul energy | 12 | D6+3 | N/A | 7 | -1 | D3 | ignores cover, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vilith-zhar – strike | Melee | 5 | 2 | 12 | -4 | D6+1 | — | +| Vilith-zhar – sweep | Melee | 10 | 2 | 6 | -4 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Inevitable Death** (Datasheet): Once in each of your opponent’s turns, if this model is on the battlefield when another friendly AELDARI unit is destroyed, just after removing the last model in that unit, you can remove this model from the battlefield and set it up as close as possible to where that destroyed model was destroyed and not within Engagement Range of one or more enemy units. +- **Ethereal Form** (Datasheet): Each time this model destroys an enemy unit, it regains up to D3 lost wounds. +- **AVATAR OF THE WHISPERING GOD** (Fortification (левая колонка)): If your army includes THE YNCARNE, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE YNCARNE. + +**Keywords:** Daemon, The Yncarne, Character, Epic Hero, Monster, Aeldari, Fly, Psyker +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Yncarne – EPIC HERO + +**Points:** +- 1 model: 260pts + +--- + +# Troupe Master + +**Role:** Characters + +*Choreographers of conflict, Troupe Masters direct their comrades’ reactions to the fates of battle and ensure their performance in the theatre of war is as perfect as it can be. They are blisteringly swift and deadly warriors, and with the consent of their peers they act as focal points of their Troupes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; Troupe Master’s blade; flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion pistol | 6 | 1 | 2 | 8 | -4 | D6 | assault, melta 2, pistol | +| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Harlequin’s special weapon | Melee | 6 | 2 | 4 | -1 | 2 | devastating wounds | +| Troupe Master’s blade | Melee | 5 | 2 | 5 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Choreographer of War** (Datasheet): While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit. +- **Cegorach’s Favour** (Datasheet): Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll. +- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. + +**Keywords:** Grenades, Troupe Master, Aeldari, Character, Infantry +**Faction Keywords:** , Harlequins + +**Unit Composition:** +- 1 Troupe Master + +**Wargear Options:** +- This model’s shuriken pistol can be replaced with one of the following:- 1 fusion pistol +- 1 neuro disruptor +- This model's Troupe Master's blade can be replaced with 1 Harlequin's special weapon. + +**Leader:** +Can lead: Troupe + +**Points:** +- 1 model: 75pts + +--- + +# Troupe + +**Role:** Other + +*The Players of Harlequin Troupes perform with breathtaking skill, whether their stage is a wraithbone and glass amphitheatre bathed in crystalline light, or the firelit hell of the battlefield. They tumble, sprint and leap with beautiful agility, every squeeze of a trigger and slash of a blade bringing death to the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 1 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; Harlequin’s blade, flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Harlequin’s blade | Melee | 5 | 3 | 3 | -1 | 1 | devastating wounds | +| Harlequin’s special weapon | Melee | 4 | 3 | 4 | -1 | 1 | devastating wounds | +| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Dance of Death** (Datasheet): At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: +- **Hero’s Prowess:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1. +- **Villain’s Doom:** Each time a model in this unit makes an attack, add 1 to the Wound roll. +- **Trickster’s Grace:** Each time an attack targets this unit, subtract 1 from the Hit roll. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. + +**Keywords:** Infantry, Aeldari, Grenades, Troupe +**Faction Keywords:** Harlequins, + +**Unit Composition:** +- 1 Lead Player +- 4-11 Players + +**Wargear Options:** +- Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon. +- The Lead Player’s Harlequin’s blade can be replaced with 1 power sword. +- If this unit contains 9 or fewer models:- Up to 2 models can each have their shuriken pistol replaced with 1 neuro disruptor +- Up to 2 models can each have their shuriken pistol replaced with 1 fusion pistol +- If this unit contains 10 or more models:- Up to 4 models can each have their shuriken pistol replaced with 1 neuro disruptor +- Up to 4 models can each have their shuriken pistol replaced with 1 fusion pistol + +**Leader:** +Led By: Troupe Master, Shadowseer + +**Points:** +- 5 models: 85pts +- 6 models: 100pts +- 11 models: 190pts +- 12 models: 205pts + +--- + +# Vampire Hunter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 3+ | 30 | 6+ | 0 | + +**Invulnerable Save:** 4* +*Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** scatter laser; 2 twin pulse lasers; twin Vampire pulsar; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Twin pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | twin-linked | +| Twin Vampire pulsar | 60 | 3 | 3 | 12 | -3 | 4 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Titan Hunter** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1. + +**Keywords:** Aircraft, Vampire Hunter, Aeldari, Titanic, Fly, Vehicle +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Vampire Hunter + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 460pts + +--- + +# Vampire Raider + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 3+ | 30 | 6+ | 0 | + +**Invulnerable Save:** 4* +*Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** scatter laser; 2 twin pulse lasers; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Twin pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Into the Foe** (Datasheet): If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. + +**Keywords:** Aircraft, Vampire Raider, Aeldari, Fly, Vehicle, Transport, Titanic +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Vampire Raider + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 30 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Yvraine and The Visarch). + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 430pts + +--- + +# Vibro Cannon Platform + +**Role:** Other + +*Vibro cannons unleash resonating barrages of sonic energy, funnelled along magnetic tunnels into the foe’s ranks. Such a blast rips a furrow of destruction through the ground before shaking foes apart, shattering bones and detonating engines and ammunition. When these beams are crossed, however, the harmonic becomes truly apocalyptic.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 6 | 4+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** vibro cannon; shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | +| Vibro cannon | 48 | D6 | 3 | 9 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Support Weapon** (Datasheet): Each time an attack targets this model’s unit, if that unit contains one or more other models, until that attack is resolved, this model has a Toughness characteristic of 3. +- **Sonic Destruction** (Datasheet): In your Shooting phase, each time this model makes an attack with its vibro cannon that targets an enemy unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1 for each other friendly VIBRO CANNON PLATFORM model that made one or more attacks with its vibro cannon that also targeted that enemy unit this phase. +- **SUPPORT ARTILLERY** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support Weapon model joined to it). This model then counts as part of that GUARDIANS unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. + +This model, and any unit it is joined to, cannot embark within a Transport. + +**Keywords:** Infantry, Aeldari, Vibro Cannon Platform, Support Weapon +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Vibro Cannon Platform + +**Points:** +- 1 model: 60pts + +--- + +# Voidweaver + +**Role:** Other + +*The Voidweaver’s potent combination of versatile weapons, lightweight psychoplastic armour, hyper-velocity and polychromatic camouflage make them exceptionally dangerous attack craft. Deadly on the ambush, groups of Voidweavers can rip apart enemy battle tanks or slaughter whole squads of infantry.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 4+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prismatic cannon – dispersed pulse | 24 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Prismatic cannon – focused lances | 24 | 2 | 3 | 12 | -3 | 4 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Voidweaver haywire cannon | 24 | 3 | 3 | 4 | -1 | 3 | anti-vehicle 4+, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Polychromatic Camouflage** (Datasheet): This unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +**Keywords:** Fly, Voidweaver, Vehicle, Aeldari +**Faction Keywords:** , Harlequins + +**Unit Composition:** +- 1 Voidweaver + +**Wargear Options:** +- This model’s Voidweaver haywire cannon can be replaced with 1 prismatic cannon. + +**Points:** +- 1 model: 125pts + +--- + +# Vypers + +**Role:** Other + +*These sleek skimmers offer a perfect compromise between the speed of a jetbike and the heavier armament of a grav-tank. Well-drilled Vyper squadrons move as one at breakneck speeds, evincing incredible grace as their seated gunners blast at the vulnerable rear armour of tanks or harass the flanks of infantry squads.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** shuriken cannon; bright lance; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 2 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Starcannon | 36 | 2 | 2 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Harassment Fire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Vypers, Fly, Aeldari, Vehicle +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1-2 Vypers + +**Wargear Options:** +- Any number of models can each have their bright lance replaced with one of the following:- 1 scatter laser +- 1 starcannon +- Any number of models can each have their shuriken cannon replaced with 1 missile launcher. + +**Points:** +- 1 model: 75pts +- 2 models: 150pts + +--- + +# War Walkers + +**Role:** Other + +*The graceful, bipedal War Walkers often take to the field in the vanguard of Asuryani armies. Highly agile, they are also heavily armed, carrying two heavy weapons to eliminate foes before they can strike back. A formidable power field of invisible energy protects each War Walker, blurring and distorting its outline and shielding the pilot.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** 2 shuriken cannons; War Walker feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| War Walker feet | Melee | 3 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Crystalline Targeting** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly AELDARI unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. Each unit can only be selected for this ability once per turn. + +**Keywords:** Vehicle, Aeldari, Walker, War Walkers +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1-2 War Walkers + +**Wargear Options:** +- Each model can have each shuriken cannon it is equipped with replaced with one of the following:- 1 missile launcher +- 1 bright lance +- 1 scatter laser +- 1 starcannon + +**Points:** +- 1 model: 85pts +- 2 models: 170pts + +--- + +# Warlock Conclave + +**Role:** Other + +*When Warlocks gather into battle conclaves, they pool their psychic might to defend their fellow Aeldari better and excoriate the foe with arcing storms ofempyric destruction. Wielding shimmering singing spears and witch blades with the skill of those trained on the Path of the Warrior, they also punish their enemies at close quarters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Destructor; shuriken pistol; witchblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Singing spear | Melee | 2 | 3 | 3 | 0 | 3 | psychic | +| Witchblade | Melee | 2 | 3 | 3 | 0 | 2 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Protect (Psychic)** (Datasheet): While a Farseer model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. +- **Psychic Communion (Psychic)** (Datasheet): Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model’s Destructor weapon for each other friendly Aeldari Psyker model within 6" of that model (to a maximum of +2). + +**Keywords:** Warlock Conclave, Infantry, Aeldari, Psyker, Warlocks +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 2-4 Warlocks + +**Wargear Options:** +- Any number of models can each have their witchblade replaced with 1 singing spear. + +**Leader:** +Led By: Eldrad Ulthran, Farseer + +**Points:** +- 2 models: 55pts +- 4 models: 130pts + +--- + +# Warlock Skyrunners + +**Role:** Other + +*Jetbikes add great speed to Warlocks’ already formidable array of powers. Many craftworlds deploy entire Skyrunner conclaves, although such formations are especially common in the Wild Rider clans of Saim-Hann.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 6+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Destructor; shuriken pistol; twin shuriken catapult; witchblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Singing spear | Melee | 2 | 3 | 3 | 0 | 3 | psychic | +| Witchblade | Melee | 2 | 3 | 3 | 0 | 2 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Runes of Battle (Psychic)** (Datasheet): Weapons equipped by models in this unit have the [IGNORES COVER] ability. +- **Psychic Communion (Psychic)** (Datasheet): Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model’s Destructor weapon for each other friendly Aeldari Psyker model within 6" of that model (to a maximum of +2). + +**Keywords:** Psyker, Fly, Aeldari, Warlocks, Warlock Skyrunners, Mounted +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1-2 Warlock Skyrunners + +**Wargear Options:** +- Any number of models can each have their witchblade replaced with 1 singing spear. + +**Points:** +- 1 model: 45pts +- 2 models: 90pts + +--- + +# Warlock + +**Role:** Characters + +*Seers who have trained as Aspect Warriors find it easier to develop destructive psychic powers. These Aeldari are called Warlocks. In battle, they frequently band together in conclaves to pool their eldritch power, or else lead other Aeldari squads such as Guardians from the front. Casting the runes of battle, they wreak havoc on the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Destructor; shuriken pistol; witchblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Singing spear | Melee | 2 | 3 | 3 | 0 | 3 | psychic | +| Witchblade | Melee | 2 | 3 | 3 | 0 | 2 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Runes of Fortune (Psychic)** (Datasheet): Each time an enemy unit declares a charge, if one or more units with this ability are selected as a target of that charge, subtract 2 from the Charge roll. +- **Psychic Communion (Psychic)** (Datasheet): Each time this model is selected to shoot, until the end of the phase, add 1 to the Attacks and Strength characteristics of its Destructor weapon for each other friendly Aeldari Psyker model within 6" of this model (to a maximum of +2). + +**Keywords:** Aeldari, Character, Infantry, Warlock, Psyker +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Warlock + +**Wargear Options:** +- This model’s witchblade can be replaced with 1 singing spear. + +**Leader:** +Can lead: Guardian Defenders, Storm Guardians + +**Points:** +- 1 model: 45pts + +--- + +# Warp Hunter + +**Role:** Other + +*Like the Fire Prism and Night Spinner, the rare Warp Hunter grav-tank foregoes the transport capacity of the Falcon chassis in favour of its potent main armament. Known as the D-flail, this huge weapon can be used either to project a sphere of warp energy that tears its target apart, or to open a temporary rift that drags hapless victims to a terrible death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** D-flail; twin shuriken catapult; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| D-flail – blast | 24 | D3 | 3 | 12 | -4 | 3 | blast, devastating wounds | +| D-flail – rift | 12 | D3 | N/A | 12 | -4 | 3 | devastating wounds, torrent | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Devastating Assault** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. + +**Keywords:** Vehicle, Fly, Aeldari, Warp Hunter +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Warp Hunter + +**Wargear Options:** +- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Warp Spiders + +**Role:** Other + +*Warp Spiders attack without warning. They do this with their jump generators – arcane dimensional devices that allow them to make short but dangerous leaps through the immaterium. When they return to reality, Warp Spiders fire clouds of razor-sharp monofilament wire at the foe, slicing them apart as they writhe in a doomed effort to escape.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| WARP SPIDER | 12" | 3 | 3+ | 1 | 6+ | 1 | +| WARP SPIDER EXARCH | 12" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Warp Spider Exarch is equipped with:** Exarch’s death spinner; close combat weapon. + +**Every Warp Spider is equipped with:** death spinner; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death spinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | +| Death weavers | 6 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent, twin-linked | +| Exarch’s death spinner | 12 | D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | +| Spinneret rifle | 18 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Powerblade array | Melee | 10 | 3 | 4 | -2 | 1 | lethal hits, twin-linked | +| Powerblades | Melee | 5 | 3 | 4 | -2 | 1 | lethal hits, twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Flickerjump** (Datasheet): In your Movement phase, each time this unit is selected to make a Normal move, it can use this ability. If it does, until the end of the turn, this unit is not eligible to declare a charge and models in it have a Move characteristic of 24". Each time this unit uses this ability, at the end of the phase, roll one D6 for each model in this unit: for each 1, this unit suffers 1 mortal wound. +- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. + +**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Aspect Warriors, Warp Spiders, Infantry, Aeldari, Jump Pack, Fly +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Warp Spider Exarch +- 4-9 Warp Spiders + +**Wargear Options:** +- The Warp Spider Exarch’s Exarch’s death spinner can be replaced with one of the following:- 1 spinneret rifle and 1 death weavers +- 1 powerblades and 1 death weavers +- 1 powerblade array +- For every 5 models in this unit, it can have 1 Aspect Shrine token. + +**Leader:** +Led By: Autarch Wayleaper, Lhykhis + +**Points:** +- 5 models: 105pts +- 10 models: 190pts + +--- + +# Wasp Assault Walker + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** scatter laser; shuriken cannon; Wasp feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | +| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wasp feet | Melee | 3 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Cloudbreakers** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. + +**Keywords:** Aeldari, Wasp Assault Walker, Vehicle, Walker, Fly +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Wasp Assault Walker + +**Wargear Options:** +- This model’s scatter laser can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 bright lance +- 1 shuriken cannon +- 1 starcannon +- This model’s shuriken cannon can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 bright lance +- 1 scatter laser +- 1 starcannon + +**Points:** +- 1 model: 95pts + +--- + +# Wave Serpent + +**Role:** Dedicated Transports + +*The leading troop carriers in a craftworld’s arsenal, Wave Serpents transport warriors to any part of the battlefield at immense speeds. These troops are protected by a powerful energy field and receive covering fire from the vehicle’s powerful array of heavy weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 13 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin shuriken cannon; twin shuriken catapult; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Twin missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | twin-linked | +| Twin missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast, twin-linked | +| Twin bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | twin-linked | +| Twin scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1, twin-linked | +| Twin shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits, twin-linked | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | +| Twin starcannon | 36 | 2 | 3 | 8 | -3 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Wave Serpent Shield** (Datasheet): Each time a ranged attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll. + +**Keywords:** Transport, Vehicle, Aeldari, Wave Serpent, Fly, Dedicated Transport +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Wave Serpent + +**Wargear Options:** +- This model’s twin shuriken cannon can be replaced with one of the following:- 1 twin missile launcher +- 1 twin bright lance +- 1 twin scatter laser +- 1 twin starcannon +- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. + +**Transport:** +This model has a transport capacity of 12 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Asuryani, Yvraine and The Visarch models). + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 125pts + +--- + +# Webway Gate + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This unit is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Arcane Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Webway Strike** (Datasheet): Each time a friendly AELDARI unit arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is wholly within 6" of this FORTIFICATION. If you do, that AELDARI unit can be set up within 9" of enemy models, and can be set up within Engagement Range of enemy models. If an AELDARI unit is set up within Engagement Range of any enemy models in this way, it counts as having made a Charge move this turn and is eligible to fight this turn. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **DEPLOYMENT** (Special (правая колонка)): Both Wraithbone Arches of this FORTIFICATION must be set up with their upper points no more than 1" apart and with both statues facing in fully opposite directions so that an arch is formed, as shown on the right. Both arches are then treated as a single model for all rules purposes. + +**Keywords:** Fortification, Aeldari, Webway Gate +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 2 Wraithbone Arches + +**Wargear Options:** +- None + +**Points:** +- 2 models: 105pts + +--- + +# Windriders + +**Role:** Other + +*The jetbikes ridden by the Windriders can cross leagues in the space of a few heartbeats, and to master such incredible machines takes great skill. Windriders are expected to do this and more, for in battle they must be able to shred what resistance they encounter with devastating bursts of fire from their jetbikes’ attached weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 4+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Swift Demise** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If the target of that attack is the closest eligible target, you can re-roll the Hit roll instead. + +**Keywords:** Fly, Aeldari, Windriders, Mounted +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 3-6 Windriders + +**Wargear Options:** +- Any number of models can each have their twin shuriken catapult replaced with one of the following:- 1 scatter laser +- 1 shuriken cannon + +**Leader:** +Led By: Autarch Skyrunner, Farseer Skyrunner + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Wraithblades + +**Role:** Other + +*Wraithblades are inhabited by wrathful spirits who are eager to get to grips with the foe. Armed with ghostswords or ghostaxes, they cleave their foes apart, each blow driven further by the power of the spirit stones implanted into the weapons. These stones are inhabited by malevolent souls that rage against their confinement.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** ghostswords. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ghostaxe | Melee | 3 | 4 | 7 | -2 | 2 | — | +| Ghostswords | Melee | 5 | 4 | 5 | -2 | 2 | — | + +**Abilities:** +- **Malevolent Souls** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Psychic Guidance** (Datasheet): While this unit is within 12" of one or more friendly Aeldari Psyker models, models in this unit have a Leadership characteristic of 6+ and each time a model in this unit makes an attack, add 1 to the Hit roll. +- **Forceshield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Wraith Construct, Aeldari, Infantry, Wraithblades +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 5 Wraithblades + +**Wargear Options:** +- All of the models in this unit can each have their ghostswords replaced with 1 ghostaxe and 1 forceshield. + +**Leader:** +Led By: Bonesinger + +**Points:** +- 5 models: 150pts + +--- + +# Wraithguard + +**Role:** Other + +*Wraithguard are all but impervious to pain. This is vitally important, for their D-scythes and wraithcannons are short-ranged, and require them to advance close to the foe. These immensely powerful weapons fire arcane beams that open a momentary rift between realspace and the warp, capable of tearing any target apart.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** wraithcannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithcannon | 18 | 1 | 4 | 14 | -4 | D6+1 | — | +| D-scythe | 12 | D6 | N/A | 7 | -3 | 1 | torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **War Construct** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. +- **Psychic Guidance** (Datasheet): While this unit is within 12" of one or more friendly Aeldari Psyker models, models in this unit have a Leadership characteristic of 6+ and each time a model in this unit makes an attack, add 1 to the Hit roll. + +**Keywords:** Wraithguard, Wraith Construct, Aeldari, Infantry +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 5 Wraithguard + +**Wargear Options:** +- All of the models in this unit can each have their wraithcannon replaced with 1 D-scythe. + +**Leader:** +Led By: Bonesinger + +**Points:** +- 5 models: 160pts + +--- + +# Wraithknight with Ghostglaive + +**Role:** Other + +*Some Wraithknights sweep into battle armed with titanic ghostglaives - close-quarters weapons of such fearsome size that they allow their wielders to skewer armoured combat walkers or sweep away entire ranks of foes with every blow. Coupled with the Wraithknight’s heavy firepower, this is a terrifying prospect.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 18 | 6+ | 10 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** titanic ghostglaive; scattershield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy wraithcannon | 36 | D3 | 3 | 20 | -4 | 2D6 | devastating wounds | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic ghostglaive – strike | Melee | 5 | 3 | 16 | -3 | 6 | — | +| Titanic ghostglaive – sweep | Melee | 15 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Titanic Agility** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through models and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- **Scattershield** (Wargear): The bearer has a 4+ invulnerable save and each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Titanic, Towering, Wraithknight with Ghostglaive, Aeldari, Wraith Construct, Monster, Walker +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Wraithknight with Ghostglaive + +**Wargear Options:** +- This model’s scattershield can be replaced with 1 heavy wraithcannon. +- This model can be equipped with up to two of the following:- 1 scatter laser +- 1 shuriken cannon +- 1 starcannon + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 420pts + +--- + +# Wraithknight + +**Role:** Other + +*Wraithknights are as elegantly sinister as they are lethal. Their graceful build and slender limbs belie their tremendous resilience. They move with agility utterly at odds with their colossal size, bounding into position before unleashing firepower of a magnitude capable of eradicating squadrons of enemy armour, devastating infantry phalanxes and turning the tide of battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 18 | 6+ | 10 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** suncannon; titanic feet; scattershield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy wraithcannon | 36 | D3 | 3 | 20 | -4 | 2D6 | devastating wounds | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | +| Suncannon | 48 | D6+4 | 3 | 10 | -3 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 5 | 3 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Titanic Strides** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, this model is Battle-shocked. +- **Point-blank Devastation** (Datasheet): Each time this model’s heavy wraithcannon or suncannon targets a unit within half range, you can re-roll the dice to determine the number of attacks made. +- **Scattershield** (Wargear): The bearer has a 4+ invulnerable save and each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Monster, Titanic, Towering, Wraith Construct, Wraithknight, Walker, Aeldari +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Wraithknight + +**Wargear Options:** +- This model's suncannon can be replaced with 1 heavy wraithcannon. +- This model’s scattershield can be replaced with 1 heavy wraithcannon. +- This model can be equipped with up to two of the following:- 1 scatter laser +- 1 shuriken cannon +- 1 starcannon + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 435pts + +--- + +# Wraithlord + +**Role:** Other + +*Wraithlords are lithe, towering wraithbone constructs powered by the spirit of a fallen Aeldari hero. These mighty ghost warriors can wield a swathe of armaments, ranging from energised fists and sentient scimitars to heavy weapons capable of destroying battle tanks or infantry squads at a distance.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 10 | 8+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 shuriken catapults; wraithbone fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bright lance | 36 | 1 | 4 | 12 | -3 | D6+2 | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Missile launcher – starshot | 48 | 1 | 4 | 10 | -2 | D6 | — | +| Missile launcher – sunburst | 48 | D6 | 4 | 4 | -1 | 1 | blast | +| Scatter laser | 36 | 6 | 4 | 5 | 0 | 1 | sustained hits 1 | +| Shuriken cannon | 24 | 3 | 4 | 6 | -1 | 2 | lethal hits | +| Shuriken catapult | 18 | 2 | 4 | 4 | -1 | 1 | assault | +| Starcannon | 36 | 2 | 4 | 8 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ghostglaive – strike | Melee | 4 | 4 | 10 | -3 | D6+1 | — | +| Ghostglaive – sweep | Melee | 8 | 4 | 7 | -2 | 2 | — | +| Wraithbone fists | Melee | 4 | 4 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Fated Hero** (Datasheet): At the start of the battle, select one of the following keywords: INFANTRY; MONSTER; MOUNTED; VEHICLE. Each time this model makes an attack that targets a unit with the selected keyword, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **Psychic Guidance** (Datasheet): While this model is within 12" of one or more friendly Aeldari Psyker models, improve the Ballistic Skill and Weapon Skill characteristics of weapons equipped by this model by 1 and it has a Leadership characteristic of 6+. + +**Keywords:** Wraith Construct, Wraithlord, Walker, Aeldari, Monster +**Faction Keywords:** Asuryani, + +**Unit Composition:** +- 1 Wraithlord + +**Wargear Options:** +- Each of this model's shuriken catapults can be replaced with 1 flamer. +- This model can be equipped with 1 ghostglaive. +- This model can be equipped with up to two of the following:- 1 missile launcher +- 1 bright lance +- 1 scatter laser +- 1 shuriken cannon +- 1 starcannon + +**Leader:** +Led By: Bonesinger + +**Points:** +- 1 model: 130pts + +--- + +# Wraithseer + +**Role:** Other + +*Rare and precious beyond compare, Wraithseers are ancient vessels containing the spiritual essence of fallen Warlocks. As in their mortal lives, these venerable beings are war leaders and powerful psykers, marshalling eldritch forces as deftly as they wield their ghostspear.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** destructor; ghostspear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeldari missile launcher – sunburst | 48 | D6 | 4 | 4 | -1 | 1 | blast | +| Aeldari missile launcher – starshot | 48 | 1 | 4 | 10 | -2 | D6 | — | +| Bright lance | 36 | 1 | 4 | 12 | -3 | D6+2 | — | +| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | +| Scatter laser | 36 | 6 | 4 | 5 | 0 | 1 | — | +| Shuriken cannon | 24 | 3 | 4 | 6 | -1 | 2 | sustained hits 1 | +| Starcannon | 36 | 2 | 4 | 8 | -3 | 2 | — | +| Wraithseer D-cannon | 24 | 1 | 4 | 14 | -4 | D6 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ghostspear – sweep | Melee | 12 | 4 | 7 | -1 | 1 | anti-infantry 2+, psychic | +| Ghostspear – strike | Melee | 4 | 4 | 10 | -2 | 3 | anti-infantry 2+, precision, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Horrify (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. + +**Keywords:** Wraithseer, Wraith Construct, Walker, Psyker, Monster, Aeldari +**Faction Keywords:** , Asuryani + +**Unit Composition:** +- 1 Wraithseer + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 Aeldari missile launcher +- 1 bright lance +- 1 scatter laser +- 1 shuriken cannon +- 1 starcannon +- 1 Wraithseer D-cannon + +**Points:** +- 1 model: 160pts + +--- + +# Ynnari Archon + +**Role:** Characters + +*Archons are the rulers of the terrifying Drukhari private armies and crime syndicates known as kabals. Those who have pledged themselves to the Ynnari faith bring all their malicious cunning and murderous skill to bear in its name, along with the military might of the Kabal they lead. Wielding eldritch weapons and veiled by shrouding shadowfields, they are powerful allies indeed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 2 +** See Shadow Field ability (below)* + +**Default Wargear:** +**This model is equipped with:** splinter pistol; huskblade; shadow field. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 2 | 8 | -3 | D3 | pistol | +| Splinter pistol | 12 | 1 | 2 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Huskblade | Melee | 5 | 2 | 3 | -2 | 2 | anti-infantry 3+ | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Overlord** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Wound roll of 1. While that unit is below its Starting Strength, each time a model in that unit makes an attack, you can re-roll the Wound roll instead. +- **Reborn Mastermind** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. +- **Shadow Field** (Wargear): You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save. + +**Keywords:** Character, Aeldari, Infantry, Archon +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Archon + +**Wargear Options:** +- This model’s splinter pistol can be replaced with 1 blast pistol. + +**Leader:** +Can lead: Ynnari Kabalite Warriors, Ynnari Incubi + +**Points:** +- 1 model: 85pts + +--- + +# Ynnari Incubi + +**Role:** Other + +*The Incubi are dark mirrors of Aeldari Aspect Warriors, mercenary killers of tremendous skill who study the ways of their murderous craft in dark shrines of battle. Wielding thrumming energy blades with consummate cruelty, some of these Drukhari elites fight in the armies of the Ynnari, whether through genuine zeal or simply because some patron Archon has made it worth their while.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| INCUBI | 7" | 3 | 3+ | 1 | 6+ | 1 | +| KLAIVEX | 7" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** klaive. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demiklaives – single blade | Melee | 3 | 3 | 4 | -2 | 2 | — | +| Demiklaives – dual blades | Melee | 6 | 3 | 4 | -1 | 1 | twin-linked | +| Klaive | Melee | 3 | 3 | 4 | -2 | 2 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Tormentors** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test. + +**Keywords:** Infantry, Aeldari, Incubi +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Klaivex +- 4-9 Incubi + +**Wargear Options:** +- The Klaivex’s klaive can be replaced with 1 demilklaives. + +**Leader:** +Led By: Yvraine, The Visarch, Ynnari Archon + +**Points:** +- 5 models: 85pts +- 10 models: 170pts + +--- + +# Ynnari Kabalite Warriors + +**Role:** Battleline + +*Kabalite Warriors provide the strength of the Commorrite kabals. Arrogant, martially skilled and steeped in depths of sadism to which only the extremes of the Aeldari psyche could stretch, these malevolent warrior bands literally feed off the suffering and terror of their victims. To gather their dark sustenance while killing in Ynnead’s name is no great hardship for monsters like these.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 4+ | 1 | 6+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** splinter rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | +| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Sybarite weapon | Melee | 3 | 3 | 3 | -1 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Sadistic Raiders** (Datasheet): At the end of your Command phase, if you control an objective marker that this unit (or a Transport it is embarked within) is within range of, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Grenades keyword. + +**Keywords:** Battleline, Aeldari, Kabalite Warriors, Infantry +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Sybarite +- 9 Kabalite Warriors + +**Wargear Options:** +- The Sybarite’s close combat weapon can be replaced with 1 Sybarite weapon. +- The Sybarite can be equipped with 1 phantasm grenade launcher. +- The Sybarite’s splinter rifle can be replaced with one of the following:- 1 blast pistol +- 1 splinter pistol +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 blaster. +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 dark lance. +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 shredder. +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 splinter cannon. + +**Leader:** +Led By: Yvraine, The Visarch, Ynnari Archon + +**Points:** +- 10 models: 110pts + +--- + +# Ynnari Raider + +**Role:** Dedicated Transports + +*Skimming low over the battlefield on screaming thrusters, Raiders bear murderous bands of Drukhari into battle with blistering speed. They are much favoured by the fanatical worshippers of Ynnead, allowing them to plunge into the heart of the foe’s lines and unleash a veritable hurricane of death and devastation before swiftly relocating to strike again elsewhere.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 4+ | 10 | 6+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** dark lance; bladevanes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Disintegrator cannon | 36 | 3 | 3 | 5 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Aethersails** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. + +**Keywords:** Vehicle, Fly, Raider, Dedicated Transport, Transport, Aeldari +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Raider + +**Wargear Options:** +- This model’s dark lance can be replaced with 1 disintegrator cannon. + +**Transport:** +This model has a transport capacity of 11 models from the following units: The Visarch, Ynnari Archon, Ynnari Incubi, Ynnari Kabalite Warriors, Ynnari Succubus, Ynnari Wyches, Yvraine + +**Points:** +- 1 model: 80pts + +--- + +# Ynnari Reavers + +**Role:** Other + +*Black-hearted gladiatorial racers who battle one another around the Commorrite arenas, Reavers ride bladed jetbikes bristling with devastating firepower. Those amongst the Ynnari hosts serve as bloodthirsty shock 1 cavalry that blitz through the enemy battle lines, raking them with envenomed splinters and beams of ravening energy even as they lop off heads and limbs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 4 | 4+ | 2 | 6+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** splinter pistol; splinter rifle; bladevanes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Heat lance | 18 | 1 | 3 | 14 | -4 | D6 | assault, melta 3 | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | +| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Agoniser | Melee | 4 | 3 | 3 | -1 | 1 | anti-infantry 3+ | +| Bladevanes | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Eviscerating Fly-by** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move. If you do, roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **Cluster Caltrops** (Wargear): Each time you roll a D6 for the bearer while resolving this unit’s Eviscerating Fly-by ability, you can re-roll the result. +- **Grav-talon** (Wargear): The bearer’s melee weapons have the [LANCE] ability. + +**Keywords:** Fly, Aeldari, Reavers, Mounted +**Faction Keywords:** , Ynnari + +**Unit Composition:** +- 1 Arena Champion +- 2-5 Reavers + +**Wargear Options:** +- The Arena Champion can be equipped with 1 agoniser. +- For every 3 models in this unit, 1 model’s splinter rifle can be replaced with one of the following:- 1 blaster +- 1 heat lance +- For every 3 models in this unit, 1 model can be equipped with one of the following:- 1 grav-talon +- 1 cluster caltrops + +**Points:** +- 3 models: 65pts +- 3 models: 120pts + +--- + +# Ynnari Succubus + +**Role:** Characters + +*In the Dark City of Commorragh, the Succubi are the champions of nightmarish gladiatorial arenas. Upon the battlefields of realspace and when fighting for the Ynnari cause, these same hyper-gladiatorial masters of murder instead use their skills to reap a rich harvest of lives in the name of their macabre god.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Succubus weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 2 | 8 | -3 | D3 | pistol | +| Splinter pistol | 12 | 1 | 2 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Succubus weapons | Melee | 6 | 2 | 3 | -2 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Storm of Blades** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Empowered by Death** (Datasheet): At the start of the Fight phase, if this model’s unit is below its Starting Strength, until the end of the phase, models in that unit have the Fights First ability. + +**Keywords:** Infantry, Character, Aeldari, Succubus +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Succubus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 blast pistol +- 1 splinter pistol + +**Leader:** +Can lead: Ynnari Wyches + +**Points:** +- 1 model: 45pts + +--- + +# Ynnari Venom + +**Role:** Dedicated Transports + +*When the Drukhari fight alongside their Asuryani cousins in the cause of Ynnead, some ride into battle aboard needle-swift Venoms. Similar to the Vyper, these upscaled jetbikes serve more like airborne chariots that bear small bands of murderous Drukhari into the fight. So mounted, the worshippers of Ynnead are all but inescapable, pouncing swiftly upon their luckless prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 4+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** splinter cannon; twin splinter rifle; bladevanes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | +| Twin splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, rapid fire 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Lithe Embarkation** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Ynnari Infantry unit that only includes models from the units listed in this unit’s Transport section, that has 6 or fewer models and that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. + +**Keywords:** Transport, Venom, Fly, Dedicated Transport, Aeldari, Vehicle +**Faction Keywords:** Ynnari, + +**Unit Composition:** +- 1 Venom + +**Wargear Options:** +- This model’s twin splinter rifle can be replaced with 1 splinter cannon. + +**Transport:** +This model has a transport capacity of 6 models from the following units: The Visarch, Ynnari Archon, Ynnari Incubi, Ynnari Kabalite Warriors, Ynnari Succubus, Ynnari Wyches, Yvraine. + +Before the battle, at the start of the Declare Battle Formations step, you can select one YNNARI KABALITE WARRIORS or YNNARI WYCHES unit from your army that has not already been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. + +**Points:** +- 1 model: 70pts + +--- + +# Ynnari Wyches + +**Role:** Battleline + +*Attacking in a lithe blizzard of lashing blades, spitting splinters and impossibly agile acrobatics, Drukhari Wyches put all their gladiatorial skills to use as they fall upon their foes. Those who have dedicated themselves to Ynnead fight in the knowledge that - even should they fall to the desperate counterattacks of their foes - the bloodshed serves a higher purpose.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 1 | 6+ | 2 | + +**Invulnerable Save:** 6 +** 4+ against melee attacks only* + +**Default Wargear:** +**Every model is equipped with:** splinter pistol; Hekatarii blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hekatarii blade | Melee | 3 | 3 | 3 | -1 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **No Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +**Keywords:** Infantry, Battleline, Aeldari, Grenades, Wyches +**Faction Keywords:** , Ynnari + +**Unit Composition:** +- 1 Hekatrix +- 9 Wyches + +**Wargear Options:** +- The Hekatrix’s splinter pistol can be replaced with 1 blast pistol. + +**Leader:** +Led By: Yvraine, The Visarch, Ynnari Succubus + +**Points:** +- 10 models: 90pts + +--- + +# Yvraine + +**Role:** Characters + +*Yvraine wields the Cronesword Kha-vir, the Sword of Sorrows, which can turn an enemy to ash with the slightest touch. The power of Ynnead manifests in her when she enters battle, to the extent that the Reborn warriors that fight around her are transformed into bloody blurs of violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Storm of Whispers; Kha-vir. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm of Whispers | 12 | D6+3 | 2 | 2 | -2 | 1 | anti-infantry 2+, devastating wounds, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kha-vir | Melee | 5 | 2 | 4 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Word of the Phoenix (Psychic)** (Datasheet): While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining. +- **Herald of Ynnead** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1. +- **SERVANT OF THE WHISPERING GOD** (Fortification (левая колонка)): If your army includes YVRAINE, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE. + +**Keywords:** Yvraine, Psyker, Aeldari, Epic Hero, Infantry, Character +**Faction Keywords:** , Ynnari + +**Unit Composition:** +- 1 Yvraine – EPIC HERO + +**Leader:** +Can lead: Corsair Voidreavers, Guardian Defenders, Corsair Voidscarred, Storm Guardians, Ynnari Incubi, Ynnari Wyches, Ynnari Kabalite Warriors + +**Points:** +- 1 model: 100pts diff --git a/cogitator/factions/aeldari/datasheets/amallyn-shadowguide.md b/cogitator/factions/aeldari/datasheets/amallyn-shadowguide.md deleted file mode 100644 index f9ca9f0..0000000 --- a/cogitator/factions/aeldari/datasheets/amallyn-shadowguide.md +++ /dev/null @@ -1,86 +0,0 @@ -# Amallyn Shadowguide - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** ranger long rifle; power blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ranger long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power blade | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **The Path Least Travelled** (Datasheet): If your army includes this model, after both players have deployed their armies and determined who has the first turn, you can select one Rangers or Shroud Runners unit from your army and redeploy that unit. When doing so, that unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. -- **Path of the Outcast** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". - -**Keywords:** Aeldari, Infantry, Character, Grenades, Epic Hero, Amallyn Shadowguide -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Amallyn Shadowguide – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/aeldari/datasheets/asurmen.md b/cogitator/factions/aeldari/datasheets/asurmen.md deleted file mode 100644 index bd61b0a..0000000 --- a/cogitator/factions/aeldari/datasheets/asurmen.md +++ /dev/null @@ -1,97 +0,0 @@ -# Asurmen - -**Role:** Characters - -*Asurmen’s skill at war is breathtaking, the magnitude of his heroic presence so great that nearby Aspect Warriors are infused with his peerless tactical acumen. In addition to the wrist-mounted shuriken catapults known as the Bloody Twins, he carries the Sword of Asur, whose hilt bears the spirit stone of Asurmen’s brother, Tethesis.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Bloody Twins; Sword of Asur. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bloody Twins | 24 | 6 | 2 | 5 | -1 | 2 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sword of Asur | Melee | 6 | 2 | 6 | -3 | 3 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Tactical Acumen** (Datasheet): While this model is leading a unit, in your Shooting phase, after that unit has shot, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. -- **Hand of Asuryan** (Datasheet): Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Bloody Twins weapon has a Damage characteristic of 3 and the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities. - -**Keywords:** Grenades, Aeldari, Epic Hero, Character, Infantry, Phoenix Lord, Asurmen, Aspect Warrior -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Asurmen – EPIC HERO - -**Leader:** -Can lead: Dire Avengers - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/aeldari/datasheets/autarch-skyrunner.md b/cogitator/factions/aeldari/datasheets/autarch-skyrunner.md deleted file mode 100644 index e81fbd1..0000000 --- a/cogitator/factions/aeldari/datasheets/autarch-skyrunner.md +++ /dev/null @@ -1,105 +0,0 @@ -# Autarch Skyrunner - -**Role:** Characters - -*Autarchs are more than capable of leading their warhosts from the front, plunging into the fray as Skyrunners astride jetbikes. When visited by war-lust, they draw upon all the skills they have learnt from the Aspect Shrines to spearhead assaults, duel enemy leaders and destroy war machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** close combat weapon; laser lance; twin shuriken catapult. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dragon fusion gun | 12 | 1 | 2 | 9 | -4 | D6 | assault, melta 3 | -| Laser lance | 6 | 1 | 2 | 6 | -3 | 2 | assault | -| Twin shuriken catapult | 18 | 2 | 2 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laser lance | Melee | 4 | 2 | 4 | -3 | 2 | lance | -| Banshee blade | Melee | 5 | 2 | 4 | -3 | 1 | — | -| Close combat weapon | Melee | 3 | 2 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Ride the Wind** (Datasheet): While this model is leading a unit, each time that unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. -- **Path of Command** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. - -**Keywords:** Mounted, Fly, Character, Autarch Skyrunner, Autarch, Aeldari -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Autarch Skyrunner - -**Wargear Options:** -- This model’s laser lance can be replaced with one of the following:- 1 Dragon fusion gun -- 1 Banshee blade - -**Leader:** -Can lead: Windriders - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/aeldari/datasheets/autarch-wayleaper.md b/cogitator/factions/aeldari/datasheets/autarch-wayleaper.md deleted file mode 100644 index ea5d569..0000000 --- a/cogitator/factions/aeldari/datasheets/autarch-wayleaper.md +++ /dev/null @@ -1,117 +0,0 @@ -# Autarch Wayleaper - -**Role:** Characters - -*With wargear such as a winged pack or warp jump generator, an Autarch becomes an incredibly manoeuvrable war leader. So equipped, they can appear wherever their war host needs them in the blink of an eye, bringing graceful weaponry and consummate strategy to bear before vanishing out of the foe’s reach.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; star glaive. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death spinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | -| Dragon fusion gun | 12 | 1 | 2 | 9 | -4 | D6 | assault, melta 3 | -| Dragon fusion pistol | 6 | 1 | 2 | 9 | -4 | D6 | assault, melta 3, pistol | -| Reaper launcher – starshot | 48 | 1 | 3 | 10 | -2 | 3 | heavy, ignores cover | -| Reaper launcher – starswarm | 48 | 2 | 3 | 4 | -2 | 1 | heavy, ignores cover | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Banshee blade | Melee | 5 | 2 | 4 | -2 | 2 | anti-infantry 3+ | -| Scorpion chainsword | Melee | 7 | 2 | 4 | -1 | 1 | sustained hits 1 | -| Star glaive | Melee | 4 | 2 | 6 | -3 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Indomitable Strength of Will** (Datasheet): While this model is leading a unit, each time you spend a Battle Focus token to enable that unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token. -- **Path of Command** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. - -**Keywords:** Autarch Wayleaper, Fly, Jump Pack, Character, Infantry, Grenades, Aeldari -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Autarch Wayleaper - -**Wargear Options:** -- This model’s shuriken pistol can be replaced with one of the following:- 1 death spinner -- 1 Dragon fusion gun -- 1 Dragon fusion pistol -- 1 Reaper launcher -- This model’s star glaive can be replaced with one of the following:- 1 Banshee blade -- 1 Scorpion chainsword - -**Leader:** -Can lead: Warp Spiders, Swooping Hawks - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/aeldari/datasheets/autarch.md b/cogitator/factions/aeldari/datasheets/autarch.md deleted file mode 100644 index 3cb5e14..0000000 --- a/cogitator/factions/aeldari/datasheets/autarch.md +++ /dev/null @@ -1,114 +0,0 @@ -# Autarch - -**Role:** Characters - -*Autarchs are legendary for their strategic brilliance, sublime martial skill and indomitable strength of will. Long have they trodden the Path of the Warrior, never once slipping into the trap of obsession. Instead, they apply all that they have learned and mastered to their command of the Asuryani warhosts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; star glaive. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death spinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | -| Dragon fusion gun | 12 | 1 | 2 | 9 | -4 | D6 | assault, melta 3 | -| Dragon fusion pistol | 6 | 1 | 2 | 9 | -4 | D6 | assault, melta 3, pistol | -| Reaper launcher – starshot | 48 | 1 | 3 | 10 | -2 | 3 | heavy, ignores cover | -| Reaper launcher – starswarm | 48 | 2 | 3 | 4 | -2 | 1 | heavy, ignores cover | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Banshee blade | Melee | 5 | 2 | 4 | -2 | 2 | anti-infantry 3+ | -| Scorpion chainsword | Melee | 7 | 2 | 4 | -1 | 1 | sustained hits 1 | -| Star glaive | Melee | 4 | 2 | 6 | -3 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Superlative Strategist** (Datasheet): While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre. -- **Path of Command** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. -- **ASPECT TRAINING** (Fortification (левая колонка)): - While this model is leading a Howling Banshees unit, it has the Fights First ability. -- While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7" and Stealth abilities. - -**Keywords:** Autarch, Grenades, Aeldari, Infantry, Character -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Autarch - -**Wargear Options:** -- This model’s shuriken pistol can be replaced with one of the following:- 1 death spinner -- 1 Dragon fusion gun -- 1 Dragon fusion pistol -- 1 Reaper launcher -- This model’s star glaive can be replaced with one of the following:- 1 Banshee blade -- 1 Scorpion chainsword - -**Leader:** -Can lead: Guardian Defenders, Storm Guardians, Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Dark Reapers - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/aeldari/datasheets/avatar-of-khaine.md b/cogitator/factions/aeldari/datasheets/avatar-of-khaine.md deleted file mode 100644 index 7dd722a..0000000 --- a/cogitator/factions/aeldari/datasheets/avatar-of-khaine.md +++ /dev/null @@ -1,87 +0,0 @@ -# Avatar of Khaine - -**Role:** Characters - -*The Avatar of Khaine is an ancient war deity incarnate, whose mere presence incites merciless rage in the Asuryani around him. In battle, the Avatar marches through enemy fire without breaking stride, laughing cruelly as his weapon – the Wailing Doom – tastes hot flesh and spurting lifeblood with each swing and thrust.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** the Wailing Doom - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Wailing Doom | 12 | 1 | 2 | 16 | -4 | D6+2 | sustained hits d3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Wailing Doom – strike | Melee | 6 | 2 | 16 | -4 | D6+2 | — | -| The Wailing Doom – sweep | Melee | 12 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Molten Form** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. -- **The Bloody-Handed (Aura)** (Datasheet): While a friendly AELDARI unit is within 6" of this model, add 1 to Advance and Charge rolls made for that unit. - -**Keywords:** Epic Hero, Avatar of Khaine, Daemon, Aeldari, Character, Monster -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Avatar of Khaine – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 280pts diff --git a/cogitator/factions/aeldari/datasheets/baharroth.md b/cogitator/factions/aeldari/datasheets/baharroth.md deleted file mode 100644 index 0020fdd..0000000 --- a/cogitator/factions/aeldari/datasheets/baharroth.md +++ /dev/null @@ -1,102 +0,0 @@ -# Baharroth - -**Role:** Characters - -*Baharroth moves with the grace of a zephyr and attacks with the force of a hurricane. He shines with a brilliance of his own making in battle, diving into range, opening fire then peeling away to face his next quarry. At close quarters he strikes with the resplendent Shining Blade, lopping off heads with its elegantly curved edge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Fury of the Tempest; Shining Blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fury of the Tempest | 24 | 4 | 2 | 6 | -1 | 2 | assault, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shining Blade | Melee | 6 | 2 | 5 | -2 | 2 | sustained hits 1 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Cloudstrider** (Datasheet): While this model is leading a unit, at the end of your opponent’s turn, if that unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. In addition, while this model is leading a unit, when that unit is set up on the battlefield using the Deep Strike ability, in your movement phase, it can use this ability. If it does, that unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models, but until the end of the turn, it is not eligible to declare a charge.’ -- **Cry of the Wind** (Datasheet): Each time this model is set up on the battlefield, until the end of the turn, each time this model makes a ranged attack, a successful unmodified Hit roll scores a Critical Hit. - -**Keywords:** Aeldari, Character, Phoenix Lord, Infantry, Baharroth, Grenades, Fly, Epic Hero, Jump Pack, Aspect Warrior -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Baharroth – EPIC HERO - -**Leader:** -Can lead: Swooping Hawks - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/aeldari/datasheets/bonesinger.md b/cogitator/factions/aeldari/datasheets/bonesinger.md deleted file mode 100644 index fab925e..0000000 --- a/cogitator/factions/aeldari/datasheets/bonesinger.md +++ /dev/null @@ -1,94 +0,0 @@ -# Bonesinger - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** psytronome shaper. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psytronome shaper | Melee | 2 | 2 | 3 | 0 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Way of the Shaper (Psychic)** (Datasheet): While this model is leading a unit, Wraith Construct models in that unit have the Feel No Pain 6+ ability. -- **Bonesinger** (Datasheet): While this model is within 3" of one or more friendly Wraith Construct or Asuryani Vehicle units, unless it is leading a unit, this model has the Lone Operative ability. -- **Psytronome Shaper** (Datasheet): In your Command phase, you can select one friendly Wraith Construct or Asuryani Vehicle model within 3" of this model. That WRAITH CONSTRUCT or ASURYANI VEHICLE model regains up to D3 lost wounds. - -**Keywords:** Bonesinger, Aeldari, Psyker, Infantry, Character -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Bonesinger - -**Wargear Options:** -- None - -**Leader:** -Can lead: Wraithguard, Wraithblades, Wraithlord - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/aeldari/datasheets/cobra.md b/cogitator/factions/aeldari/datasheets/cobra.md deleted file mode 100644 index 89bf38e..0000000 --- a/cogitator/factions/aeldari/datasheets/cobra.md +++ /dev/null @@ -1,97 +0,0 @@ -# Cobra - -**Role:** Other - -*Cobras are huge skimmer tanks whose elegant hulls are dominated by a D-impaler – an enormous energy weapon against which not even powerful force fields are a reliable defence. So dangerous is this weapon that when a Cobra’s defence systems fail, a catastrophic D-rift will sometimes tear through reality, devouring the vehicle and any unfortunates nearby.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 11 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** D-impaler; shuriken cannon; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| D-impaler | 36 | D6+3 | 3 | 16 | -4 | 4 | blast, devastating wounds | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **D-rift** (Datasheet): In your Shooting phase, just after selecting a target for this model’s D-impaler, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a D-rift. After this model has finished making its attacks against that target unit this phase, each unit struck by a D-rift this phase suffers D3 mortal wounds. - -**Keywords:** Vehicle, Titanic, Fly, Aeldari, Cobra -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Cobra - -**Wargear Options:** -- This model’s shuriken cannon can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 bright lance -- 1 scatter laser -- 1 starcannon - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/aeldari/datasheets/corsair-cloud-dancer-band.md b/cogitator/factions/aeldari/datasheets/corsair-cloud-dancer-band.md deleted file mode 100644 index c384e14..0000000 --- a/cogitator/factions/aeldari/datasheets/corsair-cloud-dancer-band.md +++ /dev/null @@ -1,67 +0,0 @@ -# Corsair Cloud Dancer Band - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** brace of pistols; twin shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | -| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Dissonance cannon | 24 | 3 | 3 | 6 | -1 | 2 | devastating wounds | -| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Reckless Abandon** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Corsair Cloud Dancer Band, Anhrathe, Grenades, Mounted -**Faction Keywords:** Aeldari, - -**Unit Composition:** -- 0-1 Cloud Dancer Felarch -- 3-6 Corsair Cloud Dancers - -**Wargear Options:** -- Any number of models can each have their twin shuriken catapult replaced with one of the following:- 1 dark lance -- 1 dissonance cannon -- 1 scatter laser -- 1 shuriken cannon -- 1 splinter cannon -- The Cloud Dancer Felarch can be equipped with one of the following:- 1 dissonance pistol -- 1 void sabre - -**Points:** -- 3 models: 105pts -- 4 models: 140pts -- 6 models: 210pts -- 7 models: 245pts diff --git a/cogitator/factions/aeldari/datasheets/corsair-reaver-band.md b/cogitator/factions/aeldari/datasheets/corsair-reaver-band.md deleted file mode 100644 index 98cfa0a..0000000 --- a/cogitator/factions/aeldari/datasheets/corsair-reaver-band.md +++ /dev/null @@ -1,65 +0,0 @@ -# Corsair Reaver Band - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | -| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | -| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Reaver Band** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". -- **CORSAIRS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Corsair Voidreavers unit, it can be attached to this unit instead. - -**Keywords:** Grenades, Anhrathe, Corsair Reaver Band, Infantry, Aeldari -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 0-1 Corsair Reaver Felarch -- 5-10 Corsair Reavers - -**Wargear Options:** -- Any number of models can each have their Corsair firearm replaced with 1 spar-glaive. -- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 blaster -- 1 dark lance -- 1 flamer -- 1 fusion gun -- 1 shredder -- 1 shuriken cannon -- 1 splinter cannon -- The Corsair Reaver Felarch can be equipped with one of the following:- 1 dissonance pistol -- 1 void sabre - -**Points:** -- 5 models: 125pts -- 6 models: 150pts -- 10 models: 250pts -- 11 models: 275pts diff --git a/cogitator/factions/aeldari/datasheets/corsair-skyreaver-band.md b/cogitator/factions/aeldari/datasheets/corsair-skyreaver-band.md deleted file mode 100644 index 58491f5..0000000 --- a/cogitator/factions/aeldari/datasheets/corsair-skyreaver-band.md +++ /dev/null @@ -1,73 +0,0 @@ -# Corsair Skyreaver Band - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | ASSAULT | -| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | -| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | -| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | -| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | ASSAULT, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | -| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Skyleap** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. - -**Keywords:** Grenades, Corsair Skyreaver Band, Infantry, Aeldari, Anhrathe, Fly, Jump Pack -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 0-1 Corsair Skyreaver Felarch -- 5-10 Corsair Skyreavers - -**Wargear Options:** -- Any number of models can each have their Corsair firearm replaced with one of the following:- 1 shardcarbine -- 1 shuriken catapult -- 1 spar-glaive -- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 blaster -- 1 dark lance -- 1 flamer -- 1 fusion gun -- 1 shredder -- 1 shuriken cannon -- 1 splinter cannon -- The Corsair Skyreaver Felarch can be equipped with one of the following:- 1 dissonance pistol -- 1 void sabre - -**Points:** -- 5 models: 125pts -- 6 models: 150pts -- 10 models: 250pts -- 11 models: 275pts diff --git a/cogitator/factions/aeldari/datasheets/corsair-skyreavers.md b/cogitator/factions/aeldari/datasheets/corsair-skyreavers.md deleted file mode 100644 index 076034a..0000000 --- a/cogitator/factions/aeldari/datasheets/corsair-skyreavers.md +++ /dev/null @@ -1,110 +0,0 @@ -# Corsair Skyreavers - -**Role:** Other - -*Equipped with winged jump packs, Corsair Skyreavers are utilised by Anhrathe commanders as mobile shock troops. Leaping recklessly into the fray, they bring to bear an array of dazzling weaponry, relying upon speed, agility and daring to evade incoming strikes and cut their opponents to shreds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; Corsair blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | assault, pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6 | assault, melta 2 | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Corsair blade | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Raid and Run** (Datasheet): At the end of the Fight phase, if this unit was eligible to fight this phase, and is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". Otherwise, if this unit was eligible to fight this phase, this unit can make a Fall Back move of up to D3+3". - -**Keywords:** Fly, Aeldari, Anhrathe, Jump Pack, Grenades, Corsair Skyreavers, Infantry -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Skyreaver Felarch -- 4-9 Skyreavers - -**Wargear Options:** -- The Skyreaver Felarch can replace its shuriken pistol with one of the following:- 1 blast pistol -- 1 neuro disruptor -- For every 5 models in the unit, up to 2 Skyreaver models can each have their shuriken pistol and Corsair blade replaced with one of the following*:- 1 blaster and 1 close combat weapon -- 1 flamer and 1 close combat weapon -- 1 fusion gun and 1 close combat weapon -- 1 shredder and 1 close combat weapon -- * You cannot select the same option more than once per unit unless it contains 10 models, in which case you cannot select the same weapon more than twice per unit. - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/aeldari/datasheets/corsair-voidreavers.md b/cogitator/factions/aeldari/datasheets/corsair-voidreavers.md deleted file mode 100644 index 4d5b5bb..0000000 --- a/cogitator/factions/aeldari/datasheets/corsair-voidreavers.md +++ /dev/null @@ -1,110 +0,0 @@ -# Corsair Voidreavers - -**Role:** Battleline - -*The skilled and agile warriors known as Voidreavers make up the bulk of most Corsair warbands. With precise volleys of lethal shuriken fire they can tear through enemy infantry, or draw their power swords and storm hostile positions to engage in furious hand-to-hand fighting.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; power sword; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | -| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power sword | Melee | 2 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Reavers of the Void** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead. -- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Grenades, Infantry, Battleline, Aeldari, Anhrathe, Corsair Voidreavers -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Voidreaver Felarch -- 4-9 Corsair Voidreavers - -**Wargear Options:** -- The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor -- 1 shuriken rifle -- The Voidreaver Felarch can be equipped with:- 1 mistshield -- Any number of Corsair Voidreavers in this unit can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. -- For every 5 models in this unit, 1 Corsair Voidreaver’s power sword or shuriken rifle can be replaced with one of the following:- 1 blaster -- 1 shredder -- If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon -- 1 wraithcannon - -**Leader:** -Led By: Yvraine, The Visarch, Prince Yriel (Legendary), Kharseth, Prince Yriel - -**Points:** -- 5 models: 65pts -- 10 models: 110pts diff --git a/cogitator/factions/aeldari/datasheets/corsair-voidscarred.md b/cogitator/factions/aeldari/datasheets/corsair-voidscarred.md deleted file mode 100644 index 551cc52..0000000 --- a/cogitator/factions/aeldari/datasheets/corsair-voidscarred.md +++ /dev/null @@ -1,131 +0,0 @@ -# Corsair Voidscarred - -**Role:** Other - -*The Void scarred are veterans hardened by a life of piracy. These Corsairs have travelled the stars for centuries and have seen the worst and the best the galaxy has to offer. Many have developed unique skills and fighting styles and carry specialist wargear into battle over the years.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Corsair Voidscarred and Voidscarred Felarch is equipped with:** shuriken pistol; power sword; close combat weapon. - -**A Shade Runner is equipped with:** shuriken pistol; paired Hekatarii blades. - -**A Soul Weaver is equipped with:** shuriken pistol; power sword; channeller stones. - -**A Way Seeker is equipped with:** shuriken pistol; Executioner; witch staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Executioner | 18 | 3 | 3 | 6 | -2 | D3 | anti-infantry 2+, psychic | -| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | -| Long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | -| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | -| Paired Hekatarii blades | Melee | 4 | 2 | 3 | -2 | 1 | twin-linked | -| Power sword | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Witch staff | Melee | 2 | 2 | 3 | 0 | D3 | anti-infantry 2+, psychic | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Piratical Raiders** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Weapons equipped by models in this unit have the [LETHAL HITS] and [PRECISION] abilities while targeting that unit. -- **Channeller Stones** (Wargear): Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0. -- **Faolchú** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Corsair Voidscarred, Psyker, Infantry, Aeldari, Grenades, Anhrathe -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- This unit can contain a maximum of 10 models. -- 1 Voidscarred Felarch -- 4-9 Corsair Voidscarred -- 0-1 Shade Runner -- 0-1 Soul Weaver -- 0-1 Way Seeker - -**Wargear Options:** -- Any number of Corsair Voidscarred can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. -- The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor -- 1 shuriken rifle -- The Voidscarred Felarch can be equipped with 1 mistshield. -- For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: -- 1 blaster -- 1 shredder -- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon -- 1 wraithcannon -- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 long rifle. -- If this unit contains 10 models, 1 Corsair Voidscarred’s power sword can be replaced with 1 fusion pistol. -- 1 Corsair Voidscarred model equipped with a shuriken pistol and power sword can be equipped with 1 Faolchú. - -**Leader:** -Led By: Yvraine, The Visarch, Prince Yriel (Legendary), Kharseth, Prince Yriel - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/aeldari/datasheets/crimson-hunter.md b/cogitator/factions/aeldari/datasheets/crimson-hunter.md deleted file mode 100644 index 20d7c5a..0000000 --- a/cogitator/factions/aeldari/datasheets/crimson-hunter.md +++ /dev/null @@ -1,45 +0,0 @@ -# Crimson Hunter - -**Role:** Other - -*Crimson Hunters are the sublime pilots of formidable airborne fighters with armaments dedicated to aerial interdiction. With superhuman reflexes they hunt down and destroy enemy aircraft with sickening ease, their skills honed by nightly training sorties with those of their Aspect Shrine.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 starcannons; pulse laser; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | — | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Skyhunter** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Fly, Aspect Warrior, Crimson Hunter, Aircraft, Vehicle, Aeldari -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Crimson Hunter - -**Wargear Options:** -- This model’s 2 starcannons can be replaced with 2 bright lances. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/aeldari/datasheets/d-cannon-platform.md b/cogitator/factions/aeldari/datasheets/d-cannon-platform.md deleted file mode 100644 index 424b904..0000000 --- a/cogitator/factions/aeldari/datasheets/d-cannon-platform.md +++ /dev/null @@ -1,41 +0,0 @@ -# D-cannon Platform - -**Role:** Other - -*Whether deployed as grav-platform artillery or attached to formations of Guardians, D-Cannon Platforms provide ferocious mid- to close-range fire support. Their blasts punch through the veil between realspace and the Empyrean, creating localised but spectacularly lethal warp singularities that can swallow victims whole or gouge catastrophic wounds in larger targets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 6 | 4+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** D-cannon; shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| D-cannon | 24 | D3 | 3 | 16 | -4 | D6+2 | blast, devastating wounds, indirect fire | -| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Support Weapon** (Datasheet): Each time an attack targets this model’s unit, if that unit contains one or more other models, until that attack is resolved, this model has a Toughness characteristic of 3. -- **Structural Collapse** (Datasheet): Each time this model makes an attack with its D-cannon, re-roll a Damage roll of 1. If that attack targets a TITANIC unit, you can re-roll the Damage roll instead. -- **SUPPORT ARTILLERY** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support Weapon model joined to it). This model then counts as part of that GUARDIANS unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. - -This model, and any unit it is joined to, cannot embark within a Transport. - -**Keywords:** Infantry, Aeldari, D-cannon Platform, Support Weapon -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 D-cannon Platform - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/aeldari/datasheets/dark-reapers.md b/cogitator/factions/aeldari/datasheets/dark-reapers.md deleted file mode 100644 index a65b805..0000000 --- a/cogitator/factions/aeldari/datasheets/dark-reapers.md +++ /dev/null @@ -1,95 +0,0 @@ -# Dark Reapers - -**Role:** Other - -*Dark Reapers unleash firestorms with their long-ranged Reaper launchers, whether using infantry-shredding starswarm missiles or armour-piercing starshot variants. These salvoes are chillingly accurate, thanks to advanced targeting systems but also the Reapers’ armour, which anchors them firmly to the ground while they fire.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| DARK REAPER | 6" | 3 | 3+ | 1 | 6+ | 1 | -| DARK REAPER EXARCH | 6" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** Reaper launcher; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Missile launcher – starshot | 48 | 1 | 2 | 10 | -2 | D6 | ignores cover | -| Missile launcher – sunburst | 48 | D6 | 2 | 4 | -1 | 1 | blast, ignores cover | -| Reaper launcher – starshot | 48 | 1 | 3 | 10 | -2 | 3 | ignores cover | -| Reaper launcher – starswarm | 48 | 2 | 3 | 5 | -2 | 1 | ignores cover | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | ignores cover, lethal hits | -| Tempest launcher | 36 | 2D6 | 3 | 4 | -1 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Inescapable Accuracy** (Datasheet): Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and any or all modifiers to the Hit roll. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Dark Reapers, Aspect Warriors, Aeldari, Infantry -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Dark Reaper Exarch -- 4-9 Dark Reapers - -**Wargear Options:** -- The Dark Reaper Exarch’s Reaper launcher can be replaced with 1 of the following:- 1 missile launcher -- 1 shuriken cannon -- 1 tempest launcher -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Maugan Ra, Autarch - -**Points:** -- 5 models: 90pts -- 10 models: 195pts diff --git a/cogitator/factions/aeldari/datasheets/death-jester.md b/cogitator/factions/aeldari/datasheets/death-jester.md deleted file mode 100644 index 6498e0c..0000000 --- a/cogitator/factions/aeldari/datasheets/death-jester.md +++ /dev/null @@ -1,85 +0,0 @@ -# Death Jester - -**Role:** Characters - -*A hissing storm of shrieker cannon fire announces the arrival of a Death Jester upon the battlefield. Enemy infantry are torn apart in sprays of blood and scalded flesh as the weapon’s gene-toxins cause them to combust horrifically from within. Adding insult to injury, the Death Jester ensures every demise is as cruelly ironic as possible.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shrieker cannon; Jester’s blade; flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shrieker cannon | 24 | 3 | 2 | 6 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Jester’s blade | Melee | 4 | 2 | 4 | 0 | 1 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Death is Not Enough** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. That enemy unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test. -- **Cruel Amusement** (Datasheet): In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s shrieker cannon has that ability. -- [IGNORES COVER] -- [PRECISION] -- [SUSTAINED HITS 3] -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. -- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. - -**Keywords:** Infantry, Character, Aeldari, Death Jester -**Faction Keywords:** Harlequins, - -**Unit Composition:** -- 1 Death Jester - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/aeldari/datasheets/dire-avengers.md b/cogitator/factions/aeldari/datasheets/dire-avengers.md deleted file mode 100644 index 60154fe..0000000 --- a/cogitator/factions/aeldari/datasheets/dire-avengers.md +++ /dev/null @@ -1,95 +0,0 @@ -# Dire Avengers - -**Role:** Other - -*Furious in attack and immovable in defence, Dire Avengers wield Avenger catapults that unleash punishing bursts of monomolecular shurikens. Drawing on their faultless battle instincts, they always know when to launch lightning-fast assaults and when to fall back and draw the enemy into a kill zone.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| DIRE AVENGER | 7" | 3 | 4+ | 1 | 6+ | 1 | -| DIRE AVENGER EXARCH | 7" | 3 | 4+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** Avenger shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger shuriken catapult | 18 | 4 | 3 | 4 | -1 | 1 | assault | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Diresword | Melee | 4 | 3 | 4 | -2 | 1 | — | -| Power glaive | Melee | 3 | 3 | 5 | -3 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Bladestorm** (Datasheet): Ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within half range. -- **Shimmershield** (Wargear): The bearer has a 4+ invulnerable save. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Infantry, Aeldari, Dire Avengers, Aspect Warriors, Grenades -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Dire Avenger Exarch -- 4-9 Dire Avengers - -**Wargear Options:** -- The Dire Avenger Exarch’s Avenger shuriken catapult can be replaced with 1 shuriken pistol and one of the following:- 1 diresword -- 1 power glaive -- If this unit’s Dire Avenger Exarch is equipped with 1 Avenger shuriken catapult, it can be equipped with 1 additional Avenger shuriken catapult. -- The Dire Avenger Exarch’s shuriken pistol can be replaced with 1 shimmershield. -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Asurmen, Autarch - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/aeldari/datasheets/eldrad-ulthran.md b/cogitator/factions/aeldari/datasheets/eldrad-ulthran.md deleted file mode 100644 index 17b5db0..0000000 --- a/cogitator/factions/aeldari/datasheets/eldrad-ulthran.md +++ /dev/null @@ -1,98 +0,0 @@ -# Eldrad Ulthran - -**Role:** Characters - -*One of the most potent Aeldari psykers ever to have lived, when Eldrad Ulthran takes to the field his enemies’ plans are already known to him. Such is Eldrad’s psychic might that he can break Titans and banish the mightiest of daemons, and over the millennia he has slain kings and champions beyond number.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 6+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Mind War; shuriken pistol; Staff of Ulthamar and witchblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mind War | 18 | 1 | 2 | 5 | -2 | D6 | anti-character 4+, precision, psychic | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of Ulthamar and witchblade | Melee | 3 | 2 | 5 | -1 | 2 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Diviner of Futures** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. -- **Doom (Psychic)** (Datasheet): At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Wound roll. - -**Keywords:** Aeldari, Character, Infantry, Epic Hero, Eldrad Ulthran, Farseer, Psyker -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Eldrad Ulthran – EPIC HERO - -**Leader:** -Can lead: Warlock Conclave, Guardian Defenders, Storm Guardians - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/aeldari/datasheets/falcon.md b/cogitator/factions/aeldari/datasheets/falcon.md deleted file mode 100644 index c92cefa..0000000 --- a/cogitator/factions/aeldari/datasheets/falcon.md +++ /dev/null @@ -1,107 +0,0 @@ -# Falcon - -**Role:** Other - -*The primary battle tanks of the Asuryam, Falcons mount a diverse array of potent weapons that make them the bane of war machines and foot troops alike. They also boast a transport pod, in which small squads of warriors can be borne to wherever their martial prowess is most needed on the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** pulse laser; scatter laser; twin shuriken catapult; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | — | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Transport, Fly, Falcon, Vehicle, Aeldari -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Falcon - -**Wargear Options:** -- This model’s scatter laser can be replaced with one of the following:- 1 missile launcher -- 1 bright lance -- 1 shuriken cannon -- 1 starcannon -- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. - -**Transport:** -This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Asuryani, Yvraine and The Visarch models). - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/aeldari/datasheets/farseer-skyrunner.md b/cogitator/factions/aeldari/datasheets/farseer-skyrunner.md deleted file mode 100644 index 74e3628..0000000 --- a/cogitator/factions/aeldari/datasheets/farseer-skyrunner.md +++ /dev/null @@ -1,104 +0,0 @@ -# Farseer Skyrunner - -**Role:** Characters - -*Farseers are expert combatants as well as battle seers. Their semi-sentient witchblades and singing spears are embedded with crystals that transmit the destructive potential of their bearer’s psyche. In battle, they flow around weapon blasts and blade thrusts with a natural grace that makes their foes seem predictable and slow.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 6+ | 5 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Eldritch Storm; shuriken pistol; twin shuriken catapult; witchblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eldritch Storm | 24 | D6 | 3 | 6 | -2 | D3 | blast, psychic | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Singing spear | Melee | 2 | 2 | 3 | 0 | 3 | psychic | -| Witchblade | Melee | 2 | 2 | 3 | 0 | 2 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Branching Fates (Psychic)** (Datasheet): While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit to an unmodified 6. -- **Misfortune (Psychic)** (Datasheet): At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a model in that unit makes an attack, subtract 1 from the Wound roll. Each unit can only be selected for this ability once per turn. - -**Keywords:** Farseer Skyrunner, Character, Aeldari, Fly, Psyker, Farseer, Mounted -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Farseer Skyrunner - -**Wargear Options:** -- This model’s witchblade can be replaced with 1 singing spear. - -**Leader:** -Can lead: Windriders - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/aeldari/datasheets/farseer.md b/cogitator/factions/aeldari/datasheets/farseer.md deleted file mode 100644 index 26bbdc8..0000000 --- a/cogitator/factions/aeldari/datasheets/farseer.md +++ /dev/null @@ -1,103 +0,0 @@ -# Farseer - -**Role:** Characters - -*The Asuryani look to their Farseers for leadership in battle. These psykers can uncover the foe’s intentions and calculate the effects of attacks. Their minds are their true weapons; with a thought, they can obliterate the memories of enemy commanders, hurl battle tanks into the air or summon terrifying storms of coruscating eldritch energy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Eldritch Storm; shuriken pistol; witchblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eldritch Storm | 24 | D6 | 3 | 6 | -2 | D3 | blast, psychic | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | -| Singing spear | 12 | 1 | 2 | 9 | 0 | 3 | assault, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Singing spear | Melee | 2 | 2 | 3 | 0 | 3 | psychic | -| Witchblade | Melee | 2 | 2 | 3 | 0 | 2 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Branching Fates (Psychic)** (Datasheet): While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit (excluding Support Weapon models) to an unmodified 6. -- **Guide (Psychic)** (Datasheet): At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Hit roll. Each unit can only be selected for this ability once per turn. - -**Keywords:** Infantry, Farseer, Character, Aeldari, Psyker -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Farseer - -**Wargear Options:** -- This model’s witchblade can be replaced with 1 singing spear. - -**Leader:** -Can lead: Warlock Conclave, Guardian Defenders, Storm Guardians - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/aeldari/datasheets/fire-dragons.md b/cogitator/factions/aeldari/datasheets/fire-dragons.md deleted file mode 100644 index d229953..0000000 --- a/cogitator/factions/aeldari/datasheets/fire-dragons.md +++ /dev/null @@ -1,97 +0,0 @@ -# Fire Dragons - -**Role:** Other - -*Fire Dragons are aggressive and warlike, seeking nothing less than the total annihilation of the enemy’s redoubts and war machines. They can identify the weak points of a target with a mere glance, then swiftly reduce them to molten liquid with their fusion guns.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| FIRE DRAGON | 7" | 3 | 3+ | 1 | 6+ | 1 | -| FIRE DRAGON EXARCH | 7" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Fire Dragon Exarch is equipped with:** Exarch’s Dragon fusion gun; close combat weapon. - -**Every Fire Dragon is equipped with:** Dragon fusion gun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dragon fusion gun | 12 | 1 | 3 | 9 | -4 | D6 | assault, melta 3 | -| Dragon fusion pistol | 6 | 1 | 3 | 9 | -4 | D6 | assault, melta 3, pistol | -| Dragon’s breath flamer | 12 | D6+2 | N/A | 6 | -2 | 1 | assault, ignores cover, torrent | -| Exarch’s Dragon fusion gun | 12 | 1 | 3 | 9 | -4 | D6 | assault, melta 6 | -| Firepike | 18 | 1 | 3 | 12 | -4 | D6 | assault, melta 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Dragon axe | Melee | 3 | 3 | 6 | -4 | D6 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Assured Destruction** (Datasheet): In your Shooting phase, each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Fire Dragons, Aspect Warriors, Grenades, Aeldari, Infantry -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Fire Dragon Exarch -- 4-9 Fire Dragons - -**Wargear Options:** -- The Fire Dragon Exarch model’s Exarch’s Dragon fusion gun can be replaced with 1 of the following:- 1 Dragon’s breath flamer -- 1 Dragon fusion pistol and 1 Dragon axe -- 1 firepike -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Fuegan, Autarch - -**Points:** -- 5 models: 120pts -- 10 models: 240pts diff --git a/cogitator/factions/aeldari/datasheets/fire-prism.md b/cogitator/factions/aeldari/datasheets/fire-prism.md deleted file mode 100644 index af67798..0000000 --- a/cogitator/factions/aeldari/datasheets/fire-prism.md +++ /dev/null @@ -1,92 +0,0 @@ -# Fire Prism - -**Role:** Other - -*The prism cannon of this vehicle is the bane of heavy battle tanks. In its firing process, a laser is discharged into a massive crystal prism that amplifies the shot’s potency. The energy is released in one of two ways – either as thin lances of light to destroy the toughest vehicles, or as a dispersed pulse to slaughter swathes of infantry.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** prism cannon; twin shuriken catapult; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prism cannon – dispersed pulse | 60 | 2D6 | 3 | 6 | -2 | 2 | blast | -| Prism cannon – focused lances | 60 | 2 | 3 | 18 | -4 | 6 | linked fire | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Crystal Matrix** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks. -- **Linked Fire** (Wargear profile): When selecting targets for this weapon, you can measure range and determine visibility from another friendly FIRE PRISM model that is visible to the bearer. When doing so, this weapon has an Attacks characteristic of 1. - -**Keywords:** Fire Prism, Fly, Aeldari, Vehicle -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Fire Prism - -**Wargear Options:** -- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/aeldari/datasheets/firestorm.md b/cogitator/factions/aeldari/datasheets/firestorm.md deleted file mode 100644 index 8fead49..0000000 --- a/cogitator/factions/aeldari/datasheets/firestorm.md +++ /dev/null @@ -1,91 +0,0 @@ -# Firestorm - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Firestorm scatter laser; twin shuriken catapult; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Firestorm scatter laser | 36 | 16 | 3 | 5 | 0 | 1 | anti-fly 2+ | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Skyfire** (Datasheet): Each time you target this model with the Fire Overwatch Stratagem just after an enemy unit that can Fly starts or ends a Normal, Advance or Fall Back move, when resolving that Stratagem, in addition to shooting that enemy unit, you can select up to 3 other enemy units within 24" of this model that can Fly; this model can also shoot at each of those units with its Firestorm scatter laser (provided each one is an eligible target), but when doing so, an unmodified Hit roll of 6 is required to score a hit. - -**Keywords:** Vehicle, Firestorm, Fly -**Faction Keywords:** , Aeldari - -**Unit Composition:** -- 1 Firestorm - -**Wargear Options:** -- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. - -**Transport:** -This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Yvraine and The Visarch). - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/aeldari/datasheets/fuegan.md b/cogitator/factions/aeldari/datasheets/fuegan.md deleted file mode 100644 index 13189a8..0000000 --- a/cogitator/factions/aeldari/datasheets/fuegan.md +++ /dev/null @@ -1,98 +0,0 @@ -# Fuegan - -**Role:** Characters - -*Fuegan has dedicated himself to the total destruction of the enemies of the Asuryani, and the trail of corpses he has left in his wake spans the galaxy. Those he sets his fiery gaze upon he either eradicates from existence with burning blasts from his firepike, Searsong, or cuts in twain with furious blows from the Fire Axe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Searsong; Fire Axe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Searsong – beam | 12 | 3 | 2 | 8 | -3 | 2 | assault, melta 1, sustained hits 2 | -| Searsong – lance | 18 | 1 | 2 | 14 | -4 | D6 | assault, melta 6 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fire Axe | Melee | 6 | 2 | 5 | -4 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Burning Lance** (Datasheet): While this model is leading a unit, add 6" to the Range characteristic of Melta weapons equipped by models in that unit. -- **Unquenchable Resolve** (Datasheet): The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. - -**Keywords:** Epic Hero, Grenades, Character, Fuegan, Phoenix Lord, Aspect Warrior, Aeldari, Infantry -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Fuegan – EPIC HERO - -**Leader:** -Can lead: Fire Dragons - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/aeldari/datasheets/guardian-defenders.md b/cogitator/factions/aeldari/datasheets/guardian-defenders.md deleted file mode 100644 index 353e1f1..0000000 --- a/cogitator/factions/aeldari/datasheets/guardian-defenders.md +++ /dev/null @@ -1,95 +0,0 @@ -# Guardian Defenders - -**Role:** Battleline - -*Guardian Defenders are versatile support troops capable of unleashing withering hails of fire from their shuriken catapults. They also man anti-grav Heavy Weapon Platforms that can be fitted with a variety of powerful guns with which to sunder enemy armour or mow down swathes of infantry.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GUARDIAN DEFENDER | 7" | 3 | 4+ | 1 | 7+ | 2 | -| HEAVY WEAPON PLATFORM | 7" | 3 | 4+ | 2 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Guardian Defender is equipped with:** shuriken catapult; close combat weapon. - -**The Heavy Weapon Platform is equipped with:** shuriken cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Fleet of Foot** (Datasheet): This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase. -- **Crewed Platform** (Datasheet): When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed. - -**Keywords:** Guardian Defenders, Infantry, Battleline, Aeldari, Grenades, Guardians -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 10 Guardian Defenders -- 1 Heavy Weapon Platform - -**Wargear Options:** -- The Heavy Weapon Platform’s shuriken cannon can be replaced with one of the following:- 1 missile launcher -- 1 bright lance -- 1 scatter laser -- 1 starcannon - -**Leader:** -Led By: Yvraine, The Visarch, Eldrad Ulthran, Autarch, Farseer, Warlock, Prince Yriel (Legendary) - -**Points:** -- 11 models: 100pts diff --git a/cogitator/factions/aeldari/datasheets/hemlock-wraithfighter.md b/cogitator/factions/aeldari/datasheets/hemlock-wraithfighter.md deleted file mode 100644 index 86f6704..0000000 --- a/cogitator/factions/aeldari/datasheets/hemlock-wraithfighter.md +++ /dev/null @@ -1,40 +0,0 @@ -# Hemlock Wraithfighter - -**Role:** Other - -*Hemlocks blend the psychic abilities of their Spiritseer pilots with the gestalt energies of the Aeldari dead, who can pilot the craft should the seer be incapacitated. The aircraft’s mindshock pod unleashes waves of negative emotion to cause terror in the enemy, while its heavy D-scythes hurl the Hemlock’s victims into the warp.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy D-scythes; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy D-scythe | 18 | D6 | 4 | 12 | -4 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Mindshock Pod (Aura, Psychic)** (Datasheet): While an enemy unit is within 9" of this model, subtract 1 from Battle-shock and Leadership tests taken for that unit. - -**Keywords:** Wraith Construct, Psyker, Aircraft, Fly, Aeldari, Vehicle, Hemlock Wraithfighter -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Hemlock Wraithfighter - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 155pts diff --git a/cogitator/factions/aeldari/datasheets/hornet.md b/cogitator/factions/aeldari/datasheets/hornet.md deleted file mode 100644 index 5a5df01..0000000 --- a/cogitator/factions/aeldari/datasheets/hornet.md +++ /dev/null @@ -1,94 +0,0 @@ -# Hornet - -**Role:** Other - -*The Hornet is a small, single-seater attack craft deployed in a fast reconnaissance and raiding role. Often operating alongside jetbikes and Vypers, Hornets speed ahead of the main Aeldari force to harry and outmanoeuvre priority targets, utilising a range of paired heavy weapons to strike and fade before the enemy can respond.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 Hornet pulse lasers; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Hornet pulse laser | 36 | 2 | 3 | 9 | -2 | D3 | — | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Lightning Assault** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Aeldari, Hornet, Fly, Vehicle -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Hornet - -**Wargear Options:** -- Each of this model’s Hornet pulse lasers can be replaced with one of the following:- Aeldari missile launcher -- Bright lance -- Scatter laser -- Shuriken cannon -- Starcannon - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/aeldari/datasheets/howling-banshees.md b/cogitator/factions/aeldari/datasheets/howling-banshees.md deleted file mode 100644 index 0fa7c43..0000000 --- a/cogitator/factions/aeldari/datasheets/howling-banshees.md +++ /dev/null @@ -1,98 +0,0 @@ -# Howling Banshees - -**Role:** Other - -*Howling Banshees are deadly in hand-to-hand fighting and renowned for their rapid strikes. Their Banshee masks contain psychosonic amplifiers that magnify the wearer’s keening battle screams into a mind-destroying shock wave. This aural assault inspires terror and paralysis in the foe as the Aspect Warriors move in for the kill.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| HOWLING BANSHEE | 8" | 3 | 4+ | 1 | 6+ | 1 | -| HOWLING BANSHEE EXARCH | 8" | 3 | 4+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 -*This invulnerable save is improved to 4+ against melee attacks.* - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; Banshee blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Triskele | 12 | 3 | 3 | 3 | -1 | 1 | anti-infantry 3+, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Banshee blade | Melee | 2 | 2 | 4 | -2 | 2 | anti-infantry 3+ | -| Executioner | Melee | 3 | 2 | 6 | -3 | 3 | anti-infantry 3+ | -| Mirrorswords | Melee | 4 | 2 | 4 | -2 | 2 | anti-infantry 3+ | -| Triskele | Melee | 6 | 2 | 3 | -1 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Acrobatic** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Howling Banshees, Aspect Warriors, Infantry, Aeldari -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Howling Banshee Exarch -- 4-9 Howling Banshees - -**Wargear Options:** -- The Howling Banshee Exarch’s Banshee blade can be replaced with 1 of the following:- 1 executioner -- 1 triskele -- The Howling Banshee Exarch’s shuriken pistol and Banshee blade can be replaced with 1 mirrorswords. -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Jain Zar, Autarch - -**Points:** -- 5 models: 95pts -- 10 models: 190pts diff --git a/cogitator/factions/aeldari/datasheets/illic-nightspear.md b/cogitator/factions/aeldari/datasheets/illic-nightspear.md deleted file mode 100644 index 7d15cf1..0000000 --- a/cogitator/factions/aeldari/datasheets/illic-nightspear.md +++ /dev/null @@ -1,108 +0,0 @@ -# Illic Nightspear - -**Role:** Characters - -*There are few Aeldari more skilled in the arts of stealth and marksmanship than Illic Nightspear, whose kill-tally numbers in the hundreds of thousands. Illic’s weapon of choice is the long rifle Void Bringer; each shot from this weapon opens a tiny warp hole within the target, ripping their body apart or wrenching them into the void.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 -** This model has a 5+ invulnerable save against ranged attacks.* - -**Default Wargear:** -**This model is equipped with:** Voidbringer; shuriken pistol; Aeldari power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | -| Voidbringer | 48 | 1 | 2 | 6 | -3 | 3 | devastating wounds, heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari power sword | Melee | 4 | 2 | 4 | -2 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Bringer of the True Death** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Wound roll. -- **Hunter Unseen** (Datasheet): This model’s unit can only be selected as the target of a ranged attack if the attacking model is within 12". - -**Keywords:** Illic Nightspear, Aeldari, Epic Hero, Character, Infantry -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Illic Nightspear – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Rangers - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/aeldari/datasheets/irillyth.md b/cogitator/factions/aeldari/datasheets/irillyth.md deleted file mode 100644 index 3100c33..0000000 --- a/cogitator/factions/aeldari/datasheets/irillyth.md +++ /dev/null @@ -1,108 +0,0 @@ -# Irillyth - -**Role:** Characters - -*Once a disciple of the first Phoenix Lord Asurmen, Irillyth founded the shrine of the Shadow Spectres on the craftworld of Mymeara, instilling in his warriors the arts of stealth, swiftness and decisive firepower. Known as the Shade of Twilight, he moves like a wraith among shadows, wielding the Spear of Starlight with lethal effect.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Spear of Starlight. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of Starlight | 24 | 3 | 3 | 8 | -2 | 4 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of Starlight | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Reaper of Souls** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Shadow of Death (Aura)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test. - -**Keywords:** Character, Infantry, Epic Hero, Fly, Jump Pack, Phoenix Lord, Aeldari, Irillyth -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Irillyth – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Shadow Spectres - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/aeldari/datasheets/jain-zar.md b/cogitator/factions/aeldari/datasheets/jain-zar.md deleted file mode 100644 index b606ee5..0000000 --- a/cogitator/factions/aeldari/datasheets/jain-zar.md +++ /dev/null @@ -1,100 +0,0 @@ -# Jain Zar - -**Role:** Characters - -*Always at the front of a charge and famed for her speed and ferocity, Jain Zar carries the Blade of Destruction, an ancient executioner. This she whirls in bloody arcs to carve through foes, before vaulting into a new position. With a flick of her wrist she unleashes the Silent Death, a triple-bladed throwing weapon that can easily sever a foe’s head.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Silent Death; Blade of Destruction. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Silent Death | 12 | 6 | 2 | 6 | -2 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of Destruction | Melee | 8 | 2 | 6 | -3 | 2 | anti-infantry 3+ | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Whirling Death** (Datasheet): While this model is leading a unit, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit and each time a model in that unit makes an Advance move, ignore any vertical distance when determining the total distance that model can be moved during that move. -- **Storm of Silence** (Datasheet): Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Wound roll. - -**Keywords:** Jain Zar, Epic Hero, Phoenix Lord, Aspect Warrior, Aeldari, Infantry, Character -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Jain Zar – EPIC HERO - -**Leader:** -Can lead: Howling Banshees - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/aeldari/datasheets/karandras.md b/cogitator/factions/aeldari/datasheets/karandras.md deleted file mode 100644 index 0f8cb7f..0000000 --- a/cogitator/factions/aeldari/datasheets/karandras.md +++ /dev/null @@ -1,105 +0,0 @@ -# Karandras - -**Role:** Characters - -*Karandras is a master of stealth and patience, striking in a blur of emerald armour. He assails his enemies with a white-hot burst from the mandiblaster Scorpion’s Bite before ripping them to shreds with his diamond-tipped chainblade Isirmathil, or crushing them in the grip of Arhra’s Bane – his bespoke Scorpion’s claw.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Arhra’s Bane; Isirmathil; the Scorpion’s Bite. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arhra’s Bane | 12 | 2 | 2 | 5 | -1 | 2 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arhra’s Bane | Melee | 5 | 2 | 8 | -3 | 2 | sustained hits 1 | -| Isirmathil | Melee | 8 | 2 | 6 | -1 | 1 | sustained hits 1 | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **The Scorpion’s Bite** (Wargear): Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the TITANIC keyword. -- **Shadow Hunter** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Sustained Assault** (Datasheet): Each time this model makes a melee attack, if it made a Charge move this turn, a successful unmodified Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Epic Hero, Phoenix Lord, Aeldari, Karandras, Character, Infantry -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Karandras – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Striking Scorpions - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/aeldari/datasheets/kharseth.md b/cogitator/factions/aeldari/datasheets/kharseth.md deleted file mode 100644 index d05f450..0000000 --- a/cogitator/factions/aeldari/datasheets/kharseth.md +++ /dev/null @@ -1,112 +0,0 @@ -# Kharseth - -**Role:** Characters - -*The most gifted Void Dreamer to have ever lived, Kharseth can sense the minutest fluctuations in the fabric of reality, detecting warp translations and other empyric disturbances and directing the fire of allies with terrifying precision. So too can they wield the energies of the Warp and unleash freezing energies of the void upon their enemies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Dread of the Deep Void; Waystave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dread of the Deep Void | 24 | D6+2 | 3 | 3 | -2 | 1 | anti-infantry 2+, blast, hazardous, ignores cover, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Waystave | Melee | 3 | 2 | 3 | 0 | 3 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Aethersense (Psychic)** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. -- **Fury of the Void (Psychic)** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack. - -**Keywords:** Aeldari, Infantry, Character, Epic Hero, Psyker, Anhrathe, Kharseth -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Kharseth – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Corsair Voidreavers, Corsair Voidscarred - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/aeldari/datasheets/lhykhis.md b/cogitator/factions/aeldari/datasheets/lhykhis.md deleted file mode 100644 index e4fdb4a..0000000 --- a/cogitator/factions/aeldari/datasheets/lhykhis.md +++ /dev/null @@ -1,103 +0,0 @@ -# Lhykhis - -**Role:** Characters - -*Lhykhis strikes like an ambush predator from the Empyrean, sowing murderous bloodshed amongst the foe. With each hissing discharge of the Brood Twain, she reduces enemies to sliced sacks of sloshing gore. With Weaverender and her Spider’s Fangs, she picks apart her victims at close quarters before vanishing again into the web of the Warp.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Brood Twain; Spider’s Fangs; Weaverender. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brood Twain | 12 | D6+3 | N/A | 6 | -2 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spider’s Fangs | Melee | 5 | 2 | 4 | -2 | 1 | extra attacks, lethal hits | -| Weaverender | Melee | 5 | 2 | 6 | -2 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Empyric Ambush** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it used its Flickerjump ability. -- **Whispering Web** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Aeldari model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. - -**Keywords:** Infantry, Character, Epic Hero, Aeldari, Jump Pack, Fly, Lhykhis, Aspect Warrior, Phoenix Lord -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Lhykhis – EPIC HERO - -**Leader:** -Can lead: Warp Spiders - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/aeldari/datasheets/lynx.md b/cogitator/factions/aeldari/datasheets/lynx.md deleted file mode 100644 index 43fe029..0000000 --- a/cogitator/factions/aeldari/datasheets/lynx.md +++ /dev/null @@ -1,97 +0,0 @@ -# Lynx - -**Role:** Other - -*Resembling a sleek twin-bladed spearhead, the Lynx is a heavy grav-tank armed with a pulsar. Though they lack the resilience of the largest engines of Vaul, Lynxes more than compensate for this with their speed and agility, defying the tracking systems of the enemy as they manoeuvre themselves for the perfect precision kill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 16 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Lynx pulsar; shuriken cannon; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Lynx pulsar | 48 | 4 | 3 | 16 | -3 | D6 | assault | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Speed of Vaul** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 9" to the Move characteristic of this model. - -**Keywords:** Vehicle, Fly, Aeldari, Lynx -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Lynx - -**Wargear Options:** -- This model’s shuriken cannon can be replaced with one of the following:- Aeldari missile launcher -- Bright lance -- Scatter laser -- Starcannon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/aeldari/datasheets/maugan-ra.md b/cogitator/factions/aeldari/datasheets/maugan-ra.md deleted file mode 100644 index 4cf4294..0000000 --- a/cogitator/factions/aeldari/datasheets/maugan-ra.md +++ /dev/null @@ -1,97 +0,0 @@ -# Maugan Ra - -**Role:** Characters - -*A master at killing from a distance, Maugan Ra wields the Maugetar. This scythe-like weapon fires mind-linked shuriken discs large enough to decapitate a swathe of foes before vanishing into nothingness. Should the enemy survive this barrage, they will meet a swift end on the curved edge of the Maugetar’s built-in reaping blade.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Maugetar. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Maugetar | 36 | 6 | 2 | 7 | -2 | 2 | devastating wounds, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Maugetar | Melee | 5 | 2 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Harvester of Souls** (Datasheet): While this model is leading a unit, in your Shooting phase, after selecting targets for that unit’s attacks, if every attack targets the same unit, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 5+, the unit being rolled for is struck by explosive debris; after resolving all of that unit’s attacks against the target unit, each unit struck by explosive debris suffers D3 mortal wounds. -- **Face of Death** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from the result. - -**Keywords:** Phoenix Lord, Infantry, Epic Hero, Aeldari, Aspect Warrior, Maugan Ra, Character -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Maugan Ra - -**Leader:** -Can lead: Dark Reapers - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/aeldari/datasheets/night-spinner.md b/cogitator/factions/aeldari/datasheets/night-spinner.md deleted file mode 100644 index ffd9bbf..0000000 --- a/cogitator/factions/aeldari/datasheets/night-spinner.md +++ /dev/null @@ -1,90 +0,0 @@ -# Night Spinner - -**Role:** Other - -*The doomweaver mounted by the Night Spinner is an esoteric weapon that spins great swathes of monofilament wire into a lethal web that is launched high into the air. So strong is this substance that nothing can stop its descent, and any foe lying beneath it faces a horrible death as the razor-sharp strands fall first upon and then through them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** doomweaver; twin shuriken catapult; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Doomweaver | 48 | D6+3 | 3 | 7 | -1 | 2 | blast, indirect fire, twin-linked | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Monofilament Web** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its doomweaver scored a hit against an enemy unit, until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. - -**Keywords:** Night Spinner, Aeldari, Fly, Vehicle -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Night Spinner - -**Wargear Options:** -- This model's twin shuriken catapult can be replaced with 1 shuriken cannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/aeldari/datasheets/nightwing.md b/cogitator/factions/aeldari/datasheets/nightwing.md deleted file mode 100644 index 6398ca2..0000000 --- a/cogitator/factions/aeldari/datasheets/nightwing.md +++ /dev/null @@ -1,88 +0,0 @@ -# Nightwing - -**Role:** Other - -*The Nightwing is a superlative dog-fighting aircraft, its swept-wing design granting it a combination of lightning speed and aerobatic agility unmatched by its rivals. Appearing only as a momentary blur in the sights of adversaries on the ground, Nightwings streak through the skies like born predators, vanquishing their quarry with a hail of shurikens or a single well-placed bright lance strike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin bright lance; twin shuriken cannon; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | twin-linked | -| Twin shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Vehicle, Aircraft, Aeldari, Nightwing, Fly -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Nightwing - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/aeldari/datasheets/phantom-titan.md b/cogitator/factions/aeldari/datasheets/phantom-titan.md deleted file mode 100644 index a5b62c2..0000000 --- a/cogitator/factions/aeldari/datasheets/phantom-titan.md +++ /dev/null @@ -1,105 +0,0 @@ -# Phantom Titan - -**Role:** Other - -*Phantoms reign as the pinnacle of war-craft, their towering forms wreathed in protective distort fields and invested with ruinous weaponry. To pilot one requires flawless poise and judgement; its steersman must enter a trancelike state, merging with the spirits within so that the Phantom becomes a near-unstoppable god of war.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 14 | 2+ | 55 | 6+ | 20 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** D-bombard; Phantom pulsar; Phantom starcannon; voidstorm missile launcher; Phantom feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| D-bombard | 72 | D6 | 3 | 20 | -4 | 2D6 | blast, devastating wounds | -| Phantom pulsar | 120 | 8 | 3 | 18 | -4 | 6 | — | -| Phantom starcannon | 36 | 4 | 3 | 8 | -3 | 2 | — | -| Pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | — | -| Voidstorm missile launcher | 48 | 2D6 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phantom feet | Melee | 4 | 3 | 12 | -2 | 4 | — | -| Wraith glaive – strike | Melee | 6 | 3 | 18 | -4 | 12 | — | -| Wraith glaive – sweep | Melee | 12 | 3 | 8 | -3 | 4 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Titanic Advance** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there. -- **Towering Wraith Construct** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. -- **Flawless Poise** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Aeldari, Phantom Titan, Wraith Construct, Monster, Titanic, Towering, Walker -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Phantom Titan - -**Wargear Options:** -- This model’s D-bombard can be replaced with one of the following:- 2 Phantom starcannons and 1 wraith glaive -- 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive -- 2 pulse lasers and 1 wraith glaive -- 1 Phantom pulsar -- This model’s Phantom pulsar can be replaced with one of the following:- 1 D-bombard -- 2 Phantom starcannons and 1 wraith glaive -- 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive -- 2 pulse lasers and 1 wraith glaive -- This model’s Phantom starcannon can be replaced with 1 pulse laser. - -**Damaged Profile:** -Remaining Wounds: 1-16 -While this model has 1-16 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 2100pts diff --git a/cogitator/factions/aeldari/datasheets/phoenix.md b/cogitator/factions/aeldari/datasheets/phoenix.md deleted file mode 100644 index c2d4084..0000000 --- a/cogitator/factions/aeldari/datasheets/phoenix.md +++ /dev/null @@ -1,88 +0,0 @@ -# Phoenix - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 16 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Phoenix missile array; Phoenix pulse laser; twin shuriken cannon; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phoenix missile array | 48 | D6 | 3 | 6 | -1 | 2 | blast | -| Phoenix pulse laser | 48 | 4 | 3 | 10 | -2 | D6 | — | -| Twin shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot FLY, add 1 to the Hit roll. - -**Keywords:** Vehicle, Phoenix, Aeldari, Aircraft, Fly -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Phoenix - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 175pts diff --git a/cogitator/factions/aeldari/datasheets/prince-yriel-legendary.md b/cogitator/factions/aeldari/datasheets/prince-yriel-legendary.md deleted file mode 100644 index f46b3c3..0000000 --- a/cogitator/factions/aeldari/datasheets/prince-yriel-legendary.md +++ /dev/null @@ -1,100 +0,0 @@ -# Prince Yriel (Legendary) - -**Role:** Characters - -*A great hero of Iyanden, Prince Yriel is a superlative commander of mighty fleets and great hosts of warriors alike. Yriel’s combat skill is equally unparalleled, and in battle he wields the Spear of Twilight with such speed and flair that his foes have little way of knowing where his next strikes will come from.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** the Eye of Wrath; the Spear of Twilight. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Eye of Wrath | 6 | 1 | 2 | 6 | -3 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Spear of Twilight | Melee | 5 | 2 | 6 | -3 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Hero of Iyanden** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Prince of Corsairs** (Datasheet): If your army includes this model, after both players have deployed their armies, select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Aeldari, Infantry, Epic Hero, Character, Prince Yriel -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Prince Yriel – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Corsair Voidscarred, Corsair Voidreavers, Guardian Defenders, Storm Guardians - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/aeldari/datasheets/prince-yriel.md b/cogitator/factions/aeldari/datasheets/prince-yriel.md deleted file mode 100644 index 61aff68..0000000 --- a/cogitator/factions/aeldari/datasheets/prince-yriel.md +++ /dev/null @@ -1,113 +0,0 @@ -# Prince Yriel - -**Role:** Characters - -*A noble scion of Craftworld Iyanden, Prince Yriel has walked many paths. Equally adept at commanding vast warfleets and leading great hosts of Anhrathe raiders to war, he is also a skilled combatant. Yriel wields the Spear of Twilight with superlative grace and dexterity and can pierce the guards of even the most vaunted duellists.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Eye of Wrath; shuriken pistol; Spear of Twilight. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eye of Wrath | 6 | 3 | 2 | 6 | -2 | 2 | assault, pistol | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of Twilight | Melee | 5 | 2 | 7 | -3 | 3 | lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Piratical Hero** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll. -- **Prince of Corsairs** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Prince Yriel, Anhrathe, Epic Hero, Infantry, Character, Aeldari -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Prince Yriel – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Corsair Voidreavers, Corsair Voidscarred - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/aeldari/datasheets/rangers.md b/cogitator/factions/aeldari/datasheets/rangers.md deleted file mode 100644 index 1dc645d..0000000 --- a/cogitator/factions/aeldari/datasheets/rangers.md +++ /dev/null @@ -1,90 +0,0 @@ -# Rangers - -**Role:** Other - -*These Outcast warriors are adepts in the arts of stealth warfare, marksmanship and tracking their enemies through the harshest terrain. Veiled by cameleoline cloaks and gloom field generators, they can hide from their foes even in plain sight as they pick them off one by one from extreme range.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**Every model is equipped with:** long rifle; shuriken pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Path of the Outcast** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6". - -**Keywords:** Rangers, Aeldari, Infantry -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 5-10 Rangers - -**Wargear Options:** -- None - -**Leader:** -Led By: Illic Nightspear - -**Points:** -- 5 models: 55pts -- 10 models: 110pts diff --git a/cogitator/factions/aeldari/datasheets/revenant-titan.md b/cogitator/factions/aeldari/datasheets/revenant-titan.md deleted file mode 100644 index 1a7cb7f..0000000 --- a/cogitator/factions/aeldari/datasheets/revenant-titan.md +++ /dev/null @@ -1,94 +0,0 @@ -# Revenant Titan - -**Role:** Other - -*Revenants are graceful wraith constructs armed with paired pulsars – high-yield laser weapons that are the bane of heavy armour. Other Revenants wield sophisticated sonic lances, which emit resonant noise that shakes apart everything it hits. Survivors are soon wiped out by its cloudburst missiles, or simply crushed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 13 | 2+ | 30 | 6+ | 16 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** cloudburst missile launcher; Revenant pulsar; sonic lance; Revenant feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cloudburst missile launcher | 36 | 2D6 | 3 | 8 | -2 | 2 | blast | -| Revenant pulsar | 60 | 6 | 3 | 14 | -3 | 4 | assault | -| Sonic lance | 18 | D6+6 | N/A | 8 | -3 | 2 | anti-monster 4+, anti-vehicle 4+, assault, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Revenant feet | Melee | 8 | 3 | 10 | -1 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Titanic Advance** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there. -- **Towering Wraith Construct** (Datasheet): Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so. -- **Revenant Jet Pack** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model. - -**Keywords:** Aeldari, Wraith Construct, Fly, Walker, Towering, Titanic, Monster, Revenant Titan -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Revenant Titan - -**Wargear Options:** -- This model’s Revenant pulsar can be replaced with 1 sonic lance. -- This model’s sonic lance can be replaced with 1 Revenant pulsar. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 1100pts diff --git a/cogitator/factions/aeldari/datasheets/scorpion.md b/cogitator/factions/aeldari/datasheets/scorpion.md deleted file mode 100644 index 85dbee0..0000000 --- a/cogitator/factions/aeldari/datasheets/scorpion.md +++ /dev/null @@ -1,97 +0,0 @@ -# Scorpion - -**Role:** Other - -*Optimised for hunting heavy tanks and titans, Scorpions are amongst the most powerful mobile weapons platforms employed by the Asuryani. Their twin pulsars are able to lance through the densest armour plating as though it was not there, vaporising everything they touch.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 11 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** shuriken cannon; twin Scorpion pulsar; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | -| Twin Scorpion pulsar | 60 | 6 | 3 | 18 | -3 | 5 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Lanced Obliteration** (Datasheet): Each time an attack made with this model’s twin Scorpion pulsar destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+ instead of on a 6. - -**Keywords:** Aeldari, Scorpion, Vehicle, Fly, Titanic -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Scorpion - -**Wargear Options:** -- This model’s shuriken cannon can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 bright lance -- 1 scatter laser -- 1 starcannon - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 410pts diff --git a/cogitator/factions/aeldari/datasheets/shadow-spectres.md b/cogitator/factions/aeldari/datasheets/shadow-spectres.md deleted file mode 100644 index 59b2c27..0000000 --- a/cogitator/factions/aeldari/datasheets/shadow-spectres.md +++ /dev/null @@ -1,94 +0,0 @@ -# Shadow Spectres - -**Role:** Other - -*Draped in holo-fields and gossamer-thin robes, Shadow Spectres haunt the battlefield as intangible ghosts, using their prism rifles to knock out valuable armoured targets before swiftly relocating. Their abilities allow these unsettling Aspect Warriors to stay a step ahead of any counterattack as they resume their terrifying hunt.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| SHADOW SPECTRE | 12" | 3 | 3+ | 1 | 6+ | 1 | -| SHADOW SPECTRE EXARCH | 12" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** prism rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prism rifle – dispersed | 18 | D6 | 3 | 4 | -1 | 1 | blast | -| Prism rifle – focused | 24 | 1 | 3 | 6 | -2 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Shade of Twilight** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Infantry, Jump Pack, Fly, Shadow Spectres, Aeldari -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 0-1 Shadow Spectre Exarch -- 5-10 Shadow Spectres - -**Wargear Options:** -- None - -**Leader:** -Led By: Irillyth - -**Points:** -- 5 Shadow Spectres: 115pts -- 10 Shadow Spectres: 230pts -- Shadow Spectre Exarch: 30pts diff --git a/cogitator/factions/aeldari/datasheets/shadow-weaver-platform.md b/cogitator/factions/aeldari/datasheets/shadow-weaver-platform.md deleted file mode 100644 index 2f3dd0e..0000000 --- a/cogitator/factions/aeldari/datasheets/shadow-weaver-platform.md +++ /dev/null @@ -1,41 +0,0 @@ -# Shadow Weaver Platform - -**Role:** Other - -*Cruel and terrible weapons, shadow weavers project spools of monofilament wire skywards above the foe. Spreading into a lethal web, the wire falls silently into the enemy ranks, slicing irresistibly through armour, meat and bone before settling, snowflake soft, amidst the gruesomely butchered remains of all those caught beneath its descending strands.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 6 | 4+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** shadow weaver; shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shadow weaver | 48 | D6+2 | 3 | 6 | -1 | 1 | blast, indirect fire | -| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Support Weapon** (Datasheet): Each time an attack targets this model’s unit, if that unit contains one or more other models, until that attack is resolved, this model has a Toughness characteristic of 3. -- **Monofilament Snare** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its shadow weaver. Until the start of your next turn, that enemy unit is snared. While a unit is snared, each time that unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound. -- **SUPPORT ARTILLERY** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support Weapon model joined to it). This model then counts as part of that GUARDIANS unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. - -This model, and any unit it is joined to, cannot embark within a Transport. - -**Keywords:** Shadow Weaver Platform, Aeldari, Infantry, Support Weapon -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Shadow Weaver Platform - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/aeldari/datasheets/shadowseer.md b/cogitator/factions/aeldari/datasheets/shadowseer.md deleted file mode 100644 index fe28282..0000000 --- a/cogitator/factions/aeldari/datasheets/shadowseer.md +++ /dev/null @@ -1,107 +0,0 @@ -# Shadowseer - -**Role:** Characters - -*Shadowseers can blind their enemies and drive them mad with their psychic powers. They shield their allies with veils of illusion, and crush bones in close combat with strikes from their miststaves – which also scramble the perceptions of those they hit.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; miststave; flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Miststave | Melee | 4 | 2 | 5 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Fog of Dreams (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". -- **Treacherous Illusion (Psychic)** (Datasheet): Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. -- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. - -**Keywords:** Psyker, Grenades, Shadowseer, Aeldari, Character, Infantry -**Faction Keywords:** Harlequins, - -**Unit Composition:** -- 1 Shadowseer - -**Wargear Options:** -- This model’s shuriken pistol can be replaced with 1 neuro disruptor. - -**Leader:** -Can lead: Troupe - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/aeldari/datasheets/shining-spears.md b/cogitator/factions/aeldari/datasheets/shining-spears.md deleted file mode 100644 index be9ef3a..0000000 --- a/cogitator/factions/aeldari/datasheets/shining-spears.md +++ /dev/null @@ -1,90 +0,0 @@ -# Shining Spears - -**Role:** Other - -*Shining Spears live to joust, which they do at breathtaking speeds upon their jetbike steeds. Their chosen weapon is the long and formidable laser lance, which burns an opening in the target with a powerful energy blast an instant before the bulk of the weapon slams home with a devastating, piercing impact.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| SHINING SPEAR | 14" | 4 | 3+ | 2 | 6+ | 2 | -| SHINING SPEAR EXARCH | 14" | 4 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** laser lance; twin shuriken catapult. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laser lance | 6 | 1 | 3 | 6 | -2 | 3 | assault | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Star lance | 6 | 1 | 3 | 9 | -3 | 3 | assault | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laser lance | Melee | 3 | 3 | 5 | -2 | 3 | anti-monster 3+, anti-vehicle 3+, lance | -| Paragon sabre | Melee | 6 | 3 | 5 | -2 | 2 | — | -| Star lance | Melee | 4 | 3 | 5 | -3 | 3 | anti-monster 3+, anti-vehicle 3+, lance | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Extreme Mobility** (Datasheet): Each time this unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance models in this unit can be moved during that move. -- **Shimmershield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Aspect Warriors, Fly, Mounted, Shining Spears, Aeldari -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Shining Spear Exarch -- 2-5 Shining Spears - -**Wargear Options:** -- The Shining Spear Exarch’s laser lance can be replaced with one of the following:- 1 paragon sabre -- 1 star lance -- The Shining Spear Exarch’s twin shuriken catapult can be replaced with 1 shuriken cannon. -- The Shining Spear Exarch can be equipped with 1 shimmershield. - -**Points:** -- 3 models: 110pts -- 6 models: 220pts diff --git a/cogitator/factions/aeldari/datasheets/shroud-runners.md b/cogitator/factions/aeldari/datasheets/shroud-runners.md deleted file mode 100644 index f9813bd..0000000 --- a/cogitator/factions/aeldari/datasheets/shroud-runners.md +++ /dev/null @@ -1,94 +0,0 @@ -# Shroud Runners - -**Role:** Other - -*Streaking into battle as barely perceived blurs, Shroud Runners effortlessly outmanoeuvre their enemies while harassing them with pinpoint sniper fire. Each jetbike acts as the mount for a pair of skilled Aeldari Rangers, the pillion rider often entering a marksman’s trance so as to aim and fire while travelling at incredible speeds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 5+ | 3 | 7+ | 2 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**Every model is equipped with:** long rifle; scatter laser; shuriken pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Long rifle | 36 | 1 | 2 | 4 | -1 | 2 | precision | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Target Acquisition** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with a long rifle. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. - -**Keywords:** Mounted, Shroud Runners, Fly, Aeldari -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 3-6 Shroud Runners - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/aeldari/datasheets/skathach-wraithknight.md b/cogitator/factions/aeldari/datasheets/skathach-wraithknight.md deleted file mode 100644 index feed399..0000000 --- a/cogitator/factions/aeldari/datasheets/skathach-wraithknight.md +++ /dev/null @@ -1,105 +0,0 @@ -# Skathach Wraithknight - -**Role:** Other - -*Skathach Wraithknights were designed to walk the endless paths of the Labyrinth Dimension, purging those eldritch passageways of any trespassers. Equipped with complex webway shunt generators and rare, specialised weapons, these constructs stride the battlefield like vengeful demigods, dispensing doom with every graceful step.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 10 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** inferno lance; titanic feet; scattershield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deathshroud cannon – dispersed | 12 | 3D6 | 3 | 6 | -1 | 1 | blast, devastating wounds | -| Deathshroud cannon – focused | 48 | D6 | 3 | 10 | -3 | 2 | blast, devastating wounds | -| Inferno lance | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 5 | 3 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Agile** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over other models (excluding Titanic models) and terrain features that are 4" or less in height as if they were not there. -- **Webway Shunt Generator** (Datasheet): Once per battle, at the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield and place it into Strategic Reserves. -- **Scattershield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Aeldari, Wraith Construct, Walker, Towering, Titanic, Monster, Skathach Wraithknight -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Skathach Wraithknight - -**Wargear Options:** -- This model can be equipped with up to two of the following:- 1 scatter laser -- 1 shuriken cannon -- 1 starcannon -- This model’s inferno lance can be replaced with 1 deathshroud cannon. -- This model’s scattershield can be replaced with one of the following:- 1 inferno lance -- 1 deathshroud cannon - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 490pts diff --git a/cogitator/factions/aeldari/datasheets/skyweavers.md b/cogitator/factions/aeldari/datasheets/skyweavers.md deleted file mode 100644 index 4799e33..0000000 --- a/cogitator/factions/aeldari/datasheets/skyweavers.md +++ /dev/null @@ -1,84 +0,0 @@ -# Skyweavers - -**Role:** Other - -*Skyweavers shoot through the air in a prismatic storm of hallucinatory colour and light. While the riders known as Skyborne Princes pilot each jetbike and operate its guns, those called Great Falcons ride pillion, poised to cut down the foe with their star bolas or bisect them with their sweeping zephyrglaives.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 4+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** shuriken cannon; star bolas; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Skyweaver haywire cannon | 24 | 2 | 3 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds | -| Star bolas | 12 | D3 | 3 | 7 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | -| Zephyrglaive | Melee | 4 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Acrobatic Grace** (Datasheet): Each time an attack targets this unit, subtract 1 from the Hit roll. - -**Keywords:** Aeldari, Fly, Smoke, Mounted, Skyweavers -**Faction Keywords:** Harlequins, - -**Unit Composition:** -- 2-4 Skyweavers - -**Wargear Options:** -- Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon. -- Any number of models can each have their star bolas replaced with 1 zephyrglaive. - -**Points:** -- 2 models: 95pts -- 4 models: 190pts diff --git a/cogitator/factions/aeldari/datasheets/solitaire.md b/cogitator/factions/aeldari/datasheets/solitaire.md deleted file mode 100644 index 402b15a..0000000 --- a/cogitator/factions/aeldari/datasheets/solitaire.md +++ /dev/null @@ -1,83 +0,0 @@ -# Solitaire - -**Role:** Characters - -*Solitaires are the equal of a host of lesser warriors, and can move at speeds the naked eye cannot follow. In combat, their scything kicks and hammer-blow punches come so fast their foes are dead before they know they are in a fight. They sever heads and pierce hearts in a rapid blur of movement, and cause blood to fall like monsoon rain.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Solitaire weapons, flip belt. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Solitaire weapons | Melee | 9 | 2 | 6 | -2 | 2 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Blitz** (Datasheet): Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons. -- **Blur of Movement** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced. -- **PATH OF DAMNATION** (Fortification (левая колонка)): This model cannot be your WARLORD. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. - -**Keywords:** Character, Infantry, Epic Hero, Aeldari, Solitaire -**Faction Keywords:** Harlequins, - -**Unit Composition:** -- 1 Solitaire – EPIC HERO - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/aeldari/datasheets/spiritseer.md b/cogitator/factions/aeldari/datasheets/spiritseer.md deleted file mode 100644 index 9ce2616..0000000 --- a/cogitator/factions/aeldari/datasheets/spiritseer.md +++ /dev/null @@ -1,80 +0,0 @@ -# Spiritseer - -**Role:** Characters - -*It falls to the Spiritseers to commune with the souls of the dead. In this capacity, they guide ghost warriors through the inferno of battle, bringing the world around them into greater focus. Aided in this way, ghost warriors become yet more lethal, their strikes and shots ensuring the swift demise of their foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; witch staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Witch staff | Melee | 2 | 2 | 3 | 0 | D3 | anti-infantry 2+, psychic | - -**Abilities:** -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Spiritseer** (Datasheet): While this model is within 3" of one or more friendly Wraith Construct units, this model has the Lone Operative ability. -- **Spirit Mark (Psychic)** (Datasheet): Once per turn, in your Movement phase, when this model starts or ends a move, select one friendly Wraith Construct unit within 6" of this model (excluding TITANIC units) and one enemy unit visible to this model. Until the start of your next Movement phase, weapons equipped by models in that friendly unit have the [SUSTAINED HITS 1] ability while targeting that enemy unit. -- **Tears of Isha (Psychic)** (Datasheet): In your Command phase, select one friendly Wraith Construct unit within 6" of this model. If one or more models in that unit are destroyed, you can return one destroyed model to that unit. Otherwise, one model in that unit regains up to D3 lost wounds. Each unit can only be selected for this ability once per turn. - -**Keywords:** Spiritseer, Character, Infantry, Aeldari, Psyker -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Spiritseer - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/aeldari/datasheets/starfangs.md b/cogitator/factions/aeldari/datasheets/starfangs.md deleted file mode 100644 index 803a00f..0000000 --- a/cogitator/factions/aeldari/datasheets/starfangs.md +++ /dev/null @@ -1,98 +0,0 @@ -# Starfangs - -**Role:** Other - -*The Starfang combines the graceful silhouette and wraithbone armour of the Asuryani Vyper with Commorrite weapons technology. Armed with a turret-mounted disintegrator cannon and underslung Starfang grenade launcher, this swift skimmer provides Anhrathe raiding forces with much needed firepower.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** disintegrator cannon; Starfang grenade launcher; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | assault | -| Starfang grenade launcher | 36 | D3 | 3 | 6 | -3 | 2 | assault, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Hallucinogen Grenades** (Datasheet): At the start of your opponent’s Shooting phase, this unit can use this ability. If it does, select one Aeldari Infantry unit from your army visible to and within 36" of this unit: until the end of the phase, that unit has the Stealth ability. - -**Keywords:** Anhrathe, Vehicle, Aeldari, Fly, Smoke, Grenades, Starfangs -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1-2 Starfangs - -**Wargear Options:** -- None - -**Points:** -- 1 model: 75pts -- 2 models: 150pts diff --git a/cogitator/factions/aeldari/datasheets/starweaver.md b/cogitator/factions/aeldari/datasheets/starweaver.md deleted file mode 100644 index 2fa04da..0000000 --- a/cogitator/factions/aeldari/datasheets/starweaver.md +++ /dev/null @@ -1,90 +0,0 @@ -# Starweaver - -**Role:** Dedicated Transports - -*These agile and nimble anti-grav transport craft swoop and spiral effortlessly through incoming fire, their flickering holo-fields giving them polychromatic camouflage. Armed with multiple heavy weapons, they provide great volumes of supporting fire for the troops they carry, scything down the foe with withering hails of shurikens.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 4+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 2 shuriken cannons; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Rapid Embarkation** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Harlequins Infantry unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. - -**Keywords:** Aeldari, Transport, Dedicated Transport, Smoke, Fly, Starweaver, Vehicle -**Faction Keywords:** , Harlequins - -**Unit Composition:** -- 1 Starweaver - -**Transport:** -This model has a transport capacity of 6 Harlequins Infantry models. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/aeldari/datasheets/storm-guardians.md b/cogitator/factions/aeldari/datasheets/storm-guardians.md deleted file mode 100644 index 606695c..0000000 --- a/cogitator/factions/aeldari/datasheets/storm-guardians.md +++ /dev/null @@ -1,92 +0,0 @@ -# Storm Guardians - -**Role:** Battleline - -*Storm Guardians often support Aspect Warriors in close combat, wielding their pistols and blades with all the grace and skill of their kind. Other Storm Guardians bring special weapons to bear, burning foes out of cover with bursts from their flamers or melting through armoured bunkers with their fusion guns.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| STORM GUARDIAN | 7" | 3 | 4+ | 1 | 7+ | 2 | -| SERPENT’S SCALE PLATFORM | 7" | 3 | 4+ | 2 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Storm Guardian is equipped with:** shuriken pistol; close combat weapon. - -**The Serpent’s Scale Platform is equipped with:** close combat weapon; Serpent shield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6 | assault, melta 2 | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power sword | Melee | 2 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Stormblades** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Crewed Platform** (Datasheet): When the last Storm Guardian model in this unit is destroyed, any remaining Serpent’s Scale Platform models in this unit are also destroyed. -- **Serpent Shield** (Wargear): Models in the bearer’s unit have a 5+ invulnerable save. - -**Keywords:** Guardians, Storm Guardians, Infantry, Battleline, Aeldari, Grenades -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 10 Storm Guardians -- 1 Serpent’s Scale Platform - -**Wargear Options:** -- Up to 2 Storm Guardians can each have their shuriken pistol replaced with 1 flamer. -- Up to 2 Storm Guardians can each have their shuriken pistol replaced with 1 fusion gun. -- Up to 2 Storm Guardians can each have their close combat weapon replaced with 1 power sword. - -**Leader:** -Led By: Yvraine, The Visarch, Eldrad Ulthran, Autarch, Farseer, Warlock, Prince Yriel (Legendary) - -**Points:** -- 11 models: 110pts diff --git a/cogitator/factions/aeldari/datasheets/striking-scorpions.md b/cogitator/factions/aeldari/datasheets/striking-scorpions.md deleted file mode 100644 index 7f7be6c..0000000 --- a/cogitator/factions/aeldari/datasheets/striking-scorpions.md +++ /dev/null @@ -1,113 +0,0 @@ -# Striking Scorpions - -**Role:** Other - -*Striking Scorpions are the stealthiest Aspect, becoming one with the shadows to creep up on the enemy before falling upon them with ruthless intent. They can wait for days without motion before striking with the force of a lightning bolt, launching hails of mandiblaster fire and delivering flurries of blows with their Scorpion chainswords.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| STRIKING SCORPION | 7" | 3 | 3+ | 1 | 6+ | 1 | -| STRIKING SCORPION EXARCH | 7" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Striking Scorpion Exarch is equipped with:** shuriken pistol; Scorpion chainsword; Scorpion’s claw. - -**Every Striking Scorpion is equipped with:** shuriken pistol; Scorpion chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsabres | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol, twin-linked | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Biting blade | Melee | 4 | 3 | 6 | -3 | 1 | sustained hits 1 | -| Chainsabres | Melee | 5 | 3 | 4 | -1 | 1 | sustained hits 1, twin-linked | -| Scorpion chainsword | Melee | 4 | 3 | 4 | -1 | 1 | sustained hits 1 | -| Scorpion’s claw | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Mandiblasters** (Datasheet): Each time a model in this unit makes a melee attack, if it made a Charge move this turn, an unmodified Hit roll of 5+ scores a Critical Hit. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Aspect Warriors, Aeldari, Striking Scorpions, Infantry -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Striking Scorpion Exarch -- 4-9 Striking Scorpions - -**Wargear Options:** -- The Striking Scorpion Exarch’s shuriken pistol, Scorpion chainsword and Scorpion’s claw can be replaced with one of the following:- 1 biting blade and 1 shuriken pistol -- 1 chainsabres -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Karandras, Autarch - -**Points:** -- 5 models: 85pts -- 10 models: 150pts diff --git a/cogitator/factions/aeldari/datasheets/swooping-hawks.md b/cogitator/factions/aeldari/datasheets/swooping-hawks.md deleted file mode 100644 index d2a2133..0000000 --- a/cogitator/factions/aeldari/datasheets/swooping-hawks.md +++ /dev/null @@ -1,102 +0,0 @@ -# Swooping Hawks - -**Role:** Other - -*Swooping Hawks soar high above the battlefield with incredible grace and agility, moving with such speed that they appear as a blur of colour. They are masters of harassment warfare, perfectly suited to breaking up enemy counter-attacks or picking off vulnerable formations with a hail of las-fire and plasma grenades.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| SWOOPING HAWK | 14" | 3 | 4+ | 1 | 6+ | 1 | -| SWOOPING HAWK EXARCH | 14" | 3 | 4+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Swooping Hawk Exarch is equipped with:** Hawk’s talon; close combat weapon. - -**Every Swooping Hawk is equipped with:** lasblaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exarch’s lasblaster | 24 | 4 | 3 | 5 | -1 | 1 | assault, lethal hits | -| Hawk’s talon | 24 | 2 | 3 | 6 | -2 | 2 | lethal hits | -| Lasblaster | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Sunpistol | 12 | 2 | 3 | 4 | 0 | 1 | assault, lethal hits, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Grenade Pack Flyover** (Datasheet): Once per turn, in your Movement phase, when this unit is set up on the battlefield or ends a Normal, Advance or Fall Back move, it can use this ability. If it does, select one enemy unit within 8" of and visible to this unit and roll one D6 for each Swooping Hawks model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). Each time this unit uses this ability, until the end of the turn, you cannot target this unit with the Grenade Stratagem. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Grenades, Fly, Jump Pack, Aeldari, Infantry, Aspect Warriors, Swooping Hawks -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Swooping Hawk Exarch -- 4-9 Swooping Hawks - -**Wargear Options:** -- The Swooping Hawk Exarch’s Hawk’s talon can be replaced with one of the following:- 1 Exarch’s lasblaster -- 1 sunpistol and 1 power sword -- 1 scatter laser -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Baharroth, Autarch Wayleaper - -**Points:** -- 5 models: 95pts -- 10 models: 190pts diff --git a/cogitator/factions/aeldari/datasheets/the-visarch.md b/cogitator/factions/aeldari/datasheets/the-visarch.md deleted file mode 100644 index 29af68b..0000000 --- a/cogitator/factions/aeldari/datasheets/the-visarch.md +++ /dev/null @@ -1,96 +0,0 @@ -# The Visarch - -**Role:** Characters - -*The Visarch darts amongst the foe, taking off limbs and heads with the Cronesword Asu-var, the Sword of Silent Screams. The many faces that adorn his ancient suit of Bel-Anshoc armour represent the personalities he can take in battle, which include the sure blade of an Exarch and the acrobatic prowess of a Drukhari Wych.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Asu-var. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Asu-var – quicksilver stance | Melee | 8 | 2 | 4 | -1 | 1 | sustained hits 2 | -| Asu-var – duellist stance | Melee | 6 | 2 | 5 | -2 | 2 | devastating wounds, precision | -| Asu-var – mythic stance | Melee | 4 | 2 | 3 | -4 | 3 | anti-epic hero 2+, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Way of the Blade** (Datasheet): While this model is leadings unit, models in that unit have the Fights First ability. -- **Yvraine’s Champion** (Datasheet): While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability. -- **SERVANT OF THE WHISPERING GOD** (Fortification (левая колонка)): If your army includes THE VISARCH, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH. - -**Keywords:** Epic Hero, Aeldari, The Visarch, Character, Infantry -**Faction Keywords:** , Ynnari - -**Unit Composition:** -- 1 Visarch – EPIC HERO - -**Leader:** -Can lead: Ynnari Incubi, Ynnari Wyches, Ynnari Kabalite Warriors, Storm Guardians, Corsair Voidscarred, Corsair Voidreavers, Guardian Defenders - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/aeldari/datasheets/the-yncarne.md b/cogitator/factions/aeldari/datasheets/the-yncarne.md deleted file mode 100644 index 48a8638..0000000 --- a/cogitator/factions/aeldari/datasheets/the-yncarne.md +++ /dev/null @@ -1,90 +0,0 @@ -# The Yncarne - -**Role:** Characters - -*Once it has torn into realspace, the Yncarne advances on its enemies amidst a vortex of deathly whispers. It is a roaring psychic hurricane that rips the life from those who earn its ire. Nearby Ynnari are invigorated by its chilling power, while foes are turned to dust by the Yncarne’s gaze, or sliced in two by its sweeping blows.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** swirling soul energy; Vilith-zhar. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Swirling soul energy | 12 | D6+3 | N/A | 7 | -1 | D3 | ignores cover, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vilith-zhar – strike | Melee | 5 | 2 | 12 | -4 | D6+1 | — | -| Vilith-zhar – sweep | Melee | 10 | 2 | 6 | -4 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Inevitable Death** (Datasheet): Once in each of your opponent’s turns, if this model is on the battlefield when another friendly AELDARI unit is destroyed, just after removing the last model in that unit, you can remove this model from the battlefield and set it up as close as possible to where that destroyed model was destroyed and not within Engagement Range of one or more enemy units. -- **Ethereal Form** (Datasheet): Each time this model destroys an enemy unit, it regains up to D3 lost wounds. -- **AVATAR OF THE WHISPERING GOD** (Fortification (левая колонка)): If your army includes THE YNCARNE, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE YNCARNE. - -**Keywords:** Daemon, The Yncarne, Character, Epic Hero, Monster, Aeldari, Fly, Psyker -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Yncarne – EPIC HERO - -**Points:** -- 1 model: 260pts diff --git a/cogitator/factions/aeldari/datasheets/troupe-master.md b/cogitator/factions/aeldari/datasheets/troupe-master.md deleted file mode 100644 index b7799f0..0000000 --- a/cogitator/factions/aeldari/datasheets/troupe-master.md +++ /dev/null @@ -1,108 +0,0 @@ -# Troupe Master - -**Role:** Characters - -*Choreographers of conflict, Troupe Masters direct their comrades’ reactions to the fates of battle and ensure their performance in the theatre of war is as perfect as it can be. They are blisteringly swift and deadly warriors, and with the consent of their peers they act as focal points of their Troupes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; Troupe Master’s blade; flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion pistol | 6 | 1 | 2 | 8 | -4 | D6 | assault, melta 2, pistol | -| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Harlequin’s special weapon | Melee | 6 | 2 | 4 | -1 | 2 | devastating wounds | -| Troupe Master’s blade | Melee | 5 | 2 | 5 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Choreographer of War** (Datasheet): While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit. -- **Cegorach’s Favour** (Datasheet): Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll. -- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. - -**Keywords:** Grenades, Troupe Master, Aeldari, Character, Infantry -**Faction Keywords:** , Harlequins - -**Unit Composition:** -- 1 Troupe Master - -**Wargear Options:** -- This model’s shuriken pistol can be replaced with one of the following:- 1 fusion pistol -- 1 neuro disruptor -- This model's Troupe Master's blade can be replaced with 1 Harlequin's special weapon. - -**Leader:** -Can lead: Troupe - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/aeldari/datasheets/troupe.md b/cogitator/factions/aeldari/datasheets/troupe.md deleted file mode 100644 index 0735dab..0000000 --- a/cogitator/factions/aeldari/datasheets/troupe.md +++ /dev/null @@ -1,99 +0,0 @@ -# Troupe - -**Role:** Other - -*The Players of Harlequin Troupes perform with breathtaking skill, whether their stage is a wraithbone and glass amphitheatre bathed in crystalline light, or the firelit hell of the battlefield. They tumble, sprint and leap with beautiful agility, every squeeze of a trigger and slash of a blade bringing death to the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 1 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; Harlequin’s blade, flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Harlequin’s blade | Melee | 5 | 3 | 3 | -1 | 1 | devastating wounds | -| Harlequin’s special weapon | Melee | 4 | 3 | 4 | -1 | 1 | devastating wounds | -| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Dance of Death** (Datasheet): At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: -- **Hero’s Prowess:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1. -- **Villain’s Doom:** Each time a model in this unit makes an attack, add 1 to the Wound roll. -- **Trickster’s Grace:** Each time an attack targets this unit, subtract 1 from the Hit roll. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. - -**Keywords:** Infantry, Aeldari, Grenades, Troupe -**Faction Keywords:** Harlequins, - -**Unit Composition:** -- 1 Lead Player -- 4-11 Players - -**Wargear Options:** -- Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon. -- The Lead Player’s Harlequin’s blade can be replaced with 1 power sword. -- If this unit contains 9 or fewer models:- Up to 2 models can each have their shuriken pistol replaced with 1 neuro disruptor -- Up to 2 models can each have their shuriken pistol replaced with 1 fusion pistol -- If this unit contains 10 or more models:- Up to 4 models can each have their shuriken pistol replaced with 1 neuro disruptor -- Up to 4 models can each have their shuriken pistol replaced with 1 fusion pistol - -**Leader:** -Led By: Troupe Master, Shadowseer - -**Points:** -- 5 models: 85pts -- 6 models: 100pts -- 11 models: 190pts -- 12 models: 205pts diff --git a/cogitator/factions/aeldari/datasheets/vampire-hunter.md b/cogitator/factions/aeldari/datasheets/vampire-hunter.md deleted file mode 100644 index c99c2e9..0000000 --- a/cogitator/factions/aeldari/datasheets/vampire-hunter.md +++ /dev/null @@ -1,94 +0,0 @@ -# Vampire Hunter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 3+ | 30 | 6+ | 0 | - -**Invulnerable Save:** 4* -*Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** scatter laser; 2 twin pulse lasers; twin Vampire pulsar; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Twin pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | twin-linked | -| Twin Vampire pulsar | 60 | 3 | 3 | 12 | -3 | 4 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Titan Hunter** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1. - -**Keywords:** Aircraft, Vampire Hunter, Aeldari, Titanic, Fly, Vehicle -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Vampire Hunter - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 460pts diff --git a/cogitator/factions/aeldari/datasheets/vampire-raider.md b/cogitator/factions/aeldari/datasheets/vampire-raider.md deleted file mode 100644 index d0015c9..0000000 --- a/cogitator/factions/aeldari/datasheets/vampire-raider.md +++ /dev/null @@ -1,96 +0,0 @@ -# Vampire Raider - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 3+ | 30 | 6+ | 0 | - -**Invulnerable Save:** 4* -*Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** scatter laser; 2 twin pulse lasers; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Twin pulse laser | 48 | 3 | 3 | 9 | -2 | D6 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Into the Foe** (Datasheet): If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. - -**Keywords:** Aircraft, Vampire Raider, Aeldari, Fly, Vehicle, Transport, Titanic -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Vampire Raider - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 30 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Yvraine and The Visarch). - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 430pts diff --git a/cogitator/factions/aeldari/datasheets/vibro-cannon-platform.md b/cogitator/factions/aeldari/datasheets/vibro-cannon-platform.md deleted file mode 100644 index 682998d..0000000 --- a/cogitator/factions/aeldari/datasheets/vibro-cannon-platform.md +++ /dev/null @@ -1,41 +0,0 @@ -# Vibro Cannon Platform - -**Role:** Other - -*Vibro cannons unleash resonating barrages of sonic energy, funnelled along magnetic tunnels into the foe’s ranks. Such a blast rips a furrow of destruction through the ground before shaking foes apart, shattering bones and detonating engines and ammunition. When these beams are crossed, however, the harmonic becomes truly apocalyptic.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 6 | 4+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** vibro cannon; shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | -| Vibro cannon | 48 | D6 | 3 | 9 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Support Weapon** (Datasheet): Each time an attack targets this model’s unit, if that unit contains one or more other models, until that attack is resolved, this model has a Toughness characteristic of 3. -- **Sonic Destruction** (Datasheet): In your Shooting phase, each time this model makes an attack with its vibro cannon that targets an enemy unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1 for each other friendly VIBRO CANNON PLATFORM model that made one or more attacks with its vibro cannon that also targeted that enemy unit this phase. -- **SUPPORT ARTILLERY** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support Weapon model joined to it). This model then counts as part of that GUARDIANS unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. - -This model, and any unit it is joined to, cannot embark within a Transport. - -**Keywords:** Infantry, Aeldari, Vibro Cannon Platform, Support Weapon -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Vibro Cannon Platform - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/aeldari/datasheets/voidweaver.md b/cogitator/factions/aeldari/datasheets/voidweaver.md deleted file mode 100644 index a2e1055..0000000 --- a/cogitator/factions/aeldari/datasheets/voidweaver.md +++ /dev/null @@ -1,91 +0,0 @@ -# Voidweaver - -**Role:** Other - -*The Voidweaver’s potent combination of versatile weapons, lightweight psychoplastic armour, hyper-velocity and polychromatic camouflage make them exceptionally dangerous attack craft. Deadly on the ambush, groups of Voidweavers can rip apart enemy battle tanks or slaughter whole squads of infantry.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 4+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prismatic cannon – dispersed pulse | 24 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Prismatic cannon – focused lances | 24 | 2 | 3 | 12 | -3 | 4 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Voidweaver haywire cannon | 24 | 3 | 3 | 4 | -1 | 3 | anti-vehicle 4+, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Polychromatic Camouflage** (Datasheet): This unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -**Keywords:** Fly, Voidweaver, Vehicle, Aeldari -**Faction Keywords:** , Harlequins - -**Unit Composition:** -- 1 Voidweaver - -**Wargear Options:** -- This model’s Voidweaver haywire cannon can be replaced with 1 prismatic cannon. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/aeldari/datasheets/vypers.md b/cogitator/factions/aeldari/datasheets/vypers.md deleted file mode 100644 index ed239de..0000000 --- a/cogitator/factions/aeldari/datasheets/vypers.md +++ /dev/null @@ -1,92 +0,0 @@ -# Vypers - -**Role:** Other - -*These sleek skimmers offer a perfect compromise between the speed of a jetbike and the heavier armament of a grav-tank. Well-drilled Vyper squadrons move as one at breakneck speeds, evincing incredible grace as their seated gunners blast at the vulnerable rear armour of tanks or harass the flanks of infantry squads.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** shuriken cannon; bright lance; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 2 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Starcannon | 36 | 2 | 2 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Harassment Fire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Vypers, Fly, Aeldari, Vehicle -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1-2 Vypers - -**Wargear Options:** -- Any number of models can each have their bright lance replaced with one of the following:- 1 scatter laser -- 1 starcannon -- Any number of models can each have their shuriken cannon replaced with 1 missile launcher. - -**Points:** -- 1 model: 75pts -- 2 models: 150pts diff --git a/cogitator/factions/aeldari/datasheets/war-walkers.md b/cogitator/factions/aeldari/datasheets/war-walkers.md deleted file mode 100644 index 7b870e0..0000000 --- a/cogitator/factions/aeldari/datasheets/war-walkers.md +++ /dev/null @@ -1,99 +0,0 @@ -# War Walkers - -**Role:** Other - -*The graceful, bipedal War Walkers often take to the field in the vanguard of Asuryani armies. Highly agile, they are also heavily armed, carrying two heavy weapons to eliminate foes before they can strike back. A formidable power field of invisible energy protects each War Walker, blurring and distorting its outline and shielding the pilot.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** 2 shuriken cannons; War Walker feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| War Walker feet | Melee | 3 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Crystalline Targeting** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly AELDARI unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. Each unit can only be selected for this ability once per turn. - -**Keywords:** Vehicle, Aeldari, Walker, War Walkers -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1-2 War Walkers - -**Wargear Options:** -- Each model can have each shuriken cannon it is equipped with replaced with one of the following:- 1 missile launcher -- 1 bright lance -- 1 scatter laser -- 1 starcannon - -**Points:** -- 1 model: 85pts -- 2 models: 170pts diff --git a/cogitator/factions/aeldari/datasheets/warlock-conclave.md b/cogitator/factions/aeldari/datasheets/warlock-conclave.md deleted file mode 100644 index e2b4c96..0000000 --- a/cogitator/factions/aeldari/datasheets/warlock-conclave.md +++ /dev/null @@ -1,104 +0,0 @@ -# Warlock Conclave - -**Role:** Other - -*When Warlocks gather into battle conclaves, they pool their psychic might to defend their fellow Aeldari better and excoriate the foe with arcing storms ofempyric destruction. Wielding shimmering singing spears and witch blades with the skill of those trained on the Path of the Warrior, they also punish their enemies at close quarters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Destructor; shuriken pistol; witchblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Singing spear | Melee | 2 | 3 | 3 | 0 | 3 | psychic | -| Witchblade | Melee | 2 | 3 | 3 | 0 | 2 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Protect (Psychic)** (Datasheet): While a Farseer model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. -- **Psychic Communion (Psychic)** (Datasheet): Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model’s Destructor weapon for each other friendly Aeldari Psyker model within 6" of that model (to a maximum of +2). - -**Keywords:** Warlock Conclave, Infantry, Aeldari, Psyker, Warlocks -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 2-4 Warlocks - -**Wargear Options:** -- Any number of models can each have their witchblade replaced with 1 singing spear. - -**Leader:** -Led By: Eldrad Ulthran, Farseer - -**Points:** -- 2 models: 55pts -- 4 models: 130pts diff --git a/cogitator/factions/aeldari/datasheets/warlock-skyrunners.md b/cogitator/factions/aeldari/datasheets/warlock-skyrunners.md deleted file mode 100644 index 509cc94..0000000 --- a/cogitator/factions/aeldari/datasheets/warlock-skyrunners.md +++ /dev/null @@ -1,102 +0,0 @@ -# Warlock Skyrunners - -**Role:** Other - -*Jetbikes add great speed to Warlocks’ already formidable array of powers. Many craftworlds deploy entire Skyrunner conclaves, although such formations are especially common in the Wild Rider clans of Saim-Hann.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 6+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Destructor; shuriken pistol; twin shuriken catapult; witchblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Singing spear | Melee | 2 | 3 | 3 | 0 | 3 | psychic | -| Witchblade | Melee | 2 | 3 | 3 | 0 | 2 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Runes of Battle (Psychic)** (Datasheet): Weapons equipped by models in this unit have the [IGNORES COVER] ability. -- **Psychic Communion (Psychic)** (Datasheet): Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model’s Destructor weapon for each other friendly Aeldari Psyker model within 6" of that model (to a maximum of +2). - -**Keywords:** Psyker, Fly, Aeldari, Warlocks, Warlock Skyrunners, Mounted -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1-2 Warlock Skyrunners - -**Wargear Options:** -- Any number of models can each have their witchblade replaced with 1 singing spear. - -**Points:** -- 1 model: 45pts -- 2 models: 90pts diff --git a/cogitator/factions/aeldari/datasheets/warlock.md b/cogitator/factions/aeldari/datasheets/warlock.md deleted file mode 100644 index f6b0f5b..0000000 --- a/cogitator/factions/aeldari/datasheets/warlock.md +++ /dev/null @@ -1,103 +0,0 @@ -# Warlock - -**Role:** Characters - -*Seers who have trained as Aspect Warriors find it easier to develop destructive psychic powers. These Aeldari are called Warlocks. In battle, they frequently band together in conclaves to pool their eldritch power, or else lead other Aeldari squads such as Guardians from the front. Casting the runes of battle, they wreak havoc on the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Destructor; shuriken pistol; witchblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Singing spear | 12 | 1 | 3 | 9 | 0 | 3 | assault, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Singing spear | Melee | 2 | 3 | 3 | 0 | 3 | psychic | -| Witchblade | Melee | 2 | 3 | 3 | 0 | 2 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Runes of Fortune (Psychic)** (Datasheet): Each time an enemy unit declares a charge, if one or more units with this ability are selected as a target of that charge, subtract 2 from the Charge roll. -- **Psychic Communion (Psychic)** (Datasheet): Each time this model is selected to shoot, until the end of the phase, add 1 to the Attacks and Strength characteristics of its Destructor weapon for each other friendly Aeldari Psyker model within 6" of this model (to a maximum of +2). - -**Keywords:** Aeldari, Character, Infantry, Warlock, Psyker -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Warlock - -**Wargear Options:** -- This model’s witchblade can be replaced with 1 singing spear. - -**Leader:** -Can lead: Guardian Defenders, Storm Guardians - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/aeldari/datasheets/warp-hunter.md b/cogitator/factions/aeldari/datasheets/warp-hunter.md deleted file mode 100644 index bec3607..0000000 --- a/cogitator/factions/aeldari/datasheets/warp-hunter.md +++ /dev/null @@ -1,91 +0,0 @@ -# Warp Hunter - -**Role:** Other - -*Like the Fire Prism and Night Spinner, the rare Warp Hunter grav-tank foregoes the transport capacity of the Falcon chassis in favour of its potent main armament. Known as the D-flail, this huge weapon can be used either to project a sphere of warp energy that tears its target apart, or to open a temporary rift that drags hapless victims to a terrible death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** D-flail; twin shuriken catapult; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| D-flail – blast | 24 | D3 | 3 | 12 | -4 | 3 | blast, devastating wounds | -| D-flail – rift | 12 | D3 | N/A | 12 | -4 | 3 | devastating wounds, torrent | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Devastating Assault** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. - -**Keywords:** Vehicle, Fly, Aeldari, Warp Hunter -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Warp Hunter - -**Wargear Options:** -- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/aeldari/datasheets/warp-spiders.md b/cogitator/factions/aeldari/datasheets/warp-spiders.md deleted file mode 100644 index 751eb02..0000000 --- a/cogitator/factions/aeldari/datasheets/warp-spiders.md +++ /dev/null @@ -1,102 +0,0 @@ -# Warp Spiders - -**Role:** Other - -*Warp Spiders attack without warning. They do this with their jump generators – arcane dimensional devices that allow them to make short but dangerous leaps through the immaterium. When they return to reality, Warp Spiders fire clouds of razor-sharp monofilament wire at the foe, slicing them apart as they writhe in a doomed effort to escape.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| WARP SPIDER | 12" | 3 | 3+ | 1 | 6+ | 1 | -| WARP SPIDER EXARCH | 12" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Warp Spider Exarch is equipped with:** Exarch’s death spinner; close combat weapon. - -**Every Warp Spider is equipped with:** death spinner; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death spinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | -| Death weavers | 6 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent, twin-linked | -| Exarch’s death spinner | 12 | D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | -| Spinneret rifle | 18 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Powerblade array | Melee | 10 | 3 | 4 | -2 | 1 | lethal hits, twin-linked | -| Powerblades | Melee | 5 | 3 | 4 | -2 | 1 | lethal hits, twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Flickerjump** (Datasheet): In your Movement phase, each time this unit is selected to make a Normal move, it can use this ability. If it does, until the end of the turn, this unit is not eligible to declare a charge and models in it have a Move characteristic of 24". Each time this unit uses this ability, at the end of the phase, roll one D6 for each model in this unit: for each 1, this unit suffers 1 mortal wound. -- **Aspect Shrine Token** (Wargear): Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6. - -**Designer’s Note:** *Place an Aspect Shrine token next to the unit for each Aspect Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Aspect Warriors, Warp Spiders, Infantry, Aeldari, Jump Pack, Fly -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Warp Spider Exarch -- 4-9 Warp Spiders - -**Wargear Options:** -- The Warp Spider Exarch’s Exarch’s death spinner can be replaced with one of the following:- 1 spinneret rifle and 1 death weavers -- 1 powerblades and 1 death weavers -- 1 powerblade array -- For every 5 models in this unit, it can have 1 Aspect Shrine token. - -**Leader:** -Led By: Autarch Wayleaper, Lhykhis - -**Points:** -- 5 models: 105pts -- 10 models: 190pts diff --git a/cogitator/factions/aeldari/datasheets/wasp-assault-walker.md b/cogitator/factions/aeldari/datasheets/wasp-assault-walker.md deleted file mode 100644 index 2dc70cd..0000000 --- a/cogitator/factions/aeldari/datasheets/wasp-assault-walker.md +++ /dev/null @@ -1,93 +0,0 @@ -# Wasp Assault Walker - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** scatter laser; shuriken cannon; Wasp feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast | -| Bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wasp feet | Melee | 3 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Cloudbreakers** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. - -**Keywords:** Aeldari, Wasp Assault Walker, Vehicle, Walker, Fly -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Wasp Assault Walker - -**Wargear Options:** -- This model’s scatter laser can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 bright lance -- 1 shuriken cannon -- 1 starcannon -- This model’s shuriken cannon can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 bright lance -- 1 scatter laser -- 1 starcannon - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/aeldari/datasheets/wave-serpent.md b/cogitator/factions/aeldari/datasheets/wave-serpent.md deleted file mode 100644 index 6da30d8..0000000 --- a/cogitator/factions/aeldari/datasheets/wave-serpent.md +++ /dev/null @@ -1,102 +0,0 @@ -# Wave Serpent - -**Role:** Dedicated Transports - -*The leading troop carriers in a craftworld’s arsenal, Wave Serpents transport warriors to any part of the battlefield at immense speeds. These troops are protected by a powerful energy field and receive covering fire from the vehicle’s powerful array of heavy weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 13 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin shuriken cannon; twin shuriken catapult; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Twin missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | twin-linked | -| Twin missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | blast, twin-linked | -| Twin bright lance | 36 | 1 | 3 | 12 | -3 | D6+2 | twin-linked | -| Twin scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1, twin-linked | -| Twin shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits, twin-linked | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | -| Twin starcannon | 36 | 2 | 3 | 8 | -3 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Wave Serpent Shield** (Datasheet): Each time a ranged attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll. - -**Keywords:** Transport, Vehicle, Aeldari, Wave Serpent, Fly, Dedicated Transport -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Wave Serpent - -**Wargear Options:** -- This model’s twin shuriken cannon can be replaced with one of the following:- 1 twin missile launcher -- 1 twin bright lance -- 1 twin scatter laser -- 1 twin starcannon -- This model’s twin shuriken catapult can be replaced with 1 shuriken cannon. - -**Transport:** -This model has a transport capacity of 12 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Asuryani, Yvraine and The Visarch models). - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/aeldari/datasheets/webway-gate.md b/cogitator/factions/aeldari/datasheets/webway-gate.md deleted file mode 100644 index 80e9920..0000000 --- a/cogitator/factions/aeldari/datasheets/webway-gate.md +++ /dev/null @@ -1,43 +0,0 @@ -# Webway Gate - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This unit is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Arcane Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Webway Strike** (Datasheet): Each time a friendly AELDARI unit arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is wholly within 6" of this FORTIFICATION. If you do, that AELDARI unit can be set up within 9" of enemy models, and can be set up within Engagement Range of enemy models. If an AELDARI unit is set up within Engagement Range of any enemy models in this way, it counts as having made a Charge move this turn and is eligible to fight this turn. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **DEPLOYMENT** (Special (правая колонка)): Both Wraithbone Arches of this FORTIFICATION must be set up with their upper points no more than 1" apart and with both statues facing in fully opposite directions so that an arch is formed, as shown on the right. Both arches are then treated as a single model for all rules purposes. - -**Keywords:** Fortification, Aeldari, Webway Gate -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 2 Wraithbone Arches - -**Wargear Options:** -- None - -**Points:** -- 2 models: 105pts diff --git a/cogitator/factions/aeldari/datasheets/windriders.md b/cogitator/factions/aeldari/datasheets/windriders.md deleted file mode 100644 index e19bb4a..0000000 --- a/cogitator/factions/aeldari/datasheets/windriders.md +++ /dev/null @@ -1,85 +0,0 @@ -# Windriders - -**Role:** Other - -*The jetbikes ridden by the Windriders can cross leagues in the space of a few heartbeats, and to master such incredible machines takes great skill. Windriders are expected to do this and more, for in battle they must be able to shred what resistance they encounter with devastating bursts of fire from their jetbikes’ attached weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 4+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Swift Demise** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If the target of that attack is the closest eligible target, you can re-roll the Hit roll instead. - -**Keywords:** Fly, Aeldari, Windriders, Mounted -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 3-6 Windriders - -**Wargear Options:** -- Any number of models can each have their twin shuriken catapult replaced with one of the following:- 1 scatter laser -- 1 shuriken cannon - -**Leader:** -Led By: Autarch Skyrunner, Farseer Skyrunner - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/aeldari/datasheets/wraithblades.md b/cogitator/factions/aeldari/datasheets/wraithblades.md deleted file mode 100644 index 2206090..0000000 --- a/cogitator/factions/aeldari/datasheets/wraithblades.md +++ /dev/null @@ -1,40 +0,0 @@ -# Wraithblades - -**Role:** Other - -*Wraithblades are inhabited by wrathful spirits who are eager to get to grips with the foe. Armed with ghostswords or ghostaxes, they cleave their foes apart, each blow driven further by the power of the spirit stones implanted into the weapons. These stones are inhabited by malevolent souls that rage against their confinement.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** ghostswords. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ghostaxe | Melee | 3 | 4 | 7 | -2 | 2 | — | -| Ghostswords | Melee | 5 | 4 | 5 | -2 | 2 | — | - -**Abilities:** -- **Malevolent Souls** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Psychic Guidance** (Datasheet): While this unit is within 12" of one or more friendly Aeldari Psyker models, models in this unit have a Leadership characteristic of 6+ and each time a model in this unit makes an attack, add 1 to the Hit roll. -- **Forceshield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Wraith Construct, Aeldari, Infantry, Wraithblades -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 5 Wraithblades - -**Wargear Options:** -- All of the models in this unit can each have their ghostswords replaced with 1 ghostaxe and 1 forceshield. - -**Leader:** -Led By: Bonesinger - -**Points:** -- 5 models: 150pts diff --git a/cogitator/factions/aeldari/datasheets/wraithguard.md b/cogitator/factions/aeldari/datasheets/wraithguard.md deleted file mode 100644 index 0994f77..0000000 --- a/cogitator/factions/aeldari/datasheets/wraithguard.md +++ /dev/null @@ -1,44 +0,0 @@ -# Wraithguard - -**Role:** Other - -*Wraithguard are all but impervious to pain. This is vitally important, for their D-scythes and wraithcannons are short-ranged, and require them to advance close to the foe. These immensely powerful weapons fire arcane beams that open a momentary rift between realspace and the warp, capable of tearing any target apart.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** wraithcannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithcannon | 18 | 1 | 4 | 14 | -4 | D6+1 | — | -| D-scythe | 12 | D6 | N/A | 7 | -3 | 1 | torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **War Construct** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. -- **Psychic Guidance** (Datasheet): While this unit is within 12" of one or more friendly Aeldari Psyker models, models in this unit have a Leadership characteristic of 6+ and each time a model in this unit makes an attack, add 1 to the Hit roll. - -**Keywords:** Wraithguard, Wraith Construct, Aeldari, Infantry -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 5 Wraithguard - -**Wargear Options:** -- All of the models in this unit can each have their wraithcannon replaced with 1 D-scythe. - -**Leader:** -Led By: Bonesinger - -**Points:** -- 5 models: 160pts diff --git a/cogitator/factions/aeldari/datasheets/wraithknight-with-ghostglaive.md b/cogitator/factions/aeldari/datasheets/wraithknight-with-ghostglaive.md deleted file mode 100644 index d92a8f8..0000000 --- a/cogitator/factions/aeldari/datasheets/wraithknight-with-ghostglaive.md +++ /dev/null @@ -1,96 +0,0 @@ -# Wraithknight with Ghostglaive - -**Role:** Other - -*Some Wraithknights sweep into battle armed with titanic ghostglaives - close-quarters weapons of such fearsome size that they allow their wielders to skewer armoured combat walkers or sweep away entire ranks of foes with every blow. Coupled with the Wraithknight’s heavy firepower, this is a terrifying prospect.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 18 | 6+ | 10 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** titanic ghostglaive; scattershield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy wraithcannon | 36 | D3 | 3 | 20 | -4 | 2D6 | devastating wounds | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic ghostglaive – strike | Melee | 5 | 3 | 16 | -3 | 6 | — | -| Titanic ghostglaive – sweep | Melee | 15 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Titanic Agility** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through models and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- **Scattershield** (Wargear): The bearer has a 4+ invulnerable save and each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Titanic, Towering, Wraithknight with Ghostglaive, Aeldari, Wraith Construct, Monster, Walker -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Wraithknight with Ghostglaive - -**Wargear Options:** -- This model’s scattershield can be replaced with 1 heavy wraithcannon. -- This model can be equipped with up to two of the following:- 1 scatter laser -- 1 shuriken cannon -- 1 starcannon - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/aeldari/datasheets/wraithknight.md b/cogitator/factions/aeldari/datasheets/wraithknight.md deleted file mode 100644 index d47d565..0000000 --- a/cogitator/factions/aeldari/datasheets/wraithknight.md +++ /dev/null @@ -1,100 +0,0 @@ -# Wraithknight - -**Role:** Other - -*Wraithknights are as elegantly sinister as they are lethal. Their graceful build and slender limbs belie their tremendous resilience. They move with agility utterly at odds with their colossal size, bounding into position before unleashing firepower of a magnitude capable of eradicating squadrons of enemy armour, devastating infantry phalanxes and turning the tide of battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 18 | 6+ | 10 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** suncannon; titanic feet; scattershield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy wraithcannon | 36 | D3 | 3 | 20 | -4 | 2D6 | devastating wounds | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Starcannon | 36 | 2 | 3 | 8 | -3 | 2 | — | -| Suncannon | 48 | D6+4 | 3 | 10 | -3 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 5 | 3 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Titanic Strides** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, this model is Battle-shocked. -- **Point-blank Devastation** (Datasheet): Each time this model’s heavy wraithcannon or suncannon targets a unit within half range, you can re-roll the dice to determine the number of attacks made. -- **Scattershield** (Wargear): The bearer has a 4+ invulnerable save and each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Monster, Titanic, Towering, Wraith Construct, Wraithknight, Walker, Aeldari -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Wraithknight - -**Wargear Options:** -- This model's suncannon can be replaced with 1 heavy wraithcannon. -- This model’s scattershield can be replaced with 1 heavy wraithcannon. -- This model can be equipped with up to two of the following:- 1 scatter laser -- 1 shuriken cannon -- 1 starcannon - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 435pts diff --git a/cogitator/factions/aeldari/datasheets/wraithlord.md b/cogitator/factions/aeldari/datasheets/wraithlord.md deleted file mode 100644 index 53582ef..0000000 --- a/cogitator/factions/aeldari/datasheets/wraithlord.md +++ /dev/null @@ -1,64 +0,0 @@ -# Wraithlord - -**Role:** Other - -*Wraithlords are lithe, towering wraithbone constructs powered by the spirit of a fallen Aeldari hero. These mighty ghost warriors can wield a swathe of armaments, ranging from energised fists and sentient scimitars to heavy weapons capable of destroying battle tanks or infantry squads at a distance.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 10 | 8+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 shuriken catapults; wraithbone fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bright lance | 36 | 1 | 4 | 12 | -3 | D6+2 | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Missile launcher – starshot | 48 | 1 | 4 | 10 | -2 | D6 | — | -| Missile launcher – sunburst | 48 | D6 | 4 | 4 | -1 | 1 | blast | -| Scatter laser | 36 | 6 | 4 | 5 | 0 | 1 | sustained hits 1 | -| Shuriken cannon | 24 | 3 | 4 | 6 | -1 | 2 | lethal hits | -| Shuriken catapult | 18 | 2 | 4 | 4 | -1 | 1 | assault | -| Starcannon | 36 | 2 | 4 | 8 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ghostglaive – strike | Melee | 4 | 4 | 10 | -3 | D6+1 | — | -| Ghostglaive – sweep | Melee | 8 | 4 | 7 | -2 | 2 | — | -| Wraithbone fists | Melee | 4 | 4 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Fated Hero** (Datasheet): At the start of the battle, select one of the following keywords: INFANTRY; MONSTER; MOUNTED; VEHICLE. Each time this model makes an attack that targets a unit with the selected keyword, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **Psychic Guidance** (Datasheet): While this model is within 12" of one or more friendly Aeldari Psyker models, improve the Ballistic Skill and Weapon Skill characteristics of weapons equipped by this model by 1 and it has a Leadership characteristic of 6+. - -**Keywords:** Wraith Construct, Wraithlord, Walker, Aeldari, Monster -**Faction Keywords:** Asuryani, - -**Unit Composition:** -- 1 Wraithlord - -**Wargear Options:** -- Each of this model's shuriken catapults can be replaced with 1 flamer. -- This model can be equipped with 1 ghostglaive. -- This model can be equipped with up to two of the following:- 1 missile launcher -- 1 bright lance -- 1 scatter laser -- 1 shuriken cannon -- 1 starcannon - -**Leader:** -Led By: Bonesinger - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/aeldari/datasheets/wraithseer.md b/cogitator/factions/aeldari/datasheets/wraithseer.md deleted file mode 100644 index 482aebd..0000000 --- a/cogitator/factions/aeldari/datasheets/wraithseer.md +++ /dev/null @@ -1,97 +0,0 @@ -# Wraithseer - -**Role:** Other - -*Rare and precious beyond compare, Wraithseers are ancient vessels containing the spiritual essence of fallen Warlocks. As in their mortal lives, these venerable beings are war leaders and powerful psykers, marshalling eldritch forces as deftly as they wield their ghostspear.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** destructor; ghostspear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeldari missile launcher – sunburst | 48 | D6 | 4 | 4 | -1 | 1 | blast | -| Aeldari missile launcher – starshot | 48 | 1 | 4 | 10 | -2 | D6 | — | -| Bright lance | 36 | 1 | 4 | 12 | -3 | D6+2 | — | -| Destructor | 12 | D6 | N/A | 5 | -1 | 1 | psychic, torrent | -| Scatter laser | 36 | 6 | 4 | 5 | 0 | 1 | — | -| Shuriken cannon | 24 | 3 | 4 | 6 | -1 | 2 | sustained hits 1 | -| Starcannon | 36 | 2 | 4 | 8 | -3 | 2 | — | -| Wraithseer D-cannon | 24 | 1 | 4 | 14 | -4 | D6 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ghostspear – sweep | Melee | 12 | 4 | 7 | -1 | 1 | anti-infantry 2+, psychic | -| Ghostspear – strike | Melee | 4 | 4 | 10 | -2 | 3 | anti-infantry 2+, precision, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Horrify (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. - -**Keywords:** Wraithseer, Wraith Construct, Walker, Psyker, Monster, Aeldari -**Faction Keywords:** , Asuryani - -**Unit Composition:** -- 1 Wraithseer - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 Aeldari missile launcher -- 1 bright lance -- 1 scatter laser -- 1 shuriken cannon -- 1 starcannon -- 1 Wraithseer D-cannon - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-archon.md b/cogitator/factions/aeldari/datasheets/ynnari-archon.md deleted file mode 100644 index 83c5190..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-archon.md +++ /dev/null @@ -1,104 +0,0 @@ -# Ynnari Archon - -**Role:** Characters - -*Archons are the rulers of the terrifying Drukhari private armies and crime syndicates known as kabals. Those who have pledged themselves to the Ynnari faith bring all their malicious cunning and murderous skill to bear in its name, along with the military might of the Kabal they lead. Wielding eldritch weapons and veiled by shrouding shadowfields, they are powerful allies indeed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 2 -** See Shadow Field ability (below)* - -**Default Wargear:** -**This model is equipped with:** splinter pistol; huskblade; shadow field. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 2 | 8 | -3 | D3 | pistol | -| Splinter pistol | 12 | 1 | 2 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Huskblade | Melee | 5 | 2 | 3 | -2 | 2 | anti-infantry 3+ | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Overlord** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Wound roll of 1. While that unit is below its Starting Strength, each time a model in that unit makes an attack, you can re-roll the Wound roll instead. -- **Reborn Mastermind** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. -- **Shadow Field** (Wargear): You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save. - -**Keywords:** Character, Aeldari, Infantry, Archon -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Archon - -**Wargear Options:** -- This model’s splinter pistol can be replaced with 1 blast pistol. - -**Leader:** -Can lead: Ynnari Kabalite Warriors, Ynnari Incubi - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-incubi.md b/cogitator/factions/aeldari/datasheets/ynnari-incubi.md deleted file mode 100644 index 39abba6..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-incubi.md +++ /dev/null @@ -1,82 +0,0 @@ -# Ynnari Incubi - -**Role:** Other - -*The Incubi are dark mirrors of Aeldari Aspect Warriors, mercenary killers of tremendous skill who study the ways of their murderous craft in dark shrines of battle. Wielding thrumming energy blades with consummate cruelty, some of these Drukhari elites fight in the armies of the Ynnari, whether through genuine zeal or simply because some patron Archon has made it worth their while.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| INCUBI | 7" | 3 | 3+ | 1 | 6+ | 1 | -| KLAIVEX | 7" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** klaive. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demiklaives – single blade | Melee | 3 | 3 | 4 | -2 | 2 | — | -| Demiklaives – dual blades | Melee | 6 | 3 | 4 | -1 | 1 | twin-linked | -| Klaive | Melee | 3 | 3 | 4 | -2 | 2 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Tormentors** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test. - -**Keywords:** Infantry, Aeldari, Incubi -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Klaivex -- 4-9 Incubi - -**Wargear Options:** -- The Klaivex’s klaive can be replaced with 1 demilklaives. - -**Leader:** -Led By: Yvraine, The Visarch, Ynnari Archon - -**Points:** -- 5 models: 85pts -- 10 models: 170pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-kabalite-warriors.md b/cogitator/factions/aeldari/datasheets/ynnari-kabalite-warriors.md deleted file mode 100644 index 9d674b6..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-kabalite-warriors.md +++ /dev/null @@ -1,98 +0,0 @@ -# Ynnari Kabalite Warriors - -**Role:** Battleline - -*Kabalite Warriors provide the strength of the Commorrite kabals. Arrogant, martially skilled and steeped in depths of sadism to which only the extremes of the Aeldari psyche could stretch, these malevolent warrior bands literally feed off the suffering and terror of their victims. To gather their dark sustenance while killing in Ynnead’s name is no great hardship for monsters like these.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 4+ | 1 | 6+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** splinter rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | -| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Sybarite weapon | Melee | 3 | 3 | 3 | -1 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Sadistic Raiders** (Datasheet): At the end of your Command phase, if you control an objective marker that this unit (or a Transport it is embarked within) is within range of, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Grenades keyword. - -**Keywords:** Battleline, Aeldari, Kabalite Warriors, Infantry -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Sybarite -- 9 Kabalite Warriors - -**Wargear Options:** -- The Sybarite’s close combat weapon can be replaced with 1 Sybarite weapon. -- The Sybarite can be equipped with 1 phantasm grenade launcher. -- The Sybarite’s splinter rifle can be replaced with one of the following:- 1 blast pistol -- 1 splinter pistol -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 blaster. -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 dark lance. -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 shredder. -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 splinter cannon. - -**Leader:** -Led By: Yvraine, The Visarch, Ynnari Archon - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-raider.md b/cogitator/factions/aeldari/datasheets/ynnari-raider.md deleted file mode 100644 index ea6b4ce..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-raider.md +++ /dev/null @@ -1,99 +0,0 @@ -# Ynnari Raider - -**Role:** Dedicated Transports - -*Skimming low over the battlefield on screaming thrusters, Raiders bear murderous bands of Drukhari into battle with blistering speed. They are much favoured by the fanatical worshippers of Ynnead, allowing them to plunge into the heart of the foe’s lines and unleash a veritable hurricane of death and devastation before swiftly relocating to strike again elsewhere.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 4+ | 10 | 6+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** dark lance; bladevanes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Disintegrator cannon | 36 | 3 | 3 | 5 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Aethersails** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. - -**Keywords:** Vehicle, Fly, Raider, Dedicated Transport, Transport, Aeldari -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Raider - -**Wargear Options:** -- This model’s dark lance can be replaced with 1 disintegrator cannon. - -**Transport:** -This model has a transport capacity of 11 models from the following units: The Visarch, Ynnari Archon, Ynnari Incubi, Ynnari Kabalite Warriors, Ynnari Succubus, Ynnari Wyches, Yvraine - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-reavers.md b/cogitator/factions/aeldari/datasheets/ynnari-reavers.md deleted file mode 100644 index 559f8ed..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-reavers.md +++ /dev/null @@ -1,91 +0,0 @@ -# Ynnari Reavers - -**Role:** Other - -*Black-hearted gladiatorial racers who battle one another around the Commorrite arenas, Reavers ride bladed jetbikes bristling with devastating firepower. Those amongst the Ynnari hosts serve as bloodthirsty shock 1 cavalry that blitz through the enemy battle lines, raking them with envenomed splinters and beams of ravening energy even as they lop off heads and limbs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 4 | 4+ | 2 | 6+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** splinter pistol; splinter rifle; bladevanes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Heat lance | 18 | 1 | 3 | 14 | -4 | D6 | assault, melta 3 | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | -| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Agoniser | Melee | 4 | 3 | 3 | -1 | 1 | anti-infantry 3+ | -| Bladevanes | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Eviscerating Fly-by** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move. If you do, roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **Cluster Caltrops** (Wargear): Each time you roll a D6 for the bearer while resolving this unit’s Eviscerating Fly-by ability, you can re-roll the result. -- **Grav-talon** (Wargear): The bearer’s melee weapons have the [LANCE] ability. - -**Keywords:** Fly, Aeldari, Reavers, Mounted -**Faction Keywords:** , Ynnari - -**Unit Composition:** -- 1 Arena Champion -- 2-5 Reavers - -**Wargear Options:** -- The Arena Champion can be equipped with 1 agoniser. -- For every 3 models in this unit, 1 model’s splinter rifle can be replaced with one of the following:- 1 blaster -- 1 heat lance -- For every 3 models in this unit, 1 model can be equipped with one of the following:- 1 grav-talon -- 1 cluster caltrops - -**Points:** -- 3 models: 65pts -- 3 models: 120pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-succubus.md b/cogitator/factions/aeldari/datasheets/ynnari-succubus.md deleted file mode 100644 index e268666..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-succubus.md +++ /dev/null @@ -1,103 +0,0 @@ -# Ynnari Succubus - -**Role:** Characters - -*In the Dark City of Commorragh, the Succubi are the champions of nightmarish gladiatorial arenas. Upon the battlefields of realspace and when fighting for the Ynnari cause, these same hyper-gladiatorial masters of murder instead use their skills to reap a rich harvest of lives in the name of their macabre god.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Succubus weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 2 | 8 | -3 | D3 | pistol | -| Splinter pistol | 12 | 1 | 2 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Succubus weapons | Melee | 6 | 2 | 3 | -2 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Storm of Blades** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Empowered by Death** (Datasheet): At the start of the Fight phase, if this model’s unit is below its Starting Strength, until the end of the phase, models in that unit have the Fights First ability. - -**Keywords:** Infantry, Character, Aeldari, Succubus -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Succubus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 blast pistol -- 1 splinter pistol - -**Leader:** -Can lead: Ynnari Wyches - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-venom.md b/cogitator/factions/aeldari/datasheets/ynnari-venom.md deleted file mode 100644 index 9e3e8cd..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-venom.md +++ /dev/null @@ -1,104 +0,0 @@ -# Ynnari Venom - -**Role:** Dedicated Transports - -*When the Drukhari fight alongside their Asuryani cousins in the cause of Ynnead, some ride into battle aboard needle-swift Venoms. Similar to the Vyper, these upscaled jetbikes serve more like airborne chariots that bear small bands of murderous Drukhari into the fight. So mounted, the worshippers of Ynnead are all but inescapable, pouncing swiftly upon their luckless prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 4+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** splinter cannon; twin splinter rifle; bladevanes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | -| Twin splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, rapid fire 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Lithe Embarkation** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Ynnari Infantry unit that only includes models from the units listed in this unit’s Transport section, that has 6 or fewer models and that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. - -**Keywords:** Transport, Venom, Fly, Dedicated Transport, Aeldari, Vehicle -**Faction Keywords:** Ynnari, - -**Unit Composition:** -- 1 Venom - -**Wargear Options:** -- This model’s twin splinter rifle can be replaced with 1 splinter cannon. - -**Transport:** -This model has a transport capacity of 6 models from the following units: The Visarch, Ynnari Archon, Ynnari Incubi, Ynnari Kabalite Warriors, Ynnari Succubus, Ynnari Wyches, Yvraine. - -Before the battle, at the start of the Declare Battle Formations step, you can select one YNNARI KABALITE WARRIORS or YNNARI WYCHES unit from your army that has not already been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/aeldari/datasheets/ynnari-wyches.md b/cogitator/factions/aeldari/datasheets/ynnari-wyches.md deleted file mode 100644 index 4dd251a..0000000 --- a/cogitator/factions/aeldari/datasheets/ynnari-wyches.md +++ /dev/null @@ -1,85 +0,0 @@ -# Ynnari Wyches - -**Role:** Battleline - -*Attacking in a lithe blizzard of lashing blades, spitting splinters and impossibly agile acrobatics, Drukhari Wyches put all their gladiatorial skills to use as they fall upon their foes. Those who have dedicated themselves to Ynnead fight in the knowledge that - even should they fall to the desperate counterattacks of their foes - the bloodshed serves a higher purpose.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 1 | 6+ | 2 | - -**Invulnerable Save:** 6 -** 4+ against melee attacks only* - -**Default Wargear:** -**Every model is equipped with:** splinter pistol; Hekatarii blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hekatarii blade | Melee | 3 | 3 | 3 | -1 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **No Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -**Keywords:** Infantry, Battleline, Aeldari, Grenades, Wyches -**Faction Keywords:** , Ynnari - -**Unit Composition:** -- 1 Hekatrix -- 9 Wyches - -**Wargear Options:** -- The Hekatrix’s splinter pistol can be replaced with 1 blast pistol. - -**Leader:** -Led By: Yvraine, The Visarch, Ynnari Succubus - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/aeldari/datasheets/yvraine.md b/cogitator/factions/aeldari/datasheets/yvraine.md deleted file mode 100644 index 753552f..0000000 --- a/cogitator/factions/aeldari/datasheets/yvraine.md +++ /dev/null @@ -1,99 +0,0 @@ -# Yvraine - -**Role:** Characters - -*Yvraine wields the Cronesword Kha-vir, the Sword of Sorrows, which can turn an enemy to ash with the slightest touch. The power of Ynnead manifests in her when she enters battle, to the extent that the Reborn warriors that fight around her are transformed into bloody blurs of violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Storm of Whispers; Kha-vir. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm of Whispers | 12 | D6+3 | 2 | 2 | -2 | 1 | anti-infantry 2+, devastating wounds, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kha-vir | Melee | 5 | 2 | 4 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Word of the Phoenix (Psychic)** (Datasheet): While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining. -- **Herald of Ynnead** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1. -- **SERVANT OF THE WHISPERING GOD** (Fortification (левая колонка)): If your army includes YVRAINE, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE. - -**Keywords:** Yvraine, Psyker, Aeldari, Epic Hero, Infantry, Character -**Faction Keywords:** , Ynnari - -**Unit Composition:** -- 1 Yvraine – EPIC HERO - -**Leader:** -Can lead: Corsair Voidreavers, Guardian Defenders, Corsair Voidscarred, Storm Guardians, Ynnari Incubi, Ynnari Wyches, Ynnari Kabalite Warriors - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/aeldari/detachments.md b/cogitator/factions/aeldari/detachments.md new file mode 100644 index 0000000..430b1d7 --- /dev/null +++ b/cogitator/factions/aeldari/detachments.md @@ -0,0 +1,1420 @@ +# Aeldari Detachments + +# Armoured Warhost + +*When unleashed upon the battlefield in number, the vehicles of the Aeldari can bring a terrifying volume of firepower to bear with exceptional speed. As supersonic Aeldari aircraft suppress the enemy with strafing and bombing runs, sleek battle-skimmers sweep low across war-scarred terrain, hunting down and obliterating their targets with scintillating volleys. Successive waves of armoured transports follow, their shields and wraithbone hulls turning aside incoming munitions as they sweep low to disgorge waves of Aspect Warriors and Guardian soldiers into the fight. As the Aeldari infantry move to seize their objectives and annihilate the enemy, agile walkers sprint towards the flanks of the overwhelmed foe, their guns spitting vibrant streams of enfilading fire into massed enemies and ensuring that none escape the wrath of the Asuryani.* + +## Abilities + +### Skilled Crews +Ranged weapons equipped by Aeldari Vehicle models from your army have the [ASSAULT] ability and you can re-roll Advance rolls made for Aeldari Vehicle Fly units from your army. + +## Stratagems + +### ANTI‑GRAV REPULSION — 1CP +**Type:** Armoured Warhost – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One Aeldari Vehicle unit from your army that can Fly and was selected as a target of that charge. + +**EFFECT:** Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. + +### CLOUDSTRIKE — 1CP +**Type:** Armoured Warhost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of the Reinforcements step of your Movement phase. + +**TARGET:** One Aeldari Vehicle unit from your army that can Fly and is in Strategic Reserves. + +**EFFECT:** Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a Transport, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge. + +### LAYERED WARDS — 1CP +**Type:** Armoured Warhost – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army. + +**TARGET:** That Aeldari Vehicle unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. + +### SOULSIGHT — 1CP +**Type:** Armoured Warhost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Aeldari Vehicle unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence. + +### SWIFT DEPLOYMENT — 1CP +**Type:** Armoured Warhost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Aeldari Transport unit from your army. + +**EFFECT:** Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. + +### VECTORED ENGINES — 1CP +**Type:** Armoured Warhost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back. + +**TARGET:** That Aeldari Fly Vehicle unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. + +## Enhancements + +### Guiding Presence — 25pts +*This seer is closely attuned to their craftworld’s vehicles. Communicating with the souls inhabiting hull-mounted spirit stones can sharpen the tactical awareness of spirits and crew.* +Aeldari Psyker model only. At the start of your Shooting phase, select one friendly Aeldari Vehicle model within 9" of the bearer. Until the end of the phase, each time that model makes an attack, add 1 to the Hit roll. + +### Guileful Strategist — 15pts +*An expert in vehicular warfare, this commander is always one step ahead of the foe.* +AELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three Aeldari Vehicle units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Harmonisation Matrix — 30pts +*When activated by its bearer, this crystalline device enables them to interface with Aeldari war machines, issuing orders and receiving combat reports at the speed of thought.* +AELDARI model only. In your Command phase, if the bearer (or any Transport it is embarked within) is within range of an objective marker you control, roll one D6: on a 3+, you gain 1CP. + +### Spirit Stone of Raelyth — 20pts +*This spirit stone contains the essence of the Bonesinger Raelyth. Those Asuryani psykers who bear this item to battle can draw upon the fallen artisan’s talents.* +Aeldari Psyker model only. While the bearer is within 3" of one or more friendly Aeldari Vehicle units, the bearer has the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3" of the bearer. That model regains up to D3 lost wounds. + +--- + +# Aspect Host + +*When the Avatar of Khaine strides out to war, the Aspect Warriors of many shrines fight in its cinder-swirled shadow. Squads of Dire Avengers rake their targets with storms of shuriken discs. Shrieking bands of Howling Banshees tear into the enemy’s front lines even as Striking Scorpions flit from ambush to rip bloody rents in their flanks. Fire Dragons unleash point-blank fury to reduce enemy war engines to blazing wrecks, while the long-ranged salvoes of Dark Reapers streak overhead to detonate amongst the foe. Swooping Hawks circle on the winds of war and launch opportunist strikes, Shining Spears and Crimson Hunters drive home hurtling attack runs, and Warp Spiders burst in and out of reality amidst monofilament clouds of death. Guided by the martial expertise of Autarchs and Exarchs, and supported by Guardian-crewed war engines and artillery, the devotees of Khaine’s many aspects pick their enemies apart with surgical precision. Coupled with the blazing devastation wrought by the Avatar itself, their onslaught is irresistible.* + +## Abilities + +### Path of the Warrior +Each time an Aspect Warriors or Avatar of Khaine unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase: +- Each time a model in this unit makes an attack, re-roll a Hit roll of 1. +- Each time a model in this unit makes an attack, re-roll a Wound roll of 1. + +## Stratagems + +### DOOM INESCAPABLE — 1CP +**Type:** Aspect Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Avatar of Khaine model from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8. + +### KHAINE’S VENGEANCE — 1CP +**Type:** Aspect Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. + +**TARGET:** One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit. + +**EFFECT:** All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +### PRETERNATURAL PRECISION — 1CP +**Type:** Aspect Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Aspect Warriors unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities. + +### SKYBORNE SANCTUARY — 1CP +**Type:** Aspect Host – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. + +**EFFECT:** If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it. + +### TO THEIR FINAL BREATH — 1CP +**Type:** Aspect Host – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### WARRIOR FOCUS — 1CP +**Type:** Aspect Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll. + +## Enhancements + +### Aspect of Murder — 25pts +*Khaine is a murderous deity, and many of his aspects channel this element of his nature to some degree. Combining these teachings renders this warrior a truly fearsome assassin.* +Autarch or Autarch Wayleaper model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons have the [precision] ability. + +### Mantle of Wisdom — 30pts +*This ritual relic marks the bearer out as one who has walked the Path of Command for ages untold and whose understanding of all things martial borders on the preternatural.* +Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time that unit is selected to shoot or fight, until the end of the phase, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule. + +### Shimmerstone — 15pts +*This simple and elegant gem conceals complex technology based on Dire Avenger shimmershields, its protective aegis extending across the bearer and those who fight at their side.* +Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time a ranged attack targets that unit, subtract 1 from the Wound roll. + +### Strategic Savant — 15pts +*A commander who knows with absolute certainty which strategic goals must be achieved, this warrior can appraise the battlefield at a glance.* +Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, add 1 to the Objective Control characteristic of models in that unit. + +--- + +# Corsair Coterie + +*Ever opportunistic, Aeldari Corsairs ply the void in search of worthwhile targets, often operating in small raiding forces known as coteries. Though lightly armed and armoured, such forces are cunning and motivated, possessing a wealth of skills, knowledge and experience. These attributes enable them to overcome greater and more numerous foes and ensure that, by the time the final blow is struck, they have the riches they sought. Deploying by sleek and swift skimmers or leaping from the open hatches of voidships, winged Skyreavers lead the assault, striking at stunned opponents before they can mount an adequate defence. Into the breach surge the remainder of the Corsair force, making the most of the assault’s initial momentum to push the enemy back, seize loot and plunder from under their noses and fade away into the void, leaving victims reeling in the aftermath of a dazzling and destructive onslaught.* + +## Abilities + +### Relentless Raiders +While an objective marker is under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. + +Anhrathe units from your army have the following ability: + +**Void Thieves:** At the end of a phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### Veterans of the Void +Each time you add an Anhrathe unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. + +## Stratagems + +### CLOAK AND SHADOW — 1CP +**Type:** Corsair Coterie – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### INTO THE BREACH — 1CP +**Type:** Corsair Coterie – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after an Anhrathe unit from your army destroyed one or more enemy units. + +**TARGET:** That ANHRATHE unit. + +**EFFECT:** After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1". + +### LETHAL RUSE — 1CP +**Type:** Corsair Coterie – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an AELDARI unit from your army Falls Back. + +**TARGET:** That AELDARI unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +### OUTCAST AMBUSH — 1CP +**Type:** Corsair Coterie – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1. + +### PIRATES’ DUE — 1CP +**Type:** Corsair Coterie – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** The Fight phase. + +**TARGET:** One AELDARI unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead. + +### VENGEFUL SORROW — 1CP +**Type:** Corsair Coterie – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +## Enhancements + +### Archraider — 35pts +*A master of the lightning assault, this commander appears prescient in their ability to confound the foe.* +Anhrathe Character unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability: + +**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +### Infamy (Aura) — 25pts +*These infamous raiders are rightly feared, and use their reputation to their advantage with easily identifiable armour and insignia.* +Anhrathe unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1). + +### Voidstone — 15pts +*Seized from an alien tomb, this obsidian artefact seems to absorb light itself. It offers the bearer and their unit some measure of protection against even the strongest attacks.* +Anhrathe Infantry unit only. Models in this unit have a 5+ invulnerable save. + +### Webway Pathstone — 25pts +*This smooth token contains esoteric knowledge of local Webway spurs. When activated by psychic impulse, it projects a mental map of these routes into the minds of the bearer, enabling them to locate hidden gates, bypass their foes, and seize the treasures they seek.* +Anhrathe unit only. Models in this unit have the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into Strategic Reserves. + +--- + +# Devoted of Ynnead + +*Those Aeldari who follow the extremist teachings of the priestess Yvraine seek to empower Ynnead, the Aeldari god of death. In the name of their morbid creed, they hurl themselves into battle, sure that not only is every enemy slain one less to menace the Aeldari but also that their own deaths will bring their god closer to waking. Perhaps the strength of fanatical conviction magnified by the Aeldari psyche allows Ynnead’s devotees to channel some fragment of his supernatural powers. Maybe it is the latent psychic potential of the Aeldari finding macabre expression or something more sinister at work. Whatever the case, while their numbers may be few and their death cult marginalised, the Ynnari demonstrate strange and deadly abilities in battle. Coupled with their people’s natural and technological puissance, this renders the Ynnari a terrible foe indeed. Moreover, they will know ultimate victory, whether they live to fight again or die for Ynnead’s cause.* + +## Abilities + +### Strength from Death +You can use the following rules: + +Lethal Intent + +At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI INFANTRY or YNNARI MOUNTED unit from your army that was within 6" of your destroyed unit. That unit can make a Normal move of up to D6+1". + +Lethal Surge + +Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile Manoeuvre. + +Lethal Reprisal + +At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the Fights First ability. + +SERVANTS OF THE WHISPERING GOD +- You can include Ynnari units in your army, even though they do not have the ASURYANI Faction keyword. +- Asuryani units (excluding Epic Heroes) from your army gain the YNNARI keyword. +- You must include Yvraine and/or The Yncarne in your army, and one of those models must be your WARLORD. + +## Stratagems + +### DEATH ANSWERS DEATH — 1CP +**Type:** Devoted of Ynnead – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** End of your opponent’s Shooting phase. + +**TARGET:** One Ynnari unit from your army (excluding Wraith Construct units), if one or more models in that unit were destroyed this phase. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase. + +### EMISSARIES OF YNNEAD — 1CP +**Type:** Devoted of Ynnead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a Ynnari Infantry unit from your army has selected its targets. + +**TARGET:** That YNNARI INFANTRY unit. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead. + +### MACABRE RESILIENCE — 1CP +**Type:** Devoted of Ynnead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Ynnari Infantry or Ynnari Mounted unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +### PALL OF DREAD — 1CP +**Type:** Devoted of Ynnead – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Ynnari unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### PARTING THE VEIL — 2CP +**Type:** Devoted of Ynnead – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Ynnari unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### SOULSIGHT — 1CP +**Type:** Devoted of Ynnead – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Ynnari unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities. + +## Enhancements + +### Borrowed Vigour — 10pts +*This cruel warrior steals a portion of animus from each vanquished foe, keeping a little of Ynnead’s due to empower themselves and slay more foes in his name.* +Archon model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. + +### Gaze of Ynnead — 15pts +*This psychic executioner projects the extinguishing will of the Aeldari death god into the minds of the fc reducing them to ashen grey husks in moments.* +Farseer model only. The bearer’s Eldritch Storm weapon has the [devastating wounds] ability. + +### Morbid Might — 15pts +*Driven to new heights of cold fury and icy strength by the death energies flowing through their sinews, this arena champion fights with supernatural vigour.* +Succubus model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll. + +### Storm of Whispers — 10pts +*As though this Warlock were a conduit to the realm of the unquiet dead, they are surrounded by an endless susurrus that chills the foe with terror.* +Warlock model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +--- + +# Eldritch Raiders + +*Few of the deep void’s piratical denizens are as feared as the Eldritch Raiders. Led by Prince Yriel of Iyanden, the infamous pirate lord, these thrill-seeking raiders sail the stars in search of prey, striking their targets hard, fast and without mercy. Speed and cunning are the hallmarks of the Anhrathe, and the Eldritch Raiders possess these attributes in volume. When the time comes for battle, veteran Voidscarred and bands of Voidreavers rush into the fray, unleashing blizzards of shuriken fire to pin their enemies down and rushing forward to scythe through opposing infantry before they can raise a blade in defence. Above, leaping bands of Skyreavers soar over the enemy line to strike vulnerable flanks, whilst Vypers and Starfangs soar overhead, raking heavy infantry and enemy vehicles with punishing volleys of fire. Always in the thick of the fighting is Prince Yriel himself, parrying, thrusting and killing with his Spear of Twilight, leading by inspirational example and with the strategic nous of one who has walked the Path of Command.* + +## Abilities + +### Yriel’s Own +AELDARI units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an Anhrathe, Rangers or Shroud Runners unit from your army Advances, you can re-roll the Advance roll. + +### Veterans of the Void +Each time you add an Anhrathe unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. + +## Stratagems + +### IMPEDING FIRE — 1CP +**Type:** Eldritch Raiders – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One Rangers, Shroud Runners or Starfang unit from your army. + +**EFFECT:** Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). + +### NO PREY TOO BIG — 1CP +**Type:** Eldritch Raiders – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Anhrathe, Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll. + +### RAIDERS’ SPOILS — 1CP +**Type:** Eldritch Raiders – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Anhrathe unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. + +### RUTHLESS KILLERS — 1CP +**Type:** Eldritch Raiders – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Corsair Voidscarred unit from your army that has not been selected to shoot or Fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack. + +### WITHDRAW AND REINFORCE — 1CP +**Type:** Eldritch Raiders – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Anhrathe unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit. + +### YRIEL’S EXAMPLE — 1CP +**Type:** Eldritch Raiders – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Aeldari Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +## Enhancements + +### Adrenal Infusions — 20pts +*Amongst the hauls taken by Aeldari Corsairs are many stimulants and elixirs, the most powerful of which enhance the already impressive grace and agility of the Aeldari physiology.* +Anhrathe Infantry unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase. + +### Alacritous Assault — 20pts +*The key to any raid is the shock of the opening strike. Anhrathe warriors strike at breakneck speed, power swords and boarding hooks finding gaps in enemy armour and inflicting devastating wounds.* +Anhrathe unit only. Melee weapons equipped by models in this unit have the [LANCE] ability. + +### Exotic Munitions — 15pts +*In their travels through the void, these Anhrathe warriors have collected a bounty of esoteric ammunition. The most lethal of these munitions are toxic or acidic enough to fell monstrous foes or to burn through armour and servo-motors with frightening rapidity.* +Anhrathe unit only. Ranged weapons equipped by models in this unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities. + +### Pirate Prince — 15pts +*Yriel’s speed, both of thought and action, ensures that he remains one step ahead of his opponents at all times.* +Prince Yriel unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token. + +--- + +# Ghosts of the Webway + +*Even a single troupe of Harlequins can spread bloodshed and unreasoning terror amongst the enemy lines. When entire masques of these sinister and acrobatic killers gather to make war, they strike with such speed, skill and violence that they can eviscerate the mightiest enemy armies. Their saedath battle plans are as dynamic and intricate as they are spectacularly lethal. Some see spearheads of hurtling jetbikes shatter the enemy lines before grav-transports disgorge Harlequin troupes to assassinate their reeling foes’ leaders. Others lure enemy hordes into bloody massacres laced with dramatic irony and bleak mirth or play out murderous recountings of Aeldari morality tales that cast the enemy as unwilling participants in the story of their bloody punishment. Whether fighting alone or alongside hosts from the craftworlds, Commorragh or Corsair fleets, the Harlequins strike without warning - or often, to the foe, apparent cause - and inflict such horrors that even their allies may be left shocked at the carnage.* + +## Abilities + +### Acrobatic Onslaught +Each time a Harlequins model from your army makes a Charge move, it can move through enemy models. + +TRAVELLING PLAYERS +- Troupe units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2. +- You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master. + +## Stratagems + +### BLOODY DANCE — 1CP +**Type:** Ghosts of the Webway – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. + +**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. + +**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +### EXIT THE STAGE — 1CP +**Type:** Ghosts of the Webway – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Harlequins unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### HEROES’ FALL — 1CP +**Type:** Ghosts of the Webway – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### MOCKING FLIGHT — 1CP +**Type:** Ghosts of the Webway – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Harlequins unit from your army Falls Back. + +**TARGET:** That HARLEQUINS unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### STAGED DEATH — 1CP +**Type:** Ghosts of the Webway – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Harlequins Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. + +**RESTRICTIONS:** Each model can only be targeted with this Stratagem once per battle. + +### TRICKSTERS’ RETORT — 1CP +**Type:** Ghosts of the Webway – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Troupe unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +## Enhancements + +### Cegorach’s Coil — 25pts +*This vicious monofilament lariat unspools from its wielder’s gauntlet in a heartbeat, lashing through the foe before retracting as they tumble into bloody chunks.* +Troupe Master model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### Mask of Secrets — 15pts +*So terrifying and yet so captivating are the shifting aspects of this Harlequin’s psychoreactive mask that they can hypnotise foes or stop their hearts with fear.* +Harlequins model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +### Mistweave — 15pts +*Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe’s perceptions.* +Shadowseer model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. + +### Murder’s Jest — 20pts +*This malevolent shrieker cannon catalyses its victims’ fear impulses into exaggerated bioelectric shocks, forcing them to scare themselves to death.* +Death Jester model only. Each time the bearer makes an attack that targets a unit that is Below Half-strength, each successful Hit roll scores a Critical Hit. + +--- + +# Guardian Battlehost + +*So few are the Aeldari in number and so desperate in their plight that all must be capable warriors when needed. Sometimes a foe may jeopardise a craftworld so severely that every martial asset must be deployed to drive them back. At others, threats or opportunities may arise in so short a space of time that Aspect Warriors, Outcasts and Commorrite allies alone are not enough. Whatever the case, when the massed Guardians of a craftworld answer the call to war, they can prove a versatile, durable and utterly determined force. Hails of shuriken fire and scatter laser salvoes rake the enemy lines. War Walkers and grav-tanks pick off heavier enemy assets with inescapable precision and fury. Aspect Warriors drawn from the shrines of the home craftworld fight in support of their more numerous kin, bands of Dire Avengers leading them on the fleet-footed attack or implacable defence. Faced with the might of the Guardian Battlehost, foes are made to rue their foolishness in rousing a craftworld’s wrath.* + +## Abilities + +### Defend at All Costs +Each time a Dire Avenger, Guardian, Support Weapon or War Walker model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll. + +## Stratagems + +### BLADES OF ASURYAN — 1CP +**Type:** Guardian Battlehost – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Dire Avengers or Guardians unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. + +### COST OF VICTORY — 1CP +**Type:** Guardian Battlehost – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Guardians unit from your army. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit. + +### SHIELD NODES — 1CP +**Type:** Guardian Battlehost – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Dire Avengers or Guardians unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +### TIME TO STRIKE — 1CP +**Type:** Guardian Battlehost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Storm Guardians unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +### VAUL’S VENGEANCE — 1CP +**Type:** Guardian Battlehost – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Dire Avengers or Guardians unit from your army. + +**TARGET:** One War Walkers unit from your army. + +**EFFECT:** After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target). + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### WARDING SALVOES — 1CP +**Type:** Guardian Battlehost – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Dire Avengers or Guardians unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll. + +## Enhancements + +### Breath of Vaul — 10pts +*An ancient relic of Aeldari technology, this device enhances the lethality of those weapons said to channel the killing heal ofVaul’s blazing forges.* +Asuryani model only. While the bearer is leading a Storm Guardians unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re-roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re-roll the result. + +### Craftworld’s Champion — 25pts +*Appointed as the mastermind behind the defence of an entire craftworld, this warrior will hold vital ground at all costs.* +Asuryani model only. The bearer has an Objective Control characteristic of 5. + +### Ethereal Pathway — 30pts +*Knowing secret paths through the Webway, the bearer can direct warriors to outmanoeuvre the foe.* +Asuryani model only. In the Deploy Armies step, select up to two Guardians units from your army. Models in the selected units have the Infiltrators ability. + +### Protector of the Paths — 20pts +*This warrior’s knowledge of the home ground on which they fight allows them to expertly position their forces to bracket the routes of the enemy’s approach with fire.* +Asuryani model only. While the bearer is leading a Dire Avengers or Guardians unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control. + +--- + +# Khaine’s Arrow + +***Honed to a single, perfect point, the Aeldari Aspect Warriors streak across the void of space aboard Vampire Raiders before plunging deep into the heart of the enemy ship. Perhaps they strike the bridge. Maybe they pierce the defences of the enginarium. Wherever they hit home, they bring doom to the foe.*** + +## Abilities + +### Unerring Strike +In your Movement phase, each time an AELDARI unit from your army makes a Normal move, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that AELDARI unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn. + +## Stratagems + +### BLADEFOCUS — 1CP +**Type:** Khaine’s Arrow – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HOwLING BANSHEES or STRIKING ScORPIONS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll. + +### CRITICAL CAPTURE — 1CP +**Type:** Khaine’s Arrow – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One AELDARI unit from your army (excluding CHARAcTER units). + +**EFFECT:** Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army. + +### FOCUSED FUSILLADE — 1CP +**Type:** Khaine’s Arrow – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One DIRE AvENGERS, FIRE DRAGONS, SwOOPING HAwKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll. + +### VOID GHOSTS — 1CP +**Type:** Khaine’s Arrow – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +## Enhancements + +### Runes of Sanctuary (Psychic) — 0pts +*Before battle was even joined the runes were cast, and this forces safest and truest passage through their foes predicted then committed to heart.* +PSYKER model only. Once per turn, in your opponents Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as the target of a ranged attack, the bearer can use this Enhancement. If it does, until the end of the phase, each time an attack targets that friendly AELDARI unit, worsen the Armour Penetration characteristic of that attack by 1. + +### Shieldmaster — 0pts +*This warrior exploits every detail of their environment to stave off pursuing or encircling foes.* +Once per turn, in your Movement phase, after the bearer has moved, you can close one open Hatchway it moved through this phase (this can be done in addition to operating a Hatchway using the Unerring Strike Detachment rule). + +--- + +# Protector Host + +***The Aeldari fight furiously to defend their irreplaceable voidships - doubly so if the conflict threatens one of their spacefaring craftworlds. In such a battle they deploy their full might without a second thought, citizen soldiery and Aspect Warriors alike rallying to defend that which is precious to them.*** + +## Abilities + +### Determined Defence +Each time an attack targets a GUARDiANS or DiRE AvENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack. + +## Stratagems + +### RAPID AMBUSH — 1CP +**Type:** Protector Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit opens a Hatchway. + +**TARGET:** One DIRE AvENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit. + +**EFFECT:** If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”. + +**RESTRICTIONS:** Until the end of the turn, your unit cannot fire Overwatch. + +### SHIELD OF BLADES — 1CP +**Type:** Protector Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent’s Movement or Charge phase. + +**TARGET:** One DIRE AvENGERS or GUARDIAN DEfENDERS unit from your army that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. + +### SHURIKEN STORM — 1CP +**Type:** Protector Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One AELDARI unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit. + +### VOID GHOSTS — 1CP +**Type:** Protector Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +## Enhancements + +### Grace of Khaine — 0pts +*Fighting with lethal agility and perfect balance, this warrior places their every blow to inflict the maximum damage and scythe their enemies' every defence.* +Each time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1. + +### Rallying Cry — 0pts +*With well-chosen inspirational words, this war leader swiftly mobilises the Aeldari defence forces to protect their vessel.* +In the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDiANS units within that Entry Zone instead of any other units. + +--- + +# Seer Council + +*Eldritch psychic storms tear at the enemy as the Seer Council leads their warriors into battle. Farseers deliver prophetic orders in voices of steely calm, guiding Aspect Warriors and Guardian squads to strike at crucial fate and causality junctures. Their every pronouncement seals the doom of fresh foes. Psychic executioners project their spirits through the Empyrean to destroy enemy champions’ souls or predict warring combatants’ battle fates. Warlocks lead their squads through the tightly focused maelstrom, singing spears lashing out and psychic fury crackling forth to deliver elegant and total destruction. Led by such a conclave of their most potent psykers, the Aeldari are unstoppable. They fight clad in the faded raiment of their once-mighty empire. The devastation they bring to bear echoes that their fallen ancestors once unleashed to put the galaxy on its knees; this is the Aeldari at their most potent, a terrifying psychic blade driven into the heart of the luckless foe.* + +## Abilities + +### Strands of Fate +At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool. + +**BATTLE SIZE****NUMBER OF D6**Incursion**3**Strike Force**6**Onslaught**9** +Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP. + +**STRATAGEM****FATE DICE VALUE**Presentiment of Dread**1**Forewarned**2**Unshrouded Truth**3**Fate Inescapable**4**Isha’s Fury**5**Psychic Shield**6** + +## Stratagems + +### FATE INESCAPABLE — 1CP +**Type:** Seer Council – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. + +### FOREWARNED — 1CP +**Type:** Seer Council – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. + +### ISHA’S FURY — 1CP +**Type:** Seer Council – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Asuryani Psyker model from your army within 9" of that enemy unit. + +**EFFECT:** Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound. + +### PRESENTIMENT OF DREAD — 1CP +**Type:** Seer Council – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Asuryani Psyker model from your army. + +**EFFECT:** Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test. + +### PSYCHIC SHIELD — 1CP +**Type:** Seer Council – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### UNSHROUDED TRUTH — 1CP +**Type:** Seer Council – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models. + +**EFFECT:** Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. + +**RESTRICTIONS:** Until the end of the phase, your unit is not eligible to be selected to move. + +## Enhancements + +### Lucid Eye — 30pts +*This helm houses a psychocrystalline weave that aids the wearer in sifting clarity and truth from the myriad ghosts of unrealised futures.* +Asuryani Psyker model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool. + +### Runes of Warding — 25pts +*These precisely crafted runic wards hold harmful empyric energies and predatory entities at hay, protecting the bearer’s mind and soul.* +Asuryani Psyker model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [devastating wounds] ability. + +### Stone of Eldritch Fury — 15pts +*This ancient gem was recovered from the crone world of Lleghaine and is said to resonate with the rage of that dead world’s ghosts. It acts as a magnifying lens for destructive psychic powers.* +Asuryani Psyker model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer. + +### Torc of Morai-Heg — 20pts +*Waves of malevolent energies roll from this article of warrior jewellery. Though they leave Aeldari systems and minds untouched, they cloud the enemy’s thoughts with doubt, lace their communications with mournful wails and scatter confusing sensor ghosts across their instruments.* +Asuryani Psyker model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP. + +--- + +# Serpent’s Brood + +*The saedath of the Harlequins are both scripted performances and battle plans, interwoven on a level requiring the depthless Aeldari psyche to truly comprehend. Some saedath are extremely specialised: the Serpent’s Brood is one such. Drawn from tales of the Cosmic Serpent of Aeldari myth, it focuses on troupes of Harlequins mounted aboard Starweaver transports, supported by squadrons of Skyweaver Jetbikes and more heavily armed Voidweavers. As each of these units is named for one of the Cosmic Serpent’s children, so they play their roles on the battlefield: the Starweavers loyal and dutiful as they ferry their passengers into the fight, the Skyweavers hurtling back and forth spreading carnage, and the Voidweavers imperious and murderous in equal measure.* + +## Abilities + +### Boons of the Brood +Weapons equipped by Harlequins Mounted and Harlequins Vehicle models from your army have the [SUSTAINED HITS 1] ability. + +Each time a Harlequins unit from your army disembarks from a Transport, until the end of the turn, that unit’s weapons have the [SUSTAINED HITS 1] ability. + +TRAVELLING PLAYERS +- Troupe units from your army gain the BATTLELINE keyword, and TROUPE models in those units have an Objective Control characteristic of 2. +- You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master. + +## Stratagems + +### FANGS OF THE BROOD — 1CP +**Type:** Serpent’s Brood – Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Troupe unit from your army. + +**EFFECT:** Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one. + +### SKYWARD LUNGE — 1CP +**Type:** Serpent’s Brood – Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Harlequins Vehicle or Harlequins Mounted unit from your army. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +### STRIKING STRIDE — 1CP +**Type:** Serpent’s Brood – Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Harlequins unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +### VENOMOUS WRATH — 1CP +**Type:** Serpent’s Brood – Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Harlequins Vehicle unit from your army that has not been selected to shoot this phase. + +**EFFECT:** After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge. + +### WEAVERS’ COILS — 1CP +**Type:** Serpent’s Brood – Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your Fight phase. + +**TARGET:** One Harlequins Mounted unit from your army that was eligible to fight this phase. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6". + +### WEAVING STRIDE — 1CP +**Type:** Serpent’s Brood – Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Harlequins Infantry unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +## Enhancements + +### Fanged Leer — 10pts +*This cruel mask is worn when performing the Serpent’s Brood, and lends its wearer a supernatural degree of venom and spite.* +Death Jester model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one. + +### Key of Ghosts — 20pts +*This mystic wraithbone implement allows the bearer to slip onto the stage from the Webway even before the curtain’s rise, beginning their performance in full and furious flow.* +Harlequins model only (excluding Solitaire models). Models in the bearer’s unit have the Scouts 6" ability. + +### Shedskin Raiment — 25pts +*This glittering cloak projects a grand illusion that falls away as its wearer sheds it like a discarded serpent’s hide, revealing a still-more dismaying reality beneath.* +Shadowseer model only. After both players have deployed their armies, select up to three Harlequins units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Weavers’ Wail — 20pts +*A cruel weapon more often kept locked away, this ill-omened implement is said to resonate with the Cosmic Serpent’s own dismay at the suffering of its brood during the Fall.* +Troupe Master model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons. + +--- + +# Spirit Conclave + +*Only in the most desperate circumstances will a craftworld’s seers authorise the mass awakening of their dead. At such times, Spiritseers, Warlocks and Farseers come together as one, forming a psychic choir to bind the spirits of the fallen into wraithbone form. While living Aeldari often fight alongside these revenants, the greater strength of such forces is graven in wraithbone, driven by the implacable wills of warrior ghosts and armed with nightmarish tools of destruction. Striding into battle with stately grace, Wraithguard and Wraithlords lay down ferocious firepower. Where enemy resistance is strongest, Wraithblades stalk and strike while the long shadows of Wraithknights fall across the foe like a promise of doom soon to be fulfilled. Together, the psychically linked seers guide the slaughter with eerie calm, issuing command after command to their undying allies. In the face of such implacable destruction, and with their own mightiest weapons seemingly ineffective, even the boldest enemies soon crumble.* + +## Abilities + +### Shepherds of the Dead +Each time an Asuryani Psyker model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. Each time a Wraith Construct model from your army makes an attack that targets a unit with one or more Vengeful Dead tokens, add 1 to the Hit roll and add 1 to the Wound roll. + +ASURYANI PSYKER models from your army have the following ability: + +**Spirit Guides (Aura):** While a Wraithblades, Wraithguard or Wraithlord unit from your army is within 12" of this model, that unit has the Battle Focus ability. + +KEYWORDS +WRAITHBLADES and WRAITHGUARD units from your army gain the BATTLELINE keyword. + +## Stratagems + +### BLADES FROM BEYOND — 1CP +**Type:** Spirit Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. + +### CRUSHING STRIDES — 1CP +**Type:** Spirit Conclave – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move. + +**TARGET:** That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound. + +### SEER’S EYE — 1CP +**Type:** Spirit Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase. + +**EFFECT:** Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack. + +### SOUL BRIDGE — 1CP +**Type:** Spirit Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army. + +**EFFECT:** Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities. + +### SPIRIT TOKEN — 1CP +**Type:** Spirit Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your Movement phase. + +**TARGET:** One Wraithblades or Wraithguard unit from your army. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### WRAITHBONE ARMOUR — 1CP +**Type:** Spirit Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +## Enhancements + +### Higher Duty — 25pts +*Knowing their crucial role in guiding the ghost warriors, this seer chooses duty over personal glory.* +Spiritseer model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, the bearer’s unit can make a Normal move of up to 6". + +### Light of Clarity — 30pts +*The mind of this Spiritseer shines with psychic illumination, burning away the veils that cloud the senses of the dead.* +Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, add 1 to the Objective Control characteristic of INFANTRY models in that unit and add 3 to the Objective Control characteristic of MONSTER models in that unit. + +### Rune of Mists — 10pts +*This rare psychic rune binds occluding psychic energies about nearby wraith constructs to baffle the foe’s senses.* +Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, each time a ranged attack targets that unit, unless the attacking model is within 18", models in that unit have the Benefit of Cover against that attack. + +### Stave of Kurnous — 15pts +*Wound about with finely inscribed myths of Kurnous, the Hunter, this wraithbone staff imbues ghost warriors with an echo of the slain god’s keen-eyed skill.* +Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer (excluding TITANIC units). Until the start of your next Command phase, each time a model in that unit makes an attack, on a Critical Wound, that attack has the [precision] ability. + +--- + +# Star-dancer Masque + +***When Harlequins board an enemy ship they follow Saedath that cast them in the roles of void-soaring mythic hawks and serpents, or else the heroes Ulthanash and Eldanesh raiding the stronghold of some monstrous foe. They flow through the steps with blistering speed, laying low all who oppose them.*** + +## Abilities + +### Faolchú’s Last Flight +Each time an AELDARI model from your army is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +## Stratagems + +### ACROBATIC LEAPS — 1CP +**Type:** Star-dancer Masque – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One AELDARI unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. + +### DARTING STRIKES — 1CP +**Type:** Star-dancer Masque – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One AELDARI unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. + +### SERPENT STRIKE — 1CP +**Type:** Star-dancer Masque – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an AELDARI unit from your army destroys an enemy unit. + +**TARGET:** That AELDARI unit. + +**EFFECT:** Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction. + +### VOID GHOSTS — 1CP +**Type:** Star-dancer Masque – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +## Enhancements + +### Path of Eldanesh — 0pts +*Following the steps of the Path of Eldanesh, this player moves through their foes like a bladed wind, swift and unstoppable as that hero of myth.* +The bearer has the Fights First ability and, each time the bearer opens a Hatchway, until the end of the turn, improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1. + +### Prismatic Garb — 0pts +*In the close confines of shipboard war, the bewildering effect of this Harlequin’s domino field is redoubled.* +Enemy units cannot fire Overwatch at the bearer. + +--- + +# Warhost + +*When all the varied warriors and war machines of a craftworld gather to fight in its defence, they form a Warhost. Exemplified by the dreaded Swordwind of Biel-Tan, these armies alloy many specialised units into a greater whole that combines precisely applied martial might with blistering speed. The result is a force that - often outnumbered - possesses every weapon it requires to achieve victory, guided by the skilled hands and gifted minds of those who can seize it. Cold-eyed Guardians secure vital strategic sites and defend them with salvoes of firepower. Streaking assault craft fill the skies, jetbike-mounted warriors slashing through the enemy ranks. At the same time, grav-tanks wheel gracefully to pick off enemy war engines or debark squads of elite Aspect Warriors precisely where and when they are needed. Supported by eldritch artillery and psychic might, the Warhost strikes the foe a series of crippling blows while evading their clumsy attacks in return, until soon enough, the battle’s outcome is beyond any doubt.* + +## Abilities + +### Martial Grace +- At the start of the battle round, you receive 1 additional Battle Focus token. +- Each time a unit from your army performs the Swift as the Wind Agile Manoeuvre, until the end of the phase, add an additional 1" to the Move characteristic of models in that unit. +- Each time a unit from your army performs an Agile Manoeuvre that involves rolling a D6, add 1 to the result. + +## Stratagems + +### BLITZING FIREPOWER — 1CP +**Type:** Warhost – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Asuryani unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit. + +### FEIGNED RETREAT — 1CP +**Type:** Warhost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an Asuryani unit from your army Falls Back. + +**TARGET:** That ASURYANI unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### FIRE AND FADE — 1CP +**Type:** Warhost – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot. + +**TARGET:** That ASURYANI unit. + +**EFFECT:** Your unit can make a Normal move of up to D6+1". + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport. + +### LIGHTNING-FAST REACTIONS — 1CP +**Type:** Warhost – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### SKYBORNE SANCTUARY — 1CP +**Type:** Warhost – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. + +**EFFECT:** If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it. + +### WEBWAY TUNNEL — 1CP +**Type:** Warhost – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. + +## Enhancements + +### Gift of Foresight — 15pts +*It is far easier to avoid fatal battlefield errors if one has already foreseen when they will occur and how to prevent them.* +Asuryani model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP. + +### Phoenix Gem — 35pts +*Aeldari myth tells how Isha once drew down the heat of a hundred stars into a glittering gem to save Asuryan. The Phoenix Gem is the only surviving fragment of this ancient stone and retains the power to return life to the fallen.* +Asuryani model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. + +### Psychic Destroyer — 30pts +*This psyker has refined the destructive potential of their mental abilities, honing them to a fine and frighteningly lethal point.* +Asuryani Psyker model only. Add 1 to the Damage characteristic of ranged Psychic weapons equipped by the bearer. + +### Timeless Strategist — 15pts +*This ancient Aeldari war leader has commanded armies for the entire lifetimes of the younger mortal species. Their mastery of the swift, decisive and reactive strategy is second to none.* +Asuryani model only. At the start of the battle round, if the bearer is on the battlefield (or any Transport it is embarked within is on the battlefield), you receive 1 additional Battle Focus token. + +--- + +# Windrider Host + +*Squadrons of jetbikes slice the air like hurled daggers as the Windrider Host sweeps down upon its prey. Prioritising breathtaking speed over almost all other concerns, these formations of high-tech airborne cavalry strike at will along the enemy battle line. Their onset is shockingly sudden, a storm that rises with the scream of anti-grav engines and the whine of rapid-firing shuriken and laser weapons, then sweeps over the foe in eruptions of blood and terror. Faster than thought, the Windrider Host has overshot the foe and arced away to leave any threat of retribution foundering in its wake. Often, the Aeldari hit their enemies so hard and fast that jets of gore are still pattering to the ground, corpses still tumbling, and war engines only just starting to shake with detonations as the jetbikes dwindle into the distance. Yet this is not the end of the foe’s suffering, but rather its beginning. The Windrider Host will return, arrowing in for another attack run again and again until all that remains of the enemy is bodies, wreckage, and fleeing remnants.* + +## Abilities + +### Ride the Wind +In the Declare Battle Formations step you can set up Asuryani Mounted and Vyper units from your army in Reserves. During the battle, such units can be set up on the battlefield as if they were arriving from Strategic Reserves. For the purposes of setting up ASURYANI MOUNTED or VYPER units from your army on the battlefield, treat the current battle round number as being one higher than it actually is. + +In addition, at the end of your opponent’s turn, you can select a number of ASURYANI MOUNTED or VYPER units from your army (excluding units within Engagement Range of one or more enemy units), then remove those units from the battlefield and place them into Strategic Reserves. The maximum number of units you can select depends on the battle size, as shown below. + +**BATTLE SIZE****NUMBER OF UNITS**Incursion**1**Strike Force**2**Onslaught**3** +KEYWORDS +Windriders units from your army gain the BATTLELINE keyword. + +## Stratagems + +### DARING RIDERS — 1CP +**Type:** Windrider Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** The Reinforcements step of your Movement phase. + +**TARGET:** One Asuryani Mounted or VYPER unit from your army in Reserves. + +**EFFECT:** Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. + +### DEATH FROM ON HIGH — 1CP +**Type:** Windrider Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Asuryani Mounted or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. + +### FOCUSED FIREPOWER — 1CP +**Type:** Windrider Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Asuryani Mounted or VYPER unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. + +### OVERFLIGHT — 1CP +**Type:** Windrider Host – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** End of your Shooting phase or the end of the Fight phase. + +**TARGET:** One Asuryani Mounted unit from your army that destroyed one or more enemy units this phase. + +**EFFECT:** Your unit can make a Normal move of up to 7". + +### SPIRALLING EVASION — 1CP +**Type:** Windrider Host – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Asuryani Mounted or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### WIND OF BLADES — 1CP +**Type:** Windrider Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Asuryani Mounted or Vyper unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +## Enhancements + +### Echoes of Ulthanesh — 20pts +*Riding out to battle upon their skimming steed, this charismatic commander is reminiscent of the great Aeldari hero come again. The mere sight of them swooping down upon their foes inspires their warriors to remarkable feats of heroism in their turn.* +Asuryani Mounted model only. In your Command phase, roll one D6, adding 1 to the result if the bearer is not within your deployment zone, and adding an additional 1 to the result if the bearer is within your opponent’s deployment zone: on a 5+, you gain 1CP. + +### Firstdrawn Blade — 10pts +*Those who lead the Windrider Hosts do so from the front, embodying the first of the Swords of Vaul drawn in wrath.* +Asuryani Mounted model only. Models in the bearer’s unit have the Scouts 9" ability. + +### Mirage Field — 25pts +*This field generator surrounds its bearer with contradictory sensor ghosts and split-second illusions that make them incredibly challenging to target, particularly when moving at speed.* +Asuryani Mounted model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll. + +### Seersight Strike — 15pts +*This warrior has mastered the art of augmenting their mounted attack runs with lashing blades of focused psychic power that punch through the heaviest armour and monstrous hide to vital targets deep within.* +Asuryani Mounted Psyker model only. Psychic weapons equipped by the bearer have the [anti-monster 2+] and [anti-vehicle 2+] abilities. + +--- + +# Wraiths of the Void + +***When a void battle is sufficiently vital or desperate, the Aeldari awaken their wraith constructs. Resilient, powerful and utterly focused upon their duty, such ghost warriors are a force of unimaginable devastation amidst the close confines of a boarding battle.*** + +## Abilities + +### Wraith-Marked +In your Command phase, you can select one AELDARI unit from your army within range of an objective marker you control. That unit must take a Leadership test, subtracting 2 from the result if it has the WRAiTH CONSTRUCT keyword: if passed, that objective marker is Secured by your army. + +## Stratagems + +### D-STRIKE — 1CP +**Type:** Wraiths of the Void – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**RESTRICTIONS:** Until the end of the phase, your unit is not eligible to shoot. + +### GUARDIAN CONSTRUCTS — 1CP +**Type:** Wraiths of the Void – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll. + +### UNFLINCHING FIRE — 1CP +**Type:** Wraiths of the Void – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent’s Movement or Charge phase. + +**TARGET:** One AELDARI unit from your army that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. + +### WRAITHSIGHT — 1CP +**Type:** Wraiths of the Void – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One AELDARI unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll. + +## Enhancements + +### Direct Guidance — 0pts +*Practised in the arts of warfare amidst tangled corridors and chambers, this seer knows how best to guide their spirit warriors to victory.* +At the end of your Movement phase, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Until the end of the turn, that WRAITH CONSTRUCT unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### Song of Renewal — 0pts +*Employing their potent arts, this seer is able to guide ghost warriors back from the very brink of oblivion.* +In your Command phase, the bearer can use this Enhancement. If it does, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Return one destroyed model to that WRAITH CONSTRUCT unit with its full wounds remaining. + +The bearer can only use this Enhancement up to two times. diff --git a/cogitator/factions/aeldari/detachments/armoured-warhost.md b/cogitator/factions/aeldari/detachments/armoured-warhost.md deleted file mode 100644 index 16a4497..0000000 --- a/cogitator/factions/aeldari/detachments/armoured-warhost.md +++ /dev/null @@ -1,88 +0,0 @@ -# Armoured Warhost - -*When unleashed upon the battlefield in number, the vehicles of the Aeldari can bring a terrifying volume of firepower to bear with exceptional speed. As supersonic Aeldari aircraft suppress the enemy with strafing and bombing runs, sleek battle-skimmers sweep low across war-scarred terrain, hunting down and obliterating their targets with scintillating volleys. Successive waves of armoured transports follow, their shields and wraithbone hulls turning aside incoming munitions as they sweep low to disgorge waves of Aspect Warriors and Guardian soldiers into the fight. As the Aeldari infantry move to seize their objectives and annihilate the enemy, agile walkers sprint towards the flanks of the overwhelmed foe, their guns spitting vibrant streams of enfilading fire into massed enemies and ensuring that none escape the wrath of the Asuryani.* - -## Abilities - -### Skilled Crews -Ranged weapons equipped by Aeldari Vehicle models from your army have the [ASSAULT] ability and you can re-roll Advance rolls made for Aeldari Vehicle Fly units from your army. - -## Stratagems - -### ANTI‑GRAV REPULSION — 1CP -**Type:** Armoured Warhost – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One Aeldari Vehicle unit from your army that can Fly and was selected as a target of that charge. - -**EFFECT:** Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. - -### CLOUDSTRIKE — 1CP -**Type:** Armoured Warhost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of the Reinforcements step of your Movement phase. - -**TARGET:** One Aeldari Vehicle unit from your army that can Fly and is in Strategic Reserves. - -**EFFECT:** Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a Transport, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge. - -### LAYERED WARDS — 1CP -**Type:** Armoured Warhost – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army. - -**TARGET:** That Aeldari Vehicle unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. - -### SOULSIGHT — 1CP -**Type:** Armoured Warhost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Aeldari Vehicle unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence. - -### SWIFT DEPLOYMENT — 1CP -**Type:** Armoured Warhost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Aeldari Transport unit from your army. - -**EFFECT:** Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. - -### VECTORED ENGINES — 1CP -**Type:** Armoured Warhost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back. - -**TARGET:** That Aeldari Fly Vehicle unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. - -## Enhancements - -### Guiding Presence — 25pts -*This seer is closely attuned to their craftworld’s vehicles. Communicating with the souls inhabiting hull-mounted spirit stones can sharpen the tactical awareness of spirits and crew.* -Aeldari Psyker model only. At the start of your Shooting phase, select one friendly Aeldari Vehicle model within 9" of the bearer. Until the end of the phase, each time that model makes an attack, add 1 to the Hit roll. - -### Guileful Strategist — 15pts -*An expert in vehicular warfare, this commander is always one step ahead of the foe.* -AELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three Aeldari Vehicle units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Harmonisation Matrix — 30pts -*When activated by its bearer, this crystalline device enables them to interface with Aeldari war machines, issuing orders and receiving combat reports at the speed of thought.* -AELDARI model only. In your Command phase, if the bearer (or any Transport it is embarked within) is within range of an objective marker you control, roll one D6: on a 3+, you gain 1CP. - -### Spirit Stone of Raelyth — 20pts -*This spirit stone contains the essence of the Bonesinger Raelyth. Those Asuryani psykers who bear this item to battle can draw upon the fallen artisan’s talents.* -Aeldari Psyker model only. While the bearer is within 3" of one or more friendly Aeldari Vehicle units, the bearer has the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3" of the bearer. That model regains up to D3 lost wounds. diff --git a/cogitator/factions/aeldari/detachments/aspect-host.md b/cogitator/factions/aeldari/detachments/aspect-host.md deleted file mode 100644 index a76a7a3..0000000 --- a/cogitator/factions/aeldari/detachments/aspect-host.md +++ /dev/null @@ -1,90 +0,0 @@ -# Aspect Host - -*When the Avatar of Khaine strides out to war, the Aspect Warriors of many shrines fight in its cinder-swirled shadow. Squads of Dire Avengers rake their targets with storms of shuriken discs. Shrieking bands of Howling Banshees tear into the enemy’s front lines even as Striking Scorpions flit from ambush to rip bloody rents in their flanks. Fire Dragons unleash point-blank fury to reduce enemy war engines to blazing wrecks, while the long-ranged salvoes of Dark Reapers streak overhead to detonate amongst the foe. Swooping Hawks circle on the winds of war and launch opportunist strikes, Shining Spears and Crimson Hunters drive home hurtling attack runs, and Warp Spiders burst in and out of reality amidst monofilament clouds of death. Guided by the martial expertise of Autarchs and Exarchs, and supported by Guardian-crewed war engines and artillery, the devotees of Khaine’s many aspects pick their enemies apart with surgical precision. Coupled with the blazing devastation wrought by the Avatar itself, their onslaught is irresistible.* - -## Abilities - -### Path of the Warrior -Each time an Aspect Warriors or Avatar of Khaine unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase: -- Each time a model in this unit makes an attack, re-roll a Hit roll of 1. -- Each time a model in this unit makes an attack, re-roll a Wound roll of 1. - -## Stratagems - -### DOOM INESCAPABLE — 1CP -**Type:** Aspect Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Avatar of Khaine model from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8. - -### KHAINE’S VENGEANCE — 1CP -**Type:** Aspect Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. - -**TARGET:** One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit. - -**EFFECT:** All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -### PRETERNATURAL PRECISION — 1CP -**Type:** Aspect Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Aspect Warriors unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities. - -### SKYBORNE SANCTUARY — 1CP -**Type:** Aspect Host – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. - -**EFFECT:** If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it. - -### TO THEIR FINAL BREATH — 1CP -**Type:** Aspect Host – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### WARRIOR FOCUS — 1CP -**Type:** Aspect Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll. - -## Enhancements - -### Aspect of Murder — 25pts -*Khaine is a murderous deity, and many of his aspects channel this element of his nature to some degree. Combining these teachings renders this warrior a truly fearsome assassin.* -Autarch or Autarch Wayleaper model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons have the [precision] ability. - -### Mantle of Wisdom — 30pts -*This ritual relic marks the bearer out as one who has walked the Path of Command for ages untold and whose understanding of all things martial borders on the preternatural.* -Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time that unit is selected to shoot or fight, until the end of the phase, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule. - -### Shimmerstone — 15pts -*This simple and elegant gem conceals complex technology based on Dire Avenger shimmershields, its protective aegis extending across the bearer and those who fight at their side.* -Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time a ranged attack targets that unit, subtract 1 from the Wound roll. - -### Strategic Savant — 15pts -*A commander who knows with absolute certainty which strategic goals must be achieved, this warrior can appraise the battlefield at a glance.* -Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, add 1 to the Objective Control characteristic of models in that unit. diff --git a/cogitator/factions/aeldari/detachments/corsair-coterie.md b/cogitator/factions/aeldari/detachments/corsair-coterie.md deleted file mode 100644 index 8670619..0000000 --- a/cogitator/factions/aeldari/detachments/corsair-coterie.md +++ /dev/null @@ -1,97 +0,0 @@ -# Corsair Coterie - -*Ever opportunistic, Aeldari Corsairs ply the void in search of worthwhile targets, often operating in small raiding forces known as coteries. Though lightly armed and armoured, such forces are cunning and motivated, possessing a wealth of skills, knowledge and experience. These attributes enable them to overcome greater and more numerous foes and ensure that, by the time the final blow is struck, they have the riches they sought. Deploying by sleek and swift skimmers or leaping from the open hatches of voidships, winged Skyreavers lead the assault, striking at stunned opponents before they can mount an adequate defence. Into the breach surge the remainder of the Corsair force, making the most of the assault’s initial momentum to push the enemy back, seize loot and plunder from under their noses and fade away into the void, leaving victims reeling in the aftermath of a dazzling and destructive onslaught.* - -## Abilities - -### Relentless Raiders -While an objective marker is under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. - -Anhrathe units from your army have the following ability: - -**Void Thieves:** At the end of a phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### Veterans of the Void -Each time you add an Anhrathe unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. - -## Stratagems - -### CLOAK AND SHADOW — 1CP -**Type:** Corsair Coterie – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### INTO THE BREACH — 1CP -**Type:** Corsair Coterie – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after an Anhrathe unit from your army destroyed one or more enemy units. - -**TARGET:** That ANHRATHE unit. - -**EFFECT:** After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1". - -### LETHAL RUSE — 1CP -**Type:** Corsair Coterie – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an AELDARI unit from your army Falls Back. - -**TARGET:** That AELDARI unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -### OUTCAST AMBUSH — 1CP -**Type:** Corsair Coterie – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1. - -### PIRATES’ DUE — 1CP -**Type:** Corsair Coterie – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** The Fight phase. - -**TARGET:** One AELDARI unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead. - -### VENGEFUL SORROW — 1CP -**Type:** Corsair Coterie – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -## Enhancements - -### Archraider — 35pts -*A master of the lightning assault, this commander appears prescient in their ability to confound the foe.* -Anhrathe Character unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability: - -**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -### Infamy (Aura) — 25pts -*These infamous raiders are rightly feared, and use their reputation to their advantage with easily identifiable armour and insignia.* -Anhrathe unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1). - -### Voidstone — 15pts -*Seized from an alien tomb, this obsidian artefact seems to absorb light itself. It offers the bearer and their unit some measure of protection against even the strongest attacks.* -Anhrathe Infantry unit only. Models in this unit have a 5+ invulnerable save. - -### Webway Pathstone — 25pts -*This smooth token contains esoteric knowledge of local Webway spurs. When activated by psychic impulse, it projects a mental map of these routes into the minds of the bearer, enabling them to locate hidden gates, bypass their foes, and seize the treasures they seek.* -Anhrathe unit only. Models in this unit have the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into Strategic Reserves. diff --git a/cogitator/factions/aeldari/detachments/devoted-of-ynnead.md b/cogitator/factions/aeldari/detachments/devoted-of-ynnead.md deleted file mode 100644 index 2503289..0000000 --- a/cogitator/factions/aeldari/detachments/devoted-of-ynnead.md +++ /dev/null @@ -1,105 +0,0 @@ -# Devoted of Ynnead - -*Those Aeldari who follow the extremist teachings of the priestess Yvraine seek to empower Ynnead, the Aeldari god of death. In the name of their morbid creed, they hurl themselves into battle, sure that not only is every enemy slain one less to menace the Aeldari but also that their own deaths will bring their god closer to waking. Perhaps the strength of fanatical conviction magnified by the Aeldari psyche allows Ynnead’s devotees to channel some fragment of his supernatural powers. Maybe it is the latent psychic potential of the Aeldari finding macabre expression or something more sinister at work. Whatever the case, while their numbers may be few and their death cult marginalised, the Ynnari demonstrate strange and deadly abilities in battle. Coupled with their people’s natural and technological puissance, this renders the Ynnari a terrible foe indeed. Moreover, they will know ultimate victory, whether they live to fight again or die for Ynnead’s cause.* - -## Abilities - -### Strength from Death -You can use the following rules: - -Lethal Intent - -At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI INFANTRY or YNNARI MOUNTED unit from your army that was within 6" of your destroyed unit. That unit can make a Normal move of up to D6+1". - -Lethal Surge - -Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile Manoeuvre. - -Lethal Reprisal - -At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the Fights First ability. - -SERVANTS OF THE WHISPERING GOD -- You can include Ynnari units in your army, even though they do not have the ASURYANI Faction keyword. -- Asuryani units (excluding Epic Heroes) from your army gain the YNNARI keyword. -- You must include Yvraine and/or The Yncarne in your army, and one of those models must be your WARLORD. - -## Stratagems - -### DEATH ANSWERS DEATH — 1CP -**Type:** Devoted of Ynnead – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** End of your opponent’s Shooting phase. - -**TARGET:** One Ynnari unit from your army (excluding Wraith Construct units), if one or more models in that unit were destroyed this phase. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase. - -### EMISSARIES OF YNNEAD — 1CP -**Type:** Devoted of Ynnead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a Ynnari Infantry unit from your army has selected its targets. - -**TARGET:** That YNNARI INFANTRY unit. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead. - -### MACABRE RESILIENCE — 1CP -**Type:** Devoted of Ynnead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Ynnari Infantry or Ynnari Mounted unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -### PALL OF DREAD — 1CP -**Type:** Devoted of Ynnead – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Ynnari unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### PARTING THE VEIL — 2CP -**Type:** Devoted of Ynnead – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Ynnari unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### SOULSIGHT — 1CP -**Type:** Devoted of Ynnead – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Ynnari unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities. - -## Enhancements - -### Borrowed Vigour — 10pts -*This cruel warrior steals a portion of animus from each vanquished foe, keeping a little of Ynnead’s due to empower themselves and slay more foes in his name.* -Archon model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. - -### Gaze of Ynnead — 15pts -*This psychic executioner projects the extinguishing will of the Aeldari death god into the minds of the fc reducing them to ashen grey husks in moments.* -Farseer model only. The bearer’s Eldritch Storm weapon has the [devastating wounds] ability. - -### Morbid Might — 15pts -*Driven to new heights of cold fury and icy strength by the death energies flowing through their sinews, this arena champion fights with supernatural vigour.* -Succubus model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll. - -### Storm of Whispers — 10pts -*As though this Warlock were a conduit to the realm of the unquiet dead, they are surrounded by an endless susurrus that chills the foe with terror.* -Warlock model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. diff --git a/cogitator/factions/aeldari/detachments/eldritch-raiders.md b/cogitator/factions/aeldari/detachments/eldritch-raiders.md deleted file mode 100644 index a4f1431..0000000 --- a/cogitator/factions/aeldari/detachments/eldritch-raiders.md +++ /dev/null @@ -1,91 +0,0 @@ -# Eldritch Raiders - -*Few of the deep void’s piratical denizens are as feared as the Eldritch Raiders. Led by Prince Yriel of Iyanden, the infamous pirate lord, these thrill-seeking raiders sail the stars in search of prey, striking their targets hard, fast and without mercy. Speed and cunning are the hallmarks of the Anhrathe, and the Eldritch Raiders possess these attributes in volume. When the time comes for battle, veteran Voidscarred and bands of Voidreavers rush into the fray, unleashing blizzards of shuriken fire to pin their enemies down and rushing forward to scythe through opposing infantry before they can raise a blade in defence. Above, leaping bands of Skyreavers soar over the enemy line to strike vulnerable flanks, whilst Vypers and Starfangs soar overhead, raking heavy infantry and enemy vehicles with punishing volleys of fire. Always in the thick of the fighting is Prince Yriel himself, parrying, thrusting and killing with his Spear of Twilight, leading by inspirational example and with the strategic nous of one who has walked the Path of Command.* - -## Abilities - -### Yriel’s Own -AELDARI units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an Anhrathe, Rangers or Shroud Runners unit from your army Advances, you can re-roll the Advance roll. - -### Veterans of the Void -Each time you add an Anhrathe unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. - -## Stratagems - -### IMPEDING FIRE — 1CP -**Type:** Eldritch Raiders – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One Rangers, Shroud Runners or Starfang unit from your army. - -**EFFECT:** Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). - -### NO PREY TOO BIG — 1CP -**Type:** Eldritch Raiders – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Anhrathe, Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll. - -### RAIDERS’ SPOILS — 1CP -**Type:** Eldritch Raiders – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Anhrathe unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. - -### RUTHLESS KILLERS — 1CP -**Type:** Eldritch Raiders – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Corsair Voidscarred unit from your army that has not been selected to shoot or Fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack. - -### WITHDRAW AND REINFORCE — 1CP -**Type:** Eldritch Raiders – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Anhrathe unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit. - -### YRIEL’S EXAMPLE — 1CP -**Type:** Eldritch Raiders – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Aeldari Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -## Enhancements - -### Adrenal Infusions — 20pts -*Amongst the hauls taken by Aeldari Corsairs are many stimulants and elixirs, the most powerful of which enhance the already impressive grace and agility of the Aeldari physiology.* -Anhrathe Infantry unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase. - -### Alacritous Assault — 20pts -*The key to any raid is the shock of the opening strike. Anhrathe warriors strike at breakneck speed, power swords and boarding hooks finding gaps in enemy armour and inflicting devastating wounds.* -Anhrathe unit only. Melee weapons equipped by models in this unit have the [LANCE] ability. - -### Exotic Munitions — 15pts -*In their travels through the void, these Anhrathe warriors have collected a bounty of esoteric ammunition. The most lethal of these munitions are toxic or acidic enough to fell monstrous foes or to burn through armour and servo-motors with frightening rapidity.* -Anhrathe unit only. Ranged weapons equipped by models in this unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities. - -### Pirate Prince — 15pts -*Yriel’s speed, both of thought and action, ensures that he remains one step ahead of his opponents at all times.* -Prince Yriel unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token. diff --git a/cogitator/factions/aeldari/detachments/ghosts-of-the-webway.md b/cogitator/factions/aeldari/detachments/ghosts-of-the-webway.md deleted file mode 100644 index 83ef957..0000000 --- a/cogitator/factions/aeldari/detachments/ghosts-of-the-webway.md +++ /dev/null @@ -1,96 +0,0 @@ -# Ghosts of the Webway - -*Even a single troupe of Harlequins can spread bloodshed and unreasoning terror amongst the enemy lines. When entire masques of these sinister and acrobatic killers gather to make war, they strike with such speed, skill and violence that they can eviscerate the mightiest enemy armies. Their saedath battle plans are as dynamic and intricate as they are spectacularly lethal. Some see spearheads of hurtling jetbikes shatter the enemy lines before grav-transports disgorge Harlequin troupes to assassinate their reeling foes’ leaders. Others lure enemy hordes into bloody massacres laced with dramatic irony and bleak mirth or play out murderous recountings of Aeldari morality tales that cast the enemy as unwilling participants in the story of their bloody punishment. Whether fighting alone or alongside hosts from the craftworlds, Commorragh or Corsair fleets, the Harlequins strike without warning - or often, to the foe, apparent cause - and inflict such horrors that even their allies may be left shocked at the carnage.* - -## Abilities - -### Acrobatic Onslaught -Each time a Harlequins model from your army makes a Charge move, it can move through enemy models. - -TRAVELLING PLAYERS -- Troupe units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2. -- You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master. - -## Stratagems - -### BLOODY DANCE — 1CP -**Type:** Ghosts of the Webway – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. - -**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. - -**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -### EXIT THE STAGE — 1CP -**Type:** Ghosts of the Webway – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Harlequins unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### HEROES’ FALL — 1CP -**Type:** Ghosts of the Webway – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### MOCKING FLIGHT — 1CP -**Type:** Ghosts of the Webway – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Harlequins unit from your army Falls Back. - -**TARGET:** That HARLEQUINS unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### STAGED DEATH — 1CP -**Type:** Ghosts of the Webway – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Harlequins Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. - -**RESTRICTIONS:** Each model can only be targeted with this Stratagem once per battle. - -### TRICKSTERS’ RETORT — 1CP -**Type:** Ghosts of the Webway – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Troupe unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -## Enhancements - -### Cegorach’s Coil — 25pts -*This vicious monofilament lariat unspools from its wielder’s gauntlet in a heartbeat, lashing through the foe before retracting as they tumble into bloody chunks.* -Troupe Master model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### Mask of Secrets — 15pts -*So terrifying and yet so captivating are the shifting aspects of this Harlequin’s psychoreactive mask that they can hypnotise foes or stop their hearts with fear.* -Harlequins model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -### Mistweave — 15pts -*Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe’s perceptions.* -Shadowseer model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. - -### Murder’s Jest — 20pts -*This malevolent shrieker cannon catalyses its victims’ fear impulses into exaggerated bioelectric shocks, forcing them to scare themselves to death.* -Death Jester model only. Each time the bearer makes an attack that targets a unit that is Below Half-strength, each successful Hit roll scores a Critical Hit. diff --git a/cogitator/factions/aeldari/detachments/guardian-battlehost.md b/cogitator/factions/aeldari/detachments/guardian-battlehost.md deleted file mode 100644 index a77cd36..0000000 --- a/cogitator/factions/aeldari/detachments/guardian-battlehost.md +++ /dev/null @@ -1,90 +0,0 @@ -# Guardian Battlehost - -*So few are the Aeldari in number and so desperate in their plight that all must be capable warriors when needed. Sometimes a foe may jeopardise a craftworld so severely that every martial asset must be deployed to drive them back. At others, threats or opportunities may arise in so short a space of time that Aspect Warriors, Outcasts and Commorrite allies alone are not enough. Whatever the case, when the massed Guardians of a craftworld answer the call to war, they can prove a versatile, durable and utterly determined force. Hails of shuriken fire and scatter laser salvoes rake the enemy lines. War Walkers and grav-tanks pick off heavier enemy assets with inescapable precision and fury. Aspect Warriors drawn from the shrines of the home craftworld fight in support of their more numerous kin, bands of Dire Avengers leading them on the fleet-footed attack or implacable defence. Faced with the might of the Guardian Battlehost, foes are made to rue their foolishness in rousing a craftworld’s wrath.* - -## Abilities - -### Defend at All Costs -Each time a Dire Avenger, Guardian, Support Weapon or War Walker model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll. - -## Stratagems - -### BLADES OF ASURYAN — 1CP -**Type:** Guardian Battlehost – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Dire Avengers or Guardians unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. - -### COST OF VICTORY — 1CP -**Type:** Guardian Battlehost – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Guardians unit from your army. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit. - -### SHIELD NODES — 1CP -**Type:** Guardian Battlehost – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Dire Avengers or Guardians unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -### TIME TO STRIKE — 1CP -**Type:** Guardian Battlehost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Storm Guardians unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -### VAUL’S VENGEANCE — 1CP -**Type:** Guardian Battlehost – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Dire Avengers or Guardians unit from your army. - -**TARGET:** One War Walkers unit from your army. - -**EFFECT:** After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target). - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### WARDING SALVOES — 1CP -**Type:** Guardian Battlehost – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Dire Avengers or Guardians unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll. - -## Enhancements - -### Breath of Vaul — 10pts -*An ancient relic of Aeldari technology, this device enhances the lethality of those weapons said to channel the killing heal ofVaul’s blazing forges.* -Asuryani model only. While the bearer is leading a Storm Guardians unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re-roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re-roll the result. - -### Craftworld’s Champion — 25pts -*Appointed as the mastermind behind the defence of an entire craftworld, this warrior will hold vital ground at all costs.* -Asuryani model only. The bearer has an Objective Control characteristic of 5. - -### Ethereal Pathway — 30pts -*Knowing secret paths through the Webway, the bearer can direct warriors to outmanoeuvre the foe.* -Asuryani model only. In the Deploy Armies step, select up to two Guardians units from your army. Models in the selected units have the Infiltrators ability. - -### Protector of the Paths — 20pts -*This warrior’s knowledge of the home ground on which they fight allows them to expertly position their forces to bracket the routes of the enemy’s approach with fire.* -Asuryani model only. While the bearer is leading a Dire Avengers or Guardians unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control. diff --git a/cogitator/factions/aeldari/detachments/khaines-arrow.md b/cogitator/factions/aeldari/detachments/khaines-arrow.md deleted file mode 100644 index 2a47311..0000000 --- a/cogitator/factions/aeldari/detachments/khaines-arrow.md +++ /dev/null @@ -1,60 +0,0 @@ -# Khaine’s Arrow - -***Honed to a single, perfect point, the Aeldari Aspect Warriors streak across the void of space aboard Vampire Raiders before plunging deep into the heart of the enemy ship. Perhaps they strike the bridge. Maybe they pierce the defences of the enginarium. Wherever they hit home, they bring doom to the foe.*** - -## Abilities - -### Unerring Strike -In your Movement phase, each time an AELDARI unit from your army makes a Normal move, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that AELDARI unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn. - -## Stratagems - -### BLADEFOCUS — 1CP -**Type:** Khaine’s Arrow – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HOwLING BANSHEES or STRIKING ScORPIONS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll. - -### CRITICAL CAPTURE — 1CP -**Type:** Khaine’s Arrow – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One AELDARI unit from your army (excluding CHARAcTER units). - -**EFFECT:** Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army. - -### FOCUSED FUSILLADE — 1CP -**Type:** Khaine’s Arrow – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One DIRE AvENGERS, FIRE DRAGONS, SwOOPING HAwKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll. - -### VOID GHOSTS — 1CP -**Type:** Khaine’s Arrow – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -## Enhancements - -### Runes of Sanctuary (Psychic) — 0pts -*Before battle was even joined the runes were cast, and this forces safest and truest passage through their foes predicted then committed to heart.* -PSYKER model only. Once per turn, in your opponents Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as the target of a ranged attack, the bearer can use this Enhancement. If it does, until the end of the phase, each time an attack targets that friendly AELDARI unit, worsen the Armour Penetration characteristic of that attack by 1. - -### Shieldmaster — 0pts -*This warrior exploits every detail of their environment to stave off pursuing or encircling foes.* -Once per turn, in your Movement phase, after the bearer has moved, you can close one open Hatchway it moved through this phase (this can be done in addition to operating a Hatchway using the Unerring Strike Detachment rule). diff --git a/cogitator/factions/aeldari/detachments/protector-host.md b/cogitator/factions/aeldari/detachments/protector-host.md deleted file mode 100644 index 5587ca9..0000000 --- a/cogitator/factions/aeldari/detachments/protector-host.md +++ /dev/null @@ -1,62 +0,0 @@ -# Protector Host - -***The Aeldari fight furiously to defend their irreplaceable voidships - doubly so if the conflict threatens one of their spacefaring craftworlds. In such a battle they deploy their full might without a second thought, citizen soldiery and Aspect Warriors alike rallying to defend that which is precious to them.*** - -## Abilities - -### Determined Defence -Each time an attack targets a GUARDiANS or DiRE AvENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack. - -## Stratagems - -### RAPID AMBUSH — 1CP -**Type:** Protector Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit opens a Hatchway. - -**TARGET:** One DIRE AvENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit. - -**EFFECT:** If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”. - -**RESTRICTIONS:** Until the end of the turn, your unit cannot fire Overwatch. - -### SHIELD OF BLADES — 1CP -**Type:** Protector Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent’s Movement or Charge phase. - -**TARGET:** One DIRE AvENGERS or GUARDIAN DEfENDERS unit from your army that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. - -### SHURIKEN STORM — 1CP -**Type:** Protector Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One AELDARI unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit. - -### VOID GHOSTS — 1CP -**Type:** Protector Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -## Enhancements - -### Grace of Khaine — 0pts -*Fighting with lethal agility and perfect balance, this warrior places their every blow to inflict the maximum damage and scythe their enemies' every defence.* -Each time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1. - -### Rallying Cry — 0pts -*With well-chosen inspirational words, this war leader swiftly mobilises the Aeldari defence forces to protect their vessel.* -In the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDiANS units within that Entry Zone instead of any other units. diff --git a/cogitator/factions/aeldari/detachments/seer-council.md b/cogitator/factions/aeldari/detachments/seer-council.md deleted file mode 100644 index b480a9b..0000000 --- a/cogitator/factions/aeldari/detachments/seer-council.md +++ /dev/null @@ -1,95 +0,0 @@ -# Seer Council - -*Eldritch psychic storms tear at the enemy as the Seer Council leads their warriors into battle. Farseers deliver prophetic orders in voices of steely calm, guiding Aspect Warriors and Guardian squads to strike at crucial fate and causality junctures. Their every pronouncement seals the doom of fresh foes. Psychic executioners project their spirits through the Empyrean to destroy enemy champions’ souls or predict warring combatants’ battle fates. Warlocks lead their squads through the tightly focused maelstrom, singing spears lashing out and psychic fury crackling forth to deliver elegant and total destruction. Led by such a conclave of their most potent psykers, the Aeldari are unstoppable. They fight clad in the faded raiment of their once-mighty empire. The devastation they bring to bear echoes that their fallen ancestors once unleashed to put the galaxy on its knees; this is the Aeldari at their most potent, a terrifying psychic blade driven into the heart of the luckless foe.* - -## Abilities - -### Strands of Fate -At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool. - -**BATTLE SIZE****NUMBER OF D6**Incursion**3**Strike Force**6**Onslaught**9** -Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP. - -**STRATAGEM****FATE DICE VALUE**Presentiment of Dread**1**Forewarned**2**Unshrouded Truth**3**Fate Inescapable**4**Isha’s Fury**5**Psychic Shield**6** - -## Stratagems - -### FATE INESCAPABLE — 1CP -**Type:** Seer Council – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. - -### FOREWARNED — 1CP -**Type:** Seer Council – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. - -### ISHA’S FURY — 1CP -**Type:** Seer Council – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Asuryani Psyker model from your army within 9" of that enemy unit. - -**EFFECT:** Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound. - -### PRESENTIMENT OF DREAD — 1CP -**Type:** Seer Council – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Asuryani Psyker model from your army. - -**EFFECT:** Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test. - -### PSYCHIC SHIELD — 1CP -**Type:** Seer Council – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### UNSHROUDED TRUTH — 1CP -**Type:** Seer Council – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models. - -**EFFECT:** Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. - -**RESTRICTIONS:** Until the end of the phase, your unit is not eligible to be selected to move. - -## Enhancements - -### Lucid Eye — 30pts -*This helm houses a psychocrystalline weave that aids the wearer in sifting clarity and truth from the myriad ghosts of unrealised futures.* -Asuryani Psyker model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool. - -### Runes of Warding — 25pts -*These precisely crafted runic wards hold harmful empyric energies and predatory entities at hay, protecting the bearer’s mind and soul.* -Asuryani Psyker model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [devastating wounds] ability. - -### Stone of Eldritch Fury — 15pts -*This ancient gem was recovered from the crone world of Lleghaine and is said to resonate with the rage of that dead world’s ghosts. It acts as a magnifying lens for destructive psychic powers.* -Asuryani Psyker model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer. - -### Torc of Morai-Heg — 20pts -*Waves of malevolent energies roll from this article of warrior jewellery. Though they leave Aeldari systems and minds untouched, they cloud the enemy’s thoughts with doubt, lace their communications with mournful wails and scatter confusing sensor ghosts across their instruments.* -Asuryani Psyker model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP. diff --git a/cogitator/factions/aeldari/detachments/serpents-brood.md b/cogitator/factions/aeldari/detachments/serpents-brood.md deleted file mode 100644 index 6c663ee..0000000 --- a/cogitator/factions/aeldari/detachments/serpents-brood.md +++ /dev/null @@ -1,94 +0,0 @@ -# Serpent’s Brood - -*The saedath of the Harlequins are both scripted performances and battle plans, interwoven on a level requiring the depthless Aeldari psyche to truly comprehend. Some saedath are extremely specialised: the Serpent’s Brood is one such. Drawn from tales of the Cosmic Serpent of Aeldari myth, it focuses on troupes of Harlequins mounted aboard Starweaver transports, supported by squadrons of Skyweaver Jetbikes and more heavily armed Voidweavers. As each of these units is named for one of the Cosmic Serpent’s children, so they play their roles on the battlefield: the Starweavers loyal and dutiful as they ferry their passengers into the fight, the Skyweavers hurtling back and forth spreading carnage, and the Voidweavers imperious and murderous in equal measure.* - -## Abilities - -### Boons of the Brood -Weapons equipped by Harlequins Mounted and Harlequins Vehicle models from your army have the [SUSTAINED HITS 1] ability. - -Each time a Harlequins unit from your army disembarks from a Transport, until the end of the turn, that unit’s weapons have the [SUSTAINED HITS 1] ability. - -TRAVELLING PLAYERS -- Troupe units from your army gain the BATTLELINE keyword, and TROUPE models in those units have an Objective Control characteristic of 2. -- You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master. - -## Stratagems - -### FANGS OF THE BROOD — 1CP -**Type:** Serpent’s Brood – Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Troupe unit from your army. - -**EFFECT:** Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one. - -### SKYWARD LUNGE — 1CP -**Type:** Serpent’s Brood – Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Harlequins Vehicle or Harlequins Mounted unit from your army. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. - -### STRIKING STRIDE — 1CP -**Type:** Serpent’s Brood – Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Harlequins unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -### VENOMOUS WRATH — 1CP -**Type:** Serpent’s Brood – Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Harlequins Vehicle unit from your army that has not been selected to shoot this phase. - -**EFFECT:** After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge. - -### WEAVERS’ COILS — 1CP -**Type:** Serpent’s Brood – Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your Fight phase. - -**TARGET:** One Harlequins Mounted unit from your army that was eligible to fight this phase. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6". - -### WEAVING STRIDE — 1CP -**Type:** Serpent’s Brood – Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Harlequins Infantry unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -## Enhancements - -### Fanged Leer — 10pts -*This cruel mask is worn when performing the Serpent’s Brood, and lends its wearer a supernatural degree of venom and spite.* -Death Jester model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one. - -### Key of Ghosts — 20pts -*This mystic wraithbone implement allows the bearer to slip onto the stage from the Webway even before the curtain’s rise, beginning their performance in full and furious flow.* -Harlequins model only (excluding Solitaire models). Models in the bearer’s unit have the Scouts 6" ability. - -### Shedskin Raiment — 25pts -*This glittering cloak projects a grand illusion that falls away as its wearer sheds it like a discarded serpent’s hide, revealing a still-more dismaying reality beneath.* -Shadowseer model only. After both players have deployed their armies, select up to three Harlequins units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Weavers’ Wail — 20pts -*A cruel weapon more often kept locked away, this ill-omened implement is said to resonate with the Cosmic Serpent’s own dismay at the suffering of its brood during the Fall.* -Troupe Master model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons. diff --git a/cogitator/factions/aeldari/detachments/spirit-conclave.md b/cogitator/factions/aeldari/detachments/spirit-conclave.md deleted file mode 100644 index 7d6dbee..0000000 --- a/cogitator/factions/aeldari/detachments/spirit-conclave.md +++ /dev/null @@ -1,95 +0,0 @@ -# Spirit Conclave - -*Only in the most desperate circumstances will a craftworld’s seers authorise the mass awakening of their dead. At such times, Spiritseers, Warlocks and Farseers come together as one, forming a psychic choir to bind the spirits of the fallen into wraithbone form. While living Aeldari often fight alongside these revenants, the greater strength of such forces is graven in wraithbone, driven by the implacable wills of warrior ghosts and armed with nightmarish tools of destruction. Striding into battle with stately grace, Wraithguard and Wraithlords lay down ferocious firepower. Where enemy resistance is strongest, Wraithblades stalk and strike while the long shadows of Wraithknights fall across the foe like a promise of doom soon to be fulfilled. Together, the psychically linked seers guide the slaughter with eerie calm, issuing command after command to their undying allies. In the face of such implacable destruction, and with their own mightiest weapons seemingly ineffective, even the boldest enemies soon crumble.* - -## Abilities - -### Shepherds of the Dead -Each time an Asuryani Psyker model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. Each time a Wraith Construct model from your army makes an attack that targets a unit with one or more Vengeful Dead tokens, add 1 to the Hit roll and add 1 to the Wound roll. - -ASURYANI PSYKER models from your army have the following ability: - -**Spirit Guides (Aura):** While a Wraithblades, Wraithguard or Wraithlord unit from your army is within 12" of this model, that unit has the Battle Focus ability. - -KEYWORDS -WRAITHBLADES and WRAITHGUARD units from your army gain the BATTLELINE keyword. - -## Stratagems - -### BLADES FROM BEYOND — 1CP -**Type:** Spirit Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. - -### CRUSHING STRIDES — 1CP -**Type:** Spirit Conclave – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move. - -**TARGET:** That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound. - -### SEER’S EYE — 1CP -**Type:** Spirit Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase. - -**EFFECT:** Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack. - -### SOUL BRIDGE — 1CP -**Type:** Spirit Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army. - -**EFFECT:** Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities. - -### SPIRIT TOKEN — 1CP -**Type:** Spirit Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your Movement phase. - -**TARGET:** One Wraithblades or Wraithguard unit from your army. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### WRAITHBONE ARMOUR — 1CP -**Type:** Spirit Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -## Enhancements - -### Higher Duty — 25pts -*Knowing their crucial role in guiding the ghost warriors, this seer chooses duty over personal glory.* -Spiritseer model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, the bearer’s unit can make a Normal move of up to 6". - -### Light of Clarity — 30pts -*The mind of this Spiritseer shines with psychic illumination, burning away the veils that cloud the senses of the dead.* -Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, add 1 to the Objective Control characteristic of INFANTRY models in that unit and add 3 to the Objective Control characteristic of MONSTER models in that unit. - -### Rune of Mists — 10pts -*This rare psychic rune binds occluding psychic energies about nearby wraith constructs to baffle the foe’s senses.* -Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, each time a ranged attack targets that unit, unless the attacking model is within 18", models in that unit have the Benefit of Cover against that attack. - -### Stave of Kurnous — 15pts -*Wound about with finely inscribed myths of Kurnous, the Hunter, this wraithbone staff imbues ghost warriors with an echo of the slain god’s keen-eyed skill.* -Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer (excluding TITANIC units). Until the start of your next Command phase, each time a model in that unit makes an attack, on a Critical Wound, that attack has the [precision] ability. diff --git a/cogitator/factions/aeldari/detachments/star-dancer-masque.md b/cogitator/factions/aeldari/detachments/star-dancer-masque.md deleted file mode 100644 index 561d047..0000000 --- a/cogitator/factions/aeldari/detachments/star-dancer-masque.md +++ /dev/null @@ -1,60 +0,0 @@ -# Star-dancer Masque - -***When Harlequins board an enemy ship they follow Saedath that cast them in the roles of void-soaring mythic hawks and serpents, or else the heroes Ulthanash and Eldanesh raiding the stronghold of some monstrous foe. They flow through the steps with blistering speed, laying low all who oppose them.*** - -## Abilities - -### Faolchú’s Last Flight -Each time an AELDARI model from your army is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -## Stratagems - -### ACROBATIC LEAPS — 1CP -**Type:** Star-dancer Masque – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One AELDARI unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. - -### DARTING STRIKES — 1CP -**Type:** Star-dancer Masque – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One AELDARI unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. - -### SERPENT STRIKE — 1CP -**Type:** Star-dancer Masque – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an AELDARI unit from your army destroys an enemy unit. - -**TARGET:** That AELDARI unit. - -**EFFECT:** Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction. - -### VOID GHOSTS — 1CP -**Type:** Star-dancer Masque – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -## Enhancements - -### Path of Eldanesh — 0pts -*Following the steps of the Path of Eldanesh, this player moves through their foes like a bladed wind, swift and unstoppable as that hero of myth.* -The bearer has the Fights First ability and, each time the bearer opens a Hatchway, until the end of the turn, improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1. - -### Prismatic Garb — 0pts -*In the close confines of shipboard war, the bewildering effect of this Harlequin’s domino field is redoubled.* -Enemy units cannot fire Overwatch at the bearer. diff --git a/cogitator/factions/aeldari/detachments/warhost.md b/cogitator/factions/aeldari/detachments/warhost.md deleted file mode 100644 index 822602d..0000000 --- a/cogitator/factions/aeldari/detachments/warhost.md +++ /dev/null @@ -1,92 +0,0 @@ -# Warhost - -*When all the varied warriors and war machines of a craftworld gather to fight in its defence, they form a Warhost. Exemplified by the dreaded Swordwind of Biel-Tan, these armies alloy many specialised units into a greater whole that combines precisely applied martial might with blistering speed. The result is a force that - often outnumbered - possesses every weapon it requires to achieve victory, guided by the skilled hands and gifted minds of those who can seize it. Cold-eyed Guardians secure vital strategic sites and defend them with salvoes of firepower. Streaking assault craft fill the skies, jetbike-mounted warriors slashing through the enemy ranks. At the same time, grav-tanks wheel gracefully to pick off enemy war engines or debark squads of elite Aspect Warriors precisely where and when they are needed. Supported by eldritch artillery and psychic might, the Warhost strikes the foe a series of crippling blows while evading their clumsy attacks in return, until soon enough, the battle’s outcome is beyond any doubt.* - -## Abilities - -### Martial Grace -- At the start of the battle round, you receive 1 additional Battle Focus token. -- Each time a unit from your army performs the Swift as the Wind Agile Manoeuvre, until the end of the phase, add an additional 1" to the Move characteristic of models in that unit. -- Each time a unit from your army performs an Agile Manoeuvre that involves rolling a D6, add 1 to the result. - -## Stratagems - -### BLITZING FIREPOWER — 1CP -**Type:** Warhost – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Asuryani unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit. - -### FEIGNED RETREAT — 1CP -**Type:** Warhost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an Asuryani unit from your army Falls Back. - -**TARGET:** That ASURYANI unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### FIRE AND FADE — 1CP -**Type:** Warhost – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot. - -**TARGET:** That ASURYANI unit. - -**EFFECT:** Your unit can make a Normal move of up to D6+1". - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport. - -### LIGHTNING-FAST REACTIONS — 1CP -**Type:** Warhost – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### SKYBORNE SANCTUARY — 1CP -**Type:** Warhost – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. - -**EFFECT:** If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it. - -### WEBWAY TUNNEL — 1CP -**Type:** Warhost – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. - -## Enhancements - -### Gift of Foresight — 15pts -*It is far easier to avoid fatal battlefield errors if one has already foreseen when they will occur and how to prevent them.* -Asuryani model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP. - -### Phoenix Gem — 35pts -*Aeldari myth tells how Isha once drew down the heat of a hundred stars into a glittering gem to save Asuryan. The Phoenix Gem is the only surviving fragment of this ancient stone and retains the power to return life to the fallen.* -Asuryani model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. - -### Psychic Destroyer — 30pts -*This psyker has refined the destructive potential of their mental abilities, honing them to a fine and frighteningly lethal point.* -Asuryani Psyker model only. Add 1 to the Damage characteristic of ranged Psychic weapons equipped by the bearer. - -### Timeless Strategist — 15pts -*This ancient Aeldari war leader has commanded armies for the entire lifetimes of the younger mortal species. Their mastery of the swift, decisive and reactive strategy is second to none.* -Asuryani model only. At the start of the battle round, if the bearer is on the battlefield (or any Transport it is embarked within is on the battlefield), you receive 1 additional Battle Focus token. diff --git a/cogitator/factions/aeldari/detachments/windrider-host.md b/cogitator/factions/aeldari/detachments/windrider-host.md deleted file mode 100644 index ce70a38..0000000 --- a/cogitator/factions/aeldari/detachments/windrider-host.md +++ /dev/null @@ -1,94 +0,0 @@ -# Windrider Host - -*Squadrons of jetbikes slice the air like hurled daggers as the Windrider Host sweeps down upon its prey. Prioritising breathtaking speed over almost all other concerns, these formations of high-tech airborne cavalry strike at will along the enemy battle line. Their onset is shockingly sudden, a storm that rises with the scream of anti-grav engines and the whine of rapid-firing shuriken and laser weapons, then sweeps over the foe in eruptions of blood and terror. Faster than thought, the Windrider Host has overshot the foe and arced away to leave any threat of retribution foundering in its wake. Often, the Aeldari hit their enemies so hard and fast that jets of gore are still pattering to the ground, corpses still tumbling, and war engines only just starting to shake with detonations as the jetbikes dwindle into the distance. Yet this is not the end of the foe’s suffering, but rather its beginning. The Windrider Host will return, arrowing in for another attack run again and again until all that remains of the enemy is bodies, wreckage, and fleeing remnants.* - -## Abilities - -### Ride the Wind -In the Declare Battle Formations step you can set up Asuryani Mounted and Vyper units from your army in Reserves. During the battle, such units can be set up on the battlefield as if they were arriving from Strategic Reserves. For the purposes of setting up ASURYANI MOUNTED or VYPER units from your army on the battlefield, treat the current battle round number as being one higher than it actually is. - -In addition, at the end of your opponent’s turn, you can select a number of ASURYANI MOUNTED or VYPER units from your army (excluding units within Engagement Range of one or more enemy units), then remove those units from the battlefield and place them into Strategic Reserves. The maximum number of units you can select depends on the battle size, as shown below. - -**BATTLE SIZE****NUMBER OF UNITS**Incursion**1**Strike Force**2**Onslaught**3** -KEYWORDS -Windriders units from your army gain the BATTLELINE keyword. - -## Stratagems - -### DARING RIDERS — 1CP -**Type:** Windrider Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** The Reinforcements step of your Movement phase. - -**TARGET:** One Asuryani Mounted or VYPER unit from your army in Reserves. - -**EFFECT:** Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. - -### DEATH FROM ON HIGH — 1CP -**Type:** Windrider Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Asuryani Mounted or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. - -### FOCUSED FIREPOWER — 1CP -**Type:** Windrider Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Asuryani Mounted or VYPER unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. - -### OVERFLIGHT — 1CP -**Type:** Windrider Host – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** End of your Shooting phase or the end of the Fight phase. - -**TARGET:** One Asuryani Mounted unit from your army that destroyed one or more enemy units this phase. - -**EFFECT:** Your unit can make a Normal move of up to 7". - -### SPIRALLING EVASION — 1CP -**Type:** Windrider Host – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Asuryani Mounted or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### WIND OF BLADES — 1CP -**Type:** Windrider Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Asuryani Mounted or Vyper unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -## Enhancements - -### Echoes of Ulthanesh — 20pts -*Riding out to battle upon their skimming steed, this charismatic commander is reminiscent of the great Aeldari hero come again. The mere sight of them swooping down upon their foes inspires their warriors to remarkable feats of heroism in their turn.* -Asuryani Mounted model only. In your Command phase, roll one D6, adding 1 to the result if the bearer is not within your deployment zone, and adding an additional 1 to the result if the bearer is within your opponent’s deployment zone: on a 5+, you gain 1CP. - -### Firstdrawn Blade — 10pts -*Those who lead the Windrider Hosts do so from the front, embodying the first of the Swords of Vaul drawn in wrath.* -Asuryani Mounted model only. Models in the bearer’s unit have the Scouts 9" ability. - -### Mirage Field — 25pts -*This field generator surrounds its bearer with contradictory sensor ghosts and split-second illusions that make them incredibly challenging to target, particularly when moving at speed.* -Asuryani Mounted model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll. - -### Seersight Strike — 15pts -*This warrior has mastered the art of augmenting their mounted attack runs with lashing blades of focused psychic power that punch through the heaviest armour and monstrous hide to vital targets deep within.* -Asuryani Mounted Psyker model only. Psychic weapons equipped by the bearer have the [anti-monster 2+] and [anti-vehicle 2+] abilities. diff --git a/cogitator/factions/aeldari/detachments/wraiths-of-the-void.md b/cogitator/factions/aeldari/detachments/wraiths-of-the-void.md deleted file mode 100644 index 774a73c..0000000 --- a/cogitator/factions/aeldari/detachments/wraiths-of-the-void.md +++ /dev/null @@ -1,64 +0,0 @@ -# Wraiths of the Void - -***When a void battle is sufficiently vital or desperate, the Aeldari awaken their wraith constructs. Resilient, powerful and utterly focused upon their duty, such ghost warriors are a force of unimaginable devastation amidst the close confines of a boarding battle.*** - -## Abilities - -### Wraith-Marked -In your Command phase, you can select one AELDARI unit from your army within range of an objective marker you control. That unit must take a Leadership test, subtracting 2 from the result if it has the WRAiTH CONSTRUCT keyword: if passed, that objective marker is Secured by your army. - -## Stratagems - -### D-STRIKE — 1CP -**Type:** Wraiths of the Void – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**RESTRICTIONS:** Until the end of the phase, your unit is not eligible to shoot. - -### GUARDIAN CONSTRUCTS — 1CP -**Type:** Wraiths of the Void – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll. - -### UNFLINCHING FIRE — 1CP -**Type:** Wraiths of the Void – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent’s Movement or Charge phase. - -**TARGET:** One AELDARI unit from your army that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. - -### WRAITHSIGHT — 1CP -**Type:** Wraiths of the Void – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One AELDARI unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll. - -## Enhancements - -### Direct Guidance — 0pts -*Practised in the arts of warfare amidst tangled corridors and chambers, this seer knows how best to guide their spirit warriors to victory.* -At the end of your Movement phase, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Until the end of the turn, that WRAITH CONSTRUCT unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### Song of Renewal — 0pts -*Employing their potent arts, this seer is able to guide ghost warriors back from the very brink of oblivion.* -In your Command phase, the bearer can use this Enhancement. If it does, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Return one destroyed model to that WRAITH CONSTRUCT unit with its full wounds remaining. - -The bearer can only use this Enhancement up to two times. diff --git a/cogitator/factions/astra-militarum/datasheets.md b/cogitator/factions/astra-militarum/datasheets.md new file mode 100644 index 0000000..baeacc2 --- /dev/null +++ b/cogitator/factions/astra-militarum/datasheets.md @@ -0,0 +1,8407 @@ +# Astra Militarum + +# Aegis Defence Line + +**Role:** Fortifications + +*Aegis Defence Lines are barricades comprising crenellated armoured panels that link together in a solid shield-wall. Thanks to their simple design they can be built and deployed at great speed, and are thus ideal for establishing defensive perimeters before more permanent structures can be erected.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Emplacement Platform** (Datasheet): Friendly ASTRA MILITARUM INFANTRY models can be set up or end any type of move on top of the platform section of this FORTIFICATION. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Defence Line** (Datasheet): While an ASTRA MILITARUM INFANTRY model has the Benefit of Cover as a result of this terrain feature (see above), that model has a 4+ invulnerable save. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **DEPLOYMENT** (Special (правая колонка)): When this model is set up, it will consist of 1 platform section, up to 5 shield sections, up to 2 broken shield sections, and up to 2 end sections. All sections must be connected to each other to form a continuous defence line; the two broken shield sections can be placed either at the end of the defence line, or in the middle of it such that both are within 1/2" of each other (in this case, these two sections count as being connected to each other). All the sections that have been set up are then treated as a single model for all rules purposes. + +**Keywords:** Aegis Defence Line, Fortification, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Aegis Defence Line + +**Wargear Options:** +- None + +**Points:** +- 1 model: 145pts + +--- + +# Aquila Lander + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Aquila Lander, Aircraft, Imperium, Transport, Fly, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Aquila Lander + +**Wargear Options:** +- This model’s heavy bolter can be replaced with one of the following:- 1 autocannon +- 1 multi-laser + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 120pts + +--- + +# Arkurian Stormhammer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; 7 multi-lasers; Stormhammer cannon; twin battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Stormhammer cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | +| Twin battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this ARKURIAN STORMHAMMER model, that model has the Benefit of Cover against that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Titanic, Vehicle, Arkurian Stormhammer, Smoke, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Arkurian Stormhammer + +**Wargear Options:** +- This model’s 7 multi-lasers can be replaced with one of the following:- 7 heavy bolters +- 7 heavy flamers +- 7 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 480pts + +--- + +# Armageddon-pattern Medusa + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Medusa siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Medusa siege cannon | 36 | D6 | 4 | 12 | -2 | 4 | blast, indirect fire | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Medusa siege cannon scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Imperium, Artillery, Vehicle, Squadron, Armageddon-pattern Medusa +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Armageddon-pattern Medusa + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 storm bolter +- 1 heavy stubber + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 105pts + +--- + +# Armoured Sentinels + +**Role:** Other + +*Modified with extra protective panelling, Armoured Sentinels are superb front-line hunters, wielding their deadly heavy weapons across terrain too cramped for battle tanks to operate on. As mobile hunter-killers, they excel in destroying vehicles, fortified bunkers and xenos monstrosities.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 2+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** multi-laser; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | +| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mobile Hunter-killers** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Armoured Sentinels, Imperium, Smoke, Walker, Squadron, Regiment, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1-2 Armoured Sentinels + +**Wargear Options:** +- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon +- 1 heavy flamer +- 1 lascannon +- 1 missile launcher +- 1 plasma cannon +- Any number of models can each be equipped with 1 Sentinel chainsaw. +- Any number of models can each be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 65pts +- 2 models: 130pts + +--- + +# Artillery Team + +**Role:** Other + +*The Astra Militarum make use of all manner of artillery pieces to annihilate the foe from extreme range. The various munitions hurled by these towed weapons are capable of eliminating entire squads of infantry, cracking open reinforced bunkers and laying waste to armoured convoys.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 7 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy mortar; lasgun; crew close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy mortar | 48 | D6+3 | 5 | 8 | -1 | 2 | blast, heavy, indirect fire | +| Heavy quad launcher | 48 | 2D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire, twin-linked | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Multiple rocket launcher | 48 | D6+3 | 5 | 2 | -1 | 1 | anti-infantry 3+, blast, heavy, indirect fire | +| Siege cannon | 48 | D6 | 5 | 12 | -2 | 3 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crew close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Remorseless Barrage** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test (if an INFANTRY unit is hit by one or more attacks made by a multiple rocket launcher, they must subtract 1 from their Battle-shock test when doing so). + +**Keywords:** Infantry, Artillery, Grenades, Imperium, Regiment, Artillery Team +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Artillery Team + +**Wargear Options:** +- This model’s heavy mortar can be replaced with one of the following: +- 1 siege cannon +- 1 heavy quad launcher +- 1 multiple rocket launcher + +**Points:** +- 1 model: 95pts + +--- + +# Arvus Lighter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 8 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** armoured hull. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Aircraft, Fly, Vehicle, Arvus Lighter, Transport, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Arvus Lighter + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. It cannot transport Ogryn or Artillery models. + +**Points:** +- 1 model: 95pts + +--- + +# Atlas Recovery Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Recovery Vehicle** (Datasheet): At the end of your Movement phase, you can select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Squadron, Smoke, Atlas Recovery Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Atlas Recovery Vehicle + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 80pts + +--- + +# Attilan Rough Riders + +**Role:** Other + +*Hailing from the steppes of Attila, these horsemasters are potent cavalry troops. Their mobility makes them a powerful force, whether spearheading an attack or outflanking the foe. Though also equipped with grenades and sidearms, their deadliest weapon is their hunting lance, capable of bearing one of several deadly tips.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** lasgun; laspistol; hunting lance; steed’s hooves. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Goad lance | Melee | 2 | 3 | 6 | -2 | 2 | lance | +| Hunting lance – frag tip | Melee | D6 | 3 | 4 | 0 | 1 | lance | +| Hunting lance – melta tip | Melee | 1 | 3 | 9 | -4 | D6 | lance | +| Power sabre | Melee | 4 | 3 | 4 | -2 | 1 | — | +| Steed’s hooves | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | + +**Abilities:** +- **Horsemasters** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Grenades, Mounted, Regiment, Attilan Rough Riders, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Rough Rider Sergeant +- 4-9 Rough Riders + +**Wargear Options:** +- For every 5 models in this unit, 1 model’s hunting lance can be replaced with 1 goad lance. +- The Rough Rider Sergeant can be equipped with 1 power sabre. + +**Leader:** +Led By: Lord Solar Leontus + +**Points:** +- 5 models: 60pts +- 10 models: 120pts + +--- + +# Avenger Strike Fighter + +**Role:** Other + +*The Avenger is a dedicated strike fighter, designed to conduct high-speed, low-level attacks on ground targets. Armoured vehicle formations and high-value strategic assets are the Avenger’s principal prey, the aircraft’s bolt cannon giving it a tank-killing capability that exceeds most other Imperial flyers of its size.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Avenger bolt cannon; heavy stubber; 2 lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger bolt cannon | 36 | 10 | 4 | 6 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Fiery Vengeance** (Datasheet): Once per turn, in your opponent’s Shooting phase, when another friendly ASTRA MILITARUM unit within 6" of this model is destroyed by an attack made by a unit that can FLY, one model from your army with this ability can use it. If it does, after the attacking unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +**Keywords:** Aircraft, Imperium, Avenger Strike Fighter, Vehicle, Fly +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Avenger Strike Fighter + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Baneblade + +**Role:** Other + +*More rolling fortress than vehicle, Baneblade super-heavy tanks are possessed of overwhelming firepower. Wherever a Baneblade sees battle, it becomes the centre of the battle line, Imperial Guardsmen and even smaller tanks sheltering in its lee as its enormous primary cannon and numerous other guns pulverise the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Baneblade cannon; coaxial autocannon; demolisher cannon; heavy stubber; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baneblade cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this BANEBLADE model, that model has the Benefit of Cover against that attack. + +**Keywords:** Vehicle, Titanic, Smoke, Imperium, Baneblade +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Baneblade + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 450pts + +--- + +# Banehammer + +**Role:** Other + +*Where the Banehammer excels is as a defensive anchor in the Imperial Guard’s formations. Those enemies not blasted apart by its tremor cannon’s shells are brought to a crawl as the ground splits beneath them. The stunned foe is then forced to push slowly forward beneath a further barrage, or else retreat in disarray.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; tremor cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Tremor cannon | 36 | 2D6+3 | 4 | 12 | -2 | 3 | blast | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Tremor Quake** (Datasheet): In your Shooting phase, just after selecting a target for this model’s tremor cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. + +**Keywords:** Vehicle, Titanic, Smoke, Imperium, Transport, Banehammer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Banehammer + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Transport:** +This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 420pts + +--- + +# Banesword + +**Role:** Other + +*The Banesword obliterates enemy vehicles and fortifications that prove insurmountable to the Imperial Guard’s remaining arsenal. Its quake cannon tears gaping voids in the strongest defensive lines at extreme range, enabling it to open breaches for allied forces to exploit before the enemy has a chance to return fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; quake cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Quake cannon | 72 | D6+6 | 4 | 16 | -4 | 4 | blast, ignores cover | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armour Obliteration** (Datasheet): Each time an attack made with this model’s quake cannon destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. + +**Keywords:** Vehicle, Titanic, Smoke, Imperium, Banesword +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Banesword + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 450pts + +--- + +# Basilisk + +**Role:** Other + +*Basilisks are self-propelled artillery tanks, armed with a fearsome earthshaker cannon. Able to keep pace with infantry advances – their barrels levelled for direct fire – or deploy to rear positions from which they unleash relentless shelling, Basilisks are amongst the most numerous of the Imperial Guard’s ordnance tanks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** earthshaker cannon; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy INFANTRY unit, until the start of your next Shooting phase, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Squadron, Vehicle, Basilisk, Smoke, Artillery +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Basilisk + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Bullgryn Squad + +**Role:** Other + +*The most obstinate of the Ogryn strain of abhumans, Bullgryns are clad in heavy armour and carry crude assault weaponry built to withstand the thunderous blows Bullgryns strike with them. A line of these heavily muscled humanoids, advancing in shield-lines from which shots bounce harmlessly, is a frightening sight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** grenadier gauntlet; close combat weapon; slabshield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grenadier gauntlet | 18 | D6 | 4 | 4 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bullgryn maul | Melee | 4 | 3 | 7 | -1 | 2 | — | +| Close combat weapon | Melee | 4 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. +- **Brute Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Slabshield** (Wargear): The bearer has a Wounds characteristic of 4. + +**Keywords:** Imperium, Ogryn, Bullgryn Squad, Grenades, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Bullgryn Bone ‘ead +- 2-5 Bullgryns + +**Wargear Options:** +- Any number of models can each have their grenadier gauntlet replaced with 1 Bullgryn maul. +- Any number of models can each have their slabshield replaced with 1 brute shield. + +**Points:** +- 3 models: 100pts +- 6 models: 200pts + +--- + +# Cadian Castellan + +**Role:** Characters + +*Strategic senior officers often ranking as captains or colonels, Cadian Castellans are authoritative leaders of the fallen world’s forces. Bearing a panoply of armaments and insignia that mark their high office, they wield their weapons as skilfully as they command the soldiers beneath them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** laspistol; chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 5 | 3 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Senior Officer** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Get Back in the Fight** (Datasheet): While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue 2 Orders to Regiment units. + +**Keywords:** Infantry, Character, Officer, Imperium, Grenades, Cadian Castellan +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Cadian Castellan + +**Wargear Options:** +- This model’s chainsword can be replaced with one of the following:- 1 boltgun and 1 close combat weapon +- 1 power fist +- 1 power weapon +- This model’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol + +**Leader:** +Can lead: Kasrkin, Cadian Shock Troops + +**Points:** +- 1 model: 55pts + +--- + +# Cadian Command Squad + +**Role:** Characters + +*Cadia’s officers are exceptional leaders of Humanity. Trained to be the best, they expect no less from their troops. They are as inspiring as the standards carried in their wake, and as motivational as the orders issued by their vox-operators.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CADIAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | +| CADIAN VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cadian Commander is equipped with:** laspistol; chainsword. + +**1 Cadian Veteran Guardsman is equipped with:** las pistol; chainsword. + +**1 other Cadian Veteran Guardsman is equipped with:** lasgun; master vox; close combat weapon. + +**1 other Cadian Veteran Guardsman is equipped with:** lasgun; medi-pack; close combat weapon. + +**1 other Cadian Veteran Guardsman is equipped with:** lasgun; regimental standard; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Cadia Stands!** (Datasheet): While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Infantry, Grenades, Character, Cadian, Platoon, Imperium, Command Squad, Officer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Cadian Commander +- 4 Cadian Veteran Guardsmen + +**Wargear Options:** +- 1 Cadian Veteran Guardsman’s lasgun and regimental standard can be replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun +- 1 Cadian Veteran Guardsman’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- The Cadian Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 Cadian Veteran Guardsman's chainsword can be replaced with one of the following:- 1 flamer and 1 close combat weapon +- 1 grenade launcher and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon +- 1 power fist +- 1 power weapon +- The Cadian Commander’s chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Cadian Shock Troops + +**Points:** +- 5 models: 65pts + +--- + +# Cadian Heavy Weapons Squad + +**Role:** Other + +*While massed infantry can overwhelm the foe, it often falls to Heavy Weapons Squads to deliver the killing blow. These teams of gun crews can swiftly set up their mobile heavy weapons. They bolster battle lines and provide close fire support with adaptable load-outs of precise or indiscriminate firepower.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolter; laspistol; weapons team close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Laspistol | 12 | 2 | 4 | 3 | 0 | 1 | pistol | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or on unmodified Hit rolls of 4+ instead if this unit is within 6" of one or more friendly Platoon units. +- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. + +**Keywords:** Infantry, Grenades, Imperium, Regiment, Cadian Heavy Weapons Squad +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 3 Heavy Weapons Teams + +**Wargear Options:** +- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Points:** +- 3 models: 65pts + +--- + +# Cadian Shock Troops + +**Role:** Battleline + +*Born soldiers, the Shock Troops of Cadia have trained their entire lives for military service with the Astra Militarum. Decades of rigorous firing drills have forged them into expert sharpshooters. Skilled in both dogged defence and storming assaults, Cadian Shock Troops are held by many as being the ideal soldiers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Shock Trooper Sergeant is equipped with:** laspistol; chainsword. + +**Every Shock Trooper is equipped with:** lasgun; close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Sergeant's autogun | 24 | 2 | 4 | 3 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Shock Troops** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. + +**Keywords:** Infantry, Battleline, Imperium, Grenades, Regiment, Platoon, Cadian Shock Troops, Cadian +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Shock Trooper Sergeant and 9 Shock Troopers +- OR +- 2 Shock Trooper Sergeants and 18 Shock Troopers + +**Wargear Options:** +- For every 10 models in this unit, up to 2 Shock Troopers can each have their lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun +- For every 10 models in this unit, 1 Shock Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). +- Any number of Shock Trooper Sergeants can each have their laspistol replaced with 1 bolt pistol. +- Any number of Shock Trooper Sergeants can each have their laspistol and chainsword replaced with 1 Sergeant's autogun and 1 close combat weapon. +- * You cannot select the same weapon more than once per unit unless it contains 20 models, in which case you cannot select the same weapon more than twice per unit. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Lord Solar Leontus, Ursula Creed, Cadian Castellan, Cadian Command Squad, Hell’s Last, Ministorum Priest, Tech-Priest Enginseer, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Primaris Psyker, Inquisitor Eisenhorn, Commissar, Inquisitor Ostromandeus + +**Points:** +- 10 models: 65pts +- 20 models: 120pts + +--- + +# Carnodon + +**Role:** Other + +*The Carnodon is a versatile battle tank whose storied history stretches back to the Great Crusade. Adaptable and reliable, the Carnodon became a byword for conquest amongst the Expeditionary fleets, and though it is now largely kept in strategic reserve, it continues to perform with distinction when called into service.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 2+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 autocannons; Carnodon twin autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Carnodon twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | +| Carnodon twin lascannon | 48 | 1 | 4 | 14 | -3 | D6+1 | twin-linked | +| Carnodon twin multi-laser | 36 | 6 | 4 | 6 | 0 | 1 | twin-linked | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Militarum Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Volkite caliver | 24 | 2 | 4 | 5 | 0 | 2 | devastating wounds | +| Volkite culverin | 36 | 4 | 4 | 6 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ancient Conquest** (Datasheet): Each time this model makes an attack that targets an enemy unit that is within your opponent’s deployment zone, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Carnodon, Vehicle, Imperium, Squadron +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Carnodon + +**Wargear Options:** +- This model’s Carnodon twin autocannon can be replaced with one of the following:- 1 Carnodon twin lascannon +- 1 Carnodon twin multi-laser +- 1 volkite culverin +- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 lascannons +- 2 Militarum multi-lasers +- 2 volkite calivers +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Catachan Command Squad + +**Role:** Characters + +*Catachan officers surround themselves with the most battle-hardened veterans, for only they can be trusted to bear the regiment’s battle standards to war. Catachan Command Squads fight with the same aggression as their fellow soldiers, putting themselves in harm’s way in order to inspire their troops.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CATACHAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | +| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Catachan Commander is equipped with:** laspistol; close combat weapon. + +**Every Veteran Guardsman is equipped with:** lasgun; laspistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | +| Sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Gung-ho Command** (Datasheet): While this unit contains an OFFICER, ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Platoon, Catachan, Officer, Character, Command Squad, Imperium, Infantry, Grenades +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Catachan Commander +- 4 Veteran Guardsmen + +**Wargear Options:** +- Any number of Veteran Guardsmen can each have their lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 heavy flamer +- 1 meltagun +- 1 plasma gun +- 1 sniper rifle +- * You cannot select the same weapon from this list more than once per unit. +- Veteran Guardsman equipped with a lasgun can be equipped with 1 master vox.** +- Veteran Guardsman equipped with a lasgun can be equipped 1 medi-pack.** +- 1 Veteran Guardsman equipped with a lasgun can be equipped with 1 regimental standard.** +- ** A model can only take one of these options. +- The Catachan Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- The Catachan Commander can be equipped with one of the following:- 1 boltgun +- 1 chainsword +- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Catachan Jungle Fighters + +**Points:** +- 5 models: 65pts + +--- + +# Catachan Heavy Weapons Squad + +**Role:** Other + +*Hailing from a death world teeming with horrific fauna, the Catachan people are well used to bringing down big game. Should the infantry find itself outmatched by lumbering monsters or heavy armour, Catachan Heavy Weapons Squads provide fire support, targeting the biggest and most lethal threats.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolter; lasgun; weapons team close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Bring it Down!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER of VEHICLE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. + +**Keywords:** Catachan Heavy Weapons Squad, Regiment, Grenades, Infantry, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 3 Heavy Weapons Teams + +**Wargear Options:** +- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Points:** +- 3 models: 65pts + +--- + +# Catachan Jungle Fighters + +**Role:** Battleline + +*These heavily muscled soldiers are drawn from a warrior people that survive on the most infamous of death worlds. Skilled in deadly close combat with the fiercest of beasts amidst hazardous terrain, Jungle Fighters are also skilled infiltrators and trackers, adept at luring their prey into fiendish traps.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Jungle Fighter Sergeant is equipped with:** laspistol; close combat weapon. + +**Every Jungle Fighter is equipped with:** lasgun; close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Jungle Fighters** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move or was charged this turn, add 1 to the Wound roll. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. + +**Keywords:** Imperium, Catachan Jungle Fighters, Platoon, Grenades, Infantry, Battleline, Regiment +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Jungle Fighter Sergeant and 9 Jungle Fighters +- OR +- 2 Jungle Fighter Sergeants and 18 Jungle Fighters + +**Wargear Options:** +- For every 5 models in this unit, 1 Jungle Fighter’s lasgun can be replaced with 1 flamer. +- For every 10 models in this unit, 1 Jungle Fighter equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Lord Solar Leontus, Catachan Command Squad, Ministorum Priest, Tech-Priest Enginseer, Inquisitor Greyfax, Inquisitor, Primaris Psyker, Inquisitor Eisenhorn, ‘Iron Hand’ Straken, Sergeant Harker, Commissar, Inquisitor Ostromandeus, Inquisitor Coteaz + +**Points:** +- 10 models: 65pts +- 20 models: 120pts + +--- + +# Centaur Light Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blistering Advance** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Transport, Squadron, Imperium, Smoke, Centaur Light Carrier, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Centaur Light Carrier + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 6 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. It cannot transport Ogryn or Artillery models. + +**Points:** +- 1 model: 40pts + +--- + +# Chimera + +**Role:** Dedicated Transports + +*A workhorse armoured troop carrier, the Chimera is a durable and practical tank, employed to ferry infantry into the harshest war zones. While embarked, its passengers operate the tank’s in-built lasgun arrays in safety; once they dismount, the Chimera provides fire support with its versatile heavy weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** multi-laser; heavy bolter; lasgun array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lasgun array | 24 | 6 | 4 | 3 | 0 | 1 | rapid fire 6 | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Dedicated Transport, Smoke, Chimera, Imperium, Squadron, Transport, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Chimera + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model’s multi-laser can be replaced with one of the following:- 1 heavy bolter* +- 1 heavy flamer* +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. +- * This weapon cannot be replaced. + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 85pts + +--- + +# Colossus + +**Role:** Other + +*The Colossus is a relic weapon of ancient provenance whose massive damage output more than compensates for its ponderous rate of fire. Colossus are amongst the largest artillery pieces fielded by the Astra Militarum, and a direct hit from a Colossus shell can turn the staunchest bunker into a smoking caldera.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Colossus siege mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Colossus siege mortar | 120 | D6 | 4 | 6 | -1 | D6+2 | blast, devastating wounds | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tracking Target** (Datasheet): Each time this model is selected to shoot, provided it Remained Stationary this turn, its Colossus siege mortar has the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities while resolving those attacks. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Squadron, Smoke, Colossus +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Colossus + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Commissar + +**Role:** Characters + +*Commissars are ruthless officers charged with maintaining the morale, discipline and fighting spirit of their regiment. With the power to summarily execute any soldier or officer found wanting, they are feared, brooding figures. Their devotion to the Imperium is without doubt and they fight with fanatical bravery.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 3 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Summary Execution** (Datasheet): Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked. +- **Political Overwatch** (Datasheet): While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit. +- **ORDERS** (Fortification (левая колонка)): This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders. + +**Keywords:** Infantry, Commissar, Officer, Imperium, Character +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Commissar + +**Wargear Options:** +- This model’s bolt pistol can be replaced with 1 plasma pistol. +- This model’s chainsword can be replaced with 1 power weapon. + +**Leader:** +Can lead: Tempestus Scions, Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops + +**Points:** +- 1 model: 30pts + +--- + +# Crassus + +**Role:** Other + +*The armoured personnel carrier known as the Crassus takes its name from the legendary general Borgen Crassus, who remained steadfastly loyal to the Imperium throughout the grim and bloody Macharian Heresy. Heavily armoured and deceptively fast, the Crassus remains an exemplar of troop transport design despite its venerable age.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Vehicle, Imperium, Squadron, Transport, Smoke, Crassus +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Crassus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 35 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Cyclops Demolition Vehicle + +**Role:** Other + +*The Cyclops is a small tracked vehicle used for battlefield demolitions. While battle tanks and artillery pound enemy positions from range, a Cyclops is a weapon unto itself, packed with explosives that can sunder bastions, clear mines and obstacles or obliterate unsuspecting enemy troops.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Demolition Charges** (Datasheet): Each time this model or an enemy unit ends a move, if this model is within 3" of one or more enemy units, select one of those enemy units. This model is destroyed, but instead of rolling for its Deadly Demise ability, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds. +- **Unstable Payload** (Datasheet): When rolling for this model’s Deadly Demise ability, units within 6" suffer mortal wounds on a 4+, instead of on a 6. +- **COMPACT** (Special (правая колонка)): This model can embark within an Astra Militarum Transport model as if it were an Infantry model. If it does, it takes up the space of 7 models. + +**Keywords:** Imperium, Cyclops Demolition Vehicle, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Cyclops Demolition Vehicle + +**Wargear Options:** +- None + +**Points:** +- 1 model: 25pts + +--- + +# Death Korps Grenadier Squad + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GRENADIER | 6" | 3 | 4+ | 1 | 7+ | 2 | +| HEAVY WEAPONS TEAM | 6" | 3 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Grenadier Sergeant is equipped with:** sergeant’s pistol; sergeant’s close combat weapon. + +**Every Grenadier model is equipped with:** hot-shot lasgun; close combat weapon. + +**The Heavy Weapons Team is equipped with:** heavy flamer; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Sergeant’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Sergeant’s close combat weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. +- **Primed and Ready** (Datasheet): In your Shooting phase, you can select one unit from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that unit has not already been the target of that Stratagem this phase. This can allow you to use the Grenade Stratagem for a second time this phase. +- **GRENADIER SQUAD** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Death Korps of Krieg unit, it can be attached to this unit instead. + +**Keywords:** Grenades, Regiment, Death Korps Grenadier Squad, Platoon, Infantry, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- One of the following: +- 1 Grenadier Sergeant and 9 Grenadiers +- 1 Grenadier Sergeant, 7 Grenadiers and 1 Heavy Weapons Team + +**Wargear Options:** +- Up to 2 Grenadier models can each have their hot-shot lasgun replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 heavy stubber +- 1 meltagun +- 1 plasma gun +- 1 sniper rifle + +**Leader:** +Led By: Quartermaster Cadre Squad + +**Points:** +- 10 models: 110pts + +--- + +# Death Korps Of Krieg + +**Role:** Battleline + +*The grim regiments of the Death Korps of Krieg excel in the most gruelling of conditions, their famous siege regiments resolutely holding key positions no matter the onslaught unleashed upon them. They are extollers of a pitiless cult of sacrifice, but with their legendary endurance, death often claims their foes first.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Death Korps Watchmaster is equipped with:** laspistol; chainsword. + +**Every Death Korps Trooper is equipped with: lasgun;** close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Long-las | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Grim Demeanour** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. +- **Death Korps Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Death Korps Troopers to this unit (if this unit contains two models equipped with a Death Korps medi-pack, return up to D3+1 destroyed Death Korps Troopers to this unit instead). + +**Keywords:** Imperium, Battleline, Infantry, Platoon, Regiment, Grenades, Death Korps of Krieg +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Death Korps Watchmaster and 9 Death Korps Troopers +- OR +- 2 Death Korps Watchmasters and 18 Death Korps Troopers + +**Wargear Options:** +- For every 10 models in this unit, up to 2 Death Korps Troopers can each have their lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 long-las +- 1 meltagun +- 1 plasma gun +- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 Death Korps medi-pack (that model’s lasgun cannot be replaced)**. +- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced).** +- Any number of Death Korps Watchmasters can each replace their laspistol and chainsword with 1 boltgun and 1 close combat weapon. +- Any number of Death Korps Watchmasters can each replace their chainsword with 1 power weapon. +- Any number of Death Korps Watchmasters can each replace their laspistol with one of the following:- 1 bolt pistol +- 1 plasma pistol +- * You cannot select the same option more than once per unit unless it contains 20 models, in which case you cannot select the same option more than twice per unit. +- ** A model can only take one of these options. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Quartermaster Cadre Squad, Lord Solar Leontus, Krieg Command Squad, Ministorum Priest, Tech-Priest Enginseer, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Primaris Psyker, Inquisitor Eisenhorn, Commissar, Inquisitor Ostromandeus + +**Points:** +- 10 models: 65pts +- 20 models: 145pts + +--- + +# Death Rider Commissar + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Commissar's pistol; Commissar's close combat weapon; savage claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Commissar’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Commissar’s close combat weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Summary Execution** (Datasheet): Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry or Astra Militarum Mounted unit that is Battle-shocked and within 12" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked. +- **Political Overwatch** (Datasheet): While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit. +- **ORDERS** (Special (правая колонка)): This Officer can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders. + +**Keywords:** Character, Officer, Grenades, Mounted, Imperium, Death Rider Commissar +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Death Rider Commissar + +**Wargear Options:** +- None + +**Leader:** +Can lead: Death Riders + +**Points:** +- 1 model: 35pts + +--- + +# Death Riders + +**Role:** Other + +*To ascend into the ranks of the Death Riders is a great honour for any soldier of Krieg. Astride their genetically enhanced Krieg steeds, these bold cavalry riders thunder across no man’s land with lances levelled and sabres drawn and crash into the foe, scattering infantry and creating gaps in the enemy line for infantry and armour to exploit.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Death Rider lascarbine; frag lance; power sabre; steed’s savage claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death Rider lascarbine | 18 | 2 | 4 | 3 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Frag lance | Melee | D6 | 3 | 4 | 0 | 1 | lance | +| Power sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Steed's savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Screening Line** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +**Keywords:** Mounted, Grenades, Imperium, Regiment, Death Riders +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Ridemaster +- 4-9 Death Riders + +**Leader:** +Led By: Lord Solar Leontus, Lord Marshal Dreir, Death Rider Commissar + +**Points:** +- 5 models: 60pts +- 10 models: 120pts + +--- + +# Deathstrike + +**Role:** Other + +*The sanctioned use of a Deathstrike – designated ‘Ordnance Extremis’ – is often an excessive measure to combat the Imperial Guard’s most heinous enemies. Its huge missile, capable of mounting various catastrophic payloads, is able to visit the undimmed wrath of the Emperor on a foe half a world away.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Deathstrike missile; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deathstrike missile | N/A | 2D6 | 2 | 16 | -4 | 1 | blast, one shot, plasma warhead | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 3 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deathstrike Missile** (Datasheet): In your Shooting phase, each time this model is selected to shoot, if it has not shot with its Deathstrike missile this battle, you can do one of the following in addition to resolving this model’s ranged attacks: +- **Designate Target:** If this model does not have a Deathstrike Target marker on the battlefield, place a unique Deathstrike Target marker for this model anywhere on the battlefield. +- **Adjust Target:** If this model has a Deathstrike Target marker on the battlefield, move that marker to anywhere else on the battlefield. +- **Plasma Warhead** (Wargear profile): The bearer can only shoot with this weapon in your Shooting phase, and only if it Remained Stationary this turn and you did not use its Deathstrike Missile ability to Designate Target or Adjust Target this phase. When the bearer shoots with this weapon, do not select a target. Instead, resolve this weapon’s attacks, rolling for each unit within 6" of the centre of its Deathstrike Target marker individually. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Deathstrike, Vehicle, Artillery, Smoke, Imperium, Squadron +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Deathstrike + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Dominus Armoured Siege Bombard + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Dominus triple bombard; 2 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Dominus triple bombard | 48 | 2D6 | 4 | 12 | -2 | 3 | blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Dominus triple bombard scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Titanic, Imperium, Smoke, Dominus Armoured Siege Bombard +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Dominus Armoured Siege Bombard + +**Wargear Options:** +- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 heavy flamers +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 325pts + +--- + +# Doomhammer + +**Role:** Other + +*Part mobile bastion and part close-range Titan-killer, the Doomhammer contains a sizeable troop compartment, enabling it to transport a number of battle-ready soldiers. At the front lines, the troops are deployed to engage light targets while the tank’s magma cannon melts monstrous chitin and armour to cinder and slag.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; magma cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Magma cannon | 24 | D6+3 | 4 | 12 | -4 | D6 | blast, melta 6 | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Close-range Titan Killer** (Datasheet): Each time this model’s magma cannon targets a MONSTER or VEHICLE unit, that target is always considered to be within half range of that weapon. + +**Keywords:** Transport, Vehicle, Titanic, Smoke, Doomhammer, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Doomhammer + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Transport:** +This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 415pts + +--- + +# Earthshaker Carriage Battery + +**Role:** Other + +*Deployed far behind the front line, Earthshaker Carriages can maintain a relentless rate of fire, limited only by the ready supply of munitions Such barrages have been known to break enemy positions almost unaided; heavy shelling reduces strongholds to rubble and churns contested ground into cratered wastes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** earthshaker cannon; battery close combat weapons. + +**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Earthshaker Carriage model when this unit is first set up, removing one each time its Earthshaker Carriage model loses a wound (an Earthshaker Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Earthshaker cannon | 240 | D6+3 | 5 | 8 | -2 | 2 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an INFANTRY unit, until the end of your opponent’s next turn, that INFANTRY unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. + +**Keywords:** Infantry, Imperium, Grenades, Regiment, Earthshaker Carriage Battery, Artillery +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Earthshaker Carriage + +**Wargear Options:** +- None + +**Points:** +- 1 model: 120pts + +--- + +# Earthshaker Platform + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** earthshaker cannon; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy Infantry unit, until the end of your opponent’s next turn, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Earthshaker Platform, Artillery, Imperium, Fortification +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Earthshaker Platform + +**Wargear Options:** +- None + +**Points:** +- 1 model: 110pts + +--- + +# Elysian Drop Sentinel + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Meteoric Descent** (Datasheet): When this model is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this model can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Elysian Drop Sentinel, Smoke, Squadron, Regiment, Imperium, Walker +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Elysian Drop Sentinel + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy flamer +- 1 multi-melta + +**Points:** +- 1 model: 85pts + +--- + +# Elysian Sniper Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** lasgun; sniper rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Mark the Target** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **SNIPER TEAMS** (Special (правая колонка)): For the purposes of embarking within TRANSPORTS, each Elysian Sniper Team model counts as one Heavy Weapons Team model. + +**Keywords:** Elysian Sniper Squad, Regiment, Grenades, Imperium, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 3 Elysian Sniper Teams + +**Wargear Options:** +- None + +**Points:** +- 3 models: 65pts + +--- + +# Field Ordnance Battery + +**Role:** Other + +*Amongst the largest man-portable weapons fielded by the Astra Militarum are those crewed by Ordnance Teams. From bombast field guns that fire heavy shells indirectly, to the multiple warheads of the malleus rocket launcher or the searing energy lances unleashed by heavy lascannons, such batteries are powerful assets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 5 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** malleus rocket launcher; lasgun; laspistol; battery close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bombast field gun | 48 | D6 | 5 | 7 | -1 | 2 | blast, heavy, indirect fire | +| Heavy lascannon | 48 | 2 | 5 | 14 | -3 | D6+1 | heavy | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Malleus rocket launcher | 48 | D6+6 | 5 | 6 | -1 | 1 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battery close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Rearm, Reload, Fire** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, all Heavy weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +**Keywords:** Grenades, Imperium, Regiment, Field Ordnance Battery, Infantry, Artillery +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 2 Ordnance Teams + +**Wargear Options:** +- Any number of models can each have their malleus rocket launcher replaced with one of the following:- 1 bombast field gun +- 1 heavy lascannon + +**Points:** +- 2 models: 110pts + +--- + +# Gaunt’s Ghosts + +**Role:** Characters + +*Colonel-Commissar Ibram Gaunt combines the positions of feared political officer and the regimental commander of the Tanith First and Only. Joined by the regiment’s stealthy and deadly officers and soldiers – those known as Gaunt’s Ghosts – Gaunt’s infamous raids, secretive missions and unlikely victories have cemented his legend.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| IBRAM GAUNT | 6" | 3 | 4+ | 3 | 6+ | 1 | +| TANITH GHOST | 6" | 3 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save (IBRAM GAUNT: 5)** +*Ibram Gaunt only.* +**Invulnerable Save (TANITH GHOST: -)** + +**Default Wargear:** +**Ibram Gaunt is equipped with:** bolt pistol; Gaunt’s chainsword. + +**1 Tanith Ghost is equipped with:** Corbec’s hot-shot lascarbine; straight silver knife. + +**1 Tanith Ghost is equipped with:** Rawne’s lascarbine; straight silver knife. + +**1 Tanith Ghost is equipped with:** Larkin’s long-las; straight silver knife. + +**1 Tanith Ghost is equipped with:** Bragg’s autocannon; straight silver knife. + +**1 Tanith Ghost is equipped with:** lascarbine; Mkoll’s straight silver knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bragg’s autocannon | 48 | 4 | 5 | 9 | -1 | 3 | heavy | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Corbec’s hot-shot lascarbine | 24 | 3 | 3 | 3 | -1 | 1 | assault | +| Larkin’s long-las | 36 | 1 | 2 | 5 | -2 | 4 | heavy, precision | +| Lascarbine | 24 | 3 | 3 | 3 | 0 | 1 | assault | +| Rawne’s lascarbine | 24 | 3 | 3 | 3 | 0 | 1 | assault, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gaunt’s chainsword | Melee | 5 | 2 | 3 | -1 | 1 | — | +| Straight silver knife | Melee | 3 | 3 | 3 | 0 | 1 | — | +| Mkoll’s straight silver knife | Melee | 5 | 2 | 3 | -1 | 1 | devastating wounds, precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Tanith Camo-cloaks** (Datasheet): Models in this unit have the Benefit of Cover. +- **Covert Stealth Team** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue up to 2 Orders to Regiment or GAUNT’S GHOSTS units. + +**Keywords:** Infantry, Officer, Character, Grenades, Imperium, Epic Hero, Gaunt’s Ghosts +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Ibram Gaunt +- 5 Tanith Ghosts + +**Points:** +- 6 models: 100pts + +--- + +# Gorgon Heavy Transport + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** 5 +*Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Gorgon mortars; 2 twin heavy stubbers; landing ramp. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gorgon mortar | 48 | D6 | 4 | 5 | 0 | 1 | blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Landing ramp | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Titanic, Imperium, Smoke, Transport, Gorgon Heavy Transport, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Gorgon Heavy Transport + +**Wargear Options:** +- This model’s 2 Gorgon mortars can be replaced with one of the following:- 4 heavy bolters +- 4 heavy flamers +- 4 heavy stubbers +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 30 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 275pts + +--- + +# Griffon Mortar Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Griffon heavy mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Griffon heavy mortar | 48 | D6 | 4 | 7 | -1 | 2 | blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks made with this model’s Griffon heavy mortar. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Smoke, Squadron, Imperium, Vehicle, Artillery, Griffon Mortar Carrier +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Griffon Mortar Carrier + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can each be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 115pts + +--- + +# Hades Breaching Drill + +**Role:** Other + +*Originally designed for industrial mining, the Hades Breaching Drill has proved itself to be a valuable weapon of siegecraft. The machine’s powerful melta-cutter is capable of pounding through earth, rock and even reinforced ferrocrete, boring a tunnel broad enough for troops to assault through and mangling any living foes that block its path.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** melta-cutter drill. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Melta-cutter drill | Melee | 6 | 4 | 9 | -4 | D6+2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Subterranean Assault** (Datasheet): Each time you set up this model on the battlefield using the Deep Strike ability, you can select one friendly Astra Militarum Infantry unit in Strategic Reserves. If you do, set up that unit anywhere on the battlefield that is wholly within 9" of this model and more than 9" away from all enemy units. + +**Keywords:** Hades Breaching Drill, Imperium, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Hades Breaching Drill + +**Wargear Options:** +- None + +**Points:** +- 1 model: 110pts + +--- + +# Heavy Mortar Team + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy mortar; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy mortar | 48 | D6 | 5 | 6 | -1 | 2 | heavy, blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Rearm, Reload, Fire** (Datasheet): While this model is being affected by an Order, provided it Remained Stationary this turn, ranged weapons equipped by this model have the [SUSTAINED HITS 1] ability. +- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Mortar Team model itself is considered to represent its final wound).* + +**Keywords:** Artillery, Infantry, Heavy Mortar Team, Regiment, Grenades, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Heavy Mortar Team + +**Wargear Options:** +- None + +**Points:** +- 1 model: 50pts + +--- + +# Heavy Quad Launcher Team + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy quad launcher; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy quad launcher | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks. Unit the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Quad Launcher Team model itself is considered to represent its final wound).* + +**Keywords:** Heavy Quad Launcher Team, Regiment, Artillery, Imperium, Infantry, Grenades +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Heavy Quad Launcher Team + +**Wargear Options:** +- None + +**Points:** +- 1 model: 50pts + +--- + +# Hellhammer + +**Role:** Other + +*The Hellhammer is optimised for close-quarters warfare, its armour proof against most infantry seeking to attack from nearby. The tank’s multiple rapid-firing guns shred exposed targets, while the concussive blast radius of its primary cannon pounds dug-in enemy lairs to dust.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** coaxial autocannon; demolisher cannon; heavy stubber; Hellhammer cannon; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hellhammer cannon | 30 | 4D6 | 4 | 7 | -1 | 2 | blast, ignores cover | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Close-quarters Warfare** (Datasheet): This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it. + +**Keywords:** Imperium, Vehicle, Titanic, Smoke, Hellhammer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Hellhammer + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 420pts + +--- + +# Hellhound + +**Role:** Other + +*Hellhounds are terrifying close-assault tanks, designed to flush enemies out of dense terrain with gouts of promethium, clouds of noxious gas or the searing touch of thermal weaponry. Those few who volunteer to serve in these tanks often have a cavalier attitude, and revel in their reputation for reckless destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy flamer; inferno cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chem cannon | 12 | D6+1 | N/A | 2 | -2 | 2 | anti-infantry 2+, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Inferno cannon | 18 | 2D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | +| Melta cannon | 18 | D3 | 4 | 9 | -4 | D6 | blast, melta 4 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Flush Them Out** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is scattered. While a unit is scattered, it cannot have the Benefit of Cover. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Hellhound, Squadron, Smoke, Vehicle, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Hellhound + +**Wargear Options:** +- This model’s inferno cannon can be replaced with one of the following:- 1 chem cannon +- 1 melta cannon +- This model’s heavy flamer can be replaced with one of the following:- 1 heavy bolter +- 1 multi-melta +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 125pts + +--- + +# Hell’s Last + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| MINKA LESK | 6" | 3 | 5+ | 3 | 7+ | 1 | +| LESK’S VETERANS | 6" | 3 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Minka Lesk is equipped with:** bolt pistol; power weapon. + +**1 Lesk’s Hero is equipped with:** demolitions; meltagun; close combat weapon. + +**1 Lesk’s Hero is equipped with:** hot-shot laspistol; dirk + +**1 Lesk’s Hero is equipped with:** bolt pistol; power weapon. + +**1 Lesk’s Hero is equipped with:** power weapon; regimental banner. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Demolitions | 6 | D6 | 4 | 9 | -2 | 2 | blast, one shot | +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Dirk | Melee | 3 | 3 | 3 | -1 | 1 | precision | +| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Heroic Example** (Datasheet): While this unit’s Minka Lesk model is on the battlefield, each time a model in this unit makes an attack, you can re-roll the Hit roll. +- **Lesk’s Heroes** (Datasheet): Add 1 to the Leadership characteristic of models in this unit and you can re-roll Battle-shock and Leadership tests taken for this unit. +- **ORDERS** (Fortification (левая колонка)): This unit’s OFFICER can issue 2 Orders to Regiment units. +- **Regimental Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Character, Officer, Command Squad, Platoon, Imperium, Hell’s Last, Grenades, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Minka Lesk - EPIC HERO +- 4 Lesk’s Heroes + +**Wargear Options:** +- None + +**Leader:** +Can lead: Cadian Shock Troops + +**Points:** +- 5 model: 80pts + +--- + +# Hydra Platform + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Hydra quad autocannon; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hydra quad autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Artillery, Hydra Platform, Fortification, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Hydra Platform + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Hydra + +**Role:** Other + +*A primary anti-aircraft asset, the Hydra is a flak tank equipped with an array of specially adapted autocannons. As many allied tanks are vulnerable from the air, the Hydra is highly valuable. Once it locks on to enemy aircraft, even the most evasive targets cannot escape its storm of shells.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Hydra autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Hydra autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Hydra, Smoke, Vehicle, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Hydra + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 95pts + +--- + +# ‘Iron Hand’ Straken + +**Role:** Characters + +*Commanding the Catachan II – the ‘Green Vipers’ – Colonel ‘Iron Hand’ Straken is a bullish, practical and cunning officer. Having survived dire wounds, Straken’s extensive bionics magnify his innate strength. He leads from the front, loudly encouraging his troops as he visibly crushes the enemy with sweeping blows.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** auto shotgun; plasma pistol; bionic arm with devil’s claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Auto shotgun | 12 | 3 | 3 | 4 | 0 | 2 | assault | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bionic arm with devil’s claw | Melee | 6 | 2 | 6 | -2 | 2 | anti-monster 4+ | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Cold Steel and Courage** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Been There, Seen it, Killed it** (Datasheet): Each time this model makes a melee attack, if it made a Charge move this turn, you can re-roll the Hit roll and you can re-roll the Wound roll. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Regiment units. + +**Keywords:** Grenades, Officer, ‘Iron Hand’ Straken, Epic Hero, Infantry, Character, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 ‘Iron Hand’ Straken – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Catachan Jungle Fighters + +**Points:** +- 1 model: 55pts + +--- + +# Kasrkin + +**Role:** Other + +*Amongst the lauded regiments of Cadia, the Kasrkin are the elite of the elite. These special operatives bear high-powered hot-shot lasguns and wear thick carapace armour. Disciplined and professional, the Kasrkin are peerless shots, and the equals or superiors of any unaugmented Human warriors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kasrkin Sergeant is equipped with:** hot-shot laspistol; chainsword. + +**Every Kasrkin Trooper is equipped with:** hot-shot lasgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Hot-shot marksman rifle | 36 | 1 | 3 | 4 | -2 | 3 | heavy, precision | +| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Warrior Elite** (Datasheet): Once per battle round, at the start of any phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders issued to this unit by an Officer model this battle round. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. +- **Melta Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit. + +**Keywords:** Kasrkin, Regiment, Imperium, Grenades, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Kasrkin Sergeant +- 9 Kasrkin Troopers + +**Wargear Options:** +- Up to 4 Kasrkin Troopers can each have their hot-shot lasgun replaced with one of the following:*- 1 flamer +- 1 grenade launcher +- 1 hot-shot volley gun +- 1 meltagun +- 1 plasma gun +- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot marksman rifle. +- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 melta mine. +- 1 Kasrkin Trooper equipped with a hot-shot lasgun can be equipped with 1 vox-caster (that model’s hot-shot lasgun cannot be replaced). +- The Kasrkin Sergeant’s chainsword can be replaced with 1 power weapon. +- The Kasrkin Sergeant’s hot-shot laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol. +- * You cannot select the same weapon from this list more than twice per unit. + +**Leader:** +Led By: Lord Solar Leontus, Ursula Creed, Cadian Castellan, Ministorum Priest, Tech-Priest Enginseer, Primaris Psyker, Commissar + +**Points:** +- 10 models: 110pts + +--- + +# Krieg Combat Engineers + +**Role:** Other + +*The Engineer Korps of Krieg are renowned for their skill as demolitions experts, sappers and close-quarters trench fighters. It is their task to accompany the first waves of a Death Korps assault, clearing razorwire and defusing mines before bringing their shotguns and trench clubs to bear upon the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; trench club. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Combat shotgun | 12 | 2 | 4 | 4 | 0 | 1 | assault | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Trench club | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Grenadiers** (Datasheet): Once per turn, you can target this unit with the Grenade Stratagem for 0CP. +- **Remote Mine** (Wargear): Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit. + +**Designer’s Note:** *Place a Remote Mine token next to the unit, removing it once this ability has been used.* + +**Keywords:** Infantry, Imperium, Krieg Combat Engineers, Regiment, Grenades, Smoke +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Krieg Engineer Watchmaster +- 4-9 Krieg Combat Engineers + +**Wargear Options:** +- 1 Krieg Combat Engineer's autopistol and trench club can be replaced with 1 flamer and 1 close combat weapon. +- 1 Krieg Combat Engineer’s autopistol and trench club can be replaced with 1 autopistol, 1 remote mine and 1 close combat weapon. +- Any number of models can each have their autopistol and trench club replaced with 1 combat shotgun and 1 close combat weapon. +- The Krieg Engineer Watchmaster’s autopistol can be replaced with one of the following: +- 1 bolt pistol +- 1 hand flamer +- 1 plasma pistol +- The Krieg Engineer Watchmaster’s trench club can be replaced with one of the following:- 1 chainsword +- 1 power weapon + +**Leader:** +Led By: Lord Solar Leontus, Krieg Command Squad, Ministorum Priest, Tech-Priest Enginseer, Primaris Psyker, Commissar + +**Points:** +- 5 models: 60pts +- 10 models: 95pts + +--- + +# Krieg Command Squad + +**Role:** Characters + +*The Death Korps of Krieg’s officer korps are brave bordering on reckless. Their casualtg rates are such that it is not uncommon for a representative of the Officio Prefectus, most commonly a high-ranking Commissar, to step into their place and take command, ably assisted by a retinue of veterans and junior officers.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| LORD COMMISSAR | 6" | 3 | 5+ | 3 | 6+ | 1 | +| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Lord Commissar is equipped with:** laspistol; power weapon. + +**One Veteran Guardsman is equipped with:** laspistol; chainsword. + +**One Veteran Guardsman is equipped with:** laspistol; close combat weapon; alchemyk counteragents; servo-scribes. + +**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; master vox. + +**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; regimental standard. + +**One Veteran Guardsman is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Trench club | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Grim Determination** (Datasheet): While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **Alchemyk Counteragents** (Wargear): The bearer’s unit has the Feel No Pain 6+ ability against mortal wounds. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Servo-scribes** (Wargear): Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. + +**Designer’s Note:** *Place a Servo-scribes token next to the unit, removing it when this ability has been used.* +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Krieg, Imperium, Platoon, Command Squad, Character, Officer, Infantry, Grenades +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Lord Commissar +- 5 Veteran Guardsmen + +**Wargear Options:** +- 1 Veteran Guardsman’s boltgun can be replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun +- The Lord Commissar's power weapon can be replaced with 1 power fist. +- The Lord Commissar can be equipped with 1 plasma pistol. +- 1 Veteran Guardsman’s chainsword can be replaced with one of the following:- 1 trench club +- 1 power weapon +- 1 Veteran Guardsman not equipped with alchemyk counteragents can replace its laspistol with one of the following: +- 1 bolt pistol +- 1 plasma pistol + +**Leader:** +Can lead: Krieg Combat Engineers, Death Korps Of Krieg + +**Points:** +- 6 models: 65pts + +--- + +# Krieg Heavy Weapons Squad + +**Role:** Other + +*Death Karps Heavy Weapons Squads are deployed to support infantry assaults, forming overlapping fields of fire to pin down the enemy and enable waves of infantry to advance. Fire Coordinators direct the gunners under their command and ensure that they keep up a punishing rate of fire.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| HEAVY WEAPONS GUNNER | 4" | 3 | 4+ | 2 | 7+ | 1 | +| FIRE COORDINATOR | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Each Heavy Weapons Gunner is equipped with:** lascannon; laspistol; close combat weapon. + +**The Fire Coordinator is equipped with:** laspistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Krieg heavy flamer | 18 | D6 | N/A | 5 | -1 | 2 | ignores cover, torrent | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Twin Krieg heavy stubber | 48 | 3 | 5 | 6 | -1 | 1 | heavy, rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Final Duty** (Datasheet): While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each Heavy Weapons Gunner model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. + +**Keywords:** Regiment, Imperium, Grenades, Infantry, Krieg Heavy Weapons Squad +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 3 Heavy Weapons Gunners +- 1 Fire Coordinator + +**Wargear Options:** +- Any number of Heavy Weapons Gunners can each have their lascannon replaced with one of the following:- 1 Krieg heavy flamer +- 1 twin Krieg heavy stubber + +**Points:** +- 4 models: 75pts + +--- + +# Leman Russ Battle Tank + +**Role:** Other + +*The Leman Russ is the core battle tank of the Imperial Guard, forming the spearhead of countless armoured attacks. Those enemies that do not fall to the bombardment of their cannons and numerous hull-mounted guns are crushed mercilessly beneath their heavy treads.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Imperium, Squadron, Leman Russ Battle Tank +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Battle Tank + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 185pts + +--- + +# Leman Russ Commander + +**Role:** Characters + +*The venerable Leman Russ makes an excellent command tank. Many officers choose these reliable vehicles, broadcasting orders to other war engines and, when necessary, emerging from their cupola to bellow orders and provide a visible symbol of Imperial power.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | +| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | +| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | +| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | +| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | +| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. +- **Death Befitting An Officer** (Datasheet): When this model is destroyed, roll one D6: on a 2+, do not remove it from play - it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Officer, Imperium, Squadron, Leman Russ Commander, Character, Smoke, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Commander + +**Wargear Options:** +- This model’s Leman Russ battle cannon can be replaced with one of the following:- 1 demolisher battle cannon +- 1 eradicator nova cannon +- 1 executioner plasma cannon +- 1 exterminator autocannon +- 1 punisher gatling cannon +- 1 vanquisher battle cannon +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 235pts + +--- + +# Leman Russ Demolisher + +**Role:** Other + +*The Leman Russ Demolisher excels in line-breaking. Its short-ranged but highly destructive demolisher cannon makes the battle tank utterly lethal in close-range firefights, where its thick armour enables it to bludgeon its way through enemy fire to close the gap on their lines before explosively forcing a breach.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher battle cannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Line-breaker** (Datasheet): When making ranged attacks with its demolisher battle cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Leman Russ Demolisher, Vehicle, Smoke, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Demolisher + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 190pts + +--- + +# Leman Russ Eradicator + +**Role:** Other + +*The nova cannon carried by Leman Russ Eradicators fires shells containing a sub-atomic core. Their detonations produce powerful shock waves that pulverise enemy barricades and the infantry sheltering behind them. This battle tank is therefore a mainstay in the dense confines of urban firefights.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** eradicator nova cannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Urban Warfare** (Datasheet): Each time a ranged attack targets this model, if this model has the Benefit of Cover against that attack, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Leman Russ Eradicator, Squadron, Smoke, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Eradicator + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 170pts + +--- + +# Leman Russ Executioner + +**Role:** Other + +*The Executioner’s plasma cannon fires with the fury of a miniature sun, incinerating tightly packed infantry and burning through vehicle armour with ease. Though extended engagements threaten containment breach of the main weapon, its gung-ho crews are known to risk death to kill ever more of the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** executioner plasma cannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | +| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Gung-ho Executioners** (Datasheet): Each time this model makes an attack with its executioner plasma cannon that targets a unit that is Below Half-strength, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Leman Russ Executioner, Squadron, Smoke, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Executioner + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 170pts + +--- + +# Leman Russ Exterminator + +**Role:** Other + +*The Leman Russ Exterminator fills an adaptive role well-liked by commanders. Capable of laying down a withering hail of heavy fire, this tank’s shells can tear through lightly armoured chassis as easily as they rip through flesh and bone. Ranks of elite infantry are devastated with equal ease.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** exterminator autocannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Withering Hail** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its exterminator autocannon. Until the end of the phase, each time a friendly ASTRA MILITARUM unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Leman Russ Exterminator, Imperium, Smoke, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Exterminator + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Leman Russ Punisher + +**Role:** Other + +*The Punisher variant of the Leman Russ holds a dreaded reputation for mowing down enemy infantry in vast quantities. Its turret-mounted multi-barrelled cannon is an unsubtle sprayer of solid ammunition that applies the maxim of overwhelming firepower to overcome hordes of foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; punisher gatling cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mow Down the Enemy** (Datasheet): Each time this model makes an attack with its punisher gatling cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING WOUNDS] ability. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Imperium, Squadron, Leman Russ Punisher +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Punisher + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Leman Russ Vanquisher + +**Role:** Other + +*No other battle tank of the Imperial Guard possesses more raw stopping power than the Leman Russ Vanquisher. Often deployed against heavily armoured enemies, the long range and high first-hit kill ratio of its main armament make it the anti-tank weapon of choice for many commanders.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; vanquisher battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tank-killer** (Datasheet): Each time this model makes a ranged attack with its vanquisher battle cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Smoke, Squadron, Leman Russ Vanquisher +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Vanquisher + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Lord Marshal Dreir + +**Role:** Characters + +*As is tradition in the armies of Krieg, Lord Marshal Varnan Dreir leads from the front, despite his lofty rank, often to the horror of his superiors. That he and his loyal Krieg steed have emerged from so many battles alive and victorious speaks to his skill as both commander and cavalry soldier.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** laspistol; Sabre of Sacrifice; savage claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sabre of Sacrifice | Melee | 6 | 2 | 6 | -2 | 1 | anti-infantry 4+ | +| Savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Tough to Kill** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. +- **Leading the Charge** (Datasheet): Each time this model’s unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 3 Orders to Regiment units. + +**Keywords:** Character, Epic Hero, Grenades, Imperium, Mounted, Lord Marshal Dreir, Officer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Lord Marshal Dreir – EPIC HERO + +**Leader:** +Can lead: Death Riders + +**Points:** +- 1 model: 100pts + +--- + +# Lord Solar Leontus + +**Role:** Characters + +*Arcadian Leontus wields entire armies of the Astra Militarum against apocalyptic invasions and sector-wide insurgencies. A war scholar and master tactician, the Lord Commander Solar bestrides the battlefield on his cybernetic stallion, Konstantin, levelling his blade at the foe as he bellows his orders.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Sol’s Righteous Gaze; Conquest; Konstantin’s hooves. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sol’s Righteous Gaze | 12 | 2 | 2 | 8 | -2 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Conquest | Melee | 6 | 2 | 6 | -2 | 2 | — | +| Konstantin’s hooves | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **The Lord Solar** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. +- **The Collegiate Astrolex** (Datasheet): After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your WARLORD. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 3 Orders to: +- Regiment units +- Squadron units +- Titanic units + +**Keywords:** Imperium, Epic Hero, Character, Mounted, Lord Solar Leontus, Officer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Lord Solar Leontus – EPIC HERO + +**Leader:** +Can lead: Cadian Shock Troops, Death Korps Of Krieg, Catachan Jungle Fighters, Kasrkin, Krieg Combat Engineers, Death Riders, Attilan Rough Riders + +**Points:** +- 1 model: 130pts + +--- + +# Macharius Omega + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** omega-pattern plasma blastgun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Omega-pattern plasma blastgun – standard | 60 | 2D6 | 4 | 8 | -2 | 2 | blast | +| Omega-pattern plasma blastgun – supercharge | 60 | 2D6 | 4 | 9 | -3 | 3 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Overwhelming Short-range Firepower** (Datasheet): Each time this model makes an attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll or 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Titanic, Smoke, Macharius Omega +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Macharius Omega + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 autocannons +- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 310pts + +--- + +# Macharius Vanquisher + +**Role:** Other + +*Replacing the Macharius’ twin battle cannon with the Macharius vanquisher cannon creates the vanquisher variant; a deadly tank-hunter that can devastate whole squadrons of lighter vehicles or knock out rival super-heavies. The Macharius vanquisher cannon is costly, but its presence can tip the balance of tank warfare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; Macharius twin vanquisher cannon; twin heavy stubber; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Macharius twin vanquisher cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy, twin-linked | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack with its Macharius twin vanquisher cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Titanic, Imperium, Smoke, Macharius Vanquisher, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Macharius Vanquisher + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 285pts + +--- + +# Macharius Vulcan + +**Role:** Other + +*The turret weapon of the Macharius Vulcan is the fearsome vulcan mega-bolter. Also carried by Warhound-class Titans, this twin rotary weapon emits a torrent of explosive rounds that can annihilate infantry. So furious is the Vulcan’s rate of fire that tank crews use every inch of cabin space to store as many extra rounds as possible.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; Macharius vulcan mega-bolter; twin heavy stubber; armoured tracks + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Macharius vulcan mega-bolter | 48 | 16 | 4 | 6 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Aggressor** (Datasheet): Each time this model makes a ranged attack, it does not suffer the penalty to the Hit roll for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Titanic, Imperium, Smoke, Macharius Vulcan +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Macharius Vulcan + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 310pts + +--- + +# Macharius + +**Role:** Other + +*Resilient and brutally powerful, the Macharius tank is an ancient war machine named after the Imperium’s crusading hero, Lord Commander Solar Macharius. Though some consider the Macharius an inferior predecessor to the Baneblade, the rugged machine continues to defy its critics, sowing destruction wherever it is deployed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; Macharius twin battle cannon; twin heavy stubber; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Macharius twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battlefield Control** (Datasheet): Each time this model makes a ranged attack, if it is within range of an objective marker you control, re-roll a Hit roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Smoke, Macharius, Titanic, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Macharius + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 310pts + +--- + +# Malcador Annihilator + +**Role:** Other + +*The Malcador Annihilator exchanges the Malcador’s battle cannon for a twin lascannon, with a demolisher cannon attached to its hull. Though arguably less optimised for a single battlefield role, the Annihilator’s record speaks for itself, and the vehicle has proved itself highly adaptable to a range of war zones.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; 2 heavy bolters; Malcador twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Malcador twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battlefield Dominance** (Datasheet): Ranged weapons equipped by this model have the [IGNORES COVER] ability while targeting an enemy unit within half range. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Vehicle, Imperium, Smoke, Malcador Annihilator +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Malcador Annihilator + +**Wargear Options:** +- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 270pts + +--- + +# Malcador Defender + +**Role:** Other + +*With a complement of seven heavy bolters and a hull-mounted demolisher cannon, the Defender is able to spearhead siege actions or cut down wave upon wave of enemy infantry. The tank’s heavily modified embrasure bristles with guns from every angle, giving it the appearance of a moving fortress.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; 7 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Defender** (Datasheet): Each time you target this model with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Squadron, Smoke, Malcador Defender +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Malcador Defender + +**Wargear Options:** +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 310pts + +--- + +# Malcador Infernus + +**Role:** Other + +*The Infernus is a huge tank that tows the fuel for its inferno gun in a dedicated carriage behind it. When this weapon erupts, a massive gout of flame consumes the target area, burning with such heat that mines and fuel tanks detonate, while flesh and bone caught in the blaze becomes nothing more than super-hot vapour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; inferno gun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Inferno gun | 18 | D6+3 | N/A | 5 | -2 | 2 | ignores cover, torrent | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. +- **Explosive Death** (Datasheet): When this model is destroyed, roll one D6: on a 3+, do not remove it from play – it can, after the attacking model’s unit has finished making its attacks, shoot with its inferno gun as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. + +**Keywords:** Smoke, Imperium, Vehicle, Squadron, Malcador Infernus +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Malcador Infernus + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 autocannons +- 2 heavy bolters +- 2 heavy flamers +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 235pts + +--- + +# Malcador + +**Role:** Other + +*Malcador tanks are a rare sight in most Astra Militarum regiments, but their rugged reliability and hard-hitting firepower still find favour with traditionalist tank commanders able to procure them. Though largely superseded by the Leman Russ Battle Tank, the Malcador’s design limitations are soon overlooked once its battle cannon begins to roar.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 autocannons; heavy bolter; Malcador battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Malcador battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rugged Reliability** (Datasheet): Each time a ranged attack targets this model, worsen the Armour Penetration characteristic of that attack by 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Malcador, Smoke, Vehicle, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Malcador + +**Wargear Options:** +- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters +- 2 lascannons +- This model’s heavy bolter can be replaced with one of the following:- 1 autocannon +- 1 lascannon +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Manticore Platform + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm eagle rockets; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm eagle rockets | 120 | D6+1 | 4 | 10 | -2 | 3 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Furious Barrage** (Datasheet): Each time this model makes an attack with its storm eagle rockets that targets an enemy unit that contains five or more models, you can re-roll the Hit roll. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Manticore Platform, Artillery, Imperium, Fortification +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Manticore Platform + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Manticore + +**Role:** Other + +*Capable of firing its limited supply of storm eagle rockets to unleash furious barrages at incredible distances, the Manticore can lay waste to enemy formations. Multiple warheads release a moment before each rocket’s impact, signalling the panicking foe’s doom no matter how far they try to flee at the last moment.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; storm eagle rockets; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm eagle rockets | 120 | D6 | 4 | 7 | -2 | 3 | anti-infantry 2+, blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Furious Barrage** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s storm eagle rockets. Until the start of your next Shooting phase, that enemy unit is staggered. While a unit is staggered, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1). +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Artillery, Smoke, Imperium, Squadron, Manticore +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Manticore + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 165pts + +--- + +# Marauder Bomber + +**Role:** Other + +*Capable of atmospheric and void operations, the Marauder Bomber is an Imperial Navy workhorse with an excellent weapon payload. It excels when supporting Astra Militarum ground offensives with bombing runs on enemy troop concentrations, entrenched positions and supply facilities.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 2+ | 20 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bombs; 2 heavy bolters; 2 lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Heavy Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll nine D6, adding 1 to each result if that unit is a MONSTER or VEHICLE: for each 5+, that unit suffers 1 mortal wound. +- **Inferno Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll nine D6, adding 1 to each result if that unit is not a MONSTER or VEHICLE: for each 5+, that unit suffers 1 mortal wound. + +**Keywords:** Titanic, Fly, Aircraft, Imperium, Marauder Bomber, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Marauder Bomber + +**Wargear Options:** +- This model’s heavy bombs can be replaced with 1 inferno bombs. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 345pts + +--- + +# Marauder Destroyer + +**Role:** Other + +*The Marauder Destroyer was developed during the Second War for Armageddon in response to the dominance of Ork air power. The result was a heavily armed and armoured aircraft capable of hunting down airborne foes or striking armoured ground targets with an array of fearsome guns and missiles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 2+ | 20 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 assault cannons; 2 heavy bolters; Marauder nose autocannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 4 | 6 | 0 | 1 | devastating wounds | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Hellstrike missile rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | +| Marauder nose autocannons | 48 | 4 | 4 | 10 | -2 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Bomb Drop** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. + +**Keywords:** Vehicle, Titanic, Fly, Aircraft, Imperium, Marauder Destroyer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Marauder Destroyer + +**Wargear Options:** +- This model can be equipped with 1 hellstrike missile rack. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 375pts + +--- + +# Medusa Carriage Battery + +**Role:** Other + +*Few walls are thick enough to withstand the artillery fire launched from a Medusa siege cannon. Able to fire heavy shells that can reduce structures to rubble, many war zones resonate with the sonorous fire of the Medusa’s siege cannons, levelling battlefields until there is nowhere for the hapless enemy to hide.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Medusa siege cannon; battery close combat weapons. + +**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Medusa Carriage model when this unit is first set up, removing one each time its Medusa Carriage model loses a wound (a Medusa Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Medusa siege cannon | 36 | D6 | 5 | 10 | -3 | 3 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Siege Bombardment** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. + +**Keywords:** Infantry, Medusa Carriage Battery, Imperium, Grenades, Regiment, Artillery +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Medusa Carriage + +**Wargear Options:** +- None + +**Points:** +- 1 model: 125pts + +--- + +# Militarum Tempestus Command Squad + +**Role:** Characters + +*Led by driven officers known as Tempestor Primes, the Command Squads of the Militarum Tempestus comprise veteran Tempestus Scions. These specialists guard and support the Tempestor Prime while the officer marshals their elite soldiers into the perfect positions for the mission at hand.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| TEMPESTUS SCION | 6" | 3 | 4+ | 1 | 7+ | 1 | +| TEMPESTOR PRIME | 6" | 3 | 4+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Tempestor Prime is equipped with:** bolt pistol; Tempestus dagger. + +**Every Tempestus Scion is equipped with:** hot-shot lasgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Tempestus dagger | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Tempestor Prime** (Datasheet): While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. +- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Tempestus Scions models to this unit. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Command Rod** (Wargear): While the bearer is leading a unit, that unit can be affected by up to two different Orders at the same time. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Officer, Character, Command Squad, Militarum Tempestus, Imperium, Grenades, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Tempestor Prime +- 4 Tempestus Scions + +**Wargear Options:** +- Any number of Tempestus Scions can each have their hot-shot lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 hot-shot volley gun +- 1 meltagun +- 1 plasma gun +- 1 Tempestus Scion equipped with a hot-shot lasgun can be equipped with 1 regimental standard (that model’s hot-shot lasgun cannot be replaced). +- 1 Tempestus Scion’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 master vox. +- 1 Tempestus Scion’s hot-shot lasgun can be replaced with one of the following:- 1 hot-shot laspistol and 1 medi-pack +- 1 hot-shot lasgun, 1 hot-shot laspistol and 1 medi-pack [that model's hot-shot lasgun cannot be replaced] +- The Tempestor Prime’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 command rod +- * You cannot select the same weapon from this list more than once per unit. + +**Leader:** +Can lead: Tempestus Scions + +**Points:** +- 5 models: 85pts + +--- + +# Ministorum Priest + +**Role:** Characters + +*Serving amongst the Imperial Guard’s regiments to bolster the spiritual strength of its soldiers, Regimental Preachers are fiery zealots and fanatical orators. They do not shy away from combat, but wade amongst the foe, their voices raised in prayer to the God-Emperor and in furious castigation of the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** zealot’s vindictor. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Holy pistol | 12 | 3 | 4 | 4 | 0 | 1 | pistol | +| Zealot’s vindictor | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Zealot’s vindictor | Melee | 3 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **War Hymns** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Holy Piety** (Datasheet): Each time this model makes a melee attack, unless this model’s unit is Battle-shocked, you can re-roll the Hit roll. + +**Keywords:** Imperium, Ministorum Priest, Grenades, Character, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Ministorum Priest + +**Wargear Options:** +- This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon. + +**Leader:** +Can lead: Tempestus Scions, Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops + +**Points:** +- 1 model: 35pts + +--- + +# Minotaur + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Minotaur twin earthshaker cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Minotaur twin earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Frontis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Smoke, Minotaur, Squadron, Vehicle, Imperium, Artillery, Transport +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Minotaur + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 225pts + +--- + +# Mukaali Riders + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 4+ | 5 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** laspistol; hunting lance; stomping feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma pistol – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Hunting lance | Melee | 3 | 4 | 4 | 0 | 1 | lance | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Stomping feet | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Desert Riders** (Datasheet): You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for it. In addition, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Mounted, Mukaali Riders, Grenades, Imperium, Regiment +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Mukaali Rider Sergeant +- 2 Mukaali Riders + +**Wargear Options:** +- The Mukaali Rider Sergeant’s laspistol can be replaced with 1 plasma pistol. +- The Mukaali Rider Sergeant’s hunting lance can be replaced with one of the following:- 1 chainsword +- 1 power weapon +- Up to 2 Mukaali Riders can each have their hunting lance replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun + +**Points:** +- 3 models: 110pts + +--- + +# Munitorum Servitors + +**Role:** Other + +*Lobotomised and augmented, Servitors attend the Departmento Munitorum in countless menial ways. These cybernetic living tools often form servile retinues for Enginseers, using their industrial servo- arms to repair hulking tanks, but unhesitatingly turning them on the foe should they draw too near.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Servitor’s servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 6 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Multi-melta | 18 | 2 | 6 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 6 | 7 | -2 | 1 | blast, heavy | +| Plasma cannon – supercharge | 36 | D3 | 6 | 8 | -3 | 2 | blast, hazardous, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | + +**Abilities:** +- **Mindlock** (Datasheet): While a friendly Tech-Priest Enginseer model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by MUNITORUM SERVITOR models in this unit by 1. +- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Regimental Enginseer (a unit cannot have more than one MUNITORUM SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Infantry, Munitorum Servitors, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 4 Munitorum Servitors + +**Wargear Options:** +- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 plasma cannon + +**Points:** +- 4 models: 35pts + +--- + +# Nork Deddog + +**Role:** Characters + +*Nork Deddog’s loyalty and his skills as a bodyguard are beyond question. The hulking Ogryn would rather sustain terrible wounds than permit a single scratch on those he protects. Dozens of victories have been achieved thanks to his unthinking heroism as he shoots, eviscerates or head-butts any threat to his charges.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** ripper gun; huge knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ripper gun | 18 | 3 | 3 | 5 | -1 | 2 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Huge knife | Melee | 6 | 2 | 8 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Ogryn Bodyguard** (Datasheet): While one or more Officer models are in the same unit as this model, those OFFICER models have the Feel No Pain 4+ ability. +- **Thunderous Head-butt** (Datasheet): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. +- **LOYAL PROTECTOR** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model must join one Command Squad unit from your army (a COMMAND SQUAD cannot have more than one Loyal Protector model joined to it). This model then counts as part of that COMMAND SQUAD for the rest of the battle, and its Starting Strength is increased accordingly. If it is not possible to join this model to a COMMAND SQUAD, it does not take part in the battle and counts as having been destroyed. + +While this model is joined to a unit, it can embark within any Transport that unit can embark within, and takes up the space of 3 models. + +This model cannot be selected as your WARLORD. + +**Keywords:** Character, Loyal Protector, Imperium, Grenades, Epic Hero, Ogryn, Infantry, Nork Deddog +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Nork Deddog – EPIC HERO + +**Points:** +- 1 model: 60pts + +--- + +# Ogryn Bodyguard + +**Role:** Characters + +*Ogryn Bodyguards are particularly capable warriors of their kind who have but one duty – to protect the officer to whom they are assigned. Whether by throwing themselves in the line of fire or slaughtering all enemies who come near their ward, they are invaluable retainers in the swirl of battlefield combat.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** ripper gun; close combat weapon; huge knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grenadier gauntlet | 18 | D6 | 4 | 4 | 0 | 1 | blast | +| Ripper gun | 18 | 3 | 4 | 5 | -1 | 2 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bullgryn maul | Melee | 5 | 3 | 7 | -1 | 2 | — | +| Close combat weapon | Melee | 4 | 3 | 6 | 0 | 1 | — | +| Huge knife | Melee | 6 | 3 | 8 | -1 | 2 | — | +| Ripper gun | Melee | 5 | 3 | 6 | -1 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Ogryn Bodyguard** (Datasheet): While one or more Officer models are in the same unit as this model, those OFFICER models have the Feel No Pain 4+ ability. +- **Brute Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Slabshield** (Wargear): The bearer has a Wounds characteristic of 7. +- **LOYAL PROTECTOR** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model must join one Command Squad unit from your army (a COMMAND SQUAD cannot have more than one Loyal Protector model joined to it). This model then counts as part of that COMMAND SQUAD for the rest of the battle, and its Starting Strength is increased accordingly. If it is not possible to join this model to a COMMAND SQUAD, it does not take part in the battle and counts as having been destroyed. + +While this model is joined to a unit, it can embark within any Transport that unit can embark within, and takes up the space of 3 models. + +This model cannot be selected as your WARLORD and cannot be given Enhancements. + +**Keywords:** Ogryn, Loyal Protector, Imperium, Grenades, Character, Infantry, Bodyguard +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Ogryn Bodyguard + +**Wargear Options:** +- This model’s ripper gun can be replaced with one of the following:- 1 grenadier gauntlet +- 1 Bullgryn maul +- This model’s huge knife can be replaced with one of the following:- 1 brute shield +- 1 slabshield + +**Points:** +- 1 model: 40pts + +--- + +# Ogryn Squad + +**Role:** Other + +*Ogryns are simple beings. In battle, their instincts rarely lead them beyond hitting the enemy as hard as possible. The rapid-firing ripper guns they carry are built to withstand use as improvised clubs. Ogryns make excellent shock troops, their physiques shrugging off damage before they charge, hitting like a tank.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** ripper gun. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ripper gun | 18 | 3 | 4 | 5 | -1 | 2 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ripper gun | Melee | 4 | 3 | 6 | -1 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Point-blank Barrage** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Ogryn Squad, Ogryn, Imperium, Grenades, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Ogryn Bone ‘ead +- 2-5 Ogryns + +**Wargear Options:** +- None + +**Points:** +- 3 models: 60pts +- 6 models: 130pts + +--- + +# Praetor + +**Role:** Other + +*Built around the same chassis as the Crassus assault transport, the Praetor mounts a sophisticated missile system that can be armed with a variety of warheads. These range from versatile foehammer missiles packed with explosive bomblets to fragmenting firestorm munitions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy bolters; Praetor launcher; armoured tracks + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Praetor launcher – firestorm | 120 | 2D6 | 4 | 6 | -1 | 2 | blast, heavy, ignores cover, indirect fire | +| Praetor launcher – foehammer | 120 | D6+1 | 4 | 4 | -2 | 3 | anti-monster 4+, anti-vehicle 4+, blast, heavy, indirect fire | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Targeting Coordinates** (Datasheet): While this model is being affected by an Order, each time it makes an attack with its Praetor launcher, it does not suffer the penalty to the Hit roll for attacking a unit that is not visible to it. + +**Keywords:** Squadron, Smoke, Vehicle, Imperium, Praetor +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Praetor + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 275pts + +--- + +# Primaris Psyker + +**Role:** Characters + +*Primaris Psykers’ empyrically attuned minds are steeled against the manifold dangers risked by unsanctioned wielders of warp powers. These battle-trained psykers support the Astra Militarum’s wars with eerie foretelling, warding soldiers against the enemy’s witchcraft and unleashing tempests of their own psychic might.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** laspistol; Psychic Maelstrom; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | +| Psychic Maelstrom – witchfire | 18 | D6 | 3 | 5 | -2 | 1 | blast, devastating wounds, psychic | +| Psychic Maelstrom – focused witchfire | 18 | D6+1 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 3 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Malign Wardings(Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. + +**Keywords:** Character, Primaris Psyker, Imperium, Psyker, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Primaris Psyker + +**Leader:** +Can lead: Tempestus Scions, Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops + +**Points:** +- 1 model: 60pts + +--- + +# Provisionally Prepared + +**Role:** Characters + +*The traits that make Ratlings excellent snipers also make them skilled thieves. The most adept work in pairs, one amassing all manner of supplies to benefit their often-overlooked fellow sharpshooters while the other keeps a stealthy lookout. They both work equally hard to exploit their pilfered rations, of course.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 2 | 6+ | 2 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** sniper rifle; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 2 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **A Hearty ‘Pick Me Up’** (Datasheet): While this model is leading a unit, in your Command phase, you can return up to D3 destroyed models to that unit. +- **Well-stocked Supplies** (Datasheet): While this model is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1. + +**Keywords:** Infantry, Imperium, Grenades, Epic Hero, Provisionally Prepared, Character +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Provisionally Prepared – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Ratlings + +**Points:** +- 1 model: 40pts + +--- + +# Quartermaster Cadre Squad + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| QUARTERMASTER REVENANT | 6" | 3 | 4+ | 3 | 7+ | 1 | +| MEDICAE SERVITOR | 6" | 3 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Quartermaster Revenant is equipped with:** Quartermaster’s pistol; Quartermaster’s close combat weapon. + +**Every Medicae Servitor is equipped with:** medical scalpels + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quartermaster’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Medical scalpels | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Quartermaster’s close combat weapon | Melee | 2 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Medicae Medi-packs** (Datasheet): Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability. +- **Mindlock** (Datasheet): While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit’s Medical scalpels by 1. + +**Keywords:** Quartermaster Cadre Squad, Character, Imperium, Grenades, Regiment, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Quartermaster Revenant +- 4 Medicae Servitors + +**Wargear Options:** +- None + +**Leader:** +Can lead: Death Korps Grenadier Squad, Death Korps Of Krieg + +**Points:** +- 5 models: 45pts + +--- + +# Rapier Laser Destroyer Battery + +**Role:** Other + +*The Rapier carrier is a bulky tracked device that traces its origin to the dawn of Mankind’s stellar empire. Compatible with various heavy weapons, the Rapier is most commonly fitted with a powerful quad lascannon known as a laser destroyer, making it a compact but potent anti-armour asset.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** laser destroyer; close combat weapon. + +**Designer’s Note:** *Place two Artillery Crew tokens next to each Rapier Laser Destroyer model when this unit is first set up, removing one each time its Rapier Laser Destroyer model loses a wound (a Rapier Laser Destroyer model itself is considered to represent its final wound).* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laser destroyer | 36 | 2 | 5 | 12 | -2 | D6+1 | heavy, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Powerful Volley** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Artillery, Infantry, Grenades, Regiment, Imperium, Rapier Laser Destroyer Battery +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1-3 Rapier Laser Destroyers + +**Wargear Options:** +- None + +**Points:** +- 1 model: 35pts +- 2 models: 70pts +- 3 models: 105pts + +--- + +# Ratlings + +**Role:** Other + +*Diminutive, keen-eyed and instinctively stealthy, the abhuman Ratlings serve the Astra Militarum primarily as outstanding snipers; it is said they can take the head off a heretic with their rifles from over a mile away. Ratlings are also employed as infiltrators and forward scouts, able to observe the enemy unseen.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 2 | 6+ | 1 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** sniper rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tankstopper rifle | 36 | 1 | 3 | 9 | -3 | D6 | heavy | +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Shoot Sharp and Scarper** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move as if it were your Movement phase. If it does, until the end of the turn, this unit is not eligible to declare a charge. +- **Ratling Battlemutt** (Wargear): Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Designer’s Note:** *Place a Ratling Battlemutt token next to the unit, removing it once this ability has been used.* +- **Demolition Gear** (Wargear): The bearer’s unit has the Grenades keyword. + +**Keywords:** Infantry, Imperium, Ratlings +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 5-10 Ratlings + +**Wargear Options:** +- If this unit contains 10 models, one model’s sniper rifle can be replaced with 1 tankstopper rifle. +- If this unit contains 10 models, one model can be equipped with demolition gear. +- If this unit contains 10 models, it can be equipped with one Ratling Battlemutt. + +**Leader:** +Led By: Provisionally Prepared + +**Points:** +- 5 models: 60pts +- 10 models: 100pts + +--- + +# Regimental Attachés + +**Role:** Other + +*Experienced officers know the value of drawing upon the advice of varied attachés. From void-hardened Officers of the Fleet to soot-stained Masters of Ordnance and psychic Astropaths, such specialists bring their expertise to bear in support of an officer’s grand strategies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Master of Ordnance and Officer of the Fleet are both equipped with:** laspistol; close combat weapon. + +**The Astropath is equipped with:** laspistol; Astropath’s stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Astropath’s stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Artillery Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Master of Ordnance model that has not already been selected for this ability this phase. Until the end of the phase, Blast weapons equipped by friendly Astra Militarum Artillery models have the [SUSTAINED HITS 1] ability when targeting that unit. +- **Aeronautica Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Officer of the Fleet model. Until the end of the phase, each time a friendly Astra Militarum Aircraft model makes a ranged attack that targets that unit, add 1 to the Hit roll. +- **Divination (Psychic)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit’s Astropath model. +- **ATTACHÉS** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit must join one Command Squad unit from your army (a COMMAND SQUAD unit cannot have more than one REGIMENTAL ATTACHÉ unit joined to it). For the rest of the battle, every model in this unit counts as part of that COMMAND SQUAD unit, and its Starting Strength is increased accordingly. If it is not possible to join a REGIMENTAL ATTACHÉ unit to a COMMAND SQUAD in this way, it does not take part in the battle and counts as having been destroyed. + +While this unit is joined to a unit, it can embark within any Transport that unit can embark within. + +**Keywords:** Psyker, Regimental Attachés, Imperium, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Master of Ordnance, 1 Officer of the Fleet and 1 Astropath. + +**Wargear Options:** +- None + +**Points:** +- 3 models: 40pts + +--- + +# Rein And Raus + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 2 | 6+ | 1 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Rein is equipped with:** sniper rifle; stub pistol; close combat weapon. + +**Raus is equipped with:** demolition charge; stub pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolition charge | 6 | D6+3 | 4 | 12 | -2 | 2 | blast, hazardous, one shot | +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | +| Stub pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Shoot Sharp and Scarper** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, until the end of the turn, this unit is not eligible to declare a charge. +- **The Ratling Twins** (Datasheet): While this unit contains 2 models, each time a model in this unit makes a ranged attack, you can re-roll the Hit roll and you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Character, Epic Hero, Rein and Raus, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Rein – EPIC HERO +- 1 Raus – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 2 models: 50pts + +--- + +# Rogal Dorn Battle Tank + +**Role:** Other + +*The immense Rogal Dorn Battle Tank is a lumbering behemoth equally suited to anchoring a battle line or grinding forward in support of an assault. Bristling with immensely powerful guns, they pound breaches in the foe’s defences with enormous shells and riddle infantry with storms of bullet-fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | +| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | +| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ablative Plating** (Datasheet): Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0. + +**Keywords:** Rogal Dorn Battle Tank, Squadron, Vehicle, Imperium, Smoke +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Rogal Dorn Battle Tank + +**Wargear Options:** +- This model’s twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. +- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. +- This model can be equipped with one of the following:- 2 meltaguns +- 2 additional heavy stubbers +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 multi-meltas + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 260pts + +--- + +# Rogal Dorn Commander + +**Role:** Characters + +*Tank Commanders are given a degree of freedom to choose their preferred command vehicle. Some opt for the might of a Rogal Dorn, marking targets, issuing precise commands to turret and sponson gunners, and providing an example of efficiency and combat prowess to the squadrons in their charge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | +| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | +| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. +- **Called Shots** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its attacks. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. + +**Keywords:** Rogal Dorn Commander, Squadron, Officer, Imperium, Smoke, Character, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Rogal Dorn Tank Commander + +**Wargear Options:** +- This model's twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. +- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. +- This model can be equipped with one of the following:- 2 meltaguns +- 2 additional heavy stubbers +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 multi-meltas + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 290pts + +--- + +# Sabre Weapons Battery + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 4 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Defence Searchlight** (Wargear): At the start of your Shooting phase, you can select one enemy unit within 24" and visible to the bearer. Until the end of the phase, that unit cannot have the Benefit of Cover. +- **Sentinel Directives** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Sabre Weapons Battery, Artillery, Fortification, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1-2 Sabre Gun Platforms + +**Wargear Options:** +- Any number of models’ twin heavy bolters can each be replaced with one of the following:- 1 defence searchlight +- 1 twin autocannon +- 1 twin heavy stubber +- 1 twin lascannon + +**Points:** +- 1 model: 45pts +- 2 models: 90pts + +--- + +# Salamander Command Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; heavy flamer; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Auspex Surveyor** (Datasheet): Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Squadron, Smoke, Imperium, Salamander Command Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Salamander Command Vehicle + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 80pts + +--- + +# Salamander Scout Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Outflank** (Datasheet): When this model arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Salamander Scout Vehicle, Smoke, Vehicle, Imperium, Squadron +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Salamander Scout Vehicle + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 95pts + +--- + +# Scout Sentinels + +**Role:** Other + +*Scout Sentinels’ open compartments and simple augur devices enable their pilots to survey the enemy with ease, while their lighter armour and gyro-stabilisers assist them in swiftly traversing the roughest terrain and bringing their heavy weapons to bear suddenly from unanticipated angles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** multi-laser; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | +| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Daring Recon** (Datasheet): At the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time a friendly ASTRA MILITARUM model makes an attack that targets that unit, re-roll a Hit roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Regiment, Squadron, Scout Sentinels, Smoke, Vehicle, Imperium, Walker +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1-2 Scout Sentinels + +**Wargear Options:** +- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon +- 1 heavy flamer +- 1 lascannon +- 1 missile launcher +- 1 plasma cannon +- Any number of models can each be equipped with 1 Sentinel chainsaw. +- Any number of models can each be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 55pts +- 2 models: 110pts + +--- + +# Sentinel Powerlifter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 7 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** powerlifter. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Powerlifter | Melee | 3 | 4 | 10 | -2 | D3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Powerlifter Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Regiment, Vehicle, Sentinel Powerlifter, Smoke, Squadron, Imperium, Walker +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Sentinel Powerlifter + +**Wargear Options:** +- None + +**Points:** +- 1 model: 55pts + +--- + +# Sergeant Harker + +**Role:** Characters + +*Gunnery Sergeant Harker, known as ‘Stonetooth’ Harker to his Catachan soldiers, is amongst the toughest of that hardy breed. He is said to feel no pain, and his immense strength enables him to carry his heavy bolter, Payback, as easily as others carry a rifle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Payback; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Payback | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Harker’s Hellraisers** (Datasheet): While this model is leading a unit, each time a ranged attack targets that unit, if the attacking model is more than 12" away, subtract 1 from the Hit roll. +- **Payback Time** (Datasheet): Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Payback weapon has an Attacks characteristic of 6 and the [SUSTAINED HITS 3] ability instead of the [SUSTAINED HITS 1] ability. +- **ORDERS** (Special (правая колонка)): This Officer can issue 1 Order to a Catachan Jungle Fighters unit. + +**Keywords:** Imperium, Infantry, Epic Hero, Character, Sergeant Harker, Officer, Grenades +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Sergeant Harker – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Catachan Jungle Fighters + +**Points:** +- 1 model: 40pts + +--- + +# Shadowsword + +**Role:** Other + +*The Shadowsword is designed to bring a swift and crushing end to drawn out engagements against the most titanic opposition. Its volcano cannon emits a laser beam so powerful that infantry and vehicles are atomised, while its favoured super-heavy prey are cored and toppled by the lance of thrumming energy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +This model is equipped with: 2 lascannons; twin heavy bolter; 2 twin heavy flamers; volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Volcano cannon | 96 | D3+1 | 4 | 24 | -5 | 12 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Vehicle, Smoke, Titanic, Imperium, Shadowsword +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Shadowsword + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 410pts + +--- + +# Sly Marbo + +**Role:** Characters + +*Sly Marbo is a one-man army. He operates alone, striking from ambush before disappearing back into the shadows. A legendary soldier, Marbo has gutted xenos horrors and slit the throats of traitors beyond count with his envenomed blade, and fires hails of poisoned shards from his ripper pistol.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** ripper pistol; envenomed blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ripper pistol | 12 | 3 | 2 | 5 | -1 | 2 | anti-infantry 2+, pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Envenomed blade | Melee | 5 | 2 | 5 | -1 | 2 | anti-infantry 2+, precision | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **One-man Army** (Datasheet): Once per turn, in your opponent’s Shooting phase, when an enemy unit makes a ranged attack that targets a friendly Regiment unit within 3" of this model, after that enemy unit has shot, this model can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. +- **Like Fighting a Shadow** (Datasheet): In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, until the end of the turn, this model is not eligible to declare a charge. +- **LONER** (Special (правая колонка)): This model cannot be selected as your WARLORD. + +**Keywords:** Sly Marbo, Regiment, Imperium, Grenades, Epic Hero, Character, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Sly Marbo – EPIC HERO + +**Points:** +- 1 model: 55pts + +--- + +# Storm Chimera + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Dedicated Transport, Smoke, Vehicle, Transport, Storm Chimera, Squadron +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Storm Chimera + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 90pts + +--- + +# Stormblade + +**Role:** Other + +*Designed to fulfil a Titan-hunting role similar to that of the Shadowsword, the Stormblade’s main armament is the plasma blastgun. Though less stable than a volcano cannon, this huge weapon can be turned upon titanic war machines, infantry formations or armoured bastions with equally devastating results.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; 1 Stormblade plasma blastgun; 2 twin heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Stormblade plasma blastgun – standard | 48 | D6+3 | 4 | 9 | -2 | 3 | blast | +| Stormblade plasma blastgun – supercharge | 48 | D6+3 | 4 | 10 | -3 | 4 | blast, hazardous | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Close-range Devastation** (Datasheet): Each time this model makes a ranged attack with its Stormblade plasma blastgun that targets a unit within half range, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Titanic, Vehicle, Imperium, Smoke, Stormblade +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Stormblade + +**Wargear Options:** +- This model’s 2 twin heavy bolters can be replaced with 2 twin heavy flamers. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 415pts + +--- + +# Stormlord + +**Role:** Other + +*Boasting an expanded transport capacity, the Stormlord is the ultimate assault vehicle. From firing steps, the squads it carries level their own firepower at the enemy, but their shots are eclipsed by the hurricane of huge, mass-reactive shells unloaded by the twin barrels of the Stormlord’s vulcan mega-bolter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; vulcan mega-bolter; armoured tracks + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Vulcan mega-bolter | 48 | 20 | 4 | 6 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. + +**Keywords:** Titanic, Smoke, Imperium, Transport, Stormlord, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Stormlord + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Transport:** +This model has a transport capacity of 40 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 430pts + +--- + +# Stormsword + +**Role:** Other + +*A Stormsword is ideal for clearing enemy-held choke points. The shells fired by its siege cannon release a concentrated concussive wave on detonation. Those not pulverised outright are torn apart by slivers of the cover they cowered behind, barricades becoming lacerating shards and battlements storms of razor-edged fragments.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Stormsword siege cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Stormsword siege cannon | 48 | D6+6 | 4 | 16 | -4 | D6+2 | blast, ignores cover | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Concussive Wave** (Datasheet): In your Shooting phase, just after selecting a target for this model’s Stormsword siege cannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave suffers D3 mortal wounds. + +**Keywords:** Imperium, Smoke, Titanic, Stormsword, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Stormsword + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 465pts + +--- + +# Stygies Destroyer Tank Hunter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Stygies laser destroyer; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Stygies laser destroyer | 72 | 2 | 4 | 14 | -4 | D6+3 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack that targets a VEHICLE unit, add 1 to the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Squadron, Imperium, Vehicle, Stygies Destroyer Tank Hunter +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Stygies Destroyer Tank Hunter + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Tarantula Battery + +**Role:** Other + +*Tarantula Sentry Guns are automated weapon systems ideally suited to area denial and deterrent roles. Equipped with simple logic engines and fitted with either lascannons or heavy bolters, they can cut down enemy troops or stop armoured vehicles in their tracks, placing minimal demands on their operators’ attention.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 5 | 3+ | 4 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Sentry Programming** (Datasheet): You can target this unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Tarantula Battery, Vehicle, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1-3 Tarantula Sentry Guns + +**Wargear Options:** +- Any number of models can each have their twin heavy bolter replaced with 1 twin lascannon. + +**Points:** +- 1 model: 40pts +- 2 models: 80pts +- 3 models: 120pts + +--- + +# Tauros Assault Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy flamer; armoured frame. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Tauros grenade launcher – frag | 24 | D6 | 4 | 4 | 0 | 1 | blast | +| Tauros grenade launcher – krak | 24 | 2 | 4 | 9 | -2 | D3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Turbo-boost** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Tauros Assault Vehicle, Tauros, Imperium, Regiment, Mounted +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Tauros Assault Vehicle + +**Wargear Options:** +- This model’s heavy flamer can be replaced with 1 Tauros grenade launcher. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 50pts + +--- + +# Tauros Venator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin multi-laser; armoured frame. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mobile Hunter-killer** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Regiment, Tauros, Tauros Venator, Mounted, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Tauros Venator + +**Wargear Options:** +- This model’s twin multi-laser can be replaced with 1 twin lascannon. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 50pts + +--- + +# Taurox Prime + +**Role:** Dedicated Transports + +*The Taurox Prime incorporates arcane technologies not available to the wider Astra Militarum, enabling it and its Tempestus Scion cargo to operate in the most hazardous of war zones. More heavily armed than its namesake, it fulfils a tactical support role, with an adaptability suited to the Tempestus Scions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Taurox battle cannon; twin Taurox hot-shot volley gun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Taurox battle cannon | 48 | D6 | 3 | 8 | -1 | 2 | blast | +| Taurox gatling cannon | 24 | 8 | 3 | 4 | 0 | 1 | devastating wounds, twin-linked | +| Taurox missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast, twin-linked | +| Taurox missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | twin-linked | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin Taurox hot-shot volley gun | 30 | 3 | 3 | 4 | -1 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Transport Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Hit roll. + +**Keywords:** Squadron, Dedicated Transport, Transport, Taurox Prime, Vehicle, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Taurox Prime + +**Wargear Options:** +- This model’s Taurox battle cannon can be replaced with one of the following:- 1 Taurox gatling cannon +- 1 Taurox missile launcher +- This model’s twin Taurox hot-shot volley gun can be replaced with 1 twin autocannon. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Militarum Tempestus Infantry or Astra Militarum Infantry Character models. + +**Points:** +- 1 model: 90pts + +--- + +# Taurox + +**Role:** Dedicated Transports + +*Designed to exploit gaps in the enemy battle line or plug holes torn in the Astra Militarum’s own, the Taurox is a swift armoured transport, its rugged tracks enabling it to cross difficult terrain with ease. The Taurox’s autocannons mow down the foe as it roars forward, eliminating threats to its passengers as they rapidly deploy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. + +**Keywords:** Vehicle, Imperium, Squadron, Transport, Taurox, Dedicated Transport +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Taurox + +**Wargear Options:** +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 75pts + +--- + +# Tech-Priest Enginseer + +**Role:** Characters + +*Adepts of the Omnissiah, Enginseers are robed machine-mystics tasked with using arcane lore and cybernetic arrays to effect battlefield repairs upon damaged fighting machines. To them, every war engine is a priceless artefact of technology, whose spirit need only be roused once more to take revenge on the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; Enginseer axe; servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | 0 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enginseer axe | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Servo-arm | Melee | 1 | 4 | 6 | -2 | 2 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Enginseer** (Datasheet): While this model is within 3" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability. +- **Omnissiah’s Blessing** (Datasheet): In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn. +- **Vengeance for the Omnissiah** (Datasheet): If a friendly Astra Militarum Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Enginseer axe has an Attacks characteristic of 6. + +**Keywords:** Tech-Priest Enginseer, Imperium, Character, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Tech-Priest Enginseer + +**Wargear Options:** +- None + +**Leader:** +Can lead: Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops + +**Points:** +- 1 model: 45pts + +--- + +# Tempestus Aquilons + +**Role:** Other + +*Hand-picked for their aggression and violent natures, Tempestus Aquilons deploy exclusively by grav-drop, descending from the skies to land precisely where their destructive firepower is most keenly required. They are accompanied in these actions by automaton servo-sentries that provide additional firepower as the assault is pressed home.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Tempestor Aquilon is equipped with:** hot-shot lascarbine; sentry flamer; close combat weapon. + +**Every Tempestus Aquilon is equipped with:** hot-shot lascarbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Hot-shot lascarbine | 18 | 2 | 3 | 3 | -1 | 1 | ASSAULT | +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Hot-shot long-las | 36 | 1 | 3 | 4 | -2 | 3 | HEAVY, PRECISION | +| Sentry flamer | 12 | D6+3 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | +| Sentry grenade launcher – frag | 24 | D3+3 | 4 | 4 | 0 | 1 | blast | +| Sentry grenade launcher – krak | 24 | 2 | 4 | 9 | -2 | D3 | — | +| Sentry hot-shot volley gun | 30 | 4 | 4 | 4 | -1 | 1 | RAPID FIRE 4 | +| Melta carbine | 10 | 1 | 3 | 9 | -4 | D6 | ASSAULT, MELTA 2 | +| Plasma carbine – standard | 18 | 2 | 3 | 7 | -2 | 1 | ASSAULT | +| Plasma carbine – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | ASSAULT, HAZARDOUS | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Precision Drop** (Datasheet): In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a precision drop. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. +- **Servo-sentry** (Datasheet): When this unit is set up on the battlefield using the Deep Strike ability, the Tempestor Aquilon can shoot with its sentry weapon (its sentry flamer, sentry grenade launcher or sentry hot-shot volley gun). + +**Keywords:** Grenades, Smoke, Imperium, Regiment, Militarum Tempestus, Tempestus Aquilons, Infantry +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Tempestor Aquilon +- 9 Tempestus Aquilons + +**Wargear Options:** +- The Tempestor Aquilon’s sentry flamer can be replaced with one of the following:- 1 sentry hot-shot volley gun +- 1 sentry grenade launcher +- The Tempestor Aquilon’s hot-shot lascarbine can be replaced with one of the following:- 1 chainsword +- 1 power weapon +- 1 hot-shot laspistol +- The Tempestor Aquilon can be equipped with one of the following:- 1 bolt pistol +- 1 hot-shot laspistol +- One Tempestus Aquilon’s hot‑shot lascarbine can be replaced with 1 of the following:- 1 melta carbine +- 1 plasma carbine +- One Tempestus Aquilon’s hot-shot lascarbine can be replaced with 2 hot-shot laspistols. +- One Tempestus Aquilon’s hot-shot lascarbine can be replaced with 1 hot-shot long-las. +- Up to two Tempestus Aquilons can each have their hot-shot lascarbine replaced with 1 hot-shot laspistol. + +**Points:** +- 10 models: 100pts + +--- + +# Tempestus Scions + +**Role:** Other + +*Tempestus Scions are elite soldiers, well-trained in numerous combat styles, equipped to the highest standard and protected by reinforced carapace armour. Primed for a wide variety of specialist missions, their most common armament is an armour-piercing hotshot lasgun fitted with advanced sights.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Tempestor is equipped with:** hot-shot laspistol; chainsword. + +**Every Tempestus Scion is equipped with:** hot-shot lasgun; close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Storm Troopers** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. + +**Keywords:** Militarum Tempestus, Tempestus Scions, Infantry, Imperium, Regiment, Grenades +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Tempestor +- 4-9 Tempestus Scions + +**Wargear Options:** +- For every 5 models in this unit, up to two Tempestus Scions can each have their hot-shot lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 hot-shot volley gun +- 1 meltagun +- 1 plasma gun +- 1 Tempestus Scion’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 vox-caster. +- The Tempestor’s chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- The Tempestor’s hot-shot laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- * You cannot select the same weapon from this list more than once per unit, unless this unit contains 10 models, in which case you cannot select the same weapon more than twice per unit. + +**Leader:** +Led By: Ministorum Priest, Primaris Psyker, Commissar, Militarum Tempestus Command Squad + +**Points:** +- 5 models: 70pts +- 10 models: 140pts + +--- + +# Trojan Support Vehicle + +**Role:** Other + +*Astra Militarum armoured companies and artillery regiments depend upon an extensive corps of support vehicles for their maintenance and rearmament. Amongst these is the Trojan; a crane-armed ammo mule tasked with keeping big guns firing, whether by replenishing supplies of shells and fuel or by facilitating simple battlefield repairs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Support Vehicle** (Datasheet): In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, re-roll a Hit roll of 1. The same VEHICLE model cannot be selected for both this ability and the Regimental Enginseer’s Omnissiah’s Blessing ability in the same turn, and each model can only be selected for this ability once per Command phase. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Trojan Support Vehicle, Imperium, Smoke, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Trojan Support Vehicle + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 80pts + +--- + +# Ursula Creed + +**Role:** Characters + +*The Lord Castellan of Cadia is a forbidding and implacable strategist, and a symbol of the enduring indomitability of Cadia’s armies. Ursula Creed’s superior generalship, forged over long years, has seen her lead numerous Imperial armies to victory against the enemies that threaten the Imperium.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Duty and Vengeance; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Duty and Vengeance | 12 | 4 | 3 | 5 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. + +OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. + +Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. + +Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. + +Move! Move! Move! + +M+3"Add 3" to the Move characteristic of models in this unit. + +Fix Bayonets! + +WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. + +Take Aim! + +BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. + +First Rank, Fire! Second Rank, Fire! + +A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. + +Take Cover! + +SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). + +Duty and Honour! + +LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. +- **Lord Castellan** (Datasheet): While this model is leading a unit, that unit can be affected by up to two different Orders at the same time. +- **Tactical Genius** (Datasheet): Once per battle round, one friendly Regiment unit within 12" of this model can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 3 Orders to Regiment units. + +**Keywords:** Ursula Creed, Infantry, Character, Epic Hero, Imperium, Officer +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Ursula Creed – EPIC HERO + +**Leader:** +Can lead: Kasrkin, Cadian Shock Troops + +**Points:** +- 1 model: 85pts + +--- + +# Valdor + +**Role:** Other + +*The Valdor is an arcane variant of the Malcador tank chassis, its entire frame dominated by a technological relic known as the neutron laser projector. This powerful energy weapon fires a beam of superenergised particles that can penetrate the thickest armour and send a crippling electromagnetic pulse through vehicles’ inner workings.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Valdor neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Valdor neutron laser | 48 | 2 | 4 | 16 | -4 | D6+1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Power Overload** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Damage roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Valdor, Titanic, Smoke, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Valdor + +**Wargear Options:** +- This model’s autocannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 lascannon +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 285pts + +--- + +# Valkyrie Sky Talon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 2+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; 2 hellstrike missiles; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Hellstrike missile | 48 | 1 | 4 | 10 | -3 | D6 | anti-fly 2+ | +| Multiple rocket pod | 36 | D6 | 4 | 6 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Vehicle, Transport, Valkyrie Sky Talon, Fly, Aircraft, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Valkyrie Sky Talon + +**Wargear Options:** +- This model’s 2 hellstrike missiles can be replaced with 2 multiple rocket pods. + +**Transport:** +This model has a transport capacity of 1 Tauros model or 2 Astra Militarum Walker models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 185pts + +--- + +# Valkyrie + +**Role:** Other + +*Well-armed and heavily armoured, Valkyries are agile carrier-gunships with experienced crews. Their pilots weave them through enemy fighters and ground fire to deliver their payload of soldiers, dropping them from high altitude via grav-chutes or hovering at lower levels while the troops jump out to storm the landing zone.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 2+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** hellstrike missiles; multi-laser; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Hellstrike missiles | 48 | 1 | 4 | 10 | -3 | D6 | anti-fly 2+ | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Multiple rocket pod | 36 | D6 | 4 | 6 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Airborne Insertion** (Datasheet): At the end of your opponent’s Movement phase, one or more units embarked within this TRANSPORT can disembark from it. + +**Keywords:** Valkyrie, Transport, Imperium, Aircraft, Fly, Vehicle +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Valkyrie + +**Wargear Options:** +- This model’s multi-laser can be replaced with 1 lascannon. +- This model’s hellstrike missiles can be replaced with 2 multiple rocket pods. +- This model can be equipped with 2 heavy bolters. + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 190pts + +--- + +# Vendetta Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 2+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 3 Vendetta twin lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Vendetta hellstrike rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | +| Vendetta twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Anti-armour Gunship** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1. + +**Keywords:** Vehicle, Fly, Aircraft, Imperium, Transport, Vendetta Gunship +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Vendetta Gunship + +**Wargear Options:** +- 2 of this model’s Vendetta twin lascannons can be replaced with 1 Vendetta hellstrike rack. +- This model can be equipped with 2 heavy bolters. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 255pts + +--- + +# Voss-pattern Lightning + +**Role:** Other + +*Smaller and more agile than the iconic Thunderbolt, the Lightning is a high-speed suborbital fighter designed for interception, interdiction and surgical strikes. The Lightning’s hellstrike missiles, coupled with lascannons, ensure that few ground targets are safe from its swooping assaults.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Lightning hellstrike rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Agile Dogfighter** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. + +**Keywords:** Fly, Vehicle, Aircraft, Imperium, Voss-pattern Lightning +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Voss-pattern Lightning + +**Wargear Options:** +- This model can be equipped with 1 Lightning hellstrike rack. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Vulture Gunship + +**Role:** Other + +*Based on the Valkyrie STC, Vulture Gunships are high-speed, low-level hunter-killers capable of bearing a wide range of payloads. Whether performing close-protection roles for drop troops or strafing missions against massed infantry and light vehicles, Vultures are stalwarts of the Imperial Navy that can be adapted to many combat situations.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 2+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; 2 multiple rocket pods; Vulture hellstrike racks; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Multiple rocket pod | 36 | D6 | 4 | 6 | 0 | 1 | blast | +| Vulture gatling cannon | 24 | 18 | 4 | 5 | 0 | 1 | sustained hits 1 | +| Vulture hellstrike rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Gunship Barrage** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. + +**Keywords:** Vehicle, Fly, Aircraft, Imperium, Vulture Gunship +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Vulture Gunship + +**Wargear Options:** +- This model’s 2 multiple rocket pods and Vulture hellstrike rack can be replaced with 2 Vulture gatling cannons. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 225pts + +--- + +# Wyvern + +**Role:** Other + +*The Wyvern excels in claustrophobic urban combat, raining curtains of shells down upon luckless enemy infantry without needing to expose itself to harm. The suppression tank’s stormshard mortars are lethal to tightly packed foes, their shells detonating in blizzards of eviscerating aquila-shaped flechettes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Wyvern quad stormshard mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Wyvern quad stormshard mortar | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s Wyvern quad stormshard mortar. Until the start of your next Shooting phase, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Smoke, Artillery, Vehicle, Wyvern, Imperium +**Faction Keywords:** Astra Militarum + +**Unit Composition:** +- 1 Wyvern + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/aegis-defence-line.md b/cogitator/factions/astra-militarum/datasheets/aegis-defence-line.md deleted file mode 100644 index 307cdc7..0000000 --- a/cogitator/factions/astra-militarum/datasheets/aegis-defence-line.md +++ /dev/null @@ -1,37 +0,0 @@ -# Aegis Defence Line - -**Role:** Fortifications - -*Aegis Defence Lines are barricades comprising crenellated armoured panels that link together in a solid shield-wall. Thanks to their simple design they can be built and deployed at great speed, and are thus ideal for establishing defensive perimeters before more permanent structures can be erected.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Emplacement Platform** (Datasheet): Friendly ASTRA MILITARUM INFANTRY models can be set up or end any type of move on top of the platform section of this FORTIFICATION. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Defence Line** (Datasheet): While an ASTRA MILITARUM INFANTRY model has the Benefit of Cover as a result of this terrain feature (see above), that model has a 4+ invulnerable save. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **DEPLOYMENT** (Special (правая колонка)): When this model is set up, it will consist of 1 platform section, up to 5 shield sections, up to 2 broken shield sections, and up to 2 end sections. All sections must be connected to each other to form a continuous defence line; the two broken shield sections can be placed either at the end of the defence line, or in the middle of it such that both are within 1/2" of each other (in this case, these two sections count as being connected to each other). All the sections that have been set up are then treated as a single model for all rules purposes. - -**Keywords:** Aegis Defence Line, Fortification, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Aegis Defence Line - -**Wargear Options:** -- None - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/astra-militarum/datasheets/aquila-lander.md b/cogitator/factions/astra-militarum/datasheets/aquila-lander.md deleted file mode 100644 index a488e1e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/aquila-lander.md +++ /dev/null @@ -1,58 +0,0 @@ -# Aquila Lander - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Aquila Lander, Aircraft, Imperium, Transport, Fly, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Aquila Lander - -**Wargear Options:** -- This model’s heavy bolter can be replaced with one of the following:- 1 autocannon -- 1 multi-laser - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/arkurian-stormhammer.md b/cogitator/factions/astra-militarum/datasheets/arkurian-stormhammer.md deleted file mode 100644 index cd67e4a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/arkurian-stormhammer.md +++ /dev/null @@ -1,61 +0,0 @@ -# Arkurian Stormhammer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; 7 multi-lasers; Stormhammer cannon; twin battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Stormhammer cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | -| Twin battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this ARKURIAN STORMHAMMER model, that model has the Benefit of Cover against that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Titanic, Vehicle, Arkurian Stormhammer, Smoke, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Arkurian Stormhammer - -**Wargear Options:** -- This model’s 7 multi-lasers can be replaced with one of the following:- 7 heavy bolters -- 7 heavy flamers -- 7 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/astra-militarum/datasheets/armageddon-pattern-medusa.md b/cogitator/factions/astra-militarum/datasheets/armageddon-pattern-medusa.md deleted file mode 100644 index db4b002..0000000 --- a/cogitator/factions/astra-militarum/datasheets/armageddon-pattern-medusa.md +++ /dev/null @@ -1,56 +0,0 @@ -# Armageddon-pattern Medusa - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Medusa siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Medusa siege cannon | 36 | D6 | 4 | 12 | -2 | 4 | blast, indirect fire | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Medusa siege cannon scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Imperium, Artillery, Vehicle, Squadron, Armageddon-pattern Medusa -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Armageddon-pattern Medusa - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 storm bolter -- 1 heavy stubber - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/astra-militarum/datasheets/armoured-sentinels.md b/cogitator/factions/astra-militarum/datasheets/armoured-sentinels.md deleted file mode 100644 index 8fa6c28..0000000 --- a/cogitator/factions/astra-militarum/datasheets/armoured-sentinels.md +++ /dev/null @@ -1,62 +0,0 @@ -# Armoured Sentinels - -**Role:** Other - -*Modified with extra protective panelling, Armoured Sentinels are superb front-line hunters, wielding their deadly heavy weapons across terrain too cramped for battle tanks to operate on. As mobile hunter-killers, they excel in destroying vehicles, fortified bunkers and xenos monstrosities.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 2+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** multi-laser; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | -| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mobile Hunter-killers** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Armoured Sentinels, Imperium, Smoke, Walker, Squadron, Regiment, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1-2 Armoured Sentinels - -**Wargear Options:** -- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon -- 1 heavy flamer -- 1 lascannon -- 1 missile launcher -- 1 plasma cannon -- Any number of models can each be equipped with 1 Sentinel chainsaw. -- Any number of models can each be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 65pts -- 2 models: 130pts diff --git a/cogitator/factions/astra-militarum/datasheets/artillery-team.md b/cogitator/factions/astra-militarum/datasheets/artillery-team.md deleted file mode 100644 index 574b78d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/artillery-team.md +++ /dev/null @@ -1,46 +0,0 @@ -# Artillery Team - -**Role:** Other - -*The Astra Militarum make use of all manner of artillery pieces to annihilate the foe from extreme range. The various munitions hurled by these towed weapons are capable of eliminating entire squads of infantry, cracking open reinforced bunkers and laying waste to armoured convoys.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 7 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy mortar; lasgun; crew close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy mortar | 48 | D6+3 | 5 | 8 | -1 | 2 | blast, heavy, indirect fire | -| Heavy quad launcher | 48 | 2D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire, twin-linked | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Multiple rocket launcher | 48 | D6+3 | 5 | 2 | -1 | 1 | anti-infantry 3+, blast, heavy, indirect fire | -| Siege cannon | 48 | D6 | 5 | 12 | -2 | 3 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crew close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Remorseless Barrage** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test (if an INFANTRY unit is hit by one or more attacks made by a multiple rocket launcher, they must subtract 1 from their Battle-shock test when doing so). - -**Keywords:** Infantry, Artillery, Grenades, Imperium, Regiment, Artillery Team -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Artillery Team - -**Wargear Options:** -- This model’s heavy mortar can be replaced with one of the following: -- 1 siege cannon -- 1 heavy quad launcher -- 1 multiple rocket launcher - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/arvus-lighter.md b/cogitator/factions/astra-militarum/datasheets/arvus-lighter.md deleted file mode 100644 index c25728f..0000000 --- a/cogitator/factions/astra-militarum/datasheets/arvus-lighter.md +++ /dev/null @@ -1,46 +0,0 @@ -# Arvus Lighter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 8 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** armoured hull. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Aircraft, Fly, Vehicle, Arvus Lighter, Transport, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Arvus Lighter - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. It cannot transport Ogryn or Artillery models. - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/atlas-recovery-vehicle.md b/cogitator/factions/astra-militarum/datasheets/atlas-recovery-vehicle.md deleted file mode 100644 index 0246607..0000000 --- a/cogitator/factions/astra-militarum/datasheets/atlas-recovery-vehicle.md +++ /dev/null @@ -1,49 +0,0 @@ -# Atlas Recovery Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Recovery Vehicle** (Datasheet): At the end of your Movement phase, you can select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Squadron, Smoke, Atlas Recovery Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Atlas Recovery Vehicle - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/astra-militarum/datasheets/attilan-rough-riders.md b/cogitator/factions/astra-militarum/datasheets/attilan-rough-riders.md deleted file mode 100644 index e630c5a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/attilan-rough-riders.md +++ /dev/null @@ -1,50 +0,0 @@ -# Attilan Rough Riders - -**Role:** Other - -*Hailing from the steppes of Attila, these horsemasters are potent cavalry troops. Their mobility makes them a powerful force, whether spearheading an attack or outflanking the foe. Though also equipped with grenades and sidearms, their deadliest weapon is their hunting lance, capable of bearing one of several deadly tips.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** lasgun; laspistol; hunting lance; steed’s hooves. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Goad lance | Melee | 2 | 3 | 6 | -2 | 2 | lance | -| Hunting lance – frag tip | Melee | D6 | 3 | 4 | 0 | 1 | lance | -| Hunting lance – melta tip | Melee | 1 | 3 | 9 | -4 | D6 | lance | -| Power sabre | Melee | 4 | 3 | 4 | -2 | 1 | — | -| Steed’s hooves | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | - -**Abilities:** -- **Horsemasters** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Grenades, Mounted, Regiment, Attilan Rough Riders, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Rough Rider Sergeant -- 4-9 Rough Riders - -**Wargear Options:** -- For every 5 models in this unit, 1 model’s hunting lance can be replaced with 1 goad lance. -- The Rough Rider Sergeant can be equipped with 1 power sabre. - -**Leader:** -Led By: Lord Solar Leontus - -**Points:** -- 5 models: 60pts -- 10 models: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/avenger-strike-fighter.md b/cogitator/factions/astra-militarum/datasheets/avenger-strike-fighter.md deleted file mode 100644 index 136e5aa..0000000 --- a/cogitator/factions/astra-militarum/datasheets/avenger-strike-fighter.md +++ /dev/null @@ -1,51 +0,0 @@ -# Avenger Strike Fighter - -**Role:** Other - -*The Avenger is a dedicated strike fighter, designed to conduct high-speed, low-level attacks on ground targets. Armoured vehicle formations and high-value strategic assets are the Avenger’s principal prey, the aircraft’s bolt cannon giving it a tank-killing capability that exceeds most other Imperial flyers of its size.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Avenger bolt cannon; heavy stubber; 2 lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger bolt cannon | 36 | 10 | 4 | 6 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Fiery Vengeance** (Datasheet): Once per turn, in your opponent’s Shooting phase, when another friendly ASTRA MILITARUM unit within 6" of this model is destroyed by an attack made by a unit that can FLY, one model from your army with this ability can use it. If it does, after the attacking unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -**Keywords:** Aircraft, Imperium, Avenger Strike Fighter, Vehicle, Fly -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Avenger Strike Fighter - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/astra-militarum/datasheets/baneblade.md b/cogitator/factions/astra-militarum/datasheets/baneblade.md deleted file mode 100644 index bfa5dee..0000000 --- a/cogitator/factions/astra-militarum/datasheets/baneblade.md +++ /dev/null @@ -1,57 +0,0 @@ -# Baneblade - -**Role:** Other - -*More rolling fortress than vehicle, Baneblade super-heavy tanks are possessed of overwhelming firepower. Wherever a Baneblade sees battle, it becomes the centre of the battle line, Imperial Guardsmen and even smaller tanks sheltering in its lee as its enormous primary cannon and numerous other guns pulverise the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Baneblade cannon; coaxial autocannon; demolisher cannon; heavy stubber; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baneblade cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this BANEBLADE model, that model has the Benefit of Cover against that attack. - -**Keywords:** Vehicle, Titanic, Smoke, Imperium, Baneblade -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Baneblade - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 450pts diff --git a/cogitator/factions/astra-militarum/datasheets/banehammer.md b/cogitator/factions/astra-militarum/datasheets/banehammer.md deleted file mode 100644 index 1f56df3..0000000 --- a/cogitator/factions/astra-militarum/datasheets/banehammer.md +++ /dev/null @@ -1,62 +0,0 @@ -# Banehammer - -**Role:** Other - -*Where the Banehammer excels is as a defensive anchor in the Imperial Guard’s formations. Those enemies not blasted apart by its tremor cannon’s shells are brought to a crawl as the ground splits beneath them. The stunned foe is then forced to push slowly forward beneath a further barrage, or else retreat in disarray.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; tremor cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Tremor cannon | 36 | 2D6+3 | 4 | 12 | -2 | 3 | blast | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Tremor Quake** (Datasheet): In your Shooting phase, just after selecting a target for this model’s tremor cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. - -**Keywords:** Vehicle, Titanic, Smoke, Imperium, Transport, Banehammer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Banehammer - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Transport:** -This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/astra-militarum/datasheets/banesword.md b/cogitator/factions/astra-militarum/datasheets/banesword.md deleted file mode 100644 index 3774c1b..0000000 --- a/cogitator/factions/astra-militarum/datasheets/banesword.md +++ /dev/null @@ -1,54 +0,0 @@ -# Banesword - -**Role:** Other - -*The Banesword obliterates enemy vehicles and fortifications that prove insurmountable to the Imperial Guard’s remaining arsenal. Its quake cannon tears gaping voids in the strongest defensive lines at extreme range, enabling it to open breaches for allied forces to exploit before the enemy has a chance to return fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; quake cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Quake cannon | 72 | D6+6 | 4 | 16 | -4 | 4 | blast, ignores cover | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armour Obliteration** (Datasheet): Each time an attack made with this model’s quake cannon destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. - -**Keywords:** Vehicle, Titanic, Smoke, Imperium, Banesword -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Banesword - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 450pts diff --git a/cogitator/factions/astra-militarum/datasheets/basilisk.md b/cogitator/factions/astra-militarum/datasheets/basilisk.md deleted file mode 100644 index 24a2b83..0000000 --- a/cogitator/factions/astra-militarum/datasheets/basilisk.md +++ /dev/null @@ -1,54 +0,0 @@ -# Basilisk - -**Role:** Other - -*Basilisks are self-propelled artillery tanks, armed with a fearsome earthshaker cannon. Able to keep pace with infantry advances – their barrels levelled for direct fire – or deploy to rear positions from which they unleash relentless shelling, Basilisks are amongst the most numerous of the Imperial Guard’s ordnance tanks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** earthshaker cannon; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy INFANTRY unit, until the start of your next Shooting phase, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Squadron, Vehicle, Basilisk, Smoke, Artillery -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Basilisk - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/astra-militarum/datasheets/bullgryn-squad.md b/cogitator/factions/astra-militarum/datasheets/bullgryn-squad.md deleted file mode 100644 index 8c8eb13..0000000 --- a/cogitator/factions/astra-militarum/datasheets/bullgryn-squad.md +++ /dev/null @@ -1,50 +0,0 @@ -# Bullgryn Squad - -**Role:** Other - -*The most obstinate of the Ogryn strain of abhumans, Bullgryns are clad in heavy armour and carry crude assault weaponry built to withstand the thunderous blows Bullgryns strike with them. A line of these heavily muscled humanoids, advancing in shield-lines from which shots bounce harmlessly, is a frightening sight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** grenadier gauntlet; close combat weapon; slabshield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grenadier gauntlet | 18 | D6 | 4 | 4 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bullgryn maul | Melee | 4 | 3 | 7 | -1 | 2 | — | -| Close combat weapon | Melee | 4 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. -- **Brute Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Slabshield** (Wargear): The bearer has a Wounds characteristic of 4. - -**Keywords:** Imperium, Ogryn, Bullgryn Squad, Grenades, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Bullgryn Bone ‘ead -- 2-5 Bullgryns - -**Wargear Options:** -- Any number of models can each have their grenadier gauntlet replaced with 1 Bullgryn maul. -- Any number of models can each have their slabshield replaced with 1 brute shield. - -**Points:** -- 3 models: 100pts -- 6 models: 200pts diff --git a/cogitator/factions/astra-militarum/datasheets/cadian-castellan.md b/cogitator/factions/astra-militarum/datasheets/cadian-castellan.md deleted file mode 100644 index e4d3f4b..0000000 --- a/cogitator/factions/astra-militarum/datasheets/cadian-castellan.md +++ /dev/null @@ -1,104 +0,0 @@ -# Cadian Castellan - -**Role:** Characters - -*Strategic senior officers often ranking as captains or colonels, Cadian Castellans are authoritative leaders of the fallen world’s forces. Bearing a panoply of armaments and insignia that mark their high office, they wield their weapons as skilfully as they command the soldiers beneath them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** laspistol; chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 5 | 3 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Senior Officer** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Get Back in the Fight** (Datasheet): While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue 2 Orders to Regiment units. - -**Keywords:** Infantry, Character, Officer, Imperium, Grenades, Cadian Castellan -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Cadian Castellan - -**Wargear Options:** -- This model’s chainsword can be replaced with one of the following:- 1 boltgun and 1 close combat weapon -- 1 power fist -- 1 power weapon -- This model’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol - -**Leader:** -Can lead: Kasrkin, Cadian Shock Troops - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/astra-militarum/datasheets/cadian-command-squad.md b/cogitator/factions/astra-militarum/datasheets/cadian-command-squad.md deleted file mode 100644 index 72454ec..0000000 --- a/cogitator/factions/astra-militarum/datasheets/cadian-command-squad.md +++ /dev/null @@ -1,133 +0,0 @@ -# Cadian Command Squad - -**Role:** Characters - -*Cadia’s officers are exceptional leaders of Humanity. Trained to be the best, they expect no less from their troops. They are as inspiring as the standards carried in their wake, and as motivational as the orders issued by their vox-operators.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CADIAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | -| CADIAN VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cadian Commander is equipped with:** laspistol; chainsword. - -**1 Cadian Veteran Guardsman is equipped with:** las pistol; chainsword. - -**1 other Cadian Veteran Guardsman is equipped with:** lasgun; master vox; close combat weapon. - -**1 other Cadian Veteran Guardsman is equipped with:** lasgun; medi-pack; close combat weapon. - -**1 other Cadian Veteran Guardsman is equipped with:** lasgun; regimental standard; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Cadia Stands!** (Datasheet): While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Infantry, Grenades, Character, Cadian, Platoon, Imperium, Command Squad, Officer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Cadian Commander -- 4 Cadian Veteran Guardsmen - -**Wargear Options:** -- 1 Cadian Veteran Guardsman’s lasgun and regimental standard can be replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun -- 1 Cadian Veteran Guardsman’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- The Cadian Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 Cadian Veteran Guardsman's chainsword can be replaced with one of the following:- 1 flamer and 1 close combat weapon -- 1 grenade launcher and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon -- 1 power fist -- 1 power weapon -- The Cadian Commander’s chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Cadian Shock Troops - -**Points:** -- 5 models: 65pts diff --git a/cogitator/factions/astra-militarum/datasheets/cadian-heavy-weapons-squad.md b/cogitator/factions/astra-militarum/datasheets/cadian-heavy-weapons-squad.md deleted file mode 100644 index 25fd5ea..0000000 --- a/cogitator/factions/astra-militarum/datasheets/cadian-heavy-weapons-squad.md +++ /dev/null @@ -1,49 +0,0 @@ -# Cadian Heavy Weapons Squad - -**Role:** Other - -*While massed infantry can overwhelm the foe, it often falls to Heavy Weapons Squads to deliver the killing blow. These teams of gun crews can swiftly set up their mobile heavy weapons. They bolster battle lines and provide close fire support with adaptable load-outs of precise or indiscriminate firepower.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolter; laspistol; weapons team close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Laspistol | 12 | 2 | 4 | 3 | 0 | 1 | pistol | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or on unmodified Hit rolls of 4+ instead if this unit is within 6" of one or more friendly Platoon units. -- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. - -**Keywords:** Infantry, Grenades, Imperium, Regiment, Cadian Heavy Weapons Squad -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 3 Heavy Weapons Teams - -**Wargear Options:** -- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/astra-militarum/datasheets/cadian-shock-troops.md b/cogitator/factions/astra-militarum/datasheets/cadian-shock-troops.md deleted file mode 100644 index d7c835e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/cadian-shock-troops.md +++ /dev/null @@ -1,67 +0,0 @@ -# Cadian Shock Troops - -**Role:** Battleline - -*Born soldiers, the Shock Troops of Cadia have trained their entire lives for military service with the Astra Militarum. Decades of rigorous firing drills have forged them into expert sharpshooters. Skilled in both dogged defence and storming assaults, Cadian Shock Troops are held by many as being the ideal soldiers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Shock Trooper Sergeant is equipped with:** laspistol; chainsword. - -**Every Shock Trooper is equipped with:** lasgun; close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Sergeant's autogun | 24 | 2 | 4 | 3 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Shock Troops** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. - -**Keywords:** Infantry, Battleline, Imperium, Grenades, Regiment, Platoon, Cadian Shock Troops, Cadian -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Shock Trooper Sergeant and 9 Shock Troopers -- OR -- 2 Shock Trooper Sergeants and 18 Shock Troopers - -**Wargear Options:** -- For every 10 models in this unit, up to 2 Shock Troopers can each have their lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun -- For every 10 models in this unit, 1 Shock Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). -- Any number of Shock Trooper Sergeants can each have their laspistol replaced with 1 bolt pistol. -- Any number of Shock Trooper Sergeants can each have their laspistol and chainsword replaced with 1 Sergeant's autogun and 1 close combat weapon. -- * You cannot select the same weapon more than once per unit unless it contains 20 models, in which case you cannot select the same weapon more than twice per unit. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Lord Solar Leontus, Ursula Creed, Cadian Castellan, Cadian Command Squad, Hell’s Last, Ministorum Priest, Tech-Priest Enginseer, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Primaris Psyker, Inquisitor Eisenhorn, Commissar, Inquisitor Ostromandeus - -**Points:** -- 10 models: 65pts -- 20 models: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/carnodon.md b/cogitator/factions/astra-militarum/datasheets/carnodon.md deleted file mode 100644 index fe29f11..0000000 --- a/cogitator/factions/astra-militarum/datasheets/carnodon.md +++ /dev/null @@ -1,68 +0,0 @@ -# Carnodon - -**Role:** Other - -*The Carnodon is a versatile battle tank whose storied history stretches back to the Great Crusade. Adaptable and reliable, the Carnodon became a byword for conquest amongst the Expeditionary fleets, and though it is now largely kept in strategic reserve, it continues to perform with distinction when called into service.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 2+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 autocannons; Carnodon twin autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Carnodon twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | -| Carnodon twin lascannon | 48 | 1 | 4 | 14 | -3 | D6+1 | twin-linked | -| Carnodon twin multi-laser | 36 | 6 | 4 | 6 | 0 | 1 | twin-linked | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Militarum Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Volkite caliver | 24 | 2 | 4 | 5 | 0 | 2 | devastating wounds | -| Volkite culverin | 36 | 4 | 4 | 6 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ancient Conquest** (Datasheet): Each time this model makes an attack that targets an enemy unit that is within your opponent’s deployment zone, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Carnodon, Vehicle, Imperium, Squadron -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Carnodon - -**Wargear Options:** -- This model’s Carnodon twin autocannon can be replaced with one of the following:- 1 Carnodon twin lascannon -- 1 Carnodon twin multi-laser -- 1 volkite culverin -- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 lascannons -- 2 Militarum multi-lasers -- 2 volkite calivers -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/astra-militarum/datasheets/catachan-command-squad.md b/cogitator/factions/astra-militarum/datasheets/catachan-command-squad.md deleted file mode 100644 index 650445d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/catachan-command-squad.md +++ /dev/null @@ -1,143 +0,0 @@ -# Catachan Command Squad - -**Role:** Characters - -*Catachan officers surround themselves with the most battle-hardened veterans, for only they can be trusted to bear the regiment’s battle standards to war. Catachan Command Squads fight with the same aggression as their fellow soldiers, putting themselves in harm’s way in order to inspire their troops.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CATACHAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | -| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Catachan Commander is equipped with:** laspistol; close combat weapon. - -**Every Veteran Guardsman is equipped with:** lasgun; laspistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | -| Sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Gung-ho Command** (Datasheet): While this unit contains an OFFICER, ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Platoon, Catachan, Officer, Character, Command Squad, Imperium, Infantry, Grenades -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Catachan Commander -- 4 Veteran Guardsmen - -**Wargear Options:** -- Any number of Veteran Guardsmen can each have their lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 heavy flamer -- 1 meltagun -- 1 plasma gun -- 1 sniper rifle -- * You cannot select the same weapon from this list more than once per unit. -- Veteran Guardsman equipped with a lasgun can be equipped with 1 master vox.** -- Veteran Guardsman equipped with a lasgun can be equipped 1 medi-pack.** -- 1 Veteran Guardsman equipped with a lasgun can be equipped with 1 regimental standard.** -- ** A model can only take one of these options. -- The Catachan Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- The Catachan Commander can be equipped with one of the following:- 1 boltgun -- 1 chainsword -- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Catachan Jungle Fighters - -**Points:** -- 5 models: 65pts diff --git a/cogitator/factions/astra-militarum/datasheets/catachan-heavy-weapons-squad.md b/cogitator/factions/astra-militarum/datasheets/catachan-heavy-weapons-squad.md deleted file mode 100644 index 28ee09d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/catachan-heavy-weapons-squad.md +++ /dev/null @@ -1,61 +0,0 @@ -# Catachan Heavy Weapons Squad - -**Role:** Other - -*Hailing from a death world teeming with horrific fauna, the Catachan people are well used to bringing down big game. Should the infantry find itself outmatched by lumbering monsters or heavy armour, Catachan Heavy Weapons Squads provide fire support, targeting the biggest and most lethal threats.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolter; lasgun; weapons team close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Bring it Down!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER of VEHICLE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. - -**Keywords:** Catachan Heavy Weapons Squad, Regiment, Grenades, Infantry, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 3 Heavy Weapons Teams - -**Wargear Options:** -- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/astra-militarum/datasheets/catachan-jungle-fighters.md b/cogitator/factions/astra-militarum/datasheets/catachan-jungle-fighters.md deleted file mode 100644 index 25a0c20..0000000 --- a/cogitator/factions/astra-militarum/datasheets/catachan-jungle-fighters.md +++ /dev/null @@ -1,65 +0,0 @@ -# Catachan Jungle Fighters - -**Role:** Battleline - -*These heavily muscled soldiers are drawn from a warrior people that survive on the most infamous of death worlds. Skilled in deadly close combat with the fiercest of beasts amidst hazardous terrain, Jungle Fighters are also skilled infiltrators and trackers, adept at luring their prey into fiendish traps.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Jungle Fighter Sergeant is equipped with:** laspistol; close combat weapon. - -**Every Jungle Fighter is equipped with:** lasgun; close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Jungle Fighters** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move or was charged this turn, add 1 to the Wound roll. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. - -**Keywords:** Imperium, Catachan Jungle Fighters, Platoon, Grenades, Infantry, Battleline, Regiment -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Jungle Fighter Sergeant and 9 Jungle Fighters -- OR -- 2 Jungle Fighter Sergeants and 18 Jungle Fighters - -**Wargear Options:** -- For every 5 models in this unit, 1 Jungle Fighter’s lasgun can be replaced with 1 flamer. -- For every 10 models in this unit, 1 Jungle Fighter equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Lord Solar Leontus, Catachan Command Squad, Ministorum Priest, Tech-Priest Enginseer, Inquisitor Greyfax, Inquisitor, Primaris Psyker, Inquisitor Eisenhorn, ‘Iron Hand’ Straken, Sergeant Harker, Commissar, Inquisitor Ostromandeus, Inquisitor Coteaz - -**Points:** -- 10 models: 65pts -- 20 models: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/centaur-light-carrier.md b/cogitator/factions/astra-militarum/datasheets/centaur-light-carrier.md deleted file mode 100644 index 0291107..0000000 --- a/cogitator/factions/astra-militarum/datasheets/centaur-light-carrier.md +++ /dev/null @@ -1,48 +0,0 @@ -# Centaur Light Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blistering Advance** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Transport, Squadron, Imperium, Smoke, Centaur Light Carrier, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Centaur Light Carrier - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 6 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. It cannot transport Ogryn or Artillery models. - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/astra-militarum/datasheets/chimera.md b/cogitator/factions/astra-militarum/datasheets/chimera.md deleted file mode 100644 index c44fd28..0000000 --- a/cogitator/factions/astra-militarum/datasheets/chimera.md +++ /dev/null @@ -1,66 +0,0 @@ -# Chimera - -**Role:** Dedicated Transports - -*A workhorse armoured troop carrier, the Chimera is a durable and practical tank, employed to ferry infantry into the harshest war zones. While embarked, its passengers operate the tank’s in-built lasgun arrays in safety; once they dismount, the Chimera provides fire support with its versatile heavy weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** multi-laser; heavy bolter; lasgun array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lasgun array | 24 | 6 | 4 | 3 | 0 | 1 | rapid fire 6 | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Dedicated Transport, Smoke, Chimera, Imperium, Squadron, Transport, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Chimera - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model’s multi-laser can be replaced with one of the following:- 1 heavy bolter* -- 1 heavy flamer* -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. -- * This weapon cannot be replaced. - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/astra-militarum/datasheets/colossus.md b/cogitator/factions/astra-militarum/datasheets/colossus.md deleted file mode 100644 index e71a688..0000000 --- a/cogitator/factions/astra-militarum/datasheets/colossus.md +++ /dev/null @@ -1,55 +0,0 @@ -# Colossus - -**Role:** Other - -*The Colossus is a relic weapon of ancient provenance whose massive damage output more than compensates for its ponderous rate of fire. Colossus are amongst the largest artillery pieces fielded by the Astra Militarum, and a direct hit from a Colossus shell can turn the staunchest bunker into a smoking caldera.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Colossus siege mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Colossus siege mortar | 120 | D6 | 4 | 6 | -1 | D6+2 | blast, devastating wounds | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tracking Target** (Datasheet): Each time this model is selected to shoot, provided it Remained Stationary this turn, its Colossus siege mortar has the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities while resolving those attacks. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Squadron, Smoke, Colossus -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Colossus - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/astra-militarum/datasheets/commissar.md b/cogitator/factions/astra-militarum/datasheets/commissar.md deleted file mode 100644 index ee097ca..0000000 --- a/cogitator/factions/astra-militarum/datasheets/commissar.md +++ /dev/null @@ -1,97 +0,0 @@ -# Commissar - -**Role:** Characters - -*Commissars are ruthless officers charged with maintaining the morale, discipline and fighting spirit of their regiment. With the power to summarily execute any soldier or officer found wanting, they are feared, brooding figures. Their devotion to the Imperium is without doubt and they fight with fanatical bravery.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 3 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Summary Execution** (Datasheet): Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked. -- **Political Overwatch** (Datasheet): While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit. -- **ORDERS** (Fortification (левая колонка)): This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders. - -**Keywords:** Infantry, Commissar, Officer, Imperium, Character -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Commissar - -**Wargear Options:** -- This model’s bolt pistol can be replaced with 1 plasma pistol. -- This model’s chainsword can be replaced with 1 power weapon. - -**Leader:** -Can lead: Tempestus Scions, Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops - -**Points:** -- 1 model: 30pts diff --git a/cogitator/factions/astra-militarum/datasheets/crassus.md b/cogitator/factions/astra-militarum/datasheets/crassus.md deleted file mode 100644 index a2ca029..0000000 --- a/cogitator/factions/astra-militarum/datasheets/crassus.md +++ /dev/null @@ -1,55 +0,0 @@ -# Crassus - -**Role:** Other - -*The armoured personnel carrier known as the Crassus takes its name from the legendary general Borgen Crassus, who remained steadfastly loyal to the Imperium throughout the grim and bloody Macharian Heresy. Heavily armoured and deceptively fast, the Crassus remains an exemplar of troop transport design despite its venerable age.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Vehicle, Imperium, Squadron, Transport, Smoke, Crassus -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Crassus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 35 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/astra-militarum/datasheets/cyclops-demolition-vehicle.md b/cogitator/factions/astra-militarum/datasheets/cyclops-demolition-vehicle.md deleted file mode 100644 index 01b601d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/cyclops-demolition-vehicle.md +++ /dev/null @@ -1,42 +0,0 @@ -# Cyclops Demolition Vehicle - -**Role:** Other - -*The Cyclops is a small tracked vehicle used for battlefield demolitions. While battle tanks and artillery pound enemy positions from range, a Cyclops is a weapon unto itself, packed with explosives that can sunder bastions, clear mines and obstacles or obliterate unsuspecting enemy troops.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Demolition Charges** (Datasheet): Each time this model or an enemy unit ends a move, if this model is within 3" of one or more enemy units, select one of those enemy units. This model is destroyed, but instead of rolling for its Deadly Demise ability, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds. -- **Unstable Payload** (Datasheet): When rolling for this model’s Deadly Demise ability, units within 6" suffer mortal wounds on a 4+, instead of on a 6. -- **COMPACT** (Special (правая колонка)): This model can embark within an Astra Militarum Transport model as if it were an Infantry model. If it does, it takes up the space of 7 models. - -**Keywords:** Imperium, Cyclops Demolition Vehicle, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Cyclops Demolition Vehicle - -**Wargear Options:** -- None - -**Points:** -- 1 model: 25pts diff --git a/cogitator/factions/astra-militarum/datasheets/death-korps-grenadier-squad.md b/cogitator/factions/astra-militarum/datasheets/death-korps-grenadier-squad.md deleted file mode 100644 index 21f34fb..0000000 --- a/cogitator/factions/astra-militarum/datasheets/death-korps-grenadier-squad.md +++ /dev/null @@ -1,65 +0,0 @@ -# Death Korps Grenadier Squad - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GRENADIER | 6" | 3 | 4+ | 1 | 7+ | 2 | -| HEAVY WEAPONS TEAM | 6" | 3 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Grenadier Sergeant is equipped with:** sergeant’s pistol; sergeant’s close combat weapon. - -**Every Grenadier model is equipped with:** hot-shot lasgun; close combat weapon. - -**The Heavy Weapons Team is equipped with:** heavy flamer; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Sergeant’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Sergeant’s close combat weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. -- **Primed and Ready** (Datasheet): In your Shooting phase, you can select one unit from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that unit has not already been the target of that Stratagem this phase. This can allow you to use the Grenade Stratagem for a second time this phase. -- **GRENADIER SQUAD** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Death Korps of Krieg unit, it can be attached to this unit instead. - -**Keywords:** Grenades, Regiment, Death Korps Grenadier Squad, Platoon, Infantry, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- One of the following: -- 1 Grenadier Sergeant and 9 Grenadiers -- 1 Grenadier Sergeant, 7 Grenadiers and 1 Heavy Weapons Team - -**Wargear Options:** -- Up to 2 Grenadier models can each have their hot-shot lasgun replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 heavy stubber -- 1 meltagun -- 1 plasma gun -- 1 sniper rifle - -**Leader:** -Led By: Quartermaster Cadre Squad - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/death-korps-of-krieg.md b/cogitator/factions/astra-militarum/datasheets/death-korps-of-krieg.md deleted file mode 100644 index 0e08a13..0000000 --- a/cogitator/factions/astra-militarum/datasheets/death-korps-of-krieg.md +++ /dev/null @@ -1,77 +0,0 @@ -# Death Korps Of Krieg - -**Role:** Battleline - -*The grim regiments of the Death Korps of Krieg excel in the most gruelling of conditions, their famous siege regiments resolutely holding key positions no matter the onslaught unleashed upon them. They are extollers of a pitiless cult of sacrifice, but with their legendary endurance, death often claims their foes first.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Death Korps Watchmaster is equipped with:** laspistol; chainsword. - -**Every Death Korps Trooper is equipped with: lasgun;** close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Long-las | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Grim Demeanour** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. -- **Death Korps Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Death Korps Troopers to this unit (if this unit contains two models equipped with a Death Korps medi-pack, return up to D3+1 destroyed Death Korps Troopers to this unit instead). - -**Keywords:** Imperium, Battleline, Infantry, Platoon, Regiment, Grenades, Death Korps of Krieg -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Death Korps Watchmaster and 9 Death Korps Troopers -- OR -- 2 Death Korps Watchmasters and 18 Death Korps Troopers - -**Wargear Options:** -- For every 10 models in this unit, up to 2 Death Korps Troopers can each have their lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 long-las -- 1 meltagun -- 1 plasma gun -- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 Death Korps medi-pack (that model’s lasgun cannot be replaced)**. -- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced).** -- Any number of Death Korps Watchmasters can each replace their laspistol and chainsword with 1 boltgun and 1 close combat weapon. -- Any number of Death Korps Watchmasters can each replace their chainsword with 1 power weapon. -- Any number of Death Korps Watchmasters can each replace their laspistol with one of the following:- 1 bolt pistol -- 1 plasma pistol -- * You cannot select the same option more than once per unit unless it contains 20 models, in which case you cannot select the same option more than twice per unit. -- ** A model can only take one of these options. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Quartermaster Cadre Squad, Lord Solar Leontus, Krieg Command Squad, Ministorum Priest, Tech-Priest Enginseer, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Primaris Psyker, Inquisitor Eisenhorn, Commissar, Inquisitor Ostromandeus - -**Points:** -- 10 models: 65pts -- 20 models: 145pts diff --git a/cogitator/factions/astra-militarum/datasheets/death-rider-commissar.md b/cogitator/factions/astra-militarum/datasheets/death-rider-commissar.md deleted file mode 100644 index a676651..0000000 --- a/cogitator/factions/astra-militarum/datasheets/death-rider-commissar.md +++ /dev/null @@ -1,92 +0,0 @@ -# Death Rider Commissar - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Commissar's pistol; Commissar's close combat weapon; savage claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Commissar’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Commissar’s close combat weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Summary Execution** (Datasheet): Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry or Astra Militarum Mounted unit that is Battle-shocked and within 12" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked. -- **Political Overwatch** (Datasheet): While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit. -- **ORDERS** (Special (правая колонка)): This Officer can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders. - -**Keywords:** Character, Officer, Grenades, Mounted, Imperium, Death Rider Commissar -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Death Rider Commissar - -**Wargear Options:** -- None - -**Leader:** -Can lead: Death Riders - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/astra-militarum/datasheets/death-riders.md b/cogitator/factions/astra-militarum/datasheets/death-riders.md deleted file mode 100644 index 3acba61..0000000 --- a/cogitator/factions/astra-militarum/datasheets/death-riders.md +++ /dev/null @@ -1,43 +0,0 @@ -# Death Riders - -**Role:** Other - -*To ascend into the ranks of the Death Riders is a great honour for any soldier of Krieg. Astride their genetically enhanced Krieg steeds, these bold cavalry riders thunder across no man’s land with lances levelled and sabres drawn and crash into the foe, scattering infantry and creating gaps in the enemy line for infantry and armour to exploit.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Death Rider lascarbine; frag lance; power sabre; steed’s savage claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death Rider lascarbine | 18 | 2 | 4 | 3 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Frag lance | Melee | D6 | 3 | 4 | 0 | 1 | lance | -| Power sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Steed's savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Screening Line** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -**Keywords:** Mounted, Grenades, Imperium, Regiment, Death Riders -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Ridemaster -- 4-9 Death Riders - -**Leader:** -Led By: Lord Solar Leontus, Lord Marshal Dreir, Death Rider Commissar - -**Points:** -- 5 models: 60pts -- 10 models: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/deathstrike.md b/cogitator/factions/astra-militarum/datasheets/deathstrike.md deleted file mode 100644 index 53714aa..0000000 --- a/cogitator/factions/astra-militarum/datasheets/deathstrike.md +++ /dev/null @@ -1,57 +0,0 @@ -# Deathstrike - -**Role:** Other - -*The sanctioned use of a Deathstrike – designated ‘Ordnance Extremis’ – is often an excessive measure to combat the Imperial Guard’s most heinous enemies. Its huge missile, capable of mounting various catastrophic payloads, is able to visit the undimmed wrath of the Emperor on a foe half a world away.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Deathstrike missile; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deathstrike missile | N/A | 2D6 | 2 | 16 | -4 | 1 | blast, one shot, plasma warhead | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 3 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deathstrike Missile** (Datasheet): In your Shooting phase, each time this model is selected to shoot, if it has not shot with its Deathstrike missile this battle, you can do one of the following in addition to resolving this model’s ranged attacks: -- **Designate Target:** If this model does not have a Deathstrike Target marker on the battlefield, place a unique Deathstrike Target marker for this model anywhere on the battlefield. -- **Adjust Target:** If this model has a Deathstrike Target marker on the battlefield, move that marker to anywhere else on the battlefield. -- **Plasma Warhead** (Wargear profile): The bearer can only shoot with this weapon in your Shooting phase, and only if it Remained Stationary this turn and you did not use its Deathstrike Missile ability to Designate Target or Adjust Target this phase. When the bearer shoots with this weapon, do not select a target. Instead, resolve this weapon’s attacks, rolling for each unit within 6" of the centre of its Deathstrike Target marker individually. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Deathstrike, Vehicle, Artillery, Smoke, Imperium, Squadron -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Deathstrike - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/astra-militarum/datasheets/dominus-armoured-siege-bombard.md b/cogitator/factions/astra-militarum/datasheets/dominus-armoured-siege-bombard.md deleted file mode 100644 index 6763335..0000000 --- a/cogitator/factions/astra-militarum/datasheets/dominus-armoured-siege-bombard.md +++ /dev/null @@ -1,60 +0,0 @@ -# Dominus Armoured Siege Bombard - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Dominus triple bombard; 2 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Dominus triple bombard | 48 | 2D6 | 4 | 12 | -2 | 3 | blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Dominus triple bombard scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Titanic, Imperium, Smoke, Dominus Armoured Siege Bombard -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Dominus Armoured Siege Bombard - -**Wargear Options:** -- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 heavy flamers -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 325pts diff --git a/cogitator/factions/astra-militarum/datasheets/doomhammer.md b/cogitator/factions/astra-militarum/datasheets/doomhammer.md deleted file mode 100644 index 4ed6349..0000000 --- a/cogitator/factions/astra-militarum/datasheets/doomhammer.md +++ /dev/null @@ -1,62 +0,0 @@ -# Doomhammer - -**Role:** Other - -*Part mobile bastion and part close-range Titan-killer, the Doomhammer contains a sizeable troop compartment, enabling it to transport a number of battle-ready soldiers. At the front lines, the troops are deployed to engage light targets while the tank’s magma cannon melts monstrous chitin and armour to cinder and slag.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; magma cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Magma cannon | 24 | D6+3 | 4 | 12 | -4 | D6 | blast, melta 6 | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Close-range Titan Killer** (Datasheet): Each time this model’s magma cannon targets a MONSTER or VEHICLE unit, that target is always considered to be within half range of that weapon. - -**Keywords:** Transport, Vehicle, Titanic, Smoke, Doomhammer, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Doomhammer - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Transport:** -This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/astra-militarum/datasheets/earthshaker-carriage-battery.md b/cogitator/factions/astra-militarum/datasheets/earthshaker-carriage-battery.md deleted file mode 100644 index ea5ddb1..0000000 --- a/cogitator/factions/astra-militarum/datasheets/earthshaker-carriage-battery.md +++ /dev/null @@ -1,41 +0,0 @@ -# Earthshaker Carriage Battery - -**Role:** Other - -*Deployed far behind the front line, Earthshaker Carriages can maintain a relentless rate of fire, limited only by the ready supply of munitions Such barrages have been known to break enemy positions almost unaided; heavy shelling reduces strongholds to rubble and churns contested ground into cratered wastes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** earthshaker cannon; battery close combat weapons. - -**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Earthshaker Carriage model when this unit is first set up, removing one each time its Earthshaker Carriage model loses a wound (an Earthshaker Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Earthshaker cannon | 240 | D6+3 | 5 | 8 | -2 | 2 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an INFANTRY unit, until the end of your opponent’s next turn, that INFANTRY unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. - -**Keywords:** Infantry, Imperium, Grenades, Regiment, Earthshaker Carriage Battery, Artillery -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Earthshaker Carriage - -**Wargear Options:** -- None - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/earthshaker-platform.md b/cogitator/factions/astra-militarum/datasheets/earthshaker-platform.md deleted file mode 100644 index f228f70..0000000 --- a/cogitator/factions/astra-militarum/datasheets/earthshaker-platform.md +++ /dev/null @@ -1,47 +0,0 @@ -# Earthshaker Platform - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** earthshaker cannon; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy Infantry unit, until the end of your opponent’s next turn, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Earthshaker Platform, Artillery, Imperium, Fortification -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Earthshaker Platform - -**Wargear Options:** -- None - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/elysian-drop-sentinel.md b/cogitator/factions/astra-militarum/datasheets/elysian-drop-sentinel.md deleted file mode 100644 index 37acfd4..0000000 --- a/cogitator/factions/astra-militarum/datasheets/elysian-drop-sentinel.md +++ /dev/null @@ -1,54 +0,0 @@ -# Elysian Drop Sentinel - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Meteoric Descent** (Datasheet): When this model is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this model can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Elysian Drop Sentinel, Smoke, Squadron, Regiment, Imperium, Walker -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Elysian Drop Sentinel - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy flamer -- 1 multi-melta - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/astra-militarum/datasheets/elysian-sniper-squad.md b/cogitator/factions/astra-militarum/datasheets/elysian-sniper-squad.md deleted file mode 100644 index b466b21..0000000 --- a/cogitator/factions/astra-militarum/datasheets/elysian-sniper-squad.md +++ /dev/null @@ -1,44 +0,0 @@ -# Elysian Sniper Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** lasgun; sniper rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Mark the Target** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **SNIPER TEAMS** (Special (правая колонка)): For the purposes of embarking within TRANSPORTS, each Elysian Sniper Team model counts as one Heavy Weapons Team model. - -**Keywords:** Elysian Sniper Squad, Regiment, Grenades, Imperium, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 3 Elysian Sniper Teams - -**Wargear Options:** -- None - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/astra-militarum/datasheets/field-ordnance-battery.md b/cogitator/factions/astra-militarum/datasheets/field-ordnance-battery.md deleted file mode 100644 index e514aaa..0000000 --- a/cogitator/factions/astra-militarum/datasheets/field-ordnance-battery.md +++ /dev/null @@ -1,44 +0,0 @@ -# Field Ordnance Battery - -**Role:** Other - -*Amongst the largest man-portable weapons fielded by the Astra Militarum are those crewed by Ordnance Teams. From bombast field guns that fire heavy shells indirectly, to the multiple warheads of the malleus rocket launcher or the searing energy lances unleashed by heavy lascannons, such batteries are powerful assets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 5 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** malleus rocket launcher; lasgun; laspistol; battery close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bombast field gun | 48 | D6 | 5 | 7 | -1 | 2 | blast, heavy, indirect fire | -| Heavy lascannon | 48 | 2 | 5 | 14 | -3 | D6+1 | heavy | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Malleus rocket launcher | 48 | D6+6 | 5 | 6 | -1 | 1 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battery close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Rearm, Reload, Fire** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, all Heavy weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -**Keywords:** Grenades, Imperium, Regiment, Field Ordnance Battery, Infantry, Artillery -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 2 Ordnance Teams - -**Wargear Options:** -- Any number of models can each have their malleus rocket launcher replaced with one of the following:- 1 bombast field gun -- 1 heavy lascannon - -**Points:** -- 2 models: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/gaunts-ghosts.md b/cogitator/factions/astra-militarum/datasheets/gaunts-ghosts.md deleted file mode 100644 index af767e5..0000000 --- a/cogitator/factions/astra-militarum/datasheets/gaunts-ghosts.md +++ /dev/null @@ -1,102 +0,0 @@ -# Gaunt’s Ghosts - -**Role:** Characters - -*Colonel-Commissar Ibram Gaunt combines the positions of feared political officer and the regimental commander of the Tanith First and Only. Joined by the regiment’s stealthy and deadly officers and soldiers – those known as Gaunt’s Ghosts – Gaunt’s infamous raids, secretive missions and unlikely victories have cemented his legend.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| IBRAM GAUNT | 6" | 3 | 4+ | 3 | 6+ | 1 | -| TANITH GHOST | 6" | 3 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save (IBRAM GAUNT: 5)** -*Ibram Gaunt only.* -**Invulnerable Save (TANITH GHOST: -)** - -**Default Wargear:** -**Ibram Gaunt is equipped with:** bolt pistol; Gaunt’s chainsword. - -**1 Tanith Ghost is equipped with:** Corbec’s hot-shot lascarbine; straight silver knife. - -**1 Tanith Ghost is equipped with:** Rawne’s lascarbine; straight silver knife. - -**1 Tanith Ghost is equipped with:** Larkin’s long-las; straight silver knife. - -**1 Tanith Ghost is equipped with:** Bragg’s autocannon; straight silver knife. - -**1 Tanith Ghost is equipped with:** lascarbine; Mkoll’s straight silver knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bragg’s autocannon | 48 | 4 | 5 | 9 | -1 | 3 | heavy | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Corbec’s hot-shot lascarbine | 24 | 3 | 3 | 3 | -1 | 1 | assault | -| Larkin’s long-las | 36 | 1 | 2 | 5 | -2 | 4 | heavy, precision | -| Lascarbine | 24 | 3 | 3 | 3 | 0 | 1 | assault | -| Rawne’s lascarbine | 24 | 3 | 3 | 3 | 0 | 1 | assault, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gaunt’s chainsword | Melee | 5 | 2 | 3 | -1 | 1 | — | -| Straight silver knife | Melee | 3 | 3 | 3 | 0 | 1 | — | -| Mkoll’s straight silver knife | Melee | 5 | 2 | 3 | -1 | 1 | devastating wounds, precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Tanith Camo-cloaks** (Datasheet): Models in this unit have the Benefit of Cover. -- **Covert Stealth Team** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue up to 2 Orders to Regiment or GAUNT’S GHOSTS units. - -**Keywords:** Infantry, Officer, Character, Grenades, Imperium, Epic Hero, Gaunt’s Ghosts -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Ibram Gaunt -- 5 Tanith Ghosts - -**Points:** -- 6 models: 100pts diff --git a/cogitator/factions/astra-militarum/datasheets/gorgon-heavy-transport.md b/cogitator/factions/astra-militarum/datasheets/gorgon-heavy-transport.md deleted file mode 100644 index b30f705..0000000 --- a/cogitator/factions/astra-militarum/datasheets/gorgon-heavy-transport.md +++ /dev/null @@ -1,60 +0,0 @@ -# Gorgon Heavy Transport - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** 5 -*Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Gorgon mortars; 2 twin heavy stubbers; landing ramp. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gorgon mortar | 48 | D6 | 4 | 5 | 0 | 1 | blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Landing ramp | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Titanic, Imperium, Smoke, Transport, Gorgon Heavy Transport, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Gorgon Heavy Transport - -**Wargear Options:** -- This model’s 2 Gorgon mortars can be replaced with one of the following:- 4 heavy bolters -- 4 heavy flamers -- 4 heavy stubbers -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 30 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/astra-militarum/datasheets/griffon-mortar-carrier.md b/cogitator/factions/astra-militarum/datasheets/griffon-mortar-carrier.md deleted file mode 100644 index b9ea996..0000000 --- a/cogitator/factions/astra-militarum/datasheets/griffon-mortar-carrier.md +++ /dev/null @@ -1,49 +0,0 @@ -# Griffon Mortar Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Griffon heavy mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Griffon heavy mortar | 48 | D6 | 4 | 7 | -1 | 2 | blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks made with this model’s Griffon heavy mortar. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Smoke, Squadron, Imperium, Vehicle, Artillery, Griffon Mortar Carrier -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Griffon Mortar Carrier - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can each be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/astra-militarum/datasheets/hades-breaching-drill.md b/cogitator/factions/astra-militarum/datasheets/hades-breaching-drill.md deleted file mode 100644 index d8a0646..0000000 --- a/cogitator/factions/astra-militarum/datasheets/hades-breaching-drill.md +++ /dev/null @@ -1,39 +0,0 @@ -# Hades Breaching Drill - -**Role:** Other - -*Originally designed for industrial mining, the Hades Breaching Drill has proved itself to be a valuable weapon of siegecraft. The machine’s powerful melta-cutter is capable of pounding through earth, rock and even reinforced ferrocrete, boring a tunnel broad enough for troops to assault through and mangling any living foes that block its path.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** melta-cutter drill. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Melta-cutter drill | Melee | 6 | 4 | 9 | -4 | D6+2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Subterranean Assault** (Datasheet): Each time you set up this model on the battlefield using the Deep Strike ability, you can select one friendly Astra Militarum Infantry unit in Strategic Reserves. If you do, set up that unit anywhere on the battlefield that is wholly within 9" of this model and more than 9" away from all enemy units. - -**Keywords:** Hades Breaching Drill, Imperium, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Hades Breaching Drill - -**Wargear Options:** -- None - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/heavy-mortar-team.md b/cogitator/factions/astra-militarum/datasheets/heavy-mortar-team.md deleted file mode 100644 index ee39261..0000000 --- a/cogitator/factions/astra-militarum/datasheets/heavy-mortar-team.md +++ /dev/null @@ -1,38 +0,0 @@ -# Heavy Mortar Team - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy mortar; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy mortar | 48 | D6 | 5 | 6 | -1 | 2 | heavy, blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Rearm, Reload, Fire** (Datasheet): While this model is being affected by an Order, provided it Remained Stationary this turn, ranged weapons equipped by this model have the [SUSTAINED HITS 1] ability. -- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Mortar Team model itself is considered to represent its final wound).* - -**Keywords:** Artillery, Infantry, Heavy Mortar Team, Regiment, Grenades, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Heavy Mortar Team - -**Wargear Options:** -- None - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/astra-militarum/datasheets/heavy-quad-launcher-team.md b/cogitator/factions/astra-militarum/datasheets/heavy-quad-launcher-team.md deleted file mode 100644 index e133f96..0000000 --- a/cogitator/factions/astra-militarum/datasheets/heavy-quad-launcher-team.md +++ /dev/null @@ -1,38 +0,0 @@ -# Heavy Quad Launcher Team - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy quad launcher; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy quad launcher | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks. Unit the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Quad Launcher Team model itself is considered to represent its final wound).* - -**Keywords:** Heavy Quad Launcher Team, Regiment, Artillery, Imperium, Infantry, Grenades -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Heavy Quad Launcher Team - -**Wargear Options:** -- None - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/astra-militarum/datasheets/hellhammer.md b/cogitator/factions/astra-militarum/datasheets/hellhammer.md deleted file mode 100644 index 2c6e78c..0000000 --- a/cogitator/factions/astra-militarum/datasheets/hellhammer.md +++ /dev/null @@ -1,57 +0,0 @@ -# Hellhammer - -**Role:** Other - -*The Hellhammer is optimised for close-quarters warfare, its armour proof against most infantry seeking to attack from nearby. The tank’s multiple rapid-firing guns shred exposed targets, while the concussive blast radius of its primary cannon pounds dug-in enemy lairs to dust.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** coaxial autocannon; demolisher cannon; heavy stubber; Hellhammer cannon; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hellhammer cannon | 30 | 4D6 | 4 | 7 | -1 | 2 | blast, ignores cover | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Close-quarters Warfare** (Datasheet): This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it. - -**Keywords:** Imperium, Vehicle, Titanic, Smoke, Hellhammer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Hellhammer - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/astra-militarum/datasheets/hellhound.md b/cogitator/factions/astra-militarum/datasheets/hellhound.md deleted file mode 100644 index 25d7197..0000000 --- a/cogitator/factions/astra-militarum/datasheets/hellhound.md +++ /dev/null @@ -1,60 +0,0 @@ -# Hellhound - -**Role:** Other - -*Hellhounds are terrifying close-assault tanks, designed to flush enemies out of dense terrain with gouts of promethium, clouds of noxious gas or the searing touch of thermal weaponry. Those few who volunteer to serve in these tanks often have a cavalier attitude, and revel in their reputation for reckless destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy flamer; inferno cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chem cannon | 12 | D6+1 | N/A | 2 | -2 | 2 | anti-infantry 2+, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Inferno cannon | 18 | 2D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | -| Melta cannon | 18 | D3 | 4 | 9 | -4 | D6 | blast, melta 4 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Flush Them Out** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is scattered. While a unit is scattered, it cannot have the Benefit of Cover. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Hellhound, Squadron, Smoke, Vehicle, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Hellhound - -**Wargear Options:** -- This model’s inferno cannon can be replaced with one of the following:- 1 chem cannon -- 1 melta cannon -- This model’s heavy flamer can be replaced with one of the following:- 1 heavy bolter -- 1 multi-melta -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/astra-militarum/datasheets/hells-last.md b/cogitator/factions/astra-militarum/datasheets/hells-last.md deleted file mode 100644 index 03c420a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/hells-last.md +++ /dev/null @@ -1,108 +0,0 @@ -# Hell’s Last - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| MINKA LESK | 6" | 3 | 5+ | 3 | 7+ | 1 | -| LESK’S VETERANS | 6" | 3 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Minka Lesk is equipped with:** bolt pistol; power weapon. - -**1 Lesk’s Hero is equipped with:** demolitions; meltagun; close combat weapon. - -**1 Lesk’s Hero is equipped with:** hot-shot laspistol; dirk - -**1 Lesk’s Hero is equipped with:** bolt pistol; power weapon. - -**1 Lesk’s Hero is equipped with:** power weapon; regimental banner. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Demolitions | 6 | D6 | 4 | 9 | -2 | 2 | blast, one shot | -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Dirk | Melee | 3 | 3 | 3 | -1 | 1 | precision | -| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Heroic Example** (Datasheet): While this unit’s Minka Lesk model is on the battlefield, each time a model in this unit makes an attack, you can re-roll the Hit roll. -- **Lesk’s Heroes** (Datasheet): Add 1 to the Leadership characteristic of models in this unit and you can re-roll Battle-shock and Leadership tests taken for this unit. -- **ORDERS** (Fortification (левая колонка)): This unit’s OFFICER can issue 2 Orders to Regiment units. -- **Regimental Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Character, Officer, Command Squad, Platoon, Imperium, Hell’s Last, Grenades, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Minka Lesk - EPIC HERO -- 4 Lesk’s Heroes - -**Wargear Options:** -- None - -**Leader:** -Can lead: Cadian Shock Troops - -**Points:** -- 5 model: 80pts diff --git a/cogitator/factions/astra-militarum/datasheets/hydra-platform.md b/cogitator/factions/astra-militarum/datasheets/hydra-platform.md deleted file mode 100644 index 778c988..0000000 --- a/cogitator/factions/astra-militarum/datasheets/hydra-platform.md +++ /dev/null @@ -1,47 +0,0 @@ -# Hydra Platform - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Hydra quad autocannon; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hydra quad autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Artillery, Hydra Platform, Fortification, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Hydra Platform - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/hydra.md b/cogitator/factions/astra-militarum/datasheets/hydra.md deleted file mode 100644 index 5fa39fd..0000000 --- a/cogitator/factions/astra-militarum/datasheets/hydra.md +++ /dev/null @@ -1,54 +0,0 @@ -# Hydra - -**Role:** Other - -*A primary anti-aircraft asset, the Hydra is a flak tank equipped with an array of specially adapted autocannons. As many allied tanks are vulnerable from the air, the Hydra is highly valuable. Once it locks on to enemy aircraft, even the most evasive targets cannot escape its storm of shells.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Hydra autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Hydra autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Hydra, Smoke, Vehicle, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Hydra - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/iron-hand-straken.md b/cogitator/factions/astra-militarum/datasheets/iron-hand-straken.md deleted file mode 100644 index 7a97929..0000000 --- a/cogitator/factions/astra-militarum/datasheets/iron-hand-straken.md +++ /dev/null @@ -1,107 +0,0 @@ -# ‘Iron Hand’ Straken - -**Role:** Characters - -*Commanding the Catachan II – the ‘Green Vipers’ – Colonel ‘Iron Hand’ Straken is a bullish, practical and cunning officer. Having survived dire wounds, Straken’s extensive bionics magnify his innate strength. He leads from the front, loudly encouraging his troops as he visibly crushes the enemy with sweeping blows.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** auto shotgun; plasma pistol; bionic arm with devil’s claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Auto shotgun | 12 | 3 | 3 | 4 | 0 | 2 | assault | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bionic arm with devil’s claw | Melee | 6 | 2 | 6 | -2 | 2 | anti-monster 4+ | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Cold Steel and Courage** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Been There, Seen it, Killed it** (Datasheet): Each time this model makes a melee attack, if it made a Charge move this turn, you can re-roll the Hit roll and you can re-roll the Wound roll. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Regiment units. - -**Keywords:** Grenades, Officer, ‘Iron Hand’ Straken, Epic Hero, Infantry, Character, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 ‘Iron Hand’ Straken – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Catachan Jungle Fighters - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/astra-militarum/datasheets/kasrkin.md b/cogitator/factions/astra-militarum/datasheets/kasrkin.md deleted file mode 100644 index 447090c..0000000 --- a/cogitator/factions/astra-militarum/datasheets/kasrkin.md +++ /dev/null @@ -1,84 +0,0 @@ -# Kasrkin - -**Role:** Other - -*Amongst the lauded regiments of Cadia, the Kasrkin are the elite of the elite. These special operatives bear high-powered hot-shot lasguns and wear thick carapace armour. Disciplined and professional, the Kasrkin are peerless shots, and the equals or superiors of any unaugmented Human warriors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kasrkin Sergeant is equipped with:** hot-shot laspistol; chainsword. - -**Every Kasrkin Trooper is equipped with:** hot-shot lasgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Hot-shot marksman rifle | 36 | 1 | 3 | 4 | -2 | 3 | heavy, precision | -| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Warrior Elite** (Datasheet): Once per battle round, at the start of any phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders issued to this unit by an Officer model this battle round. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. -- **Melta Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit. - -**Keywords:** Kasrkin, Regiment, Imperium, Grenades, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Kasrkin Sergeant -- 9 Kasrkin Troopers - -**Wargear Options:** -- Up to 4 Kasrkin Troopers can each have their hot-shot lasgun replaced with one of the following:*- 1 flamer -- 1 grenade launcher -- 1 hot-shot volley gun -- 1 meltagun -- 1 plasma gun -- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot marksman rifle. -- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 melta mine. -- 1 Kasrkin Trooper equipped with a hot-shot lasgun can be equipped with 1 vox-caster (that model’s hot-shot lasgun cannot be replaced). -- The Kasrkin Sergeant’s chainsword can be replaced with 1 power weapon. -- The Kasrkin Sergeant’s hot-shot laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol. -- * You cannot select the same weapon from this list more than twice per unit. - -**Leader:** -Led By: Lord Solar Leontus, Ursula Creed, Cadian Castellan, Ministorum Priest, Tech-Priest Enginseer, Primaris Psyker, Commissar - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/krieg-combat-engineers.md b/cogitator/factions/astra-militarum/datasheets/krieg-combat-engineers.md deleted file mode 100644 index e9524c6..0000000 --- a/cogitator/factions/astra-militarum/datasheets/krieg-combat-engineers.md +++ /dev/null @@ -1,76 +0,0 @@ -# Krieg Combat Engineers - -**Role:** Other - -*The Engineer Korps of Krieg are renowned for their skill as demolitions experts, sappers and close-quarters trench fighters. It is their task to accompany the first waves of a Death Korps assault, clearing razorwire and defusing mines before bringing their shotguns and trench clubs to bear upon the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; trench club. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Combat shotgun | 12 | 2 | 4 | 4 | 0 | 1 | assault | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Trench club | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Grenadiers** (Datasheet): Once per turn, you can target this unit with the Grenade Stratagem for 0CP. -- **Remote Mine** (Wargear): Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit. - -**Designer’s Note:** *Place a Remote Mine token next to the unit, removing it once this ability has been used.* - -**Keywords:** Infantry, Imperium, Krieg Combat Engineers, Regiment, Grenades, Smoke -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Krieg Engineer Watchmaster -- 4-9 Krieg Combat Engineers - -**Wargear Options:** -- 1 Krieg Combat Engineer's autopistol and trench club can be replaced with 1 flamer and 1 close combat weapon. -- 1 Krieg Combat Engineer’s autopistol and trench club can be replaced with 1 autopistol, 1 remote mine and 1 close combat weapon. -- Any number of models can each have their autopistol and trench club replaced with 1 combat shotgun and 1 close combat weapon. -- The Krieg Engineer Watchmaster’s autopistol can be replaced with one of the following: -- 1 bolt pistol -- 1 hand flamer -- 1 plasma pistol -- The Krieg Engineer Watchmaster’s trench club can be replaced with one of the following:- 1 chainsword -- 1 power weapon - -**Leader:** -Led By: Lord Solar Leontus, Krieg Command Squad, Ministorum Priest, Tech-Priest Enginseer, Primaris Psyker, Commissar - -**Points:** -- 5 models: 60pts -- 10 models: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/krieg-command-squad.md b/cogitator/factions/astra-militarum/datasheets/krieg-command-squad.md deleted file mode 100644 index ee696c2..0000000 --- a/cogitator/factions/astra-militarum/datasheets/krieg-command-squad.md +++ /dev/null @@ -1,135 +0,0 @@ -# Krieg Command Squad - -**Role:** Characters - -*The Death Korps of Krieg’s officer korps are brave bordering on reckless. Their casualtg rates are such that it is not uncommon for a representative of the Officio Prefectus, most commonly a high-ranking Commissar, to step into their place and take command, ably assisted by a retinue of veterans and junior officers.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| LORD COMMISSAR | 6" | 3 | 5+ | 3 | 6+ | 1 | -| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Lord Commissar is equipped with:** laspistol; power weapon. - -**One Veteran Guardsman is equipped with:** laspistol; chainsword. - -**One Veteran Guardsman is equipped with:** laspistol; close combat weapon; alchemyk counteragents; servo-scribes. - -**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; master vox. - -**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; regimental standard. - -**One Veteran Guardsman is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Trench club | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Grim Determination** (Datasheet): While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **Alchemyk Counteragents** (Wargear): The bearer’s unit has the Feel No Pain 6+ ability against mortal wounds. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Servo-scribes** (Wargear): Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. - -**Designer’s Note:** *Place a Servo-scribes token next to the unit, removing it when this ability has been used.* -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Krieg, Imperium, Platoon, Command Squad, Character, Officer, Infantry, Grenades -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Lord Commissar -- 5 Veteran Guardsmen - -**Wargear Options:** -- 1 Veteran Guardsman’s boltgun can be replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun -- The Lord Commissar's power weapon can be replaced with 1 power fist. -- The Lord Commissar can be equipped with 1 plasma pistol. -- 1 Veteran Guardsman’s chainsword can be replaced with one of the following:- 1 trench club -- 1 power weapon -- 1 Veteran Guardsman not equipped with alchemyk counteragents can replace its laspistol with one of the following: -- 1 bolt pistol -- 1 plasma pistol - -**Leader:** -Can lead: Krieg Combat Engineers, Death Korps Of Krieg - -**Points:** -- 6 models: 65pts diff --git a/cogitator/factions/astra-militarum/datasheets/krieg-heavy-weapons-squad.md b/cogitator/factions/astra-militarum/datasheets/krieg-heavy-weapons-squad.md deleted file mode 100644 index 2c8cd1b..0000000 --- a/cogitator/factions/astra-militarum/datasheets/krieg-heavy-weapons-squad.md +++ /dev/null @@ -1,48 +0,0 @@ -# Krieg Heavy Weapons Squad - -**Role:** Other - -*Death Karps Heavy Weapons Squads are deployed to support infantry assaults, forming overlapping fields of fire to pin down the enemy and enable waves of infantry to advance. Fire Coordinators direct the gunners under their command and ensure that they keep up a punishing rate of fire.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| HEAVY WEAPONS GUNNER | 4" | 3 | 4+ | 2 | 7+ | 1 | -| FIRE COORDINATOR | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Each Heavy Weapons Gunner is equipped with:** lascannon; laspistol; close combat weapon. - -**The Fire Coordinator is equipped with:** laspistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Krieg heavy flamer | 18 | D6 | N/A | 5 | -1 | 2 | ignores cover, torrent | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Twin Krieg heavy stubber | 48 | 3 | 5 | 6 | -1 | 1 | heavy, rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Final Duty** (Datasheet): While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each Heavy Weapons Gunner model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. - -**Keywords:** Regiment, Imperium, Grenades, Infantry, Krieg Heavy Weapons Squad -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 3 Heavy Weapons Gunners -- 1 Fire Coordinator - -**Wargear Options:** -- Any number of Heavy Weapons Gunners can each have their lascannon replaced with one of the following:- 1 Krieg heavy flamer -- 1 twin Krieg heavy stubber - -**Points:** -- 4 models: 75pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-battle-tank.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-battle-tank.md deleted file mode 100644 index e287359..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-battle-tank.md +++ /dev/null @@ -1,67 +0,0 @@ -# Leman Russ Battle Tank - -**Role:** Other - -*The Leman Russ is the core battle tank of the Imperial Guard, forming the spearhead of countless armoured attacks. Those enemies that do not fall to the bombardment of their cannons and numerous hull-mounted guns are crushed mercilessly beneath their heavy treads.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Imperium, Squadron, Leman Russ Battle Tank -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Battle Tank - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-commander.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-commander.md deleted file mode 100644 index 86ce464..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-commander.md +++ /dev/null @@ -1,111 +0,0 @@ -# Leman Russ Commander - -**Role:** Characters - -*The venerable Leman Russ makes an excellent command tank. Many officers choose these reliable vehicles, broadcasting orders to other war engines and, when necessary, emerging from their cupola to bellow orders and provide a visible symbol of Imperial power.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | -| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | -| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | -| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | -| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | -| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. -- **Death Befitting An Officer** (Datasheet): When this model is destroyed, roll one D6: on a 2+, do not remove it from play - it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Officer, Imperium, Squadron, Leman Russ Commander, Character, Smoke, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Commander - -**Wargear Options:** -- This model’s Leman Russ battle cannon can be replaced with one of the following:- 1 demolisher battle cannon -- 1 eradicator nova cannon -- 1 executioner plasma cannon -- 1 exterminator autocannon -- 1 punisher gatling cannon -- 1 vanquisher battle cannon -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 235pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-demolisher.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-demolisher.md deleted file mode 100644 index 43ca46d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-demolisher.md +++ /dev/null @@ -1,67 +0,0 @@ -# Leman Russ Demolisher - -**Role:** Other - -*The Leman Russ Demolisher excels in line-breaking. Its short-ranged but highly destructive demolisher cannon makes the battle tank utterly lethal in close-range firefights, where its thick armour enables it to bludgeon its way through enemy fire to close the gap on their lines before explosively forcing a breach.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher battle cannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Line-breaker** (Datasheet): When making ranged attacks with its demolisher battle cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Leman Russ Demolisher, Vehicle, Smoke, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Demolisher - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-eradicator.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-eradicator.md deleted file mode 100644 index d2b7a34..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-eradicator.md +++ /dev/null @@ -1,67 +0,0 @@ -# Leman Russ Eradicator - -**Role:** Other - -*The nova cannon carried by Leman Russ Eradicators fires shells containing a sub-atomic core. Their detonations produce powerful shock waves that pulverise enemy barricades and the infantry sheltering behind them. This battle tank is therefore a mainstay in the dense confines of urban firefights.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** eradicator nova cannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Urban Warfare** (Datasheet): Each time a ranged attack targets this model, if this model has the Benefit of Cover against that attack, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Leman Russ Eradicator, Squadron, Smoke, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Eradicator - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-executioner.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-executioner.md deleted file mode 100644 index 2202842..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-executioner.md +++ /dev/null @@ -1,68 +0,0 @@ -# Leman Russ Executioner - -**Role:** Other - -*The Executioner’s plasma cannon fires with the fury of a miniature sun, incinerating tightly packed infantry and burning through vehicle armour with ease. Though extended engagements threaten containment breach of the main weapon, its gung-ho crews are known to risk death to kill ever more of the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** executioner plasma cannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | -| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Gung-ho Executioners** (Datasheet): Each time this model makes an attack with its executioner plasma cannon that targets a unit that is Below Half-strength, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Leman Russ Executioner, Squadron, Smoke, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Executioner - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-exterminator.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-exterminator.md deleted file mode 100644 index bd93432..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-exterminator.md +++ /dev/null @@ -1,67 +0,0 @@ -# Leman Russ Exterminator - -**Role:** Other - -*The Leman Russ Exterminator fills an adaptive role well-liked by commanders. Capable of laying down a withering hail of heavy fire, this tank’s shells can tear through lightly armoured chassis as easily as they rip through flesh and bone. Ranks of elite infantry are devastated with equal ease.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** exterminator autocannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Withering Hail** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its exterminator autocannon. Until the end of the phase, each time a friendly ASTRA MILITARUM unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Leman Russ Exterminator, Imperium, Smoke, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Exterminator - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-punisher.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-punisher.md deleted file mode 100644 index 3b350fc..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-punisher.md +++ /dev/null @@ -1,67 +0,0 @@ -# Leman Russ Punisher - -**Role:** Other - -*The Punisher variant of the Leman Russ holds a dreaded reputation for mowing down enemy infantry in vast quantities. Its turret-mounted multi-barrelled cannon is an unsubtle sprayer of solid ammunition that applies the maxim of overwhelming firepower to overcome hordes of foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; punisher gatling cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mow Down the Enemy** (Datasheet): Each time this model makes an attack with its punisher gatling cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING WOUNDS] ability. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Imperium, Squadron, Leman Russ Punisher -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Punisher - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/astra-militarum/datasheets/leman-russ-vanquisher.md b/cogitator/factions/astra-militarum/datasheets/leman-russ-vanquisher.md deleted file mode 100644 index 7f7ca3a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/leman-russ-vanquisher.md +++ /dev/null @@ -1,67 +0,0 @@ -# Leman Russ Vanquisher - -**Role:** Other - -*No other battle tank of the Imperial Guard possesses more raw stopping power than the Leman Russ Vanquisher. Often deployed against heavily armoured enemies, the long range and high first-hit kill ratio of its main armament make it the anti-tank weapon of choice for many commanders.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; vanquisher battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tank-killer** (Datasheet): Each time this model makes a ranged attack with its vanquisher battle cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Smoke, Squadron, Leman Russ Vanquisher -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Vanquisher - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/astra-militarum/datasheets/lord-marshal-dreir.md b/cogitator/factions/astra-militarum/datasheets/lord-marshal-dreir.md deleted file mode 100644 index 4a04932..0000000 --- a/cogitator/factions/astra-militarum/datasheets/lord-marshal-dreir.md +++ /dev/null @@ -1,96 +0,0 @@ -# Lord Marshal Dreir - -**Role:** Characters - -*As is tradition in the armies of Krieg, Lord Marshal Varnan Dreir leads from the front, despite his lofty rank, often to the horror of his superiors. That he and his loyal Krieg steed have emerged from so many battles alive and victorious speaks to his skill as both commander and cavalry soldier.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** laspistol; Sabre of Sacrifice; savage claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sabre of Sacrifice | Melee | 6 | 2 | 6 | -2 | 1 | anti-infantry 4+ | -| Savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Tough to Kill** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. -- **Leading the Charge** (Datasheet): Each time this model’s unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 3 Orders to Regiment units. - -**Keywords:** Character, Epic Hero, Grenades, Imperium, Mounted, Lord Marshal Dreir, Officer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Lord Marshal Dreir – EPIC HERO - -**Leader:** -Can lead: Death Riders - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/astra-militarum/datasheets/lord-solar-leontus.md b/cogitator/factions/astra-militarum/datasheets/lord-solar-leontus.md deleted file mode 100644 index 69561f6..0000000 --- a/cogitator/factions/astra-militarum/datasheets/lord-solar-leontus.md +++ /dev/null @@ -1,95 +0,0 @@ -# Lord Solar Leontus - -**Role:** Characters - -*Arcadian Leontus wields entire armies of the Astra Militarum against apocalyptic invasions and sector-wide insurgencies. A war scholar and master tactician, the Lord Commander Solar bestrides the battlefield on his cybernetic stallion, Konstantin, levelling his blade at the foe as he bellows his orders.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Sol’s Righteous Gaze; Conquest; Konstantin’s hooves. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sol’s Righteous Gaze | 12 | 2 | 2 | 8 | -2 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Conquest | Melee | 6 | 2 | 6 | -2 | 2 | — | -| Konstantin’s hooves | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **The Lord Solar** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. -- **The Collegiate Astrolex** (Datasheet): After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your WARLORD. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 3 Orders to: -- Regiment units -- Squadron units -- Titanic units - -**Keywords:** Imperium, Epic Hero, Character, Mounted, Lord Solar Leontus, Officer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Lord Solar Leontus – EPIC HERO - -**Leader:** -Can lead: Cadian Shock Troops, Death Korps Of Krieg, Catachan Jungle Fighters, Kasrkin, Krieg Combat Engineers, Death Riders, Attilan Rough Riders - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/astra-militarum/datasheets/macharius-omega.md b/cogitator/factions/astra-militarum/datasheets/macharius-omega.md deleted file mode 100644 index bc1f801..0000000 --- a/cogitator/factions/astra-militarum/datasheets/macharius-omega.md +++ /dev/null @@ -1,60 +0,0 @@ -# Macharius Omega - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** omega-pattern plasma blastgun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Omega-pattern plasma blastgun – standard | 60 | 2D6 | 4 | 8 | -2 | 2 | blast | -| Omega-pattern plasma blastgun – supercharge | 60 | 2D6 | 4 | 9 | -3 | 3 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Overwhelming Short-range Firepower** (Datasheet): Each time this model makes an attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll or 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Titanic, Smoke, Macharius Omega -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Macharius Omega - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 autocannons -- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/astra-militarum/datasheets/macharius-vanquisher.md b/cogitator/factions/astra-militarum/datasheets/macharius-vanquisher.md deleted file mode 100644 index ccad849..0000000 --- a/cogitator/factions/astra-militarum/datasheets/macharius-vanquisher.md +++ /dev/null @@ -1,60 +0,0 @@ -# Macharius Vanquisher - -**Role:** Other - -*Replacing the Macharius’ twin battle cannon with the Macharius vanquisher cannon creates the vanquisher variant; a deadly tank-hunter that can devastate whole squadrons of lighter vehicles or knock out rival super-heavies. The Macharius vanquisher cannon is costly, but its presence can tip the balance of tank warfare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; Macharius twin vanquisher cannon; twin heavy stubber; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Macharius twin vanquisher cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy, twin-linked | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack with its Macharius twin vanquisher cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Titanic, Imperium, Smoke, Macharius Vanquisher, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Macharius Vanquisher - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/astra-militarum/datasheets/macharius-vulcan.md b/cogitator/factions/astra-militarum/datasheets/macharius-vulcan.md deleted file mode 100644 index 9711457..0000000 --- a/cogitator/factions/astra-militarum/datasheets/macharius-vulcan.md +++ /dev/null @@ -1,60 +0,0 @@ -# Macharius Vulcan - -**Role:** Other - -*The turret weapon of the Macharius Vulcan is the fearsome vulcan mega-bolter. Also carried by Warhound-class Titans, this twin rotary weapon emits a torrent of explosive rounds that can annihilate infantry. So furious is the Vulcan’s rate of fire that tank crews use every inch of cabin space to store as many extra rounds as possible.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; Macharius vulcan mega-bolter; twin heavy stubber; armoured tracks - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Macharius vulcan mega-bolter | 48 | 16 | 4 | 6 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Aggressor** (Datasheet): Each time this model makes a ranged attack, it does not suffer the penalty to the Hit roll for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Titanic, Imperium, Smoke, Macharius Vulcan -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Macharius Vulcan - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/astra-militarum/datasheets/macharius.md b/cogitator/factions/astra-militarum/datasheets/macharius.md deleted file mode 100644 index 0e5134a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/macharius.md +++ /dev/null @@ -1,60 +0,0 @@ -# Macharius - -**Role:** Other - -*Resilient and brutally powerful, the Macharius tank is an ancient war machine named after the Imperium’s crusading hero, Lord Commander Solar Macharius. Though some consider the Macharius an inferior predecessor to the Baneblade, the rugged machine continues to defy its critics, sowing destruction wherever it is deployed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; Macharius twin battle cannon; twin heavy stubber; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Macharius twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battlefield Control** (Datasheet): Each time this model makes a ranged attack, if it is within range of an objective marker you control, re-roll a Hit roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Smoke, Macharius, Titanic, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Macharius - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/astra-militarum/datasheets/malcador-annihilator.md b/cogitator/factions/astra-militarum/datasheets/malcador-annihilator.md deleted file mode 100644 index 7b4533e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/malcador-annihilator.md +++ /dev/null @@ -1,61 +0,0 @@ -# Malcador Annihilator - -**Role:** Other - -*The Malcador Annihilator exchanges the Malcador’s battle cannon for a twin lascannon, with a demolisher cannon attached to its hull. Though arguably less optimised for a single battlefield role, the Annihilator’s record speaks for itself, and the vehicle has proved itself highly adaptable to a range of war zones.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; 2 heavy bolters; Malcador twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Malcador twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battlefield Dominance** (Datasheet): Ranged weapons equipped by this model have the [IGNORES COVER] ability while targeting an enemy unit within half range. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Vehicle, Imperium, Smoke, Malcador Annihilator -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Malcador Annihilator - -**Wargear Options:** -- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/astra-militarum/datasheets/malcador-defender.md b/cogitator/factions/astra-militarum/datasheets/malcador-defender.md deleted file mode 100644 index 295d36e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/malcador-defender.md +++ /dev/null @@ -1,60 +0,0 @@ -# Malcador Defender - -**Role:** Other - -*With a complement of seven heavy bolters and a hull-mounted demolisher cannon, the Defender is able to spearhead siege actions or cut down wave upon wave of enemy infantry. The tank’s heavily modified embrasure bristles with guns from every angle, giving it the appearance of a moving fortress.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; 7 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Defender** (Datasheet): Each time you target this model with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Squadron, Smoke, Malcador Defender -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Malcador Defender - -**Wargear Options:** -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/astra-militarum/datasheets/malcador-infernus.md b/cogitator/factions/astra-militarum/datasheets/malcador-infernus.md deleted file mode 100644 index dcb4b04..0000000 --- a/cogitator/factions/astra-militarum/datasheets/malcador-infernus.md +++ /dev/null @@ -1,63 +0,0 @@ -# Malcador Infernus - -**Role:** Other - -*The Infernus is a huge tank that tows the fuel for its inferno gun in a dedicated carriage behind it. When this weapon erupts, a massive gout of flame consumes the target area, burning with such heat that mines and fuel tanks detonate, while flesh and bone caught in the blaze becomes nothing more than super-hot vapour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; inferno gun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Inferno gun | 18 | D6+3 | N/A | 5 | -2 | 2 | ignores cover, torrent | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. -- **Explosive Death** (Datasheet): When this model is destroyed, roll one D6: on a 3+, do not remove it from play – it can, after the attacking model’s unit has finished making its attacks, shoot with its inferno gun as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. - -**Keywords:** Smoke, Imperium, Vehicle, Squadron, Malcador Infernus -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Malcador Infernus - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 autocannons -- 2 heavy bolters -- 2 heavy flamers -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 235pts diff --git a/cogitator/factions/astra-militarum/datasheets/malcador.md b/cogitator/factions/astra-militarum/datasheets/malcador.md deleted file mode 100644 index b82ad2d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/malcador.md +++ /dev/null @@ -1,62 +0,0 @@ -# Malcador - -**Role:** Other - -*Malcador tanks are a rare sight in most Astra Militarum regiments, but their rugged reliability and hard-hitting firepower still find favour with traditionalist tank commanders able to procure them. Though largely superseded by the Leman Russ Battle Tank, the Malcador’s design limitations are soon overlooked once its battle cannon begins to roar.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 autocannons; heavy bolter; Malcador battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Malcador battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rugged Reliability** (Datasheet): Each time a ranged attack targets this model, worsen the Armour Penetration characteristic of that attack by 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Malcador, Smoke, Vehicle, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Malcador - -**Wargear Options:** -- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters -- 2 lascannons -- This model’s heavy bolter can be replaced with one of the following:- 1 autocannon -- 1 lascannon -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/astra-militarum/datasheets/manticore-platform.md b/cogitator/factions/astra-militarum/datasheets/manticore-platform.md deleted file mode 100644 index 445a757..0000000 --- a/cogitator/factions/astra-militarum/datasheets/manticore-platform.md +++ /dev/null @@ -1,47 +0,0 @@ -# Manticore Platform - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm eagle rockets; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm eagle rockets | 120 | D6+1 | 4 | 10 | -2 | 3 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Furious Barrage** (Datasheet): Each time this model makes an attack with its storm eagle rockets that targets an enemy unit that contains five or more models, you can re-roll the Hit roll. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Manticore Platform, Artillery, Imperium, Fortification -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Manticore Platform - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/manticore.md b/cogitator/factions/astra-militarum/datasheets/manticore.md deleted file mode 100644 index e1ea808..0000000 --- a/cogitator/factions/astra-militarum/datasheets/manticore.md +++ /dev/null @@ -1,54 +0,0 @@ -# Manticore - -**Role:** Other - -*Capable of firing its limited supply of storm eagle rockets to unleash furious barrages at incredible distances, the Manticore can lay waste to enemy formations. Multiple warheads release a moment before each rocket’s impact, signalling the panicking foe’s doom no matter how far they try to flee at the last moment.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; storm eagle rockets; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm eagle rockets | 120 | D6 | 4 | 7 | -2 | 3 | anti-infantry 2+, blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Furious Barrage** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s storm eagle rockets. Until the start of your next Shooting phase, that enemy unit is staggered. While a unit is staggered, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1). -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Artillery, Smoke, Imperium, Squadron, Manticore -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Manticore - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/astra-militarum/datasheets/marauder-bomber.md b/cogitator/factions/astra-militarum/datasheets/marauder-bomber.md deleted file mode 100644 index e63e0ac..0000000 --- a/cogitator/factions/astra-militarum/datasheets/marauder-bomber.md +++ /dev/null @@ -1,51 +0,0 @@ -# Marauder Bomber - -**Role:** Other - -*Capable of atmospheric and void operations, the Marauder Bomber is an Imperial Navy workhorse with an excellent weapon payload. It excels when supporting Astra Militarum ground offensives with bombing runs on enemy troop concentrations, entrenched positions and supply facilities.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 2+ | 20 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bombs; 2 heavy bolters; 2 lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Heavy Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll nine D6, adding 1 to each result if that unit is a MONSTER or VEHICLE: for each 5+, that unit suffers 1 mortal wound. -- **Inferno Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll nine D6, adding 1 to each result if that unit is not a MONSTER or VEHICLE: for each 5+, that unit suffers 1 mortal wound. - -**Keywords:** Titanic, Fly, Aircraft, Imperium, Marauder Bomber, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Marauder Bomber - -**Wargear Options:** -- This model’s heavy bombs can be replaced with 1 inferno bombs. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 345pts diff --git a/cogitator/factions/astra-militarum/datasheets/marauder-destroyer.md b/cogitator/factions/astra-militarum/datasheets/marauder-destroyer.md deleted file mode 100644 index d411930..0000000 --- a/cogitator/factions/astra-militarum/datasheets/marauder-destroyer.md +++ /dev/null @@ -1,52 +0,0 @@ -# Marauder Destroyer - -**Role:** Other - -*The Marauder Destroyer was developed during the Second War for Armageddon in response to the dominance of Ork air power. The result was a heavily armed and armoured aircraft capable of hunting down airborne foes or striking armoured ground targets with an array of fearsome guns and missiles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 2+ | 20 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 assault cannons; 2 heavy bolters; Marauder nose autocannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 4 | 6 | 0 | 1 | devastating wounds | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Hellstrike missile rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | -| Marauder nose autocannons | 48 | 4 | 4 | 10 | -2 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Bomb Drop** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. - -**Keywords:** Vehicle, Titanic, Fly, Aircraft, Imperium, Marauder Destroyer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Marauder Destroyer - -**Wargear Options:** -- This model can be equipped with 1 hellstrike missile rack. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 375pts diff --git a/cogitator/factions/astra-militarum/datasheets/medusa-carriage-battery.md b/cogitator/factions/astra-militarum/datasheets/medusa-carriage-battery.md deleted file mode 100644 index 731994e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/medusa-carriage-battery.md +++ /dev/null @@ -1,41 +0,0 @@ -# Medusa Carriage Battery - -**Role:** Other - -*Few walls are thick enough to withstand the artillery fire launched from a Medusa siege cannon. Able to fire heavy shells that can reduce structures to rubble, many war zones resonate with the sonorous fire of the Medusa’s siege cannons, levelling battlefields until there is nowhere for the hapless enemy to hide.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Medusa siege cannon; battery close combat weapons. - -**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Medusa Carriage model when this unit is first set up, removing one each time its Medusa Carriage model loses a wound (a Medusa Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Medusa siege cannon | 36 | D6 | 5 | 10 | -3 | 3 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Siege Bombardment** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. - -**Keywords:** Infantry, Medusa Carriage Battery, Imperium, Grenades, Regiment, Artillery -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Medusa Carriage - -**Wargear Options:** -- None - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/astra-militarum/datasheets/militarum-tempestus-command-squad.md b/cogitator/factions/astra-militarum/datasheets/militarum-tempestus-command-squad.md deleted file mode 100644 index ee1b031..0000000 --- a/cogitator/factions/astra-militarum/datasheets/militarum-tempestus-command-squad.md +++ /dev/null @@ -1,128 +0,0 @@ -# Militarum Tempestus Command Squad - -**Role:** Characters - -*Led by driven officers known as Tempestor Primes, the Command Squads of the Militarum Tempestus comprise veteran Tempestus Scions. These specialists guard and support the Tempestor Prime while the officer marshals their elite soldiers into the perfect positions for the mission at hand.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| TEMPESTUS SCION | 6" | 3 | 4+ | 1 | 7+ | 1 | -| TEMPESTOR PRIME | 6" | 3 | 4+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Tempestor Prime is equipped with:** bolt pistol; Tempestus dagger. - -**Every Tempestus Scion is equipped with:** hot-shot lasgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Tempestus dagger | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Tempestor Prime** (Datasheet): While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. -- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Tempestus Scions models to this unit. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Command Rod** (Wargear): While the bearer is leading a unit, that unit can be affected by up to two different Orders at the same time. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Officer, Character, Command Squad, Militarum Tempestus, Imperium, Grenades, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Tempestor Prime -- 4 Tempestus Scions - -**Wargear Options:** -- Any number of Tempestus Scions can each have their hot-shot lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 hot-shot volley gun -- 1 meltagun -- 1 plasma gun -- 1 Tempestus Scion equipped with a hot-shot lasgun can be equipped with 1 regimental standard (that model’s hot-shot lasgun cannot be replaced). -- 1 Tempestus Scion’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 master vox. -- 1 Tempestus Scion’s hot-shot lasgun can be replaced with one of the following:- 1 hot-shot laspistol and 1 medi-pack -- 1 hot-shot lasgun, 1 hot-shot laspistol and 1 medi-pack [that model's hot-shot lasgun cannot be replaced] -- The Tempestor Prime’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 command rod -- * You cannot select the same weapon from this list more than once per unit. - -**Leader:** -Can lead: Tempestus Scions - -**Points:** -- 5 models: 85pts diff --git a/cogitator/factions/astra-militarum/datasheets/ministorum-priest.md b/cogitator/factions/astra-militarum/datasheets/ministorum-priest.md deleted file mode 100644 index f5e7680..0000000 --- a/cogitator/factions/astra-militarum/datasheets/ministorum-priest.md +++ /dev/null @@ -1,63 +0,0 @@ -# Ministorum Priest - -**Role:** Characters - -*Serving amongst the Imperial Guard’s regiments to bolster the spiritual strength of its soldiers, Regimental Preachers are fiery zealots and fanatical orators. They do not shy away from combat, but wade amongst the foe, their voices raised in prayer to the God-Emperor and in furious castigation of the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** zealot’s vindictor. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Holy pistol | 12 | 3 | 4 | 4 | 0 | 1 | pistol | -| Zealot’s vindictor | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Zealot’s vindictor | Melee | 3 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **War Hymns** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Holy Piety** (Datasheet): Each time this model makes a melee attack, unless this model’s unit is Battle-shocked, you can re-roll the Hit roll. - -**Keywords:** Imperium, Ministorum Priest, Grenades, Character, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Ministorum Priest - -**Wargear Options:** -- This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon. - -**Leader:** -Can lead: Tempestus Scions, Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/astra-militarum/datasheets/minotaur.md b/cogitator/factions/astra-militarum/datasheets/minotaur.md deleted file mode 100644 index 1331382..0000000 --- a/cogitator/factions/astra-militarum/datasheets/minotaur.md +++ /dev/null @@ -1,47 +0,0 @@ -# Minotaur - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Minotaur twin earthshaker cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Minotaur twin earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Frontis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Smoke, Minotaur, Squadron, Vehicle, Imperium, Artillery, Transport -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Minotaur - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/astra-militarum/datasheets/mukaali-riders.md b/cogitator/factions/astra-militarum/datasheets/mukaali-riders.md deleted file mode 100644 index 242e7f5..0000000 --- a/cogitator/factions/astra-militarum/datasheets/mukaali-riders.md +++ /dev/null @@ -1,67 +0,0 @@ -# Mukaali Riders - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 4+ | 5 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** laspistol; hunting lance; stomping feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma pistol – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Hunting lance | Melee | 3 | 4 | 4 | 0 | 1 | lance | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Stomping feet | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Desert Riders** (Datasheet): You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for it. In addition, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Mounted, Mukaali Riders, Grenades, Imperium, Regiment -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Mukaali Rider Sergeant -- 2 Mukaali Riders - -**Wargear Options:** -- The Mukaali Rider Sergeant’s laspistol can be replaced with 1 plasma pistol. -- The Mukaali Rider Sergeant’s hunting lance can be replaced with one of the following:- 1 chainsword -- 1 power weapon -- Up to 2 Mukaali Riders can each have their hunting lance replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun - -**Points:** -- 3 models: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/munitorum-servitors.md b/cogitator/factions/astra-militarum/datasheets/munitorum-servitors.md deleted file mode 100644 index cc1e42e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/munitorum-servitors.md +++ /dev/null @@ -1,46 +0,0 @@ -# Munitorum Servitors - -**Role:** Other - -*Lobotomised and augmented, Servitors attend the Departmento Munitorum in countless menial ways. These cybernetic living tools often form servile retinues for Enginseers, using their industrial servo- arms to repair hulking tanks, but unhesitatingly turning them on the foe should they draw too near.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Servitor’s servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 6 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Multi-melta | 18 | 2 | 6 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 6 | 7 | -2 | 1 | blast, heavy | -| Plasma cannon – supercharge | 36 | D3 | 6 | 8 | -3 | 2 | blast, hazardous, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | - -**Abilities:** -- **Mindlock** (Datasheet): While a friendly Tech-Priest Enginseer model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by MUNITORUM SERVITOR models in this unit by 1. -- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Regimental Enginseer (a unit cannot have more than one MUNITORUM SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Infantry, Munitorum Servitors, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 4 Munitorum Servitors - -**Wargear Options:** -- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 plasma cannon - -**Points:** -- 4 models: 35pts diff --git a/cogitator/factions/astra-militarum/datasheets/nork-deddog.md b/cogitator/factions/astra-militarum/datasheets/nork-deddog.md deleted file mode 100644 index d30f842..0000000 --- a/cogitator/factions/astra-militarum/datasheets/nork-deddog.md +++ /dev/null @@ -1,47 +0,0 @@ -# Nork Deddog - -**Role:** Characters - -*Nork Deddog’s loyalty and his skills as a bodyguard are beyond question. The hulking Ogryn would rather sustain terrible wounds than permit a single scratch on those he protects. Dozens of victories have been achieved thanks to his unthinking heroism as he shoots, eviscerates or head-butts any threat to his charges.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** ripper gun; huge knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ripper gun | 18 | 3 | 3 | 5 | -1 | 2 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Huge knife | Melee | 6 | 2 | 8 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Ogryn Bodyguard** (Datasheet): While one or more Officer models are in the same unit as this model, those OFFICER models have the Feel No Pain 4+ ability. -- **Thunderous Head-butt** (Datasheet): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. -- **LOYAL PROTECTOR** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model must join one Command Squad unit from your army (a COMMAND SQUAD cannot have more than one Loyal Protector model joined to it). This model then counts as part of that COMMAND SQUAD for the rest of the battle, and its Starting Strength is increased accordingly. If it is not possible to join this model to a COMMAND SQUAD, it does not take part in the battle and counts as having been destroyed. - -While this model is joined to a unit, it can embark within any Transport that unit can embark within, and takes up the space of 3 models. - -This model cannot be selected as your WARLORD. - -**Keywords:** Character, Loyal Protector, Imperium, Grenades, Epic Hero, Ogryn, Infantry, Nork Deddog -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Nork Deddog – EPIC HERO - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/astra-militarum/datasheets/ogryn-bodyguard.md b/cogitator/factions/astra-militarum/datasheets/ogryn-bodyguard.md deleted file mode 100644 index eece928..0000000 --- a/cogitator/factions/astra-militarum/datasheets/ogryn-bodyguard.md +++ /dev/null @@ -1,58 +0,0 @@ -# Ogryn Bodyguard - -**Role:** Characters - -*Ogryn Bodyguards are particularly capable warriors of their kind who have but one duty – to protect the officer to whom they are assigned. Whether by throwing themselves in the line of fire or slaughtering all enemies who come near their ward, they are invaluable retainers in the swirl of battlefield combat.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** ripper gun; close combat weapon; huge knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grenadier gauntlet | 18 | D6 | 4 | 4 | 0 | 1 | blast | -| Ripper gun | 18 | 3 | 4 | 5 | -1 | 2 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bullgryn maul | Melee | 5 | 3 | 7 | -1 | 2 | — | -| Close combat weapon | Melee | 4 | 3 | 6 | 0 | 1 | — | -| Huge knife | Melee | 6 | 3 | 8 | -1 | 2 | — | -| Ripper gun | Melee | 5 | 3 | 6 | -1 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Ogryn Bodyguard** (Datasheet): While one or more Officer models are in the same unit as this model, those OFFICER models have the Feel No Pain 4+ ability. -- **Brute Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Slabshield** (Wargear): The bearer has a Wounds characteristic of 7. -- **LOYAL PROTECTOR** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this model must join one Command Squad unit from your army (a COMMAND SQUAD cannot have more than one Loyal Protector model joined to it). This model then counts as part of that COMMAND SQUAD for the rest of the battle, and its Starting Strength is increased accordingly. If it is not possible to join this model to a COMMAND SQUAD, it does not take part in the battle and counts as having been destroyed. - -While this model is joined to a unit, it can embark within any Transport that unit can embark within, and takes up the space of 3 models. - -This model cannot be selected as your WARLORD and cannot be given Enhancements. - -**Keywords:** Ogryn, Loyal Protector, Imperium, Grenades, Character, Infantry, Bodyguard -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Ogryn Bodyguard - -**Wargear Options:** -- This model’s ripper gun can be replaced with one of the following:- 1 grenadier gauntlet -- 1 Bullgryn maul -- This model’s huge knife can be replaced with one of the following:- 1 brute shield -- 1 slabshield - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/astra-militarum/datasheets/ogryn-squad.md b/cogitator/factions/astra-militarum/datasheets/ogryn-squad.md deleted file mode 100644 index 0bd814c..0000000 --- a/cogitator/factions/astra-militarum/datasheets/ogryn-squad.md +++ /dev/null @@ -1,46 +0,0 @@ -# Ogryn Squad - -**Role:** Other - -*Ogryns are simple beings. In battle, their instincts rarely lead them beyond hitting the enemy as hard as possible. The rapid-firing ripper guns they carry are built to withstand use as improvised clubs. Ogryns make excellent shock troops, their physiques shrugging off damage before they charge, hitting like a tank.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** ripper gun. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ripper gun | 18 | 3 | 4 | 5 | -1 | 2 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ripper gun | Melee | 4 | 3 | 6 | -1 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Point-blank Barrage** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Ogryn Squad, Ogryn, Imperium, Grenades, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Ogryn Bone ‘ead -- 2-5 Ogryns - -**Wargear Options:** -- None - -**Points:** -- 3 models: 60pts -- 6 models: 130pts diff --git a/cogitator/factions/astra-militarum/datasheets/praetor.md b/cogitator/factions/astra-militarum/datasheets/praetor.md deleted file mode 100644 index 8fa3f96..0000000 --- a/cogitator/factions/astra-militarum/datasheets/praetor.md +++ /dev/null @@ -1,54 +0,0 @@ -# Praetor - -**Role:** Other - -*Built around the same chassis as the Crassus assault transport, the Praetor mounts a sophisticated missile system that can be armed with a variety of warheads. These range from versatile foehammer missiles packed with explosive bomblets to fragmenting firestorm munitions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy bolters; Praetor launcher; armoured tracks - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Praetor launcher – firestorm | 120 | 2D6 | 4 | 6 | -1 | 2 | blast, heavy, ignores cover, indirect fire | -| Praetor launcher – foehammer | 120 | D6+1 | 4 | 4 | -2 | 3 | anti-monster 4+, anti-vehicle 4+, blast, heavy, indirect fire | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Targeting Coordinates** (Datasheet): While this model is being affected by an Order, each time it makes an attack with its Praetor launcher, it does not suffer the penalty to the Hit roll for attacking a unit that is not visible to it. - -**Keywords:** Squadron, Smoke, Vehicle, Imperium, Praetor -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Praetor - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/astra-militarum/datasheets/primaris-psyker.md b/cogitator/factions/astra-militarum/datasheets/primaris-psyker.md deleted file mode 100644 index 096f5fe..0000000 --- a/cogitator/factions/astra-militarum/datasheets/primaris-psyker.md +++ /dev/null @@ -1,60 +0,0 @@ -# Primaris Psyker - -**Role:** Characters - -*Primaris Psykers’ empyrically attuned minds are steeled against the manifold dangers risked by unsanctioned wielders of warp powers. These battle-trained psykers support the Astra Militarum’s wars with eerie foretelling, warding soldiers against the enemy’s witchcraft and unleashing tempests of their own psychic might.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** laspistol; Psychic Maelstrom; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | -| Psychic Maelstrom – witchfire | 18 | D6 | 3 | 5 | -2 | 1 | blast, devastating wounds, psychic | -| Psychic Maelstrom – focused witchfire | 18 | D6+1 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 3 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Malign Wardings(Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. - -**Keywords:** Character, Primaris Psyker, Imperium, Psyker, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Primaris Psyker - -**Leader:** -Can lead: Tempestus Scions, Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/astra-militarum/datasheets/provisionally-prepared.md b/cogitator/factions/astra-militarum/datasheets/provisionally-prepared.md deleted file mode 100644 index 78b9b96..0000000 --- a/cogitator/factions/astra-militarum/datasheets/provisionally-prepared.md +++ /dev/null @@ -1,67 +0,0 @@ -# Provisionally Prepared - -**Role:** Characters - -*The traits that make Ratlings excellent snipers also make them skilled thieves. The most adept work in pairs, one amassing all manner of supplies to benefit their often-overlooked fellow sharpshooters while the other keeps a stealthy lookout. They both work equally hard to exploit their pilfered rations, of course.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 2 | 6+ | 2 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** sniper rifle; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 2 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **A Hearty ‘Pick Me Up’** (Datasheet): While this model is leading a unit, in your Command phase, you can return up to D3 destroyed models to that unit. -- **Well-stocked Supplies** (Datasheet): While this model is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1. - -**Keywords:** Infantry, Imperium, Grenades, Epic Hero, Provisionally Prepared, Character -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Provisionally Prepared – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Ratlings - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/astra-militarum/datasheets/quartermaster-cadre-squad.md b/cogitator/factions/astra-militarum/datasheets/quartermaster-cadre-squad.md deleted file mode 100644 index dabf31e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/quartermaster-cadre-squad.md +++ /dev/null @@ -1,64 +0,0 @@ -# Quartermaster Cadre Squad - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| QUARTERMASTER REVENANT | 6" | 3 | 4+ | 3 | 7+ | 1 | -| MEDICAE SERVITOR | 6" | 3 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Quartermaster Revenant is equipped with:** Quartermaster’s pistol; Quartermaster’s close combat weapon. - -**Every Medicae Servitor is equipped with:** medical scalpels - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quartermaster’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Medical scalpels | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Quartermaster’s close combat weapon | Melee | 2 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Medicae Medi-packs** (Datasheet): Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability. -- **Mindlock** (Datasheet): While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit’s Medical scalpels by 1. - -**Keywords:** Quartermaster Cadre Squad, Character, Imperium, Grenades, Regiment, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Quartermaster Revenant -- 4 Medicae Servitors - -**Wargear Options:** -- None - -**Leader:** -Can lead: Death Korps Grenadier Squad, Death Korps Of Krieg - -**Points:** -- 5 models: 45pts diff --git a/cogitator/factions/astra-militarum/datasheets/rapier-laser-destroyer-battery.md b/cogitator/factions/astra-militarum/datasheets/rapier-laser-destroyer-battery.md deleted file mode 100644 index 31b4bd3..0000000 --- a/cogitator/factions/astra-militarum/datasheets/rapier-laser-destroyer-battery.md +++ /dev/null @@ -1,43 +0,0 @@ -# Rapier Laser Destroyer Battery - -**Role:** Other - -*The Rapier carrier is a bulky tracked device that traces its origin to the dawn of Mankind’s stellar empire. Compatible with various heavy weapons, the Rapier is most commonly fitted with a powerful quad lascannon known as a laser destroyer, making it a compact but potent anti-armour asset.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** laser destroyer; close combat weapon. - -**Designer’s Note:** *Place two Artillery Crew tokens next to each Rapier Laser Destroyer model when this unit is first set up, removing one each time its Rapier Laser Destroyer model loses a wound (a Rapier Laser Destroyer model itself is considered to represent its final wound).* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laser destroyer | 36 | 2 | 5 | 12 | -2 | D6+1 | heavy, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Powerful Volley** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Artillery, Infantry, Grenades, Regiment, Imperium, Rapier Laser Destroyer Battery -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1-3 Rapier Laser Destroyers - -**Wargear Options:** -- None - -**Points:** -- 1 model: 35pts -- 2 models: 70pts -- 3 models: 105pts diff --git a/cogitator/factions/astra-militarum/datasheets/ratlings.md b/cogitator/factions/astra-militarum/datasheets/ratlings.md deleted file mode 100644 index e53861c..0000000 --- a/cogitator/factions/astra-militarum/datasheets/ratlings.md +++ /dev/null @@ -1,56 +0,0 @@ -# Ratlings - -**Role:** Other - -*Diminutive, keen-eyed and instinctively stealthy, the abhuman Ratlings serve the Astra Militarum primarily as outstanding snipers; it is said they can take the head off a heretic with their rifles from over a mile away. Ratlings are also employed as infiltrators and forward scouts, able to observe the enemy unseen.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 2 | 6+ | 1 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** sniper rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tankstopper rifle | 36 | 1 | 3 | 9 | -3 | D6 | heavy | -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Shoot Sharp and Scarper** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move as if it were your Movement phase. If it does, until the end of the turn, this unit is not eligible to declare a charge. -- **Ratling Battlemutt** (Wargear): Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Designer’s Note:** *Place a Ratling Battlemutt token next to the unit, removing it once this ability has been used.* -- **Demolition Gear** (Wargear): The bearer’s unit has the Grenades keyword. - -**Keywords:** Infantry, Imperium, Ratlings -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 5-10 Ratlings - -**Wargear Options:** -- If this unit contains 10 models, one model’s sniper rifle can be replaced with 1 tankstopper rifle. -- If this unit contains 10 models, one model can be equipped with demolition gear. -- If this unit contains 10 models, it can be equipped with one Ratling Battlemutt. - -**Leader:** -Led By: Provisionally Prepared - -**Points:** -- 5 models: 60pts -- 10 models: 100pts diff --git a/cogitator/factions/astra-militarum/datasheets/regimental-attachs.md b/cogitator/factions/astra-militarum/datasheets/regimental-attachs.md deleted file mode 100644 index f8a31d3..0000000 --- a/cogitator/factions/astra-militarum/datasheets/regimental-attachs.md +++ /dev/null @@ -1,47 +0,0 @@ -# Regimental Attachés - -**Role:** Other - -*Experienced officers know the value of drawing upon the advice of varied attachés. From void-hardened Officers of the Fleet to soot-stained Masters of Ordnance and psychic Astropaths, such specialists bring their expertise to bear in support of an officer’s grand strategies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Master of Ordnance and Officer of the Fleet are both equipped with:** laspistol; close combat weapon. - -**The Astropath is equipped with:** laspistol; Astropath’s stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Astropath’s stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Artillery Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Master of Ordnance model that has not already been selected for this ability this phase. Until the end of the phase, Blast weapons equipped by friendly Astra Militarum Artillery models have the [SUSTAINED HITS 1] ability when targeting that unit. -- **Aeronautica Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Officer of the Fleet model. Until the end of the phase, each time a friendly Astra Militarum Aircraft model makes a ranged attack that targets that unit, add 1 to the Hit roll. -- **Divination (Psychic)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit’s Astropath model. -- **ATTACHÉS** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit must join one Command Squad unit from your army (a COMMAND SQUAD unit cannot have more than one REGIMENTAL ATTACHÉ unit joined to it). For the rest of the battle, every model in this unit counts as part of that COMMAND SQUAD unit, and its Starting Strength is increased accordingly. If it is not possible to join a REGIMENTAL ATTACHÉ unit to a COMMAND SQUAD in this way, it does not take part in the battle and counts as having been destroyed. - -While this unit is joined to a unit, it can embark within any Transport that unit can embark within. - -**Keywords:** Psyker, Regimental Attachés, Imperium, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Master of Ordnance, 1 Officer of the Fleet and 1 Astropath. - -**Wargear Options:** -- None - -**Points:** -- 3 models: 40pts diff --git a/cogitator/factions/astra-militarum/datasheets/rein-and-raus.md b/cogitator/factions/astra-militarum/datasheets/rein-and-raus.md deleted file mode 100644 index 068309d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/rein-and-raus.md +++ /dev/null @@ -1,53 +0,0 @@ -# Rein And Raus - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 2 | 6+ | 1 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Rein is equipped with:** sniper rifle; stub pistol; close combat weapon. - -**Raus is equipped with:** demolition charge; stub pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolition charge | 6 | D6+3 | 4 | 12 | -2 | 2 | blast, hazardous, one shot | -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | -| Stub pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Shoot Sharp and Scarper** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, until the end of the turn, this unit is not eligible to declare a charge. -- **The Ratling Twins** (Datasheet): While this unit contains 2 models, each time a model in this unit makes a ranged attack, you can re-roll the Hit roll and you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Character, Epic Hero, Rein and Raus, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Rein – EPIC HERO -- 1 Raus – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 2 models: 50pts diff --git a/cogitator/factions/astra-militarum/datasheets/rogal-dorn-battle-tank.md b/cogitator/factions/astra-militarum/datasheets/rogal-dorn-battle-tank.md deleted file mode 100644 index 459e950..0000000 --- a/cogitator/factions/astra-militarum/datasheets/rogal-dorn-battle-tank.md +++ /dev/null @@ -1,62 +0,0 @@ -# Rogal Dorn Battle Tank - -**Role:** Other - -*The immense Rogal Dorn Battle Tank is a lumbering behemoth equally suited to anchoring a battle line or grinding forward in support of an assault. Bristling with immensely powerful guns, they pound breaches in the foe’s defences with enormous shells and riddle infantry with storms of bullet-fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | -| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | -| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ablative Plating** (Datasheet): Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0. - -**Keywords:** Rogal Dorn Battle Tank, Squadron, Vehicle, Imperium, Smoke -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Rogal Dorn Battle Tank - -**Wargear Options:** -- This model’s twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. -- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. -- This model can be equipped with one of the following:- 2 meltaguns -- 2 additional heavy stubbers -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 multi-meltas - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 260pts diff --git a/cogitator/factions/astra-militarum/datasheets/rogal-dorn-commander.md b/cogitator/factions/astra-militarum/datasheets/rogal-dorn-commander.md deleted file mode 100644 index 41c316e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/rogal-dorn-commander.md +++ /dev/null @@ -1,94 +0,0 @@ -# Rogal Dorn Commander - -**Role:** Characters - -*Tank Commanders are given a degree of freedom to choose their preferred command vehicle. Some opt for the might of a Rogal Dorn, marking targets, issuing precise commands to turret and sponson gunners, and providing an example of efficiency and combat prowess to the squadrons in their charge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | -| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | -| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. -- **Called Shots** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its attacks. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. - -**Keywords:** Rogal Dorn Commander, Squadron, Officer, Imperium, Smoke, Character, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Rogal Dorn Tank Commander - -**Wargear Options:** -- This model's twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. -- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. -- This model can be equipped with one of the following:- 2 meltaguns -- 2 additional heavy stubbers -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 multi-meltas - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/astra-militarum/datasheets/sabre-weapons-battery.md b/cogitator/factions/astra-militarum/datasheets/sabre-weapons-battery.md deleted file mode 100644 index c80699a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/sabre-weapons-battery.md +++ /dev/null @@ -1,48 +0,0 @@ -# Sabre Weapons Battery - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 4 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Defence Searchlight** (Wargear): At the start of your Shooting phase, you can select one enemy unit within 24" and visible to the bearer. Until the end of the phase, that unit cannot have the Benefit of Cover. -- **Sentinel Directives** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Sabre Weapons Battery, Artillery, Fortification, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1-2 Sabre Gun Platforms - -**Wargear Options:** -- Any number of models’ twin heavy bolters can each be replaced with one of the following:- 1 defence searchlight -- 1 twin autocannon -- 1 twin heavy stubber -- 1 twin lascannon - -**Points:** -- 1 model: 45pts -- 2 models: 90pts diff --git a/cogitator/factions/astra-militarum/datasheets/salamander-command-vehicle.md b/cogitator/factions/astra-militarum/datasheets/salamander-command-vehicle.md deleted file mode 100644 index 2f3b9d9..0000000 --- a/cogitator/factions/astra-militarum/datasheets/salamander-command-vehicle.md +++ /dev/null @@ -1,50 +0,0 @@ -# Salamander Command Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; heavy flamer; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Auspex Surveyor** (Datasheet): Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Squadron, Smoke, Imperium, Salamander Command Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Salamander Command Vehicle - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/astra-militarum/datasheets/salamander-scout-vehicle.md b/cogitator/factions/astra-militarum/datasheets/salamander-scout-vehicle.md deleted file mode 100644 index 60ae69f..0000000 --- a/cogitator/factions/astra-militarum/datasheets/salamander-scout-vehicle.md +++ /dev/null @@ -1,62 +0,0 @@ -# Salamander Scout Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Outflank** (Datasheet): When this model arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Salamander Scout Vehicle, Smoke, Vehicle, Imperium, Squadron -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Salamander Scout Vehicle - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/astra-militarum/datasheets/scout-sentinels.md b/cogitator/factions/astra-militarum/datasheets/scout-sentinels.md deleted file mode 100644 index fda0a74..0000000 --- a/cogitator/factions/astra-militarum/datasheets/scout-sentinels.md +++ /dev/null @@ -1,74 +0,0 @@ -# Scout Sentinels - -**Role:** Other - -*Scout Sentinels’ open compartments and simple augur devices enable their pilots to survey the enemy with ease, while their lighter armour and gyro-stabilisers assist them in swiftly traversing the roughest terrain and bringing their heavy weapons to bear suddenly from unanticipated angles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** multi-laser; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | -| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Daring Recon** (Datasheet): At the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time a friendly ASTRA MILITARUM model makes an attack that targets that unit, re-roll a Hit roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Regiment, Squadron, Scout Sentinels, Smoke, Vehicle, Imperium, Walker -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1-2 Scout Sentinels - -**Wargear Options:** -- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon -- 1 heavy flamer -- 1 lascannon -- 1 missile launcher -- 1 plasma cannon -- Any number of models can each be equipped with 1 Sentinel chainsaw. -- Any number of models can each be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 55pts -- 2 models: 110pts diff --git a/cogitator/factions/astra-militarum/datasheets/sentinel-powerlifter.md b/cogitator/factions/astra-militarum/datasheets/sentinel-powerlifter.md deleted file mode 100644 index 569dd2b..0000000 --- a/cogitator/factions/astra-militarum/datasheets/sentinel-powerlifter.md +++ /dev/null @@ -1,38 +0,0 @@ -# Sentinel Powerlifter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 7 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** powerlifter. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Powerlifter | Melee | 3 | 4 | 10 | -2 | D3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Powerlifter Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Regiment, Vehicle, Sentinel Powerlifter, Smoke, Squadron, Imperium, Walker -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Sentinel Powerlifter - -**Wargear Options:** -- None - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/astra-militarum/datasheets/sergeant-harker.md b/cogitator/factions/astra-militarum/datasheets/sergeant-harker.md deleted file mode 100644 index 4d9a3e3..0000000 --- a/cogitator/factions/astra-militarum/datasheets/sergeant-harker.md +++ /dev/null @@ -1,110 +0,0 @@ -# Sergeant Harker - -**Role:** Characters - -*Gunnery Sergeant Harker, known as ‘Stonetooth’ Harker to his Catachan soldiers, is amongst the toughest of that hardy breed. He is said to feel no pain, and his immense strength enables him to carry his heavy bolter, Payback, as easily as others carry a rifle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Payback; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Payback | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Harker’s Hellraisers** (Datasheet): While this model is leading a unit, each time a ranged attack targets that unit, if the attacking model is more than 12" away, subtract 1 from the Hit roll. -- **Payback Time** (Datasheet): Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Payback weapon has an Attacks characteristic of 6 and the [SUSTAINED HITS 3] ability instead of the [SUSTAINED HITS 1] ability. -- **ORDERS** (Special (правая колонка)): This Officer can issue 1 Order to a Catachan Jungle Fighters unit. - -**Keywords:** Imperium, Infantry, Epic Hero, Character, Sergeant Harker, Officer, Grenades -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Sergeant Harker – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Catachan Jungle Fighters - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/astra-militarum/datasheets/shadowsword.md b/cogitator/factions/astra-militarum/datasheets/shadowsword.md deleted file mode 100644 index 74eb93e..0000000 --- a/cogitator/factions/astra-militarum/datasheets/shadowsword.md +++ /dev/null @@ -1,54 +0,0 @@ -# Shadowsword - -**Role:** Other - -*The Shadowsword is designed to bring a swift and crushing end to drawn out engagements against the most titanic opposition. Its volcano cannon emits a laser beam so powerful that infantry and vehicles are atomised, while its favoured super-heavy prey are cored and toppled by the lance of thrumming energy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -This model is equipped with: 2 lascannons; twin heavy bolter; 2 twin heavy flamers; volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Volcano cannon | 96 | D3+1 | 4 | 24 | -5 | 12 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Vehicle, Smoke, Titanic, Imperium, Shadowsword -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Shadowsword - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 410pts diff --git a/cogitator/factions/astra-militarum/datasheets/sly-marbo.md b/cogitator/factions/astra-militarum/datasheets/sly-marbo.md deleted file mode 100644 index 7038f50..0000000 --- a/cogitator/factions/astra-militarum/datasheets/sly-marbo.md +++ /dev/null @@ -1,47 +0,0 @@ -# Sly Marbo - -**Role:** Characters - -*Sly Marbo is a one-man army. He operates alone, striking from ambush before disappearing back into the shadows. A legendary soldier, Marbo has gutted xenos horrors and slit the throats of traitors beyond count with his envenomed blade, and fires hails of poisoned shards from his ripper pistol.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** ripper pistol; envenomed blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ripper pistol | 12 | 3 | 2 | 5 | -1 | 2 | anti-infantry 2+, pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Envenomed blade | Melee | 5 | 2 | 5 | -1 | 2 | anti-infantry 2+, precision | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **One-man Army** (Datasheet): Once per turn, in your opponent’s Shooting phase, when an enemy unit makes a ranged attack that targets a friendly Regiment unit within 3" of this model, after that enemy unit has shot, this model can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. -- **Like Fighting a Shadow** (Datasheet): In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, until the end of the turn, this model is not eligible to declare a charge. -- **LONER** (Special (правая колонка)): This model cannot be selected as your WARLORD. - -**Keywords:** Sly Marbo, Regiment, Imperium, Grenades, Epic Hero, Character, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Sly Marbo – EPIC HERO - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/astra-militarum/datasheets/storm-chimera.md b/cogitator/factions/astra-militarum/datasheets/storm-chimera.md deleted file mode 100644 index e368fc4..0000000 --- a/cogitator/factions/astra-militarum/datasheets/storm-chimera.md +++ /dev/null @@ -1,60 +0,0 @@ -# Storm Chimera - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Dedicated Transport, Smoke, Vehicle, Transport, Storm Chimera, Squadron -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Storm Chimera - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/astra-militarum/datasheets/stormblade.md b/cogitator/factions/astra-militarum/datasheets/stormblade.md deleted file mode 100644 index cc0ec51..0000000 --- a/cogitator/factions/astra-militarum/datasheets/stormblade.md +++ /dev/null @@ -1,62 +0,0 @@ -# Stormblade - -**Role:** Other - -*Designed to fulfil a Titan-hunting role similar to that of the Shadowsword, the Stormblade’s main armament is the plasma blastgun. Though less stable than a volcano cannon, this huge weapon can be turned upon titanic war machines, infantry formations or armoured bastions with equally devastating results.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; 1 Stormblade plasma blastgun; 2 twin heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Stormblade plasma blastgun – standard | 48 | D6+3 | 4 | 9 | -2 | 3 | blast | -| Stormblade plasma blastgun – supercharge | 48 | D6+3 | 4 | 10 | -3 | 4 | blast, hazardous | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Close-range Devastation** (Datasheet): Each time this model makes a ranged attack with its Stormblade plasma blastgun that targets a unit within half range, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Titanic, Vehicle, Imperium, Smoke, Stormblade -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Stormblade - -**Wargear Options:** -- This model’s 2 twin heavy bolters can be replaced with 2 twin heavy flamers. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/astra-militarum/datasheets/stormlord.md b/cogitator/factions/astra-militarum/datasheets/stormlord.md deleted file mode 100644 index 3c0182b..0000000 --- a/cogitator/factions/astra-militarum/datasheets/stormlord.md +++ /dev/null @@ -1,63 +0,0 @@ -# Stormlord - -**Role:** Other - -*Boasting an expanded transport capacity, the Stormlord is the ultimate assault vehicle. From firing steps, the squads it carries level their own firepower at the enemy, but their shots are eclipsed by the hurricane of huge, mass-reactive shells unloaded by the twin barrels of the Stormlord’s vulcan mega-bolter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; vulcan mega-bolter; armoured tracks - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Vulcan mega-bolter | 48 | 20 | 4 | 6 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. - -**Keywords:** Titanic, Smoke, Imperium, Transport, Stormlord, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Stormlord - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Transport:** -This model has a transport capacity of 40 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 430pts diff --git a/cogitator/factions/astra-militarum/datasheets/stormsword.md b/cogitator/factions/astra-militarum/datasheets/stormsword.md deleted file mode 100644 index 1e1d838..0000000 --- a/cogitator/factions/astra-militarum/datasheets/stormsword.md +++ /dev/null @@ -1,54 +0,0 @@ -# Stormsword - -**Role:** Other - -*A Stormsword is ideal for clearing enemy-held choke points. The shells fired by its siege cannon release a concentrated concussive wave on detonation. Those not pulverised outright are torn apart by slivers of the cover they cowered behind, barricades becoming lacerating shards and battlements storms of razor-edged fragments.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Stormsword siege cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Stormsword siege cannon | 48 | D6+6 | 4 | 16 | -4 | D6+2 | blast, ignores cover | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Concussive Wave** (Datasheet): In your Shooting phase, just after selecting a target for this model’s Stormsword siege cannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave suffers D3 mortal wounds. - -**Keywords:** Imperium, Smoke, Titanic, Stormsword, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Stormsword - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 465pts diff --git a/cogitator/factions/astra-militarum/datasheets/stygies-destroyer-tank-hunter.md b/cogitator/factions/astra-militarum/datasheets/stygies-destroyer-tank-hunter.md deleted file mode 100644 index ec5250d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/stygies-destroyer-tank-hunter.md +++ /dev/null @@ -1,53 +0,0 @@ -# Stygies Destroyer Tank Hunter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Stygies laser destroyer; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Stygies laser destroyer | 72 | 2 | 4 | 14 | -4 | D6+3 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack that targets a VEHICLE unit, add 1 to the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Squadron, Imperium, Vehicle, Stygies Destroyer Tank Hunter -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Stygies Destroyer Tank Hunter - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/astra-militarum/datasheets/tarantula-battery.md b/cogitator/factions/astra-militarum/datasheets/tarantula-battery.md deleted file mode 100644 index 81aa298..0000000 --- a/cogitator/factions/astra-militarum/datasheets/tarantula-battery.md +++ /dev/null @@ -1,48 +0,0 @@ -# Tarantula Battery - -**Role:** Other - -*Tarantula Sentry Guns are automated weapon systems ideally suited to area denial and deterrent roles. Equipped with simple logic engines and fitted with either lascannons or heavy bolters, they can cut down enemy troops or stop armoured vehicles in their tracks, placing minimal demands on their operators’ attention.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 5 | 3+ | 4 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Sentry Programming** (Datasheet): You can target this unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Tarantula Battery, Vehicle, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1-3 Tarantula Sentry Guns - -**Wargear Options:** -- Any number of models can each have their twin heavy bolter replaced with 1 twin lascannon. - -**Points:** -- 1 model: 40pts -- 2 models: 80pts -- 3 models: 120pts diff --git a/cogitator/factions/astra-militarum/datasheets/tauros-assault-vehicle.md b/cogitator/factions/astra-militarum/datasheets/tauros-assault-vehicle.md deleted file mode 100644 index 7e4b00d..0000000 --- a/cogitator/factions/astra-militarum/datasheets/tauros-assault-vehicle.md +++ /dev/null @@ -1,60 +0,0 @@ -# Tauros Assault Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy flamer; armoured frame. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Tauros grenade launcher – frag | 24 | D6 | 4 | 4 | 0 | 1 | blast | -| Tauros grenade launcher – krak | 24 | 2 | 4 | 9 | -2 | D3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Turbo-boost** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Tauros Assault Vehicle, Tauros, Imperium, Regiment, Mounted -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Tauros Assault Vehicle - -**Wargear Options:** -- This model’s heavy flamer can be replaced with 1 Tauros grenade launcher. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/astra-militarum/datasheets/tauros-venator.md b/cogitator/factions/astra-militarum/datasheets/tauros-venator.md deleted file mode 100644 index 19ce2bf..0000000 --- a/cogitator/factions/astra-militarum/datasheets/tauros-venator.md +++ /dev/null @@ -1,47 +0,0 @@ -# Tauros Venator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin multi-laser; armoured frame. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mobile Hunter-killer** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Regiment, Tauros, Tauros Venator, Mounted, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Tauros Venator - -**Wargear Options:** -- This model’s twin multi-laser can be replaced with 1 twin lascannon. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/astra-militarum/datasheets/taurox-prime.md b/cogitator/factions/astra-militarum/datasheets/taurox-prime.md deleted file mode 100644 index 3705756..0000000 --- a/cogitator/factions/astra-militarum/datasheets/taurox-prime.md +++ /dev/null @@ -1,57 +0,0 @@ -# Taurox Prime - -**Role:** Dedicated Transports - -*The Taurox Prime incorporates arcane technologies not available to the wider Astra Militarum, enabling it and its Tempestus Scion cargo to operate in the most hazardous of war zones. More heavily armed than its namesake, it fulfils a tactical support role, with an adaptability suited to the Tempestus Scions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Taurox battle cannon; twin Taurox hot-shot volley gun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Taurox battle cannon | 48 | D6 | 3 | 8 | -1 | 2 | blast | -| Taurox gatling cannon | 24 | 8 | 3 | 4 | 0 | 1 | devastating wounds, twin-linked | -| Taurox missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast, twin-linked | -| Taurox missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | twin-linked | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin Taurox hot-shot volley gun | 30 | 3 | 3 | 4 | -1 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Transport Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Hit roll. - -**Keywords:** Squadron, Dedicated Transport, Transport, Taurox Prime, Vehicle, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Taurox Prime - -**Wargear Options:** -- This model’s Taurox battle cannon can be replaced with one of the following:- 1 Taurox gatling cannon -- 1 Taurox missile launcher -- This model’s twin Taurox hot-shot volley gun can be replaced with 1 twin autocannon. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Militarum Tempestus Infantry or Astra Militarum Infantry Character models. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/astra-militarum/datasheets/taurox.md b/cogitator/factions/astra-militarum/datasheets/taurox.md deleted file mode 100644 index 4a6cd70..0000000 --- a/cogitator/factions/astra-militarum/datasheets/taurox.md +++ /dev/null @@ -1,49 +0,0 @@ -# Taurox - -**Role:** Dedicated Transports - -*Designed to exploit gaps in the enemy battle line or plug holes torn in the Astra Militarum’s own, the Taurox is a swift armoured transport, its rugged tracks enabling it to cross difficult terrain with ease. The Taurox’s autocannons mow down the foe as it roars forward, eliminating threats to its passengers as they rapidly deploy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. - -**Keywords:** Vehicle, Imperium, Squadron, Transport, Taurox, Dedicated Transport -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Taurox - -**Wargear Options:** -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/astra-militarum/datasheets/tech-priest-enginseer.md b/cogitator/factions/astra-militarum/datasheets/tech-priest-enginseer.md deleted file mode 100644 index 70285d7..0000000 --- a/cogitator/factions/astra-militarum/datasheets/tech-priest-enginseer.md +++ /dev/null @@ -1,63 +0,0 @@ -# Tech-Priest Enginseer - -**Role:** Characters - -*Adepts of the Omnissiah, Enginseers are robed machine-mystics tasked with using arcane lore and cybernetic arrays to effect battlefield repairs upon damaged fighting machines. To them, every war engine is a priceless artefact of technology, whose spirit need only be roused once more to take revenge on the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; Enginseer axe; servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | 0 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enginseer axe | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Servo-arm | Melee | 1 | 4 | 6 | -2 | 2 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Enginseer** (Datasheet): While this model is within 3" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability. -- **Omnissiah’s Blessing** (Datasheet): In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn. -- **Vengeance for the Omnissiah** (Datasheet): If a friendly Astra Militarum Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Enginseer axe has an Attacks characteristic of 6. - -**Keywords:** Tech-Priest Enginseer, Imperium, Character, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Tech-Priest Enginseer - -**Wargear Options:** -- None - -**Leader:** -Can lead: Krieg Combat Engineers, Kasrkin, Death Korps Of Krieg, Catachan Jungle Fighters, Cadian Shock Troops - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/astra-militarum/datasheets/tempestus-aquilons.md b/cogitator/factions/astra-militarum/datasheets/tempestus-aquilons.md deleted file mode 100644 index 2ab8d9c..0000000 --- a/cogitator/factions/astra-militarum/datasheets/tempestus-aquilons.md +++ /dev/null @@ -1,71 +0,0 @@ -# Tempestus Aquilons - -**Role:** Other - -*Hand-picked for their aggression and violent natures, Tempestus Aquilons deploy exclusively by grav-drop, descending from the skies to land precisely where their destructive firepower is most keenly required. They are accompanied in these actions by automaton servo-sentries that provide additional firepower as the assault is pressed home.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Tempestor Aquilon is equipped with:** hot-shot lascarbine; sentry flamer; close combat weapon. - -**Every Tempestus Aquilon is equipped with:** hot-shot lascarbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Hot-shot lascarbine | 18 | 2 | 3 | 3 | -1 | 1 | ASSAULT | -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Hot-shot long-las | 36 | 1 | 3 | 4 | -2 | 3 | HEAVY, PRECISION | -| Sentry flamer | 12 | D6+3 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | -| Sentry grenade launcher – frag | 24 | D3+3 | 4 | 4 | 0 | 1 | blast | -| Sentry grenade launcher – krak | 24 | 2 | 4 | 9 | -2 | D3 | — | -| Sentry hot-shot volley gun | 30 | 4 | 4 | 4 | -1 | 1 | RAPID FIRE 4 | -| Melta carbine | 10 | 1 | 3 | 9 | -4 | D6 | ASSAULT, MELTA 2 | -| Plasma carbine – standard | 18 | 2 | 3 | 7 | -2 | 1 | ASSAULT | -| Plasma carbine – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | ASSAULT, HAZARDOUS | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Precision Drop** (Datasheet): In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a precision drop. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. -- **Servo-sentry** (Datasheet): When this unit is set up on the battlefield using the Deep Strike ability, the Tempestor Aquilon can shoot with its sentry weapon (its sentry flamer, sentry grenade launcher or sentry hot-shot volley gun). - -**Keywords:** Grenades, Smoke, Imperium, Regiment, Militarum Tempestus, Tempestus Aquilons, Infantry -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Tempestor Aquilon -- 9 Tempestus Aquilons - -**Wargear Options:** -- The Tempestor Aquilon’s sentry flamer can be replaced with one of the following:- 1 sentry hot-shot volley gun -- 1 sentry grenade launcher -- The Tempestor Aquilon’s hot-shot lascarbine can be replaced with one of the following:- 1 chainsword -- 1 power weapon -- 1 hot-shot laspistol -- The Tempestor Aquilon can be equipped with one of the following:- 1 bolt pistol -- 1 hot-shot laspistol -- One Tempestus Aquilon’s hot‑shot lascarbine can be replaced with 1 of the following:- 1 melta carbine -- 1 plasma carbine -- One Tempestus Aquilon’s hot-shot lascarbine can be replaced with 2 hot-shot laspistols. -- One Tempestus Aquilon’s hot-shot lascarbine can be replaced with 1 hot-shot long-las. -- Up to two Tempestus Aquilons can each have their hot-shot lascarbine replaced with 1 hot-shot laspistol. - -**Points:** -- 10 models: 100pts diff --git a/cogitator/factions/astra-militarum/datasheets/tempestus-scions.md b/cogitator/factions/astra-militarum/datasheets/tempestus-scions.md deleted file mode 100644 index 2b50ddd..0000000 --- a/cogitator/factions/astra-militarum/datasheets/tempestus-scions.md +++ /dev/null @@ -1,78 +0,0 @@ -# Tempestus Scions - -**Role:** Other - -*Tempestus Scions are elite soldiers, well-trained in numerous combat styles, equipped to the highest standard and protected by reinforced carapace armour. Primed for a wide variety of specialist missions, their most common armament is an armour-piercing hotshot lasgun fitted with advanced sights.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Tempestor is equipped with:** hot-shot laspistol; chainsword. - -**Every Tempestus Scion is equipped with:** hot-shot lasgun; close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Storm Troopers** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. - -**Keywords:** Militarum Tempestus, Tempestus Scions, Infantry, Imperium, Regiment, Grenades -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Tempestor -- 4-9 Tempestus Scions - -**Wargear Options:** -- For every 5 models in this unit, up to two Tempestus Scions can each have their hot-shot lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 hot-shot volley gun -- 1 meltagun -- 1 plasma gun -- 1 Tempestus Scion’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 vox-caster. -- The Tempestor’s chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- The Tempestor’s hot-shot laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- * You cannot select the same weapon from this list more than once per unit, unless this unit contains 10 models, in which case you cannot select the same weapon more than twice per unit. - -**Leader:** -Led By: Ministorum Priest, Primaris Psyker, Commissar, Militarum Tempestus Command Squad - -**Points:** -- 5 models: 70pts -- 10 models: 140pts diff --git a/cogitator/factions/astra-militarum/datasheets/trojan-support-vehicle.md b/cogitator/factions/astra-militarum/datasheets/trojan-support-vehicle.md deleted file mode 100644 index 9090304..0000000 --- a/cogitator/factions/astra-militarum/datasheets/trojan-support-vehicle.md +++ /dev/null @@ -1,49 +0,0 @@ -# Trojan Support Vehicle - -**Role:** Other - -*Astra Militarum armoured companies and artillery regiments depend upon an extensive corps of support vehicles for their maintenance and rearmament. Amongst these is the Trojan; a crane-armed ammo mule tasked with keeping big guns firing, whether by replenishing supplies of shells and fuel or by facilitating simple battlefield repairs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Support Vehicle** (Datasheet): In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, re-roll a Hit roll of 1. The same VEHICLE model cannot be selected for both this ability and the Regimental Enginseer’s Omnissiah’s Blessing ability in the same turn, and each model can only be selected for this ability once per Command phase. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Trojan Support Vehicle, Imperium, Smoke, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Trojan Support Vehicle - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/astra-militarum/datasheets/ursula-creed.md b/cogitator/factions/astra-militarum/datasheets/ursula-creed.md deleted file mode 100644 index 41d632a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/ursula-creed.md +++ /dev/null @@ -1,90 +0,0 @@ -# Ursula Creed - -**Role:** Characters - -*The Lord Castellan of Cadia is a forbidding and implacable strategist, and a symbol of the enduring indomitability of Cadia’s armies. Ursula Creed’s superior generalship, forged over long years, has seen her lead numerous Imperial armies to victory against the enemies that threaten the Imperium.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Duty and Vengeance; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Duty and Vengeance | 12 | 4 | 3 | 5 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of Command** (Faction): If your Army Faction is ASTRA MILITARUM, Officer models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to. - -OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. - -Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. - -Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. - -Move! Move! Move! - -M+3"Add 3" to the Move characteristic of models in this unit. - -Fix Bayonets! - -WS+1Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. - -Take Aim! - -BS+1Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. - -First Rank, Fire! Second Rank, Fire! - -A+1Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. - -Take Cover! - -SV+1Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+). - -Duty and Honour! - -LD+1OC+1Improve the Leadership and Objective Control characteristics of models in this unit by 1. -- **Lord Castellan** (Datasheet): While this model is leading a unit, that unit can be affected by up to two different Orders at the same time. -- **Tactical Genius** (Datasheet): Once per battle round, one friendly Regiment unit within 12" of this model can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 3 Orders to Regiment units. - -**Keywords:** Ursula Creed, Infantry, Character, Epic Hero, Imperium, Officer -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Ursula Creed – EPIC HERO - -**Leader:** -Can lead: Kasrkin, Cadian Shock Troops - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/astra-militarum/datasheets/valdor.md b/cogitator/factions/astra-militarum/datasheets/valdor.md deleted file mode 100644 index 3752c3a..0000000 --- a/cogitator/factions/astra-militarum/datasheets/valdor.md +++ /dev/null @@ -1,62 +0,0 @@ -# Valdor - -**Role:** Other - -*The Valdor is an arcane variant of the Malcador tank chassis, its entire frame dominated by a technological relic known as the neutron laser projector. This powerful energy weapon fires a beam of superenergised particles that can penetrate the thickest armour and send a crippling electromagnetic pulse through vehicles’ inner workings.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Valdor neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Valdor neutron laser | 48 | 2 | 4 | 16 | -4 | D6+1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Power Overload** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Damage roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Valdor, Titanic, Smoke, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Valdor - -**Wargear Options:** -- This model’s autocannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 lascannon -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/astra-militarum/datasheets/valkyrie-sky-talon.md b/cogitator/factions/astra-militarum/datasheets/valkyrie-sky-talon.md deleted file mode 100644 index c9a4543..0000000 --- a/cogitator/factions/astra-militarum/datasheets/valkyrie-sky-talon.md +++ /dev/null @@ -1,57 +0,0 @@ -# Valkyrie Sky Talon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 2+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; 2 hellstrike missiles; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Hellstrike missile | 48 | 1 | 4 | 10 | -3 | D6 | anti-fly 2+ | -| Multiple rocket pod | 36 | D6 | 4 | 6 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Vehicle, Transport, Valkyrie Sky Talon, Fly, Aircraft, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Valkyrie Sky Talon - -**Wargear Options:** -- This model’s 2 hellstrike missiles can be replaced with 2 multiple rocket pods. - -**Transport:** -This model has a transport capacity of 1 Tauros model or 2 Astra Militarum Walker models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/astra-militarum/datasheets/valkyrie.md b/cogitator/factions/astra-militarum/datasheets/valkyrie.md deleted file mode 100644 index a8aecd9..0000000 --- a/cogitator/factions/astra-militarum/datasheets/valkyrie.md +++ /dev/null @@ -1,63 +0,0 @@ -# Valkyrie - -**Role:** Other - -*Well-armed and heavily armoured, Valkyries are agile carrier-gunships with experienced crews. Their pilots weave them through enemy fighters and ground fire to deliver their payload of soldiers, dropping them from high altitude via grav-chutes or hovering at lower levels while the troops jump out to storm the landing zone.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 2+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** hellstrike missiles; multi-laser; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Hellstrike missiles | 48 | 1 | 4 | 10 | -3 | D6 | anti-fly 2+ | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Multiple rocket pod | 36 | D6 | 4 | 6 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Airborne Insertion** (Datasheet): At the end of your opponent’s Movement phase, one or more units embarked within this TRANSPORT can disembark from it. - -**Keywords:** Valkyrie, Transport, Imperium, Aircraft, Fly, Vehicle -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Valkyrie - -**Wargear Options:** -- This model’s multi-laser can be replaced with 1 lascannon. -- This model’s hellstrike missiles can be replaced with 2 multiple rocket pods. -- This model can be equipped with 2 heavy bolters. - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/astra-militarum/datasheets/vendetta-gunship.md b/cogitator/factions/astra-militarum/datasheets/vendetta-gunship.md deleted file mode 100644 index 4232e99..0000000 --- a/cogitator/factions/astra-militarum/datasheets/vendetta-gunship.md +++ /dev/null @@ -1,55 +0,0 @@ -# Vendetta Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 2+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 3 Vendetta twin lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Vendetta hellstrike rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | -| Vendetta twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Anti-armour Gunship** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1. - -**Keywords:** Vehicle, Fly, Aircraft, Imperium, Transport, Vendetta Gunship -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Vendetta Gunship - -**Wargear Options:** -- 2 of this model’s Vendetta twin lascannons can be replaced with 1 Vendetta hellstrike rack. -- This model can be equipped with 2 heavy bolters. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 255pts diff --git a/cogitator/factions/astra-militarum/datasheets/voss-pattern-lightning.md b/cogitator/factions/astra-militarum/datasheets/voss-pattern-lightning.md deleted file mode 100644 index 8827af6..0000000 --- a/cogitator/factions/astra-militarum/datasheets/voss-pattern-lightning.md +++ /dev/null @@ -1,50 +0,0 @@ -# Voss-pattern Lightning - -**Role:** Other - -*Smaller and more agile than the iconic Thunderbolt, the Lightning is a high-speed suborbital fighter designed for interception, interdiction and surgical strikes. The Lightning’s hellstrike missiles, coupled with lascannons, ensure that few ground targets are safe from its swooping assaults.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Lightning hellstrike rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Agile Dogfighter** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. - -**Keywords:** Fly, Vehicle, Aircraft, Imperium, Voss-pattern Lightning -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Voss-pattern Lightning - -**Wargear Options:** -- This model can be equipped with 1 Lightning hellstrike rack. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/astra-militarum/datasheets/vulture-gunship.md b/cogitator/factions/astra-militarum/datasheets/vulture-gunship.md deleted file mode 100644 index a07ef44..0000000 --- a/cogitator/factions/astra-militarum/datasheets/vulture-gunship.md +++ /dev/null @@ -1,57 +0,0 @@ -# Vulture Gunship - -**Role:** Other - -*Based on the Valkyrie STC, Vulture Gunships are high-speed, low-level hunter-killers capable of bearing a wide range of payloads. Whether performing close-protection roles for drop troops or strafing missions against massed infantry and light vehicles, Vultures are stalwarts of the Imperial Navy that can be adapted to many combat situations.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 2+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; 2 multiple rocket pods; Vulture hellstrike racks; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Multiple rocket pod | 36 | D6 | 4 | 6 | 0 | 1 | blast | -| Vulture gatling cannon | 24 | 18 | 4 | 5 | 0 | 1 | sustained hits 1 | -| Vulture hellstrike rack | 48 | 2 | 4 | 10 | -3 | D6 | anti-fly 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Gunship Barrage** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. - -**Keywords:** Vehicle, Fly, Aircraft, Imperium, Vulture Gunship -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Vulture Gunship - -**Wargear Options:** -- This model’s 2 multiple rocket pods and Vulture hellstrike rack can be replaced with 2 Vulture gatling cannons. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/astra-militarum/datasheets/wyvern.md b/cogitator/factions/astra-militarum/datasheets/wyvern.md deleted file mode 100644 index b8918cc..0000000 --- a/cogitator/factions/astra-militarum/datasheets/wyvern.md +++ /dev/null @@ -1,54 +0,0 @@ -# Wyvern - -**Role:** Other - -*The Wyvern excels in claustrophobic urban combat, raining curtains of shells down upon luckless enemy infantry without needing to expose itself to harm. The suppression tank’s stormshard mortars are lethal to tightly packed foes, their shells detonating in blizzards of eviscerating aquila-shaped flechettes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Wyvern quad stormshard mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Wyvern quad stormshard mortar | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s Wyvern quad stormshard mortar. Until the start of your next Shooting phase, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Smoke, Artillery, Vehicle, Wyvern, Imperium -**Faction Keywords:** Astra Militarum - -**Unit Composition:** -- 1 Wyvern - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/astra-militarum/detachments.md b/cogitator/factions/astra-militarum/detachments.md new file mode 100644 index 0000000..5f8683f --- /dev/null +++ b/cogitator/factions/astra-militarum/detachments.md @@ -0,0 +1,778 @@ +# Astra Militarum Detachments + +# Bridgehead Strike + +*When the Astra Militarum launch rapid offensives, their attack routes are typically planned well in advance. Should a crucial bridge, mountain pass, supply depot or other essential landmark lie along their path, an elite force may be tasked to secure it ahead of the main push. The elite warriors of the Militarum Tempestus or equivalent specialist companies like the Cadian Kasrkin most often undertake such missions. Deploying via aircraft, grav-chutes or columns of fast armoured transports, the force hits their target zone hard, relying upon firepower and surprise to dislodge enemy defenders. With the site secured, the strike forces must hold their prize against whatever the foe hurls at them until the main strength of the Imperial host reaches their position and relieves them.* + +## Abilities + +### Only the Best +Each time an Astra Militarum Infantry model from your army makes a ranged attack, re‐roll a Hit roll of 1. + +### Fire Zone Purge +Each time a Militarum Tempestus model from your army makes a ranged attack in a turn in which it was set up on the battlefield from Reserves or it disembarked from a Transport, add 1 to the Hit roll. + +## Stratagems + +### AERIAL EXTRACTION — 1CP +**Type:** Bridgehead Strike – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One ASTRA MILITARUM unit from your army that is not within Engagement Range of one or more enemy units, if all of its models have the Deep Strike ability, or one Valkyrie unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### BELLICOSA DROP — 1CP +**Type:** Bridgehead Strike – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** The Reinforcements step of your Movement phase. + +**TARGET:** One Astra Militarum Infantry unit from your army that is in Reserves and has the Deep Strike ability. + +**EFFECT:** Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. + +### FIRE AND RELOCATE — 1CP +**Type:** Bridgehead Strike – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ASTRA MILITARUM unit (excluding Titanic units) from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced. + +### FIRING HOT — 2CP +**Type:** Bridgehead Strike – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Militarum Tempestus or Kasrkin unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, when targeting an enemy unit within 12", improve the Strength and Armour Penetration characteristics of hot-shot lascarbines, hot-shot lasguns, hot-shot laspistols, hot-shot marksman rifles, hot-shot volley guns and sentry hot-shot volley guns equipped by models in your unit by 1. + +### ON MY POSITION — 1CP +**Type:** Bridgehead Strike – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Regiment Infantry unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds. + +### SERVO‑DESIGNATORS — 1CP +**Type:** Bridgehead Strike – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot. + +**TARGET:** That Astra Militarum Infantry unit. + +**EFFECT:** Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. + +## Enhancements + +### Advance Augury — 15pts +*This tactically astute officer insists on orbital sensor sweeps and psy-scrying ahead of the operation’s commencement, providing vital intelligence.* +Infantry Officer model only. After both players have deployed their armies, select up to three Regiment units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Bombast-class Vox-array — 35pts +*This device is a precious example of an omni-frequency master vox-array manufactured on the long-lost forge world of Urvax. It facilitates the rapid dissemination of orders throughout the entire strike force.* +Militarum Tempestus Officer model only. Each time the bearer issues an Order, if the bearer’s unit contains one or more models equipped with a master vox, it can issue that Order to up to three different Regiment units, instead of only one. + +### Priority-drop Beacon — 30pts +*Locked to the designator runes of this officer’s dropship and heavily warded against interference, this predeployed beacon ensures they land swiftly and on target.* +Militarum Tempestus Officer model only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +### Shroud Projector — 15pts +*Believed to be the roost of protective machine spirits, this small tech-ossuary is worn on a chain around the neck and obfuscates the bearer and their comrades when moving.* +Militarum Tempestus Officer model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +--- + +# Combined Arms + +## Abilities + +### Born Soldiers +Each time a model in a Regiment unit from your army makes a ranged attack that targets a visible unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability. + +Each time a model in a Squadron unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. + +## Stratagems + +### COORDINATED ACTION — 1CP +**Type:** Combined Arms – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start of any phase. + +**TARGET:** One Regiment unit from your army and one Squadron unit from your army within 6" of and visible to that REGIMENT unit. + +**EFFECT:** Until the end of the phase, Orders affecting one of your units affect the other, and vice versa. + +### FIELDS OF FIRE — 1CP +**Type:** Combined Arms – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Regiment unit and one Squadron unit from your army that have not been selected to shoot this phase. + +**EFFECT:** Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +### FLEXIBLE COMMAND — 2CP +**Type:** Combined Arms – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Any number of Astra Militarum Officer units from your army. + +**EFFECT:** Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units. + +### INSPIRED COMMAND — 1CP +**Type:** Combined Arms – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase. + +**TARGET:** One Astra Militarum Officer unit from your army. + +**EFFECT:** Your OFFICER can issue one Order as if it were your Command phase. + +### REINFORCEMENTS! — 2CP +**Type:** Combined Arms – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Infantry Regiment unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. + +**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. + +**RESTRICTIONS:** This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle. + +### STALWART PROTECTOR — 1CP +**Type:** Combined Arms – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Astra Militarum Vehicle unit from your army. + +**EFFECT:** Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack. + +## Enhancements + +### Death Mask of Ollanius — 10pts +*This mask depicts in obsidian and void-fired bronze the agonised visage of Saint Ollanius. Soldiers in the ancient artefacts presence are gifted the determination and endurance of the famous martyr himself.* +Officer model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of changing it to 0. + +### Drill Commander — 20pts +*This officer has spent countless hours putting their soldiers through ceaseless firing drills. In the heat of combat, the worth of this training reveals itself.* +Officer model only. While the bearer is leading a unit, each time a model in that unit makes a ranged attack, if that unit Remained Stationary this turn, a Critical Hit is scored on a successful unmodified Hit roll of 5+. + +### Grand Strategist — 15pts +*This commander can precisely anticipate the ebb and flow of war, their seemingly reactive tactics often prepared far in advance.* +Officer model only. In your Command phase, the bearer can issue one additional Order. + +### Reactive Command — 15pts +*A natural tactician, this officer responds to their opponent’s manoeuvres in swift and decisive fashion, never allowing the foe to dictate the battle.* +Officer model only. Each time an enemy unit is set up within 9" of the bearer’s unit, the bearer can issue one Order. This is not counted towards the number of Orders the bearer can issue in a battle round. + +--- + +# Embarked Regiment + +***Astra Militarum regiments spend months, even years, travelling aboard voidships between war zones. Many fortify their billets during such long periods of inactivity, whether against the danger of hostile boarders, or to hide illicit activities from prying discipline masters!*** + +## Abilities + +### Get Down! +Each time an ASTRA MILITARUM unit from your army is selected to shoot, you can select one other friendly ASTRA MILITARUM unit (excluding OGRYN units). Until the end of the phase, models in the attacking unit can ignore models in that friendly unit for the purposes of determining visibility. + +## Stratagems + +### AGAINST THE ODDS — 1CP +**Type:** Embarked Regiment – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2. + +### BRUTAL CHOKE POINT — 1CP +**Type:** Embarked Regiment – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent's Movement or Charge phase. + +**TARGET:** One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. + +### DUCK AND COVER — 1CP +**Type:** Embarked Regiment – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ASTRA MILITARUM unit from your army (excluding OGRYN units) that was selected as the target of one or more of the attacking unit’s attacks and has one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### IDLE HANDS — 1CP +**Type:** Embarked Regiment – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ASTRA MILITARUM unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one closed Hatchway within 1" of your unit. Your unit can operate that Hatchway. + +**RESTRICTIONS:** Until the end of the turn, your unit cannot operate a Hatchway again. + +## Enhancements + +### Rigged Blind Grenades — 0pts +*Whether intending to defend some contraband stash or as a precaution to slow down enemy boarding parties, the Imperial Guardsmen have booby trapped this hatch with a bundle of blind grenades.* +Once per battle, when an enemy unit opens a Hatchway, if the bearer is on the battlefield, it can use this Enhancement. If it does, roll one D6: on a 2+, that enemy unit is Battle-shocked. + +### Shipboard Veteran — 0pts +*This officer has coordinated more than their fair share of boarding actions and voidship defence actions, and knows precisely which strategic gambits will bring them victory in such conditions.* +Each time you target an ASTRA MILITARUM unit from your army with a Stratagem, if that unit is visible to the bearer, roll one D6: on a 4+, you gain 1CP. + +--- + +# Grizzled Company + +*Hailing from fortress worlds or planets ravaged by incessant war, the soldiers of this company have fought on the front lines for long and bloody months. Where other formations have collapsed under the strain of constant warfare, these iron-willed combat veterans retain their ferocious discipline. They carry out the decisive orders of their ruthless and exacting officers with a determination born of pride and zeal.* + +## Abilities + +### Ruthless Discipline +Add 1 to the number of Orders each Astra Militarum Officer model from your army can issue, as stated on their datasheet. + +While an ASTRA MILITARUM unit from your army is affected by an Order, each time a model in that unit makes an attack, re-roll a Hit roll of 1. + +## Stratagems + +### ADDITIONAL ARMOUR — 1CP +**Type:** Grizzled Company – Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### MORDIAN MINUTE — 1CP +**Type:** Grizzled Company – Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Astra Militarum Infantry unit from your army affected by the First Rank, Fire! Second Rank, Fire! Order. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, improve the Strength characteristic of that attack by 1. + +### NO RETREAT! — 1CP +**Type:** Grizzled Company – Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order. + +**EFFECT:** If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase. + +### PURGING FIRE — 1CP +**Type:** Grizzled Company – Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase. + +**EFFECT:** If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability. + +### SNAP TO IT — 1CP +**Type:** Grizzled Company – Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start of any phase. + +**TARGET:** One Astra Militarum Officer unit from your army. + +**EFFECT:** Your unit’s OFFICER model can issue 1 Order as if it were your Command phase. + +### VETERAN SHARPSHOOTERS — 1CP +**Type:** Grizzled Company – Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. + +## Enhancements + +### Abhuman Detail — 20pts +*Ogryns respond well to this Commissar’s stern discipline and are even known to accompany them as a personal bodyguard.* +Commissar model only. Add the Ogryn keyword to the list of units this model can issue Orders too (as stated on its datasheet). + +In the Declare Battle Formations step, the bearer can be attached to an Ogryn Squad or Bullgryn squad unit. + +### Aquilan Eye — 20pts +*This bionic lens contains a miniaturised auspex capable of detecting the slightest flaws in enemy defences.* +Astra Militarum officer model only. Each time you select an Order for the bearer to issue, you can select the Order below: + +**Target Weak Spot (Order):** Each time a model in this unit makes a ranged attack that targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1. + +### Laud Hailer — 10pts +*This device amplifies the bearer’s voice, enabling their orders to cut through the din of battle.* +Astra Militarum officer model only. Each time you select a unit for this OFFICER model to issue an Order to, that unit can be within 12" instead of within 6". + +### Spec Ops Veteran — 15pts +*This veteran commando officer imparts their experience in clandestine warfare to the rank and file.* +Astra Militarum Infantry officer model only. Each time you select an Order for the bearer to issue, you can select the Order below: + +**Move to the Shadows (Order):** Each time a ranged attack targets this unit, until those attacks are resolved, models in this unit have the Stealth ability. + +--- + +# Hammer of the Emperor + +## Abilities + +### Iron Tread +Each time a Squadron unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and when making that Advance move, that unit can move within Engagement Range of enemy models but cannot end that move within Engagement Range of enemy models. + +## Stratagems + +### ABLATIVE PLATING — 2CP +**Type:** Hammer of the Emperor – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Astra Militarum Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack. + +### BLAZING ADVANCE — 1CP +**Type:** Hammer of the Emperor – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Squadron unit from your army Advances. + +**TARGET:** That SQUADRON unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. + +### CRASH THROUGH — 1CP +**Type:** Hammer of the Emperor – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Astra Militarum Vehicle unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there. + +### FINAL HOUR — 1CP +**Type:** Hammer of the Emperor – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Squadron unit from your army that is Below Half-strength (excluding Officer units). + +**EFFECT:** Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll. + +### FURIOUS CANNONADE — 1CP +**Type:** Hammer of the Emperor – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Squadron unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1. + +### TACTICAL WITHDRAWAL — 1CP +**Type:** Hammer of the Emperor – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Squadron unit from your army Falls Back. + +**TARGET:** That SQUADRON unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. + +## Enhancements + +### Calm Under Fire — 15pts +*In clipped tones, this officer issues clear and precise orders to the vehicles under their command - regardless of the bloodshed.* +Vehicle Officer model only. Once per turn, after the bearer issues an Order to a Squadron unit from your army, it can issue the same Order to another SQUADRON unit from your army. + +### Indomitable Steed — 15pts +*This officer goes to war in a favoured vehicle that - whether by fortune or apparent divine intervention - has survived dozens of battles despite suffering heavy damage on multiple occasions.* +Vehicle Officer model only. The bearer has the Feel No Pain 6+ ability. + +### Regimental Banner — 20pts +*A regimental banner flies from this command vehicle, its colours displaying the might of the Astra Militarum for all to see.* +Vehicle Officer model only. Add 3 to the bearer’s Objective Control characteristic. + +### Veteran Crew — 20pts +*Drilled endlessly by the officer in command, the crew of this tank are crack shots who know how to make every shell count.* +Vehicle Officer model only. Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. + +--- + +# Mechanised Assault + +## Abilities + +### Armoured Fist +Each time an ASTRA MILITARUM model from your army makes a ranged attack in a turn in which it disembarked from a Transport, add 1 to the Wound roll. + +## Stratagems + +### CLEAR AND SECURE — 1CP +**Type:** Mechanised Assault – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ASTRA MILITARUM unit from your army that disembarked from a Transport this turn and has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### HASTY EXTRACTION — 1CP +**Type:** Mechanised Assault – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move. + +**TARGET:** One Astra Militarum Infantry unit from your army that was selected as a target of that charge. + +**EFFECT:** Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an AsTRA Militarum Transport from your army, it can embark within that TRANSPORT. + +### MOVE OUT — 1CP +**Type:** Mechanised Assault – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of your opponent’s turn. + +**TARGET:** One ASTRA MILITARUM unit from your army. + +**EFFECT:** Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an Astra Militarum Transport from your army, it can embark within that TRANSPORT. + +### RAPID DISPERSAL — 1CP +**Type:** Mechanised Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Astra Militarum Infantry unit from your army that disembarked from a Transport this phase. + +**EFFECT:** Your INFANTRY unit can make a Normal move of up to D6". + +### SWIFT INTERCEPTION — 1CP +**Type:** Mechanised Assault – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Transport unit from your army (excluding AIRCRAFT and TiTANic units) that is not within Engagement Range of one or more enemy units, and is within 9" of the enemy unit that just ended that move. + +**EFFECT:** Your TRANSPORT can make a Normal move of up to 6". + +### VOX-RELAY — 1CP +**Type:** Mechanised Assault – Wargear Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Infantry Officer unit from your army embarked within a Transport. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT. + +**EFFECT:** Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to Astra Militarum Transport units from your army [excluding TiTANic units) regardless of the distance to and from your unit’s TRANSPORT. + +## Enhancements + +### Bold Leadership — 25pts +*This officer’s aggressive command style sees them lead the advance personally, planting the regiment’s colours on seized objectives and leaving following troops to defend the ground they have gained.* +Infantry Officer model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any Transport it is embarked within) is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### Sacred Unguents — 10pts +*Regimental Tech-Priests bless the vehicles under their charge with holy prayer and sacred oils.* +Astra Militarum Tech-Priest Enginseer model only. At the start of your Shooting phase, select one Transport from your army (excluding Aircraft and Titanic units) within 3" of the bearer. Until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll. + +### Smoke Grenades — 10pts +*Smokescreens provide cover for the infantry advance and enable troops to disembark safely.* +Infantry Officer model only. The bearer’s unit has the Benefit of Cover and the Stealth ability while the bearer’s unit is wholly within 3" of one or more friendly TRANSPORT models. + +### Vanguard Honours — 15pts +*Decorated veteran officers know when and where to press home the assault, ensuring their squad disembarks in the optimum position.* +Infantry Officer model only. The bearer’s unit can disembark from a Transport after it has Advanced. If it does, it counts as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. + +--- + +# Recon Element + +## Abilities + +### Masters of Camouflage +Astra Militarum Walker and Regiment models from your army have the Benefit of Cover. While such a model has the Benefit of Cover for any other reason (e.g. because it is wholly within a RUIN), improve the Save characteristic of that model by 1 (to a maximum of 3+). + +## Stratagems + +### COURAGEOUS DIVERSION — 1CP +**Type:** Recon Element – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your opponent’s Shooting phase. + +**TARGET:** One Astra Militarum Infantry or Astra Militarum Mounted unit from your army. + +**EFFECT:** Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the Hit roll. + +### CRACK SHOTS — 1CP +**Type:** Recon Element – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Platoon unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability. + +### DRAW THEM OUT — 1CP +**Type:** Recon Element – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Platoon unit from your army that is within 9" of that enemy unit, and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### SCOUTING OUTRIDERS — 1CP +**Type:** Hammer of the Emperor – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of your opponent’s turn. + +**TARGET:** One Astra Militarum Mounted or Astra Militarum Walker unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### SCRAMBLE FIELD — 1CP +**Type:** Recon Element – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your opponent’s Reinforcements step. + +**TARGET:** One Astra Militarum Infantry unit from your army. + +**EFFECT:** Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit. + +### TANGLEFOOT GRENADES — 1CP +**Type:** Recon Element – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One Astra Militarum Grenades unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). + +## Enhancements + +### Guerrilla Honours — 25pts +*This officer is a specialist in covert warfare, their experience ensuring they know exactly when to redeploy their forces and close the jaws of their pre-prepared trap.* +Infantry Officer model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other Astra Militarum Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### Scare Gas Grenades — 5pts +*Filled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their fumes, causing them to panic and flee their positions.* +Astra Militarum Infantry model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test. + +### Survival Gear — 5pts +*Whether equipped with climbing gear, machetes or snow shoes, this unit moves swiftly across inhospitable terrain to engage the enemy.* +Astra Militarum Infantry model only. The bearer has the Scouts 6" ability. + +### Tripwires — 20pts +*Carefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causing the foe to halt in their tracks.* +Astra Militarum Infantry model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +--- + +# Siege Regiment + +## Abilities + +### Artillery Support +At the start of the battle round, select one of the following types of artillery support. +- **Creeping Barrage:** Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. The maximum number of units that can be shaken by this rule in each battle round depends on the battle size, as shown below. +- **Incendiary Bombardment:** Select a number of enemy units more than 12" from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are scattered. While a unit is scattered, it cannot have the Benefit of Cover. The maximum number of units you can select in this way depends on the battle size, as shown below. +- **Smoke Shells:** Select a number of units from your army. Until the end of the battle round, those units have the Stealth ability. + +**BATTLE SIZE****MAXIMUM NUMBER OF UNITS**Incursion2Strike Force3Onslaught4 + +## Stratagems + +### CALLOUS SACRIFICE — 1CP +**Type:** Siege Regiment – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Platoon unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks. + +### FLARE BURST — 1CP +**Type:** Siege Regiment – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Astra Militarum Character unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll. + +### FURIOUS FUSILLADE — 1CP +**Type:** Siege Regiment – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Platoon unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range. + +### MINEFIELD — 1CP +**Type:** Siege Regiment – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One Platoon unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### OVER THE TOP — 2CP +**Type:** Siege Regiment – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Start of your Command phase. + +**TARGET:** One Infantry Officer model from your army. + +**EFFECT:** Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly Infantry Regiment units, regardless of range to your model. + +### TRENCH FIGHTERS — 1CP +**Type:** Siege Regiment – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Astra Militarum Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a Regiment model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### Eager Advance — 20pts +*This officer relishes serving in the vanguard and seeks to take up a forward position to be closer to the foe when the firing begins.* +Infantry Officer model only. While the bearer is leading a Regiment unit, that unit has the Scouts 6" ability. + +### Flash Grenades — 20pts +*These grenades emit loud bangs and bright flashes of light, disorienting defenders and allowing the officer and their bodyguard to press home their assault.* +Infantry Officer model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Legacy Sidearm — 10pts +*Handed down by a mentor, this officer’s pistol is an artificer-crafted example of its type, and is all the deadlier for it.* +Infantry Officer model only. Add 2 to the Attacks characteristics of the bearers Pistols. + +### Stalwart’s Honours — 15pts +*Such is this officer’s aura of confidence that the soldiers under their command march into battle heedless of incoming fire, trusting in that old adage of the faithful - the Emperor protects.* +Officer model only. While the bearer is leading a unit, when that unit is issued an Order, it is also affected by the Take Cover! Order. + +--- + +# Tempestus Boarding Regiment + +***The Militarum Tempestus excel in high-intensity, fast-moving raids. Some of their regiments further refine these specialisms towards the boarding of voidships, storming vital locations to seize and scuttle the vessel or extract vital personnel from the foe’s clutches.*** + +## Abilities + +### Purge-Sweep Protocols +Each time a MiLiTARUM TEMPESTUS unit from your army is selected to shoot, if one or more models in that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from that unit. Until the end of the phase, ranged weapons equipped by models in that unit have the [LETHAL HiTS] ability while targeting that enemy unit. + +## Stratagems + +### BRUTAL TRAINING — 1CP +**Type:** Tempestus Boarding Regiment – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One MILITARUM TEMPESTUS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit. + +### COORDINATED STRIKE — 1CP +**Type:** Tempestus Boarding Regiment – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Start of your Command phase. + +**TARGET:** One OffIcER model from your army. + +**EFFECT:** Select one Order your model can issue. Every ASTRA MILITARUM unit from your army is issued that Order (regardless of any keywords those units are normally required to have). + +**RESTRICTIONS:** Until the end of the turn, OFFICER models from your army cannot issue Orders. You can only use this Stratagem once. + +### FIRE-PATTERN HURRICANUS — 1CP +**Type:** Tempestus Boarding Regiment – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a MILITARUM TEMPESTUS unit from your army has shot. + +**TARGET:** That MILITARUM TEMPESTUS unit. + +**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, subtract 2 from the Move characteristic of models in that enemy unit, and subtract 2 from Advance and Charge rolls made for it. + +### LOCKDOWN — 1CP +**Type:** Tempestus Boarding Regiment – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ASTRA MILITARUM unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, after your unit ends a move, you can select one open Hatchway it moved through during that move; close that Hatchway. + +## Enhancements + +### Covert Breach — 0pts +*Moving with stealth and urgency, these Scions have already bypassed the enemy’s outer defences before their presence is even detected.* +At the start of the first battle round, the bearer’s unit can make a Normal move of up to 6". + +### Elimination Force — 0pts +*Tasked with the destruction of a specific enemy asset, the Tempestus Scions focus their most lethal attentions against it as per their explicit orders.* +At the start of the first battle round, select one enemy unit. Each time a model in the bearer’s unit makes an attack that targets that enemy unit, if the Strength characteristic of that attack is less than the Toughness characteristic of that enemy unit, add 1 to the Wound roll. diff --git a/cogitator/factions/astra-militarum/detachments/bridgehead-strike.md b/cogitator/factions/astra-militarum/detachments/bridgehead-strike.md deleted file mode 100644 index 81dc53e..0000000 --- a/cogitator/factions/astra-militarum/detachments/bridgehead-strike.md +++ /dev/null @@ -1,93 +0,0 @@ -# Bridgehead Strike - -*When the Astra Militarum launch rapid offensives, their attack routes are typically planned well in advance. Should a crucial bridge, mountain pass, supply depot or other essential landmark lie along their path, an elite force may be tasked to secure it ahead of the main push. The elite warriors of the Militarum Tempestus or equivalent specialist companies like the Cadian Kasrkin most often undertake such missions. Deploying via aircraft, grav-chutes or columns of fast armoured transports, the force hits their target zone hard, relying upon firepower and surprise to dislodge enemy defenders. With the site secured, the strike forces must hold their prize against whatever the foe hurls at them until the main strength of the Imperial host reaches their position and relieves them.* - -## Abilities - -### Only the Best -Each time an Astra Militarum Infantry model from your army makes a ranged attack, re‐roll a Hit roll of 1. - -### Fire Zone Purge -Each time a Militarum Tempestus model from your army makes a ranged attack in a turn in which it was set up on the battlefield from Reserves or it disembarked from a Transport, add 1 to the Hit roll. - -## Stratagems - -### AERIAL EXTRACTION — 1CP -**Type:** Bridgehead Strike – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One ASTRA MILITARUM unit from your army that is not within Engagement Range of one or more enemy units, if all of its models have the Deep Strike ability, or one Valkyrie unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### BELLICOSA DROP — 1CP -**Type:** Bridgehead Strike – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** The Reinforcements step of your Movement phase. - -**TARGET:** One Astra Militarum Infantry unit from your army that is in Reserves and has the Deep Strike ability. - -**EFFECT:** Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. - -### FIRE AND RELOCATE — 1CP -**Type:** Bridgehead Strike – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ASTRA MILITARUM unit (excluding Titanic units) from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced. - -### FIRING HOT — 2CP -**Type:** Bridgehead Strike – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Militarum Tempestus or Kasrkin unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, when targeting an enemy unit within 12", improve the Strength and Armour Penetration characteristics of hot-shot lascarbines, hot-shot lasguns, hot-shot laspistols, hot-shot marksman rifles, hot-shot volley guns and sentry hot-shot volley guns equipped by models in your unit by 1. - -### ON MY POSITION — 1CP -**Type:** Bridgehead Strike – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Regiment Infantry unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Roll one D6 for each enemy unit within Engagement Range of your unit: on a 2+, that enemy unit suffers D6 mortal wounds. Then, your unit suffers 3D3 mortal wounds. - -### SERVO‑DESIGNATORS — 1CP -**Type:** Bridgehead Strike – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after an ASTRA MILITARUM INFANTRY unit from your army has shot. - -**TARGET:** That Astra Militarum Infantry unit. - -**EFFECT:** Select one enemy unit hit by one or more of those attacks that is visible to your unit. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. - -## Enhancements - -### Advance Augury — 15pts -*This tactically astute officer insists on orbital sensor sweeps and psy-scrying ahead of the operation’s commencement, providing vital intelligence.* -Infantry Officer model only. After both players have deployed their armies, select up to three Regiment units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Bombast-class Vox-array — 35pts -*This device is a precious example of an omni-frequency master vox-array manufactured on the long-lost forge world of Urvax. It facilitates the rapid dissemination of orders throughout the entire strike force.* -Militarum Tempestus Officer model only. Each time the bearer issues an Order, if the bearer’s unit contains one or more models equipped with a master vox, it can issue that Order to up to three different Regiment units, instead of only one. - -### Priority-drop Beacon — 30pts -*Locked to the designator runes of this officer’s dropship and heavily warded against interference, this predeployed beacon ensures they land swiftly and on target.* -Militarum Tempestus Officer model only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -### Shroud Projector — 15pts -*Believed to be the roost of protective machine spirits, this small tech-ossuary is worn on a chain around the neck and obfuscates the bearer and their comrades when moving.* -Militarum Tempestus Officer model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. diff --git a/cogitator/factions/astra-militarum/detachments/combined-arms.md b/cogitator/factions/astra-militarum/detachments/combined-arms.md deleted file mode 100644 index b36638d..0000000 --- a/cogitator/factions/astra-militarum/detachments/combined-arms.md +++ /dev/null @@ -1,90 +0,0 @@ -# Combined Arms - -## Abilities - -### Born Soldiers -Each time a model in a Regiment unit from your army makes a ranged attack that targets a visible unit (excluding MONSTERS and VEHICLES), that attack has the [LETHAL HITS] ability. - -Each time a model in a Squadron unit from your army makes a ranged attack that targets a visible MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. - -## Stratagems - -### COORDINATED ACTION — 1CP -**Type:** Combined Arms – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start of any phase. - -**TARGET:** One Regiment unit from your army and one Squadron unit from your army within 6" of and visible to that REGIMENT unit. - -**EFFECT:** Until the end of the phase, Orders affecting one of your units affect the other, and vice versa. - -### FIELDS OF FIRE — 1CP -**Type:** Combined Arms – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Regiment unit and one Squadron unit from your army that have not been selected to shoot this phase. - -**EFFECT:** Select one enemy unit. Until the end of the phase, each time your selected REGIMENT and SQUADRON units make an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -### FLEXIBLE COMMAND — 2CP -**Type:** Combined Arms – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Any number of Astra Militarum Officer units from your army. - -**EFFECT:** Until the end of the phase, your Officers can issue Orders to Regiment units and Squadron units. - -### INSPIRED COMMAND — 1CP -**Type:** Combined Arms – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase. - -**TARGET:** One Astra Militarum Officer unit from your army. - -**EFFECT:** Your OFFICER can issue one Order as if it were your Command phase. - -### REINFORCEMENTS! — 2CP -**Type:** Combined Arms – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Infantry Regiment unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. - -**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. - -**RESTRICTIONS:** This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. You can only use this Stratagem once per battle. - -### STALWART PROTECTOR — 1CP -**Type:** Combined Arms – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Astra Militarum Vehicle unit from your army. - -**EFFECT:** Until the end of the phase, each time a ranged attack is allocated to an INFANTRY model from your army, if that model is not fully visible to every model in the attacking unit because of your VEHICLE, that model has the Benefit of Cover against that attack. - -## Enhancements - -### Death Mask of Ollanius — 10pts -*This mask depicts in obsidian and void-fired bronze the agonised visage of Saint Ollanius. Soldiers in the ancient artefacts presence are gifted the determination and endurance of the famous martyr himself.* -Officer model only. While the bearer’s unit is Battle-shocked, subtract 1 from the Objective Control characteristic of models in that unit, instead of changing it to 0. - -### Drill Commander — 20pts -*This officer has spent countless hours putting their soldiers through ceaseless firing drills. In the heat of combat, the worth of this training reveals itself.* -Officer model only. While the bearer is leading a unit, each time a model in that unit makes a ranged attack, if that unit Remained Stationary this turn, a Critical Hit is scored on a successful unmodified Hit roll of 5+. - -### Grand Strategist — 15pts -*This commander can precisely anticipate the ebb and flow of war, their seemingly reactive tactics often prepared far in advance.* -Officer model only. In your Command phase, the bearer can issue one additional Order. - -### Reactive Command — 15pts -*A natural tactician, this officer responds to their opponent’s manoeuvres in swift and decisive fashion, never allowing the foe to dictate the battle.* -Officer model only. Each time an enemy unit is set up within 9" of the bearer’s unit, the bearer can issue one Order. This is not counted towards the number of Orders the bearer can issue in a battle round. diff --git a/cogitator/factions/astra-militarum/detachments/embarked-regiment.md b/cogitator/factions/astra-militarum/detachments/embarked-regiment.md deleted file mode 100644 index 1e8d712..0000000 --- a/cogitator/factions/astra-militarum/detachments/embarked-regiment.md +++ /dev/null @@ -1,62 +0,0 @@ -# Embarked Regiment - -***Astra Militarum regiments spend months, even years, travelling aboard voidships between war zones. Many fortify their billets during such long periods of inactivity, whether against the danger of hostile boarders, or to hide illicit activities from prying discipline masters!*** - -## Abilities - -### Get Down! -Each time an ASTRA MILITARUM unit from your army is selected to shoot, you can select one other friendly ASTRA MILITARUM unit (excluding OGRYN units). Until the end of the phase, models in the attacking unit can ignore models in that friendly unit for the purposes of determining visibility. - -## Stratagems - -### AGAINST THE ODDS — 1CP -**Type:** Embarked Regiment – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2. - -### BRUTAL CHOKE POINT — 1CP -**Type:** Embarked Regiment – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent's Movement or Charge phase. - -**TARGET:** One ASTRA MILITARUM unit from your army (excluding OGRYN units) that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. - -### DUCK AND COVER — 1CP -**Type:** Embarked Regiment – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ASTRA MILITARUM unit from your army (excluding OGRYN units) that was selected as the target of one or more of the attacking unit’s attacks and has one or more models on the opposite side of an open Hatchway from one or more models in the attacking unit. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### IDLE HANDS — 1CP -**Type:** Embarked Regiment – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ASTRA MILITARUM unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one closed Hatchway within 1" of your unit. Your unit can operate that Hatchway. - -**RESTRICTIONS:** Until the end of the turn, your unit cannot operate a Hatchway again. - -## Enhancements - -### Rigged Blind Grenades — 0pts -*Whether intending to defend some contraband stash or as a precaution to slow down enemy boarding parties, the Imperial Guardsmen have booby trapped this hatch with a bundle of blind grenades.* -Once per battle, when an enemy unit opens a Hatchway, if the bearer is on the battlefield, it can use this Enhancement. If it does, roll one D6: on a 2+, that enemy unit is Battle-shocked. - -### Shipboard Veteran — 0pts -*This officer has coordinated more than their fair share of boarding actions and voidship defence actions, and knows precisely which strategic gambits will bring them victory in such conditions.* -Each time you target an ASTRA MILITARUM unit from your army with a Stratagem, if that unit is visible to the bearer, roll one D6: on a 4+, you gain 1CP. diff --git a/cogitator/factions/astra-militarum/detachments/grizzled-company.md b/cogitator/factions/astra-militarum/detachments/grizzled-company.md deleted file mode 100644 index 0a4c3ff..0000000 --- a/cogitator/factions/astra-militarum/detachments/grizzled-company.md +++ /dev/null @@ -1,96 +0,0 @@ -# Grizzled Company - -*Hailing from fortress worlds or planets ravaged by incessant war, the soldiers of this company have fought on the front lines for long and bloody months. Where other formations have collapsed under the strain of constant warfare, these iron-willed combat veterans retain their ferocious discipline. They carry out the decisive orders of their ruthless and exacting officers with a determination born of pride and zeal.* - -## Abilities - -### Ruthless Discipline -Add 1 to the number of Orders each Astra Militarum Officer model from your army can issue, as stated on their datasheet. - -While an ASTRA MILITARUM unit from your army is affected by an Order, each time a model in that unit makes an attack, re-roll a Hit roll of 1. - -## Stratagems - -### ADDITIONAL ARMOUR — 1CP -**Type:** Grizzled Company – Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One ASTRA MILITARUM unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### MORDIAN MINUTE — 1CP -**Type:** Grizzled Company – Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Astra Militarum Infantry unit from your army affected by the First Rank, Fire! Second Rank, Fire! Order. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, improve the Strength characteristic of that attack by 1. - -### NO RETREAT! — 1CP -**Type:** Grizzled Company – Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ASTRA MILITARUM unit from your army affected by the Duty and Honour! Order. - -**EFFECT:** If your unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of a phase. - -### PURGING FIRE — 1CP -**Type:** Grizzled Company – Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ASTRA MILITARUM unit from your army affected by an Order that has not been selected to shoot this phase. - -**EFFECT:** If your unit is within range of an objective marker, until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability. - -### SNAP TO IT — 1CP -**Type:** Grizzled Company – Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start of any phase. - -**TARGET:** One Astra Militarum Officer unit from your army. - -**EFFECT:** Your unit’s OFFICER model can issue 1 Order as if it were your Command phase. - -### VETERAN SHARPSHOOTERS — 1CP -**Type:** Grizzled Company – Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ASTRA MILITARUM unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. - -## Enhancements - -### Abhuman Detail — 20pts -*Ogryns respond well to this Commissar’s stern discipline and are even known to accompany them as a personal bodyguard.* -Commissar model only. Add the Ogryn keyword to the list of units this model can issue Orders too (as stated on its datasheet). - -In the Declare Battle Formations step, the bearer can be attached to an Ogryn Squad or Bullgryn squad unit. - -### Aquilan Eye — 20pts -*This bionic lens contains a miniaturised auspex capable of detecting the slightest flaws in enemy defences.* -Astra Militarum officer model only. Each time you select an Order for the bearer to issue, you can select the Order below: - -**Target Weak Spot (Order):** Each time a model in this unit makes a ranged attack that targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1. - -### Laud Hailer — 10pts -*This device amplifies the bearer’s voice, enabling their orders to cut through the din of battle.* -Astra Militarum officer model only. Each time you select a unit for this OFFICER model to issue an Order to, that unit can be within 12" instead of within 6". - -### Spec Ops Veteran — 15pts -*This veteran commando officer imparts their experience in clandestine warfare to the rank and file.* -Astra Militarum Infantry officer model only. Each time you select an Order for the bearer to issue, you can select the Order below: - -**Move to the Shadows (Order):** Each time a ranged attack targets this unit, until those attacks are resolved, models in this unit have the Stealth ability. diff --git a/cogitator/factions/astra-militarum/detachments/hammer-of-the-emperor.md b/cogitator/factions/astra-militarum/detachments/hammer-of-the-emperor.md deleted file mode 100644 index f828e84..0000000 --- a/cogitator/factions/astra-militarum/detachments/hammer-of-the-emperor.md +++ /dev/null @@ -1,86 +0,0 @@ -# Hammer of the Emperor - -## Abilities - -### Iron Tread -Each time a Squadron unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and when making that Advance move, that unit can move within Engagement Range of enemy models but cannot end that move within Engagement Range of enemy models. - -## Stratagems - -### ABLATIVE PLATING — 2CP -**Type:** Hammer of the Emperor – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Astra Militarum Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack. - -### BLAZING ADVANCE — 1CP -**Type:** Hammer of the Emperor – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Squadron unit from your army Advances. - -**TARGET:** That SQUADRON unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. - -### CRASH THROUGH — 1CP -**Type:** Hammer of the Emperor – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Astra Militarum Vehicle unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features as if they were not there. - -### FINAL HOUR — 1CP -**Type:** Hammer of the Emperor – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Squadron unit from your army that is Below Half-strength (excluding Officer units). - -**EFFECT:** Until the end of the battle round, ranged weapons equipped by models in your unit (excluding [ONE SHOT] weapons) have the [HAZARDOUS] ability, and each time a model in your unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll. - -### FURIOUS CANNONADE — 1CP -**Type:** Hammer of the Emperor – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Squadron unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within 12", improve the Armour Penetration characteristic of that attack by 1. - -### TACTICAL WITHDRAWAL — 1CP -**Type:** Hammer of the Emperor – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Squadron unit from your army Falls Back. - -**TARGET:** That SQUADRON unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. - -## Enhancements - -### Calm Under Fire — 15pts -*In clipped tones, this officer issues clear and precise orders to the vehicles under their command - regardless of the bloodshed.* -Vehicle Officer model only. Once per turn, after the bearer issues an Order to a Squadron unit from your army, it can issue the same Order to another SQUADRON unit from your army. - -### Indomitable Steed — 15pts -*This officer goes to war in a favoured vehicle that - whether by fortune or apparent divine intervention - has survived dozens of battles despite suffering heavy damage on multiple occasions.* -Vehicle Officer model only. The bearer has the Feel No Pain 6+ ability. - -### Regimental Banner — 20pts -*A regimental banner flies from this command vehicle, its colours displaying the might of the Astra Militarum for all to see.* -Vehicle Officer model only. Add 3 to the bearer’s Objective Control characteristic. - -### Veteran Crew — 20pts -*Drilled endlessly by the officer in command, the crew of this tank are crack shots who know how to make every shell count.* -Vehicle Officer model only. Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. diff --git a/cogitator/factions/astra-militarum/detachments/mechanised-assault.md b/cogitator/factions/astra-militarum/detachments/mechanised-assault.md deleted file mode 100644 index 7865a89..0000000 --- a/cogitator/factions/astra-militarum/detachments/mechanised-assault.md +++ /dev/null @@ -1,86 +0,0 @@ -# Mechanised Assault - -## Abilities - -### Armoured Fist -Each time an ASTRA MILITARUM model from your army makes a ranged attack in a turn in which it disembarked from a Transport, add 1 to the Wound roll. - -## Stratagems - -### CLEAR AND SECURE — 1CP -**Type:** Mechanised Assault – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ASTRA MILITARUM unit from your army that disembarked from a Transport this turn and has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### HASTY EXTRACTION — 1CP -**Type:** Mechanised Assault – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move. - -**TARGET:** One Astra Militarum Infantry unit from your army that was selected as a target of that charge. - -**EFFECT:** Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an AsTRA Militarum Transport from your army, it can embark within that TRANSPORT. - -### MOVE OUT — 1CP -**Type:** Mechanised Assault – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of your opponent’s turn. - -**TARGET:** One ASTRA MILITARUM unit from your army. - -**EFFECT:** Provided your unit is not within Engagement Range of one or more enemy units and every model in your unit is within 3" of an Astra Militarum Transport from your army, it can embark within that TRANSPORT. - -### RAPID DISPERSAL — 1CP -**Type:** Mechanised Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Astra Militarum Infantry unit from your army that disembarked from a Transport this phase. - -**EFFECT:** Your INFANTRY unit can make a Normal move of up to D6". - -### SWIFT INTERCEPTION — 1CP -**Type:** Mechanised Assault – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Transport unit from your army (excluding AIRCRAFT and TiTANic units) that is not within Engagement Range of one or more enemy units, and is within 9" of the enemy unit that just ended that move. - -**EFFECT:** Your TRANSPORT can make a Normal move of up to 6". - -### VOX-RELAY — 1CP -**Type:** Mechanised Assault – Wargear Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Infantry Officer unit from your army embarked within a Transport. You can use this Stratagem on that unit even though it is embarked within a TRANSPORT. - -**EFFECT:** Until the end of the phase, your unit can issue Orders even though it is not on the battlefield, and it can issue Orders to Astra Militarum Transport units from your army [excluding TiTANic units) regardless of the distance to and from your unit’s TRANSPORT. - -## Enhancements - -### Bold Leadership — 25pts -*This officer’s aggressive command style sees them lead the advance personally, planting the regiment’s colours on seized objectives and leaving following troops to defend the ground they have gained.* -Infantry Officer model only. If you control an objective marker at the end of your Command phase, and the bearer’s unit (or any Transport it is embarked within) is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### Sacred Unguents — 10pts -*Regimental Tech-Priests bless the vehicles under their charge with holy prayer and sacred oils.* -Astra Militarum Tech-Priest Enginseer model only. At the start of your Shooting phase, select one Transport from your army (excluding Aircraft and Titanic units) within 3" of the bearer. Until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll. - -### Smoke Grenades — 10pts -*Smokescreens provide cover for the infantry advance and enable troops to disembark safely.* -Infantry Officer model only. The bearer’s unit has the Benefit of Cover and the Stealth ability while the bearer’s unit is wholly within 3" of one or more friendly TRANSPORT models. - -### Vanguard Honours — 15pts -*Decorated veteran officers know when and where to press home the assault, ensuring their squad disembarks in the optimum position.* -Infantry Officer model only. The bearer’s unit can disembark from a Transport after it has Advanced. If it does, it counts as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. diff --git a/cogitator/factions/astra-militarum/detachments/recon-element.md b/cogitator/factions/astra-militarum/detachments/recon-element.md deleted file mode 100644 index c21ae90..0000000 --- a/cogitator/factions/astra-militarum/detachments/recon-element.md +++ /dev/null @@ -1,86 +0,0 @@ -# Recon Element - -## Abilities - -### Masters of Camouflage -Astra Militarum Walker and Regiment models from your army have the Benefit of Cover. While such a model has the Benefit of Cover for any other reason (e.g. because it is wholly within a RUIN), improve the Save characteristic of that model by 1 (to a maximum of 3+). - -## Stratagems - -### COURAGEOUS DIVERSION — 1CP -**Type:** Recon Element – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your opponent’s Shooting phase. - -**TARGET:** One Astra Militarum Infantry or Astra Militarum Mounted unit from your army. - -**EFFECT:** Until the end of the phase, your unit has the Feel No Pain 6+ ability, and each time an enemy model makes an attack, if your unit is the closest eligible target, subtract 1 from the Hit roll. - -### CRACK SHOTS — 1CP -**Type:** Recon Element – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Platoon unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PRECISION] ability. - -### DRAW THEM OUT — 1CP -**Type:** Recon Element – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Platoon unit from your army that is within 9" of that enemy unit, and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### SCOUTING OUTRIDERS — 1CP -**Type:** Hammer of the Emperor – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of your opponent’s turn. - -**TARGET:** One Astra Militarum Mounted or Astra Militarum Walker unit from your army that is wholly within 10" of one or more battlefield edges and not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### SCRAMBLE FIELD — 1CP -**Type:** Recon Element – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your opponent’s Reinforcements step. - -**TARGET:** One Astra Militarum Infantry unit from your army. - -**EFFECT:** Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of your unit. - -### TANGLEFOOT GRENADES — 1CP -**Type:** Recon Element – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One Astra Militarum Grenades unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). - -## Enhancements - -### Guerrilla Honours — 25pts -*This officer is a specialist in covert warfare, their experience ensuring they know exactly when to redeploy their forces and close the jaws of their pre-prepared trap.* -Infantry Officer model only. After both players have deployed their armies, if the bearer is on the battlefield, select up to three other Astra Militarum Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### Scare Gas Grenades — 5pts -*Filled with powerful hallucinogens, these grenades overwhelm the senses of those who breathe their fumes, causing them to panic and flee their positions.* -Astra Militarum Infantry model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, select one enemy unit within 8" of the bearer’s unit (excluding MONSTER and VEHICLE units); that unit must take a Battle-shock test. - -### Survival Gear — 5pts -*Whether equipped with climbing gear, machetes or snow shoes, this unit moves swiftly across inhospitable terrain to engage the enemy.* -Astra Militarum Infantry model only. The bearer has the Scouts 6" ability. - -### Tripwires — 20pts -*Carefully placed tripwires detonate booby traps as the enemy advance, the resulting explosions causing the foe to halt in their tracks.* -Astra Militarum Infantry model only. Each time an enemy INFANTRY or MOUNTED unit ends a Normal, Advance, Charge or Fall Back move within 9" of the bearer’s unit, roll one D6: on a 4+, until the start of your next turn, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/astra-militarum/detachments/siege-regiment.md b/cogitator/factions/astra-militarum/detachments/siege-regiment.md deleted file mode 100644 index ae75c05..0000000 --- a/cogitator/factions/astra-militarum/detachments/siege-regiment.md +++ /dev/null @@ -1,91 +0,0 @@ -# Siege Regiment - -## Abilities - -### Artillery Support -At the start of the battle round, select one of the following types of artillery support. -- **Creeping Barrage:** Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. The maximum number of units that can be shaken by this rule in each battle round depends on the battle size, as shown below. -- **Incendiary Bombardment:** Select a number of enemy units more than 12" from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are scattered. While a unit is scattered, it cannot have the Benefit of Cover. The maximum number of units you can select in this way depends on the battle size, as shown below. -- **Smoke Shells:** Select a number of units from your army. Until the end of the battle round, those units have the Stealth ability. - -**BATTLE SIZE****MAXIMUM NUMBER OF UNITS**Incursion2Strike Force3Onslaught4 - -## Stratagems - -### CALLOUS SACRIFICE — 1CP -**Type:** Siege Regiment – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Platoon unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks. - -### FLARE BURST — 1CP -**Type:** Siege Regiment – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Astra Militarum Character unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes an attack that targets a visible enemy unit within 12", you can re-roll the Hit roll. - -### FURIOUS FUSILLADE — 1CP -**Type:** Siege Regiment – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Platoon unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in your unit while targeting an enemy unit within half range. - -### MINEFIELD — 1CP -**Type:** Siege Regiment – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One Platoon unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit ends a Charge move within Engagement Range of your unit, roll one D6 for each model in that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### OVER THE TOP — 2CP -**Type:** Siege Regiment – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Start of your Command phase. - -**TARGET:** One Infantry Officer model from your army. - -**EFFECT:** Until the end of the phase, when your model issues the Move! Move! Move! Order, it can issue that Order to any number of eligible friendly Infantry Regiment units, regardless of range to your model. - -### TRENCH FIGHTERS — 1CP -**Type:** Siege Regiment – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Astra Militarum Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 2 to the result if it is a Regiment model. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### Eager Advance — 20pts -*This officer relishes serving in the vanguard and seeks to take up a forward position to be closer to the foe when the firing begins.* -Infantry Officer model only. While the bearer is leading a Regiment unit, that unit has the Scouts 6" ability. - -### Flash Grenades — 20pts -*These grenades emit loud bangs and bright flashes of light, disorienting defenders and allowing the officer and their bodyguard to press home their assault.* -Infantry Officer model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Legacy Sidearm — 10pts -*Handed down by a mentor, this officer’s pistol is an artificer-crafted example of its type, and is all the deadlier for it.* -Infantry Officer model only. Add 2 to the Attacks characteristics of the bearers Pistols. - -### Stalwart’s Honours — 15pts -*Such is this officer’s aura of confidence that the soldiers under their command march into battle heedless of incoming fire, trusting in that old adage of the faithful - the Emperor protects.* -Officer model only. While the bearer is leading a unit, when that unit is issued an Order, it is also affected by the Take Cover! Order. diff --git a/cogitator/factions/astra-militarum/detachments/tempestus-boarding-regiment.md b/cogitator/factions/astra-militarum/detachments/tempestus-boarding-regiment.md deleted file mode 100644 index 5f03e96..0000000 --- a/cogitator/factions/astra-militarum/detachments/tempestus-boarding-regiment.md +++ /dev/null @@ -1,62 +0,0 @@ -# Tempestus Boarding Regiment - -***The Militarum Tempestus excel in high-intensity, fast-moving raids. Some of their regiments further refine these specialisms towards the boarding of voidships, storming vital locations to seize and scuttle the vessel or extract vital personnel from the foe’s clutches.*** - -## Abilities - -### Purge-Sweep Protocols -Each time a MiLiTARUM TEMPESTUS unit from your army is selected to shoot, if one or more models in that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from that unit. Until the end of the phase, ranged weapons equipped by models in that unit have the [LETHAL HiTS] ability while targeting that enemy unit. - -## Stratagems - -### BRUTAL TRAINING — 1CP -**Type:** Tempestus Boarding Regiment – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One MILITARUM TEMPESTUS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit. - -### COORDINATED STRIKE — 1CP -**Type:** Tempestus Boarding Regiment – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Start of your Command phase. - -**TARGET:** One OffIcER model from your army. - -**EFFECT:** Select one Order your model can issue. Every ASTRA MILITARUM unit from your army is issued that Order (regardless of any keywords those units are normally required to have). - -**RESTRICTIONS:** Until the end of the turn, OFFICER models from your army cannot issue Orders. You can only use this Stratagem once. - -### FIRE-PATTERN HURRICANUS — 1CP -**Type:** Tempestus Boarding Regiment – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a MILITARUM TEMPESTUS unit from your army has shot. - -**TARGET:** That MILITARUM TEMPESTUS unit. - -**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, subtract 2 from the Move characteristic of models in that enemy unit, and subtract 2 from Advance and Charge rolls made for it. - -### LOCKDOWN — 1CP -**Type:** Tempestus Boarding Regiment – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ASTRA MILITARUM unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, after your unit ends a move, you can select one open Hatchway it moved through during that move; close that Hatchway. - -## Enhancements - -### Covert Breach — 0pts -*Moving with stealth and urgency, these Scions have already bypassed the enemy’s outer defences before their presence is even detected.* -At the start of the first battle round, the bearer’s unit can make a Normal move of up to 6". - -### Elimination Force — 0pts -*Tasked with the destruction of a specific enemy asset, the Tempestus Scions focus their most lethal attentions against it as per their explicit orders.* -At the start of the first battle round, select one enemy unit. Each time a model in the bearer’s unit makes an attack that targets that enemy unit, if the Strength characteristic of that attack is less than the Toughness characteristic of that enemy unit, add 1 to the Wound roll. diff --git a/cogitator/factions/chaos-daemons/datasheets.md b/cogitator/factions/chaos-daemons/datasheets.md new file mode 100644 index 0000000..6c3bd06 --- /dev/null +++ b/cogitator/factions/chaos-daemons/datasheets.md @@ -0,0 +1,7140 @@ +# Chaos Daemons + +# Accursed Cultists + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| MUTANT | 6" | 4 | 6+ | 1 | 7+ | 1 | +| TORMENT | 6" | 4 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Torment is equipped with:** hideous mutations. + +**Every Mutant is equipped with:** blasphemous appendages. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blasphemous appendages | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Accursed Horde** (Datasheet): Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those attacks, this unit can make a Horde move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Horde move while it is Battle-shocked. + +**Keywords:** Accursed Cultists, Infantry, Chaos, Damned, Accursed Cultists, Undivided, Shadow Legion, Infantry, Chaos, Damned, Accursed Cultists, Undivided, Shadow Legion, Infantry, Chaos, Undivided, Shadow Legion, Infantry, Chaos, Damned, Accursed Cultists, Undivided, Shadow Legion, Damned +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 3-6 Torments +- 5-10 Mutants + +**Leader:** +Led By: Cultist Firebrand, Dark Commune, Rogue Psyker, Dark Apostle + +**Points:** +- 8 models: 90pts +- 16 models: 195pts + +--- + +# Aetaos’rau’keres + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 6+ | 24 | 6+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Bolt of Tzeentch; staff of cataclysm; warpfire talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt of Tzeentch – focused witchfire | 24 | 9 | 2 | 10 | -2 | D3 | hazardous, psychic | +| Bolt of Tzeentch – witchfire | 24 | 9 | 2 | 10 | -1 | 1 | psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of cataclysm | Melee | 6 | 3 | 8 | -2 | 3 | psychic | +| Warpfire talons | Melee | 12 | 3 | 4 | -1 | 1 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Emissary of the Great Mutator (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. +- **Master of Magicks (Psychic)** (Datasheet): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [sustainded hits D3]. Until the end of the phase, this model’s ranged weapon has that ability. + +**Keywords:** Daemon, Tzeentch, Aetaos'rau'keres, Titanic, Psyker, Fly, Towering, Chaos, Epic Hero, Character, Monster +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Aetaos'rau'keres – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 315pts + +--- + +# An’ggrath the Unbound + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 4+ | 24 | 6+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bloodlash; axe of Khorne. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bloodlash | 12 | 9 | 2 | 8 | 0 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of Khorne – strike | Melee | 8 | 2 | 16 | -4 | D6+2 | — | +| Axe of Khorne – sweep | Melee | 16 | 2 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Emissary of the Blood God (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. +- **Relentless Carnage** (Datasheet): At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Monster, Character, Epic Hero, Titanic, Towering, Chaos, Daemon, An'ggrath the Unbound, Khorne +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 An'ggrath the Unbound – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 415pts + +--- + +# Beasts Of Nurgle + +**Role:** Other + +*Filled with dim-witted ebullience at odds with their plague-ridden and nightmarish forms, Beasts of Nurgle flollop into battle like eager hounds. They are drawn instinctively to mortal playthings, whose desperate cries and frantic flight they mistake for participation, at least until their luckless new friends have twitched their last.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 6+ | 7 | 7+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** putrid appendages. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Putrid appendages | Melee | 6 | 4 | 6 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Grotesque Regeneration** (Datasheet): At the end of each phase, if a Beasts of Nurgle model in this unit has lost any wounds but is not destroyed, that model regains all of its lost wounds. + +**Keywords:** Chaos, Daemon, Beast, Beasts of Nurgle, Shadow Legion, Nurgle +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1-2 Beasts of Nurgle + +**Wargear Options:** +- None + +**Leader:** +Led By: Horticulous Slimux + +**Points:** +- 1 model: 65pts +- 2 models: 130pts + +--- + +# Be’lakor + +**Role:** Characters + +*Few warp entities are as mighty or as insidious as Be’lakor. Wreathed in shadow and dancing witchlight, the Dark Master spreads terror and torment to all who behold him. Every blow of his Blade of Shadows leaves the hollow husks of slain enemies sprawled in its wake – just more victims lost to the encroaching darkness.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Betraying Shades; the Blade of Shadows. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Betraying Shades – witchfire | 18 | 9 | 2 | 5 | -2 | 1 | devastating wounds, ignores cover, psychic | +| Betraying Shades – focused witchfire | 18 | 12 | 2 | 6 | -3 | 1 | devastating wounds, hazardous, ignores cover, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Blade of Shadows – strike | Melee | 7 | 2 | 14 | -4 | D6+1 | devastating wounds | +| The Blade of Shadows – sweep | Melee | 14 | 2 | 8 | -3 | 1 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **The Dark Master (Aura)** (Datasheet): The area of the battlefield within 6" of this model is within your army’s Shadow of Chaos. +- **Shadow Form** (Datasheet): At the start of the battle round, select one Shadow Form ability (see below). Until the end of the battle round, this model has that ability. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. +- **Wreathed in Shadows (Aura, Psychic)** (Primarch): While a friendly Legiones Daemonica unit or Shadow Legion unit is within 6" of this model, that unit can only be targeted by a ranged attack if the attacking model is within 18". +- **Pall of Despair (Aura, Psychic)** (Primarch): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of this model, that unit must take a Battle-shock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds. In addition, for each enemy unit that fails a Battle-shock test within 9" of this model, this model regains up to D3 lost wounds. +- **Shadow Lord (Aura, Psychic)** (Primarch): While a friendly Legiones Daemonica or Shadow Legion unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1. + +**Keywords:** Fly, Shadow Legion, Monster, Character, Be’lakor, Daemon, Chaos, Epic Hero, Psyker +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Be’lakor – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 375pts + +--- + +# Bloodcrushers + +**Role:** Other + +*Unholy fusions of daemon and machine, Juggernauts of Khorne are unstoppable beasts whose blood is fire and whose every step is thunder. When ridden into battle by Bloodletters, they act as shock cavalry, bearing down on their victims like battering rams. The destruction when their charge hits home is hideous to behold.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hellblade; Juggernaut’s bladed horn. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | +| Juggernaut’s bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Brass Stampede** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers D3 mortal wounds. + +**Keywords:** Chaos, Daemon, Khorne, Bloodcrushers, Shadow Legion, Mounted +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Bloodhunter +- 2-5 Bloodcrushers + +**Wargear Options:** +- 1 Bloodcrusher that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Bloodcrusher that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Leader:** +Led By: Skullmaster + +**Points:** +- 3 models: 110pts +- 6 models: 220pts + +--- + +# Bloodletters + +**Role:** Battleline + +*Bloodletters are hate and violence made manifest. Attacking in berserk packs or in martial, marching ranks, they hack apart their victims with monstrous hellblades. These weapons glow red-hot with the fury of their wielders, and even the slightest wound they inflict can see the victim bled dry in seconds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 7+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hellblade. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Bane of Cowards** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Khorne, Daemon, Chaos, Infantry, Shadow Legion, Bloodletters, Battleline +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Bloodreaper +- 9 Bloodletters + +**Wargear Options:** +- 1 Bloodletter that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Bloodletter that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Leader:** +Led By: Skulltaker, Bloodmaster + +**Points:** +- 10 models: 110pts + +--- + +# Bloodmaster + +**Role:** Characters + +*Risen victorious from the horrors of the Skullpit, Bloodmasters lead Khorne’s Bloodletter hosts in battle. The presence of these hulking daemonic slaughterers imbues their infernal followers with even greater fury and might, even as the Bloodmasters themselves carve a gory path through their luckless foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** blade of blood. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of blood | Melee | 5 | 2 | 6 | -2 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Bloodmaster** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll. +- **A Gory Path** (Datasheet): Each time this model’s unit Consolidates, it can move up to 6" instead of up to 3". + +**Keywords:** Character, Infantry, Chaos, Daemon, Khorne, Bloodmaster, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Bloodmaster + +**Wargear Options:** +- None + +**Leader:** +Can lead: Bloodletters + +**Points:** +- 1 model: 65pts + +--- + +# Bloodthirster + +**Role:** Characters + +*Bloodthirsters are supreme warriors, ferocious embodiments of the Blood God’s rage and murderlust. Commanders and champions of the Khornate daemon legions, Bloodthirsters are possessed of supreme martial skill. They wield baroque weapons of appalling power, and slaughter all in their paths.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 18 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** hellfire breath; great axe of Khorne + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bloodflail | 12 | 1 | 2 | 16 | -3 | D6+1 | devastating wounds | +| Hellfire breath | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Lash of Khorne | 12 | 6 | 2 | 8 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of Khorne – strike | Melee | 8 | 2 | 14 | -4 | D3+1 | — | +| Axe of Khorne – sweep | Melee | 16 | 2 | 8 | -2 | 1 | — | +| Great axe of Khorne – strike | Melee | 7 | 2 | 16 | -4 | D6+2 | — | +| Great axe of Khorne – sweep | Melee | 14 | 2 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemon Lord of Khorne (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Relentless Carnage** (Datasheet): At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound. +- **Greater Daemon of Khorne (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. + +**Keywords:** Fly, Character, Monster, Khorne, Shadow Legion, Bloodthirster, Daemon, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Bloodthirster + +**Wargear Options:** +- This model’s great axe of Khorne can be replaced with 1 axe of Khorne and one of the following:- 1 bloodflail +- 1 lash of Khorne + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 305pts + +--- + +# Blue Horrors + +**Role:** Battleline + +*Blue Horrors are sullen, malevolent entities, as likely to throttle victims with their rubbery fingers out of sheer spite as to melt them like tallow with conjured gouts of mutating warpflame. Should one of these wretched beings be slain, it bursts into a roiling cloud of fume from which a pair of crackling Brimstone Horrors emerge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 8+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every Blue Horror is equipped with:** Coruscating Blue Flames; blue claws. + +**Every Brimstone Horror added to this unit using the Split ability is equipped with:** Coruscating Yellow Flames; yellow claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coruscating Blue Flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | +| Coruscating Yellow Flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Split** (Datasheet): Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one BRIMSTONE HORROR model to this unit. +- **Sullen Malevolence (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that enemy unit by 1. +- **Exploding Horrors** (Datasheet): Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound. + +**Keywords:** Blue, Daemon, Infantry, Battleline, Shadow Legion, Brimstone, Chaos, Horrors, Tzeentch +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 10 Blue Horrors + +**Wargear Options:** +- None + +**Leader:** +Led By: Changecaster, Fluxmaster + +**Points:** +- 10 models: 125pts + +--- + +# Burning Chariot + +**Role:** Other + +*Burning Chariots of Tzeentch are often seen in the visions and nightmares of mortals as blazing omens of ill fortune. Upon the battlefield such warnings become self-fulfilling prophecies, the eldritch war engines serving as the agents of the very devastation and misery their coming is said to warn of.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 7+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Fire of Tzeentch; Flamer mouths; Screamer bites. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fire of Tzeentch – blue fire | 18 | 3 | 3 | 9 | -3 | 3 | ignores cover, psychic | +| Fire of Tzeentch – pink fire | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer mouths | Melee | 6 | 4 | 5 | 0 | 1 | — | +| Screamer bites | Melee | 6 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+, extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Eldritch Flames (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. + +**Keywords:** Chaos, Burning Chariot, Daemon, Fly, Shadow Legion, Tzeentch, Mounted +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Burning Chariot + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts + +--- + +# Changecaster + +**Role:** Characters + +*Whirling amidst capering masses of daemonic Horrors, these Heralds are potent sorcerers whose presence causes the fires of their fellow daemons to spread with infernal vigour. Changecasters unleash storms of mutating sorcery against their enemies, jabbering and cackling as they wreak gruesome havoc.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Arcane Fireball; Herald combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arcane Fireball – witchfire | 18 | 3 | 3 | 5 | -1 | D3 | psychic | +| Arcane Fireball – focused witchfire | 18 | 3 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Herald combat weapon | Melee | 3 | 4 | 4 | -1 | 1 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Changecaster** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Storm of Mutating Sorcery (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy Infantry unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Infantry, Character, Shadow Legion, Psyker, Daemon, Tzeentch, Chaos, Changecaster +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Changecaster + +**Wargear Options:** +- None + +**Leader:** +Can lead: Pink Horrors, Blue Horrors + +**Points:** +- 1 model: 60pts + +--- + +# Chaos Lord In Terminator Armour + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** combi-bolter; exalted weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired accursed weapons | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | +| Chainfist | Melee | 5 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Exalted weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Formidably Resilient** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. + +**Keywords:** Chaos Lord, Infantry, Character, Chaos, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Character, Undivided, Infantry, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord in Terminator Armour + +**Wargear Options:** +- This model’s combi-bolter can be replaced with 1 combi-weapon. +- This model’s exalted weapon can be replaced with one of the following:- 1 chainfist +- 1 power fist +- This model’s combi-bolter and exalted weapon can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Chaos Terminator Squad + +**Points:** +- 1 model: 85pts + +--- + +# Chaos Lord On Disc Of Tzeentch + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Lord of Fate** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. + +**Keywords:** Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Disc of Tzeentch + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Legionaries, Chosen + +**Points:** +- 1 model: 100pts + +--- + +# Chaos Lord On Juggernaut + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 2+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; bladed horn; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Bloody Stampede** (Datasheet): Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Chaos Lord, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Khorne, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Chaos Lord, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Juggernaut, Undivided, Shadow Legion, Shadow Legion, Undivided, Juggernaut, Chaos Lord, Khorne, Chaos, Grenades, Character, Mounted, Shadow Legion, Mounted, Character, Undivided, Juggernaut, Grenades, Chaos, Khorne, Mounted, Character, Grenades, Chaos +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Chaos Lord on Juggernaut + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Points:** +- 1 model: 115pts + +--- + +# Chaos Lord On Palanquin Of Nurgle + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Revolting Regeneration** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. + +**Keywords:** Chaos, Grenades, Character, Infantry, Shadow Legion, Undivided, Palanquin of Nurgle, Nurgle, Nurgle, Chaos, Grenades, Character, Infantry, Undivided, Chaos Lord, Shadow Legion, Shadow Legion, Chaos Lord, Palanquin of Nurgle, Undivided, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Chaos Lord on Palanquin of Nurgle + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Legionaries, Chosen + +**Points:** +- 1 model: 90pts + +--- + +# Chaos Lord On Steed Of Slaanesh + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 5 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; lashing tongue. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Cut Off Their Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Shadow Legion, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Steed of Slaanesh + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Points:** +- 1 model: 100pts + +--- + +# Chaos Lord with Jump Pack + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | TWIN-LINKED | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Cruel Hunter** (Datasheet): While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3". + +**Keywords:** Chaos, Chaos Lord, Undivided, Shadow Legion, Infantry, Character, Jump Pack, Fly, Grenades, Chaos, Chaos Lord, Undivided, Shadow Legion, Infantry, Character, Jump Pack, Fly, Chaos, Chaos Lord, Undivided, Shadow Legion, Infantry, Character, Jump Pack, Fly, Shadow Legion, Chaos, Chaos Lord, Chaos Lord, Chaos, Grenades, Fly, Jump Pack, Grenades, Character, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades, Fly, Jump Pack, Character, Grenades, Infantry, Shadow Legion, Undivided, Chaos Lord, Undivided, Chaos, Fly, Grenades, Fly, Jump Pack, Character, Grenades, Infantry, Shadow Legion, Undivided, Infantry, Character, Jump Pack +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Chaos Lord + +**Wargear Options:** +- This model's bolt pistol can be replaced with 1 plasma pistol. +- This model’s accursed weapon can be replaced with 1 power fist. +- This model's bolt pistol and accursed weapon can be replaced with 1 twin lightning claws. + +**Leader:** +Can lead: Raptors + +**Points:** +- 1 model: 80pts + +--- + +# Chaos Lord + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; daemon hammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainblade | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Daemon hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Chance for Glory** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1. + +**Keywords:** Grenades, Chaos Lord, Chaos, Grenades, Character, Undivided, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Character, Infantry, Shadow Legion, Infantry, Character, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades, Character, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades, Character, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord + +**Wargear Options:** +- This model’s daemon hammer can be replaced with one of the following:- 1 accursed weapon +- 1 Astartes chainsword +- This model’s plasma pistol can be replaced with 1 power fist. + +**Leader:** +Can lead: Legionaries, Chosen + +**Points:** +- 1 model: 90pts + +--- + +# Chaos Terminator Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** combi-bolter; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Despoilers** (Datasheet): Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the Hit roll. + +**Keywords:** Shadow Legion, Undivided, Chaos Terminator Squad, Terminator, Chaos, Infantry, Shadow Legion, Undivided, Chaos Terminator Squad, Terminator, Chaos, Infantry, Shadow Legion, Chaos Terminator Squad, Terminator, Chaos, Infantry, Shadow Legion, Undivided, Chaos Terminator Squad, Terminator, Chaos, Infantry, Undivided +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Terminator Champion +- 4-9 Chaos Terminators + +**Wargear Options:** +- For every 5 models in this unit, 1 Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer +- 1 reaper autocannon +- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. +- For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist. +- For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist. + +**Leader:** +Led By: Chaos Lord In Terminator Armour, Sorcerer In Terminator Armour + +**Points:** +- 5 models: 180pts +- 10 models: 360pts + +--- + +# Chosen + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; bolt pistol; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. +- **Chosen Marauders** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +**Keywords:** Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Chosen Champion +- 4-9 Chosen + +**Wargear Options:** +- For every 5 models in this unit, up to 2 models can each have their bolt pistol replaced with 1 plasma pistol. +- For every 5 models in this unit, up to 2 models can each have their boltgun replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 model’s boltgun and accursed weapon can be replaced with 1 paired accursed weapons. +- For every 5 models in this unit, 1 model equipped with a boltgun can have its accursed weapon replaced with 1 power fist. That model’s boltgun cannot be replaced. +- 1 model can be equipped with 1 Chaos icon. + +**Leader:** +Led By: Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Master Of Possession, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle + +**Points:** +- 5 models: 125pts +- 10 models: 250pts + +--- + +# Contorted Epitome + +**Role:** Characters + +*These ghastly daemonic manifestations writhe into battle on nests of metallic tendrils, their leering attendants riding their twisted steeds to war. Each reflects the darkest desires of those who look upon its surface, even as it swallows up the most potent energies thrown against it.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 5+ | 8 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** coiled tentacles; ravaging claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coiled tentacles | Melee | D6 | 4 | 5 | -1 | 2 | extra attacks | +| Ravaging claws | Melee | 8 | 2 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Swallow Energy (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. +- **Horrible Fascination(Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, one Psyker model from your army with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase. + +**Keywords:** Chaos, Slaanesh, Contorted Epitome, Character, Infantry, Shadow Legion, Psyker +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Contorted Epitome + +**Wargear Options:** +- None + +**Leader:** +Can lead: Daemonettes + +**Points:** +- 1 model: 100pts + +--- + +# Cultist Firebrand + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** balefire pike, close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balefire pike | 12 | D6+3 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fiery Faith** (Datasheet): While this model is leading a unit, you can re-roll Leadership tests taken for that unit. +- **Cursed Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Undivided, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Damned, Cultist Firebrand, Shadow Legion, Infantry, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Cultist Firebrand + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists + +**Points:** +- 1 model: 45pts + +--- + +# Cultist Mob with Firearms + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cultist Champion is equipped with:** autopistol; brutal assault weapon. + +**Every Chaos Cultist is equipped with:** autopistol; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Autogun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +**Keywords:** Grenades, Chaos, Infantry, Damned, Cultist Mob with Firearms, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Battleline, Shadow Legion, Shadow Legion, Undivided, Damned, Cultist Mob with Firearms, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms, Undivided, Infantry, Battleline, Shadow Legion, Grenades, Chaos, Damned, Cultist Mob with Firearms, Undivided, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Cultist Champion +- 9-19 Chaos Cultists + +**Wargear Options:** +- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. +- Any number of models can each have their autogun and close combat weapon replaced with 1 autopistol and 1 brutal assault weapon. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 flamer. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 heavy stubber. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 grenade launcher. + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Cultist Mob + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +**Keywords:** Infantry, Shadow Legion, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Undivided, Cultist Mob, Damned, Chaos, Grenades, Battleline, Infantry +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Cultist Champion +- 9-19 Chaos Cultists + +**Wargear Options:** +- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. + +**Leader:** +Led By: Cultist Firebrand, Dark Commune, Rogue Psyker, Dark Apostle + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Daemon Prince Of Chaos With Wings + +**Role:** Characters + +*A Daemon Prince’s obsessive greed and desire to inflict ever more destruction, bloodshed and misery can manifest in the form of hideous wings that speed them from one slaughter to the next. A servant of the Dark Gods so blessed is a horrifying harbinger of death drawn from insane nightmare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Malefic Destruction** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of this model’s hellforged weapons. +- **Harbinger of Death** (Datasheet): Each time this model is selected to fight, select one of the following abilities. Until the end of the phase, this model’s hellforged weapons have that ability: +- [LETHAL HITS] +- [PRECISION] +- [SUSTAINED HITS 1] +- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: +- KHORNE +- TZEENTCH +- NURGLE +- SLAANESH +The keyword you select will also affect some of this model’s characteristics, as stated overleaf. +- **Daemon Prince of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s hellforged weapons. +- **Daemon Prince of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of this model’s infernal cannon. +- **Daemon Prince of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. +- **Daemon Prince of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. + +**Keywords:** Shadow Legion, Monster, Character, Fly, Chaos, Daemon Prince of Chaos with Wings, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Daemon Prince of Chaos with Wings + +**Wargear Options:** +- None + +**Points:** +- 1 model: 180pts + +--- + +# Daemon Prince of Chaos + +**Role:** Characters + +*Blessed with apotheosis from mortal to daemonic form, a Daemon Prince is a monstrous entity well used to commanding cruel legions in battle. Their supernatural gifts are many and varied, from sorcerous powers to diseased fortitude, warp-forged weaponry, unholy swiftness or burning inner furnaces of unquenchable rage.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Lord** (Datasheet): While this model is within 3" of one or more friendly Legiones Daemonica Infantry units, this model has the Lone Operative ability. +- **Prince of Darkness (Aura)** (Datasheet): While a friendly Legiones Daemonica unit is within 6" of this model, models in that unit have the Stealth ability. +- **Unholy Vigour** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save. +- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: +- KHORNE +- TZEENTCH +- NURGLE +- SLAANESH +The keyword you select will also affect some of this model’s characteristics, as stated overleaf. +- **Daemon Prince of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s hellforged weapons. +- **Daemon Prince of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of this model’s infernal cannon. +- **Daemon Prince of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. +- **Daemon Prince of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. + +**Keywords:** Monster, Shadow Legion, Daemon Prince of Chaos, Chaos, Character, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Daemon Prince of Chaos + +**Wargear Options:** +- None + +**Points:** +- 1 model: 190pts + +--- + +# Daemonettes + +**Role:** Battleline + +*Known to mortals as the handmaidens of Slaanesh, these daemons are a mixture of the beautiful and the monstrous, made all the more disturbing by the visceral clash of both. They delight in the carnage of battle, weaving around enemies’ clumsy blows as they shrill and sigh their delight amidst swift-taloned slaughter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 3 | 7+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** slashing claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Horrifying Beauty** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Battleline, Infantry, Shadow Legion, Daemonettes, Slaanesh, Daemon, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Alluress +- 9 Daemonettes + +**Wargear Options:** +- 1 Daemonette that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Daemonette that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Leader:** +Led By: Syll’esske, Infernal Enrapturess, Contorted Epitome, Tranceweaver + +**Points:** +- 10 models: 100pts + +--- + +# Dark Apostle + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| DARK APOSTLE | 6" | 4 | 3+ | 4 | 5+ | 1 | +| DARK DISCIPLE | 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Dark Apostle is equipped with:** bolt pistol; accursed crozius. + +**Every Dark Disciple is equipped with:** close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Accursed crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Zealotry** (Datasheet): While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Demagogue** (Datasheet): Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12" of this unit’s DARK APOSTLE model. That unit is no longer Battle-shocked. +- **Malign Sacrifice** (Datasheet): At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed. + +**Keywords:** Grenades, Chaos, Grenades, Character, Shadow Legion, Undivided, Dark Apostle, Character, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Dark Apostle, Character, Chaos, Infantry, Shadow Legion, Undivided, Dark Apostle, Character, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Dark Apostle, Dark Apostle, Character, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Infantry +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Dark Apostle +- 2 Dark Disciples + +**Leader:** +Can lead: Chosen, Cultist Mob, Accursed Cultists, Legionaries + +**Points:** +- 3 models: 65pts + +--- + +# Dark Commune + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CULT DEMAGOGUE | 6" | 3 | 6+ | 4 | 6+ | 1 | +| OTHER MODELS | 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cult Demagogue is equipped with:** autopistol; Commune stave. + +**The Mindwitch is equipped with:** Warp Curse; close combat weapon. + +**The Iconarch is equipped with:** autopistol; close combat weapon; Chaos icon. + +**Every Blessed Blade is equipped with:** Commune blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp Curse – focused witchfire | 18 | 3 | 3 | 5 | -1 | 2 | hazardous, psychic, sustained hits 2 | +| Warp Curse – witchfire | 18 | 3 | 3 | 4 | -1 | 2 | psychic | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Commune stave | Melee | 2 | 4 | 3 | 0 | D3 | devastating wounds | +| Commune blade | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Faithful Flock** (Datasheet): While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save. +- **Dark Ritual** (Datasheet): Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Dark Commune, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Cult Demagogue +- 1 Mindwitch +- 1 Iconarch +- 2 Blessed Blades + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists + +**Points:** +- 5 models: 90pts + +--- + +# Epidemius + +**Role:** Characters + +*Borne upon his throne by a scrabbling mound of Nurglings, Epidemius endlessly catalogues the infinite plagues and maladies released upon realspace by the followers of Nurgle. The higher Epidemius’ tally rises upon any given battlefield, the more favourably the Plague God smiles upon his servants in the vicinity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 6+ | 8 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** balesword and Nurgling attendants. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balesword and Nurgling attendants | Melee | D6+3 | 3 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Blessed by the Plague God** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. +- **Tally of Pestilence** (Datasheet): Keep a tally of how many enemy models are destroyed by Nurgle Legiones Daemonica models from your army during the battle. At the start of your Command phase, if this tally is 7 or more, you gain 1CP and the tally is reset to 0. + +**Keywords:** Epidemius, Nurgle, Daemon, Chaos, Infantry, Character, Epic Hero +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Epidemius – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Plaguebearers + +**Points:** +- 1 model: 80pts + +--- + +# Exalted Flamer + +**Role:** Characters + +*Champions of their kind, Exalted Flamers lead packs of lesser entities to battle. Some swoop upon the backs of Burning Chariots, unleashing focused jets of devastating blue fire, or indiscriminate rains of searing pink fire that clings and spreads like panic given animus until nothing remains in its wake but glowing ashes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 4 | 7+ | 6 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Fire of Tzeentch; Flamer mouths. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fire of Tzeentch – blue fire | 18 | 3 | 3 | 9 | -3 | 3 | ignores cover, psychic | +| Fire of Tzeentch – pink fire | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer mouths | Melee | 4 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Blazing Warpfire (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. +- **Flames of Change (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks, and roll one D6. On a 4+, until the end of your opponent’s next turn, that enemy unit is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. +- **MANIFESTATION OF DESTRUCTION** (Special (правая колонка)): This model cannot be your Warlord and cannot be given Enhancements. + +**Keywords:** Character, Shadow Legion, Daemon, Fly, Tzeentch, Exalted Flamer, Infantry, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Exalted Flamer + +**Wargear Options:** +- None + +**Leader:** +Can lead: Flamers + +**Points:** +- 1 model: 65pts + +--- + +# Exalted Seeker Chariot + +**Role:** Other + +*Larger and more deadly than Seeker Chariots, these infernal engines offer the legions of Slaanesh comparatively heavyweight weapons to break their victims’ lines. Multi-hued wheels emitting blurred skeins of hypnotic light, axles screaming like damned souls, they tear through the enemy ranks again and again.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 5+ | 12 | 7+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** lashes of torment; Exalted Seeker tongues; slashing claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exalted Seeker tongues | Melee | 8 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 14 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Infernal Engines of Torment** (Datasheet): In the Fight phase, after this model has finished making its attacks, if one or more enemy units were destroyed as a result of those attacks, every enemy unit within 6" of this model must take a Battle-shock test. + +**Keywords:** Mounted, Daemon, Exalted Seeker Chariot, Shadow Legion, Chaos, Slaanesh +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Exalted Seeker Chariot + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts + +--- + +# Fateskimmer + +**Role:** Characters + +*These daemons ride upon Burning Chariots, arcane constructs fashioned from the energies of dread omens and foretellings. They hurtle along anarchic and illogical trajectories that defy all physical laws, often surrounded by shoals of predatory daemonic entities empowered and emboldened by the Herald’s presence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 6+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Arcane Fireball; Herald combat weapon; Screamer bites. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arcane Fireball – witchfire | 18 | 3 | 3 | 5 | -1 | D3 | psychic | +| Arcane Fireball – focused witchfire | 18 | 3 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Herald combat weapon | Melee | 3 | 4 | 4 | -1 | 1 | psychic | +| Screamer bites | Melee | 6 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+, extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Fateskimmer** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Rider of the Immaterial Winds** (Datasheet): Once per battle, at the end of your opponent’s turn, if this model’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. + +**Keywords:** Fateskimmer, Shadow Legion, Mounted, Character, Psyker, Fly, Daemon, Tzeentch, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Fateskimmer + +**Wargear Options:** +- None + +**Leader:** +Can lead: Screamers + +**Points:** +- 1 model: 95pts + +--- + +# Feculent Gnarlmaw + +**Role:** Fortifications + +*Where the most grievous foulness reigns, there sprout the Feculent Gnarlmaws. Daemonic warp-flora, these cankers in the flesh of reality exude an aura of supernatural disease. Clouds of plague flies boil around them, shrouding the daemons of Nurgle from the sights of the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 9 | 4+ | 9 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Shroud of Flies (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this FORTIFICATION, models in that unit have the Stealth ability. +- **Diseased Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Feculent Gnarlmaw, Chaos, Daemon, Nurgle, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Feculent Gnarlmaw + +**Wargear Options:** +- None + +**Points:** +- 1 model: 100pts + +--- + +# Fellgor Beastmen + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Fellgor Champion is equipped with:** bolt pistol; chainsword. + +**Every Fellgor Beastman is equipped with:** autopistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Corrupted stave | 18 | D3 | 4 | 5 | -1 | 1 | devastating wounds, psychic | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Corrupted stave | Melee | 2 | 4 | 4 | -1 | D3 | devastating wounds, psychic | +| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Great weapon | Melee | 2 | 5 | 8 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Bestial Raiders** (Datasheet): If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +**Keywords:** Grenades, Damned, Fellgor Beastmen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Fellgor Beastmen, Undivided, Chaos, Shadow Legion, Infantry, Grenades, Damned, Fellgor Beastmen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chaos, Damned, Fellgor Beastmen, Undivided, Shadow Legion, Infantry, Fellgor Beastmen +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Fellgor Champion +- 9 Fellgor Beastmen + +**Wargear Options:** +- The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol. +- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon. +- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave. + +**Points:** +- 10 models: 70pts + +--- + +# Fiends + +**Role:** Other + +*Few daemonic entities approach the sheer disturbing horror of the Fiends of Slaanesh. Malicious hunting beasts that croon their delight across the battlefield, these ghastly abominations are wreathed in a soporific musk that leaves their prey witless and helpless before their flashing talons and stabbing tails.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 7+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** barbed tail and dissecting claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Barbed tail and dissecting claws | Melee | 5 | 3 | 5 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Soporific Musk** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Slaanesh, Shadow Legion, Fiends, Beast, Chaos, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Blissbringer +- 2-5 Fiends + +**Wargear Options:** +- None + +**Points:** +- 3 models: 95pts +- 6 models: 190pts + +--- + +# Flamers + +**Role:** Other + +*These bizarre daemons bound through the air in convulsive leaps. The warpflame that drools from their many maws seethes with the raw power of change. When spat forth in roaring sheets, it sends its victims into agonies of mutation, their forms altering again and again before collapsing into distorted ruin.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 4 | 7+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Flickering Flames; Flamer mouths. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flickering Flames | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer mouths | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Bounding Leaps** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. + +**Keywords:** Fly, Chaos, Daemon, Tzeentch, Flamers, Shadow Legion, Infantry +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Pyrocaster +- 2-5 Flamers + +**Wargear Options:** +- None + +**Leader:** +Led By: Exalted Flamer + +**Points:** +- 3 models: 65pts +- 6 models: 130pts + +--- + +# Flesh Hounds + +**Role:** Other + +*These hunting hounds of Khorne track the terror spoor of their prey across interstellar gulfs. The brass collars about their necks ward away even the most potent sorceries of their desperate prey, before the slavering Flesh Hounds launch themselves onto their victims swinging vicious talons and sinking foot-long fangs deep.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 7+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Gore Hound is equipped with:** burning roar; gore-drenched fangs; collar of Khorne. + +**Every Flesh Hound is equipped with:** gore-drenched fangs; collar of Khorne. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burning roar | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gore-drenched fangs | Melee | 3 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Collar of Khorne** (Wargear): The bearer has the Feel No Pain 3+ ability against Psychic Attacks. +- **Hunters from the Warp** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +**Keywords:** Chaos, Shadow Legion, Flesh Hounds, Khorne, Daemon, Beast +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Gore Hound +- 4-9 Flesh Hounds + +**Wargear Options:** +- None + +**Leader:** +Led By: Karanak, Karanak + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Fluxmaster + +**Role:** Characters + +*Fluxmasters are Heralds of Tzeentch gifted with daemonic Discs as steeds. They streak through the air like scintillating comets, trailing a wake of altered reality behind them in which fate turns in the favour of Tzeentch’s servants and all their endeavours are rendered especially successful and potent.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 6+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Arcane Fireball; Herald combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arcane Fireball – witchfire | 18 | 3 | 3 | 5 | -1 | D3 | psychic | +| Arcane Fireball – focused witchfire | 18 | 3 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Herald combat weapon | Melee | 3 | 4 | 4 | -1 | 1 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Fluxmaster** (Datasheet): While this model is leading a unit, each time an attack is made against that unit, subtract 1 form the Hit roll. +- **Altered Reality (Psychic)** (Datasheet): Once per battle round, after a Hit roll, a Wound roll, or a saving throw is made for this model, you can change the result of that roll to a 6. + +**Keywords:** Tzeentch, Daemon, Chaos, Psyker, Fly, Mounted, Character, Shadow Legion, Fluxmaster +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Fluxmaster + +**Wargear Options:** +- None + +**Leader:** +Can lead: Pink Horrors, Blue Horrors + +**Points:** +- 1 model: 60pts + +--- + +# Furies + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 7+ | 1 | 8+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** daemonic claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemonic claws | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Prey on the Weak** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Battle-shocked, add 1 to the Wound roll. +- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: +- KHORNE +- TZEENTCH +- NURGLE +- SLAANESH + +**Keywords:** Infantry, Chaos, Furies, Shadow Legion, Fly, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 5-10 Furies + +**Wargear Options:** +- None + +**Points:** +- 5 models: 40pts +- 10 models: 80pts + +--- + +# Gellerpox Infected + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | +| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Gellerpox Mutant is equipped with:** brutal weapons. + +**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. + +**Every other Nightmare Hulk is equipped with:** hideous mutations. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. + +**Keywords:** Infantry, Chaos, Damned, Nurgle, Gellerpox Infected, Chaos, Undivided, Shadow Legion, Infantry, Damned, Nurgle, Gellerpox Infected, Undivided, Shadow Legion, Infantry, Chaos, Damned, Nurgle, Gellerpox Infected, Undivided, Shadow Legion, Infantry, Chaos, Damned, Nurgle, Gellerpox Infected, Infantry, Undivided, Shadow Legion, Undivided, Gellerpox Infected, Shadow Legion, Chaos, Damned, Nurgle +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 4 Nightmare Hulks +- 3 Gellerpox Mutants + +**Wargear Options:** +- None + +**Points:** +- 7 models: 125pts + +--- + +# Giant Chaos Spawn + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 4+ | 10 | 7+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** churning fangs and claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Churning fangs and claws | Melee | D6+6 | 3 | 10 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Regenerating Monstrosity** (Datasheet): At the start of each player’s Command phase, this model regains up to D3 lost wounds. +- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: +- KHORNE +- TZEENTCH +- NURGLE +- SLAANESH +The keyword you select will also affect some of this model’s characteristics (see the Daemonic Allegiance section). +- **Creature of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s melee weapons. +- **Creature of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, this model has a 4+ invulnerable save. +- **Creature of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. +- **Creature of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. + +**Keywords:** Giant Chaos Spawn, Chaos, Shadow Legion, Monster +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Giant Chaos Spawn + +**Wargear Options:** +- None + +**Points:** +- 1 model: 130pts + +--- + +# Great Unclean One + +**Role:** Characters + +*These Greater Daemons possess the same boundless energy and drive to corrupt as a swift spreading virus. Their booming voices roll across the battlefield, their cruel jollity and the perverse pride they take in their underlings’ achievements horribly at odds with the misery and disease they spread.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 12 | 5+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plague flail; putrid vomit; bilesword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plague flail | 6 | D6+1 | 3 | 7 | -2 | 2 | — | +| Putrid vomit | 12 | D6+3 | N/A | 5 | -2 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bileblade | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks, lethal hits | +| Bilesword – strike | Melee | 6 | 2 | 10 | -2 | D6+1 | lethal hits | +| Bilesword – sweep | Melee | 12 | 2 | 7 | -1 | 1 | lethal hits | +| Doomsday bell | Melee | 6 | 2 | 7 | -1 | 2 | lethal hits, Reverberating summons | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Greater Daemon of Nurgle (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. +- **Daemon Lord of Nurgle (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, add 1 to the Toughness characteristic of models in that unit. +- **Nurgle’s Rot (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the Toughness characteristic of models in that unit. +- **Reverberating Summons** (Wargear profile): Each time a model is destroyed by this weapon, you can select one friendly Plaguebearer’s unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit. + +**Keywords:** Nurgle, Great Unclean One, Shadow Legion, Chaos, Monster, Character, Psyker, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Great Unclean One + +**Wargear Options:** +- This model’s plague flail can be replaced with 1 bileblade. +- This model’s bilesword can be replaced with 1 doomsday bell. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Havocs + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Havoc Champion is equipped with:** flamer; Astartes chainsword. + +**2 Havocs are equipped with:** Havoc autocannon; close combat weapon. + +**2 Havocs are equipped with:** Havoc lascannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Havoc missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Havoc autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Havoc heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Havoc lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Havoc missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Havoc reaper chaincannon | 24 | 8 | 3 | 5 | 0 | 1 | — | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Stabilisation Talons** (Datasheet): Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the Hit roll and any or all modifiers to the Ballistic Skill characteristic of that weapon. + +**Keywords:** Shadow Legion, Undivided, Havocs, Infantry, Shadow Legion, Undivided, Havocs, Chaos, Infantry, Chaos, Shadow Legion, Undivided, Havocs, Chaos, Infantry +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Havoc Champion +- 4 Havocs + +**Wargear Options:** +- The Havoc Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon +- 1 power fist +- The Havoc Champion’s flamer can be replaced with one of the following:- 1 boltgun +- 1 meltagun +- 1 plasma gun +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- Any number of Havocs can each have their Havoc autocannon or Havoc lascannon replaced with one of the following:- 1 Havoc autocannon +- 1 Havoc heavy bolter +- 1 Havoc lascannon +- 1 Havoc missile launcher +- 1 Havoc reaper chaincannon + +**Points:** +- 5 models: 125pts + +--- + +# Hellflayer + +**Role:** Other + +*Mortal myth has it that the Hellflayers of Slaanesh began as devices for mowing the gruesome pleasure-gardens of the Dark Prince’s realm, but that their efficacy in war was soon proven when their wild Daemonette crews unleashed the whirl-bladed murder engines upon the battlefields of realspace.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 5+ | 7 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lashes of torment; bladed axle; Seeker tongues; slashing claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladed axle | Melee | 6 | 3 | 6 | -1 | 2 | extra attacks | +| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 9 | 3 | 4 | 0 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Cutting Down the Foe** (Datasheet): Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if that unit is an INFANTRY unit: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Hellflayer, Daemon, Chaos, Mounted, Shadow Legion, Slaanesh +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1-2 Hellflayers + +**Wargear Options:** +- None + +**Leader:** +Led By: Tormentbringer + +**Points:** +- 1 model: 105pts +- 2 models: 210pts + +--- + +# Hellflayers + +**Role:** Other + +*Mortal myth has it that the Hellflayers of Slaanesh began as devices for mowing the gruesome pleasure-gardens of the Dark Prince’s realm, but that their efficacy in war was soon proven when their wild Daemonette crews unleashed the whirl-bladed murder engines upon the battlefields of realspace.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 5+ | 7 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lashes of torment; Seeker tongues; slashing claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | 12 | 3 | 3 | 4 | -1 | 2 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | Melee | 3 | 3 | 4 | -1 | 2 | anti-infantry 3+, extra attacks | +| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 8 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Cutting Down the Foe** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that attack by 1. + +**Keywords:** Slaanesh, Shadow Legion, Hellflayers, Daemon, Chaos, Mounted +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1-2 Hellflayers + +**Wargear Options:** +- None + +**Leader:** +Led By: Tormentbringer + +**Points:** +- 1 model: 80pts +- 2 models: 160pts + +--- + +# Herald Of Slaanesh On Steed Of Slaanesh + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 7+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lashing tongue; ravaging claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Ravaging claws | Melee | 6 | 2 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Lethal Caress** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. +- **Symphony of Pain (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12" of this model. Until the end of the turn, each time a Slaanesh Legiones Daemonica model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Herald of Slaanesh, Chaos, Mounted, Psyker, Character, Daemon, Slaanesh, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Herald of Slaanesh on Steed of Slaanesh + +**Wargear Options:** +- None + +**Leader:** +Can lead: Seekers + +**Points:** +- 1 model: 70pts + +--- + +# Horticulous Slimux + +**Role:** Characters + +*Horticulous Slimux is the Grand Cultivator, roaming realspace to sow the seeds of corruption in all unspoilt lands. Sat atop the heaving bulk of the snail-like daemon Mulch, Slimux goads packs of thrashing plague beasts into battle even as it lops mortal heads with thwicker-snick flashes of its wickedly sharp lopping shears.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 10 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** acidic maw; lopping shears. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Acidic maw | Melee | 2 | 4 | 7 | -4 | 3 | devastating wounds, extra attacks | +| Lopping shears | Melee | 4 | 3 | 6 | -2 | 3 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Beast Handler** (Datasheet): While this model is leading a unit, you can re-roll Charge rolls made for that unit. In addition, once per battle, you can target that unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. +- **Seed the Garden of Nurgle** (Datasheet): At the end of your Movement phase, if this model is within one Area Terrain feature, until the end of the battle, that AREA TERRAIN feature is considered to be within your army’s Shadow of Chaos. + +**Keywords:** Mounted, Horticulous Slimux, Character, Epic Hero, Nurgle, Daemon, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Horticulous Slimux – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Beasts Of Nurgle + +**Points:** +- 1 model: 120pts + +--- + +# Infernal Enrapturess + +**Role:** Characters + +*The symphonies of torment and cacophonies of bliss unleashed by these daemons can tear their foes apart body and soul. Yet perhaps their greatest ability is to draw the disembodied energies of fellow Slaaneshi daemons to the battlefield, constantly bolstering their comrades’ ranks with fresh and soul-hungry entities.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 3 | 7+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** heartstring lyre; ravaging claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heartstring lyre – cacophonous melody | 18 | 6 | 3 | 6 | 0 | 1 | assault | +| Heartstring lyre – euphonic blast | 24 | 1 | 3 | 12 | -3 | D6+1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ravaging claws | Melee | 5 | 2 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Harmonic Alignment** (Datasheet): While this model is leading a unit, in your Command phase, you can return D3 destroyed Bodyguard models to that unit. +- **Discordant Disruption (Aura)** (Datasheet): While an enemy PSYKER unit is within 12" of this model, Psychic weapons equipped by models in that unit have the [HAZARDOUS] ability. + +**Keywords:** Slaanesh, Shadow Legion, Infernal Enrapturess, Infantry, Character, Chaos, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Infernal Enrapturess + +**Wargear Options:** +- None + +**Leader:** +Can lead: Daemonettes + +**Points:** +- 1 model: 60pts + +--- + +# Kairos Fateweaver + +**Role:** Characters + +*Wielding the warp-forged Staff of Tomorrow, and with the ability to predict all that may come to pass while knowing all that has already transpired, Kairos Fateweaver is amongst the galaxy’s most canny strategists. What the daemon lacks in physical and martial prowess, it more than makes up for in pure Tzeentchian cunning.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 6+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Infernal Gateway; Staff of Tomorrow. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal Gateway – witchfire | 24 | D6+3 | 2 | 9 | -2 | D3 | blast, indirect fire, psychic | +| Infernal Gateway – focused witchfire | 24 | D3+6 | 2 | 9 | -2 | 3 | blast, indirect fire, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of Tomorrow | Melee | 5 | 3 | 8 | -2 | 2D3 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Greater Daemon of Tzeentch (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. +- **One Head Looks Forward** (Datasheet): At the end of your Command phase, if this model is on the battlefield, take a Leadership test for this model; if that test is passed, you gain 1CP. +- **One Head Looks Back (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem). + +**Keywords:** Character, Monster, Chaos, Daemon, Kairos Fateweaver, Tzeentch, Psyker, Fly, Epic Hero +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Kairos Fateweaver – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 295pts + +--- + +# Karanak + +**Role:** Characters + +*Karanak hunts those who give insult to Khorne. Scenting its prey across time and space, it is an inescapable predator. Karanak’s incorporeal howls summon the Blood Hunt of Khorne to join it in the chase, a cavalcade of ferocious daemons set on mayhem and slaughter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 7+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** soul-rending fangs; collar of Khorne. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Soul-rending fangs | Melee | 6 | 2 | 6 | -1 | 2 | precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Pack Leader** (Datasheet): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit. +- **Prey of the Blood God** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s prey. Weapons equipped by models in this model’s unit have the [LETHAL HITS] ability when targeting this model’s prey. Each time this model’s prey is destroyed, select one new enemy unit to be this model’s prey. +- **Collar of Khorne** (Wargear): The bearer has the Feel No Pain 3+ ability against Psychic Attacks. + +**Keywords:** Khorne, Daemon, Chaos, Epic Hero, Character, Beast, Karanak +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Karanak – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Flesh Hounds + +**Points:** +- 1 model: 65pts + +--- + +# Keeper Of Secrets + +**Role:** Characters + +*Darkly intelligent, horribly beguiling and deadly in battle, the Keepers of Secrets are the greatest champions of Slaaneshi daemon legions. Wielding unclean yet beautiful weapons and unleashing the sorcerous powers of obsession and torment, these daemons cut an elegantly hideous swathe across the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 10 | 5+ | 18 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Phantasmagoria; snapping claws; witstealer sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Living whip | 12 | 6 | 2 | 6 | -1 | 2 | assault | +| Phantasmagoria – witchfire | 18 | 6 | 2 | 6 | -2 | 1 | devastating wounds, psychic | +| Phantasmagoria – focused witchfire | 18 | 9 | 2 | 6 | -2 | 1 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ritual knife | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks | +| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | +| Witstealer sword | Melee | 6 | 2 | 8 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Shining Aegis** (Wargear): The bearer has a Save characteristic of 3+. +- **Daemon Lord of Slaanesh (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, improve the Armour Penetration of melee weapons in that unit by 1. +- **Mesmerising Form** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. +- **Greater Daemon of Slaanesh (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. + +**Keywords:** Slaanesh, Monster, Character, Psyker, Chaos, Daemon, Keeper of Secrets, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Keeper of Secrets + +**Wargear Options:** +- This model can be equipped with one of the following:- Living whip +- Ritual knife +- Shining aegis + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 240pts + +--- + +# Legionaries + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balefire tome | 18 | 2 | 3 | 5 | -1 | 1 | psychic | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Havoc autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Reaper chaincannon | 24 | 8 | 4 | 5 | 0 | 1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Veterans of the Long War** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Legionaries, Undivided, Shadow Legion, Battleline, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Infantry, Battleline, Chaos, Grenades, Legionaries, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Undivided, Shadow Legion, Infantry, Battleline, Chaos, Infantry, Infantry, Battleline, Grenades, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Infantry, Battleline +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Aspiring Champion +- 4-9 Legionaries + +**Wargear Options:** +- The Aspiring Champion’s boltgun can be replaced with one of the following:- 1 plasma pistol* +- 1 accursed weapon +- 1 Astartes chainsword +- 1 heavy melee weapon +- The Aspiring Champion’s bolt pistol can be replaced with one of the following:- 1 plasma pistol* +- 1 accursed weapon +- 1 Astartes chainsword +- 1 heavy melee weapon +- 1 model can be equipped with 1 Chaos icon. +- Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword. +- One Legionary’s boltgun can be replaced with 1 heavy melee weapon. +- One Legionary’s boltgun can be replaced with 1 balefire tome. +- For every 5 models in this unit, 1 Legionary’s boltgun can be replaced with one of the following (duplicates are not allowed):- 1 plasma pistol and 1 Astartes chainsword +- 1 flamer +- 1 havoc autocannon +- 1 heavy bolter +- 1 lascannon +- 1 meltagun +- 1 missile launcher +- 1 plasma gun +- 1 reaper chaincannon +- * Maximum 1 per model. + +**Leader:** +Led By: Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Master Of Possession, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle + +**Points:** +- 5 models: 90pts +- 10 models: 170pts + +--- + +# Lord of Change + +**Role:** Characters + +*Greater Daemons of Tzeentch are infinitely cunning sorcerers and manipulators. Their malevolent gaze lays bare the souls of their victims and blasts the sanity of even the staunchest mortal, while their ensorcelled weapons and unholy magicks violently reshape reality itself into ever mutating forms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 6+ | 18 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Bolt of Change; staff of Tzeentch. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rod of sorcery | 18 | 6 | 2 | 8 | -1 | 2 | psychic | +| Bolt of Change – witchfire | 18 | 9 | 2 | 9 | -1 | 1 | psychic | +| Bolt of Change – focused witchfire | 18 | 9 | 2 | 9 | -2 | 3 | hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleful sword | Melee | 3 | 3 | 7 | -2 | 3 | extra attacks | +| Staff of Tzeentch | Melee | 5 | 3 | 6 | -1 | 3 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemon Lord of Tzeentch (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack. +- **Master of Magicks (Psychic)** (Datasheet): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability. +- **Greater Daemon of Tzeentch (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. + +**Keywords:** Lord of Change, Monster, Shadow Legion, Fly, Tzeentch, Daemon, Chaos, Character, Psyker +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Lord of Change + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 rod of sorcery +- 1 baleful sword + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 285pts + +--- + +# Master Of Possession + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Rite of Possession; staff of possession. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Rite of Possession – witchfire | 18 | 2 | 3 | 4 | -3 | 2 | anti-psyker 2+, pistol, precision, psychic | +| Rite of Possession – focused witchfire | 18 | 2 | 3 | 6 | -3 | 3 | anti-psyker 2+, hazardous, pistol, precision, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of possession | Melee | 4 | 3 | 6 | -1 | D3 | anti-psyker 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Daemonkin (Psychic)** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit. +- **Sacrificial Dagger** (Datasheet): Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Psyker, Character, Master of Possession, Chaos, Psyker, Infantry, Character, Psyker, Chaos, Master of Possession, Infantry, Shadow Legion, Undivided, Shadow Legion, Undivided, Character, Infantry, Shadow Legion, Undivided, Master of Possession, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Master of Possession, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Master of Possession, Chaos +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Master of Possession + +**Leader:** +Can lead: Possessed, Legionaries, Chosen + +**Points:** +- 1 model: 60pts + +--- + +# Mutoid Vermin + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 2 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** diseased claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. + +**Keywords:** Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion, Shadow Legion, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 16 Mutoid Vermin + +**Wargear Options:** +- None + +**Points:** +- 16 models: 85pts + +--- + +# Negavolt Cultists + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** electro-goads. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Electro-goads | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Voltagheist Field** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **SERVANTS OF THE ABYSS** (Special (правая колонка)): If a unit from your army with the Leader ability can be attached to a Cultist Mob, it can be attached to this unit instead. + +**Keywords:** Chaos, Damned, Undivided, Negavolt Cultists, Infantry, Chaos, Damned, Negavolt Cultists, Undivided, Shadow Legion, Infantry, Chaos, Damned, Negavolt Cultists, Undivided, Shadow Legion, Chaos, Damned, Negavolt Cultists, Infantry, Undivided, Shadow Legion, Infantry, Shadow Legion +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 4 Negavolt Cultists + +**Wargear Options:** +- None + +**Leader:** +Led By: Rogue Psyker + +**Points:** +- 4 models: 55pts + +--- + +# Nurglings + +**Role:** Battleline + +*Nurglings are malicious plague mites that pour across the battlefield in giggling masses. These foul imps might seem almost amusing from a distance, yet the illusion is shattered as the Nurglings spill forth to engulf their screaming victims in a rancid avalanche of needle fangs, filthy talons and bloated flesh.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 3 | 7+ | 4 | 8+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** diseased claws and teeth. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diseased claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Mischief Makers** (Datasheet): Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll. + +**Keywords:** Swarm, Battleline, Chaos, Daemon, Nurgle, Nurglings, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 3-6 Nurgling Swarms + +**Wargear Options:** +- None + +**Points:** +- 3 models: 40pts +- 6 models: 70pts + +--- + +# Pink Horrors + +**Role:** Battleline + +*Magic made manifest, these cavorting grotesques hurl balls of warpfire into the enemy ranks where they transmogrify and immolate their victims. Pink Horrors cackle, riddle and caper endlessly, their unsettling glee ending only in the moment when their mortal form is destroyed and forced to split messily into two Blue Horrors.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| PINK HORROR | 6" | 3 | 7+ | 1 | 7+ | 2 | +| BLUE HORROR/BRIMSTONE HORROR | 6" | 3 | 7+ | 1 | 8+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every Pink Horror is equipped with:** Coruscating Pink Flames; pink claws. + +**Every Blue Horror added to this unit using the Split ability is equipped with:** Coruscating Blue Flames; blue claws. + +**Every Brimstone Horror added to this unit using the Split ability is equipped with:** Coruscating Yellow Flames; yellow claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coruscating Pink Flames | 18 | 2 | 3 | 4 | -1 | 1 | pistol, psychic | +| Coruscating Blue Flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | +| Coruscating Yellow Flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pink claws | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Split** (Datasheet): Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit. +- **HORRORS ARE PINK. HORRORS ARE BLUE. WHEREONCE THERE WAS ONE, NOW THERE ARE TWO.** (Special (правая колонка)): If, at any point, this unit contains no PINK HORROR models, use the BLUE HORRORS datasheet for this unit. + +**Designer’s Note:** *While this unit contains one or more PINK HORROR models, the Sullen Malevolence and Exploding Horrors abilities from the BLUE HORRORS datasheet do not apply to this unit.* + +**Keywords:** Horrors, Pink, Brimstone, Tzeentch, Shadow Legion, Chaos, Battleline, Infantry, Blue, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 10 Pink Horrors + +**Wargear Options:** +- 1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Leader:** +Led By: Changecaster, Fluxmaster + +**Points:** +- 10 models: 140pts + +--- + +# Plague Drones + +**Role:** Other + +*Plague Drones ride monstrous Rot Flies to war. These vile steeds scrabble and bite at their prey, impaling them on dripping probosces or biting off the heads of their victims. The finest stolen craniums are recovered and fashioned into filth-swollen projectiles – death’s heads – for the daemonic riders to hurl at their foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 6+ | 5 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** death’s heads; foul mouthparts; plaguesword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death’s heads | 12 | D3 | 4 | 4 | 0 | 1 | blast, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Foul mouthparts | Melee | 2 | 4 | 5 | -1 | 2 | extra attacks, lethal hits | +| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Death’s Heads** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Nurgle Legiones Daemonica unit makes an attack that targets that unit, you can re-roll the Wound roll. + +**Keywords:** Mounted, Fly, Chaos, Daemon, Nurgle, Plague Drones, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Plaguebringer +- 2-5 Plague Drones + +**Wargear Options:** +- 1 Plague Drone that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Plague Drone that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 3 models: 110pts +- 6 models: 220pts + +--- + +# Plague Toads + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 8 | 6+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** grasping tongue; yawning maw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grasping tongue | 9 | D3 | 4 | 5 | 0 | 1 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Yawning maw | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Pouncing Leap** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. +- **GRANDFATHER'S BLESSING** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Beasts of Nurgle unit, it can be attached to this unit instead. + +**Keywords:** Beast, Chaos, Daemon, Nurgle, Plague Toads, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 3 Plague Toads + +**Wargear Options:** +- None + +**Points:** +- 3 models: 120pts + +--- + +# Plaguebearers + +**Role:** Battleline + +*Born from the souls of those who die of Nurgle’s Rot, Plaguebearers are the foot soldiers of Nurgle. They wield plagueswords that drip with infectious slime, and are surrounded by the endless drone of counting as they pursue their hopeless and eternal task of tallying each new outbreak of the Plague God’s many diseases.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 7+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** plaguesword. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Infected Outbreak** (Datasheet): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +**Keywords:** Plaguebearers, Chaos, Daemon, Nurgle, Shadow Legion, Infantry, Battleline +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Plagueridden +- 9 Plaguebearers + +**Wargear Options:** +- 1 Plaguebearer that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Plaguebearer that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Leader:** +Led By: Epidemius, Poxbringer, Sloppity Bilepiper, Spoilpox Scrivener + +**Points:** +- 10 models: 110pts + +--- + +# Possessed + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | 4 | 3 | 5 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Unholy Bloodshed** (Datasheet): Once per battle, when this unit makes a Dark Pact, until the end of the phase, weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Undivided, Daemon, Possessed, Undivided, Shadow Legion, Infantry, Chaos, Daemon, Possessed, Undivided, Shadow Legion, Infantry, Chaos, Daemon, Possessed, Shadow Legion, Infantry, Chaos, Daemon, Possessed, Undivided, Shadow Legion, Chaos, Infantry +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Possessed Champion +- 4-9 Possessed + +**Wargear Options:** +- 1 model can be equipped with 1 Chaos icon. + +**Leader:** +Led By: Master Of Possession + +**Points:** +- 5 models: 120pts +- 10 models: 240pts + +--- + +# Pox Riders + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 8 | 6+ | 5 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** grasping tongue; Pox Rider plaguesword; yawning maw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grasping tongue | 9 | D3 | 4 | 5 | 0 | 1 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pox Rider plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | extra attacks, lethal hits | +| Yawning maw | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Bounding Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, Pox Rider plagueswords equipped by models in this unit have the [LANCE] ability. +- **GRANDFATHER'S BLESSING** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Beasts of Nurgle unit, it can be attached to this unit instead. + +**Keywords:** Nurgle, Daemon, Pox Riders, Chaos, Mounted, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 3 Pox Riders + +**Wargear Options:** +- 1 Pox Rider that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Pox Rider that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 3 models: 160pts + +--- + +# Poxbringer + +**Role:** Characters + +*Poxbringers are the largest and foulest of Plaguebearers, their corporeal forms brimming with unclean vitality even as they exude an air of feculent despair. A miasmal haze of disease hangs about them, clotting upon the plagueswords of their fellow daemons and rendering their touch all the more infectious.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 7+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** foul balesword. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Foul balesword | Melee | 4 | 3 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Poxbringer** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. +- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. + +**Keywords:** Shadow Legion, Daemon, Poxbringer, Nurgle, Psyker, Character, Chaos, Infantry +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Poxbringer + +**Wargear Options:** +- None + +**Leader:** +Can lead: Plaguebearers + +**Points:** +- 1 model: 55pts + +--- + +# Raptors + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Mutations | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. +- **Terrifying Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. + +**Keywords:** Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Raptor Champion +- 4-9 Raptors + +**Wargear Options:** +- The Raptor Champion’s bolt pistol can be replaced with 1 plasma pistol. +- The Raptor Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon +- 1 heavy melee weapon +- For every 5 models in this unit, up to 2 Raptors can each have their bolt pistol replaced with 1 plasma pistol (these models’ Astartes chainswords cannot be replaced). +- For every 5 models in this unit, up to 2 Raptors can each have their Astartes chainsword replaced with 1 heavy melee weapon. +- For every 5 models in this unit, 1 Raptor can replace their Astartes chainsword with 1 mutations. +- Up to 2 Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon +- If this unit contains 10 models, up to 2 additional Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon + +**Leader:** +Led By: Chaos Lord with Jump Pack + +**Points:** +- 5 models: 110pts +- 10 models: 210pts + +--- + +# Rendmaster On Blood Throne + +**Role:** Characters + +*The greatest of Khorne’s heralds are Rendmasters, who ride to battle atop monstrous Daemon Engines known as Blood Thrones. Infernal lore suggests these engines are fashioned from slivers of the Blood God’s own throne, and that wherever they plough into the foe, Khorne’s legions fight beneath his glowering gaze.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** attendants’ hellblades; blade of blood. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Attendants’ hellblades | Melee | 4 | 3 | 5 | -2 | 2 | extra attacks | +| Blade of blood | Melee | 5 | 2 | 6 | -2 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Blood Throne** (Datasheet): At the start of the Fight phase, select one enemy unit within 18" of and visible to this model. Until the end of the phase, each time a friendly Khorne Legiones Daemonica unit makes an attack that targets that unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1. +- **Champion Slayer** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER or MONSTER unit, you can re-roll the Wound roll. Each time this model destroys an enemy CHARACTER or MONSTER unit, this model regains up to D6 lost wounds. + +**Keywords:** Mounted, Character, Chaos, Khorne, Rendmaster on Blood throne, Shadow Legion, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Rendmaster on Blood Throne + +**Wargear Options:** +- None + +**Points:** +- 1 model: 165pts + +--- + +# Renegade Enforcer + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Enforcer pistol; Enforcer melee weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Shotgun | 12 | 2 | 3 | 4 | 0 | 1 | assault | +| Lasgun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Enforcer pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enforcer melee weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Example** (Datasheet): While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed. +- **Enforcer** (Datasheet): This model’s unit is eligible to declare a charge in a turn in which it Fell Back. + +**Keywords:** Damned, Damned, Grenades, Character, Renegade Enforcer, Undivided, Shadow Legion, Infantry, Character, Renegade Enforcer, Undivided, Shadow Legion, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Enforcer, Character, Shadow Legion, Infantry, Renegade Enforcer, Chaos, Chaos, Undivided, Infantry, Chaos, Damned, Grenades, Character, Renegade Enforcer, Undivided, Shadow Legion, Infantry, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Enforcer, Character, Grenades, Damned, Chaos, Character, Grenades +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Renegade Enforcer + +**Wargear Options:** +- This model’s Enforcer pistol can be replaced with one of the following:- 1 autogun +- 1 lasgun +- 1 shotgun +- This model’s Enforcer melee weapon can be replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Renegade Heavy Weapons Squad, Traitor Guardsmen Squad + +**Points:** +- 1 model: 65pts + +--- + +# Renegade Heavy Weapons Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** renegade firearm; heavy stubber; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Renegade firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | +| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. +- **HEAVY WEAPONS TEAM** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Heavy Weapons Team model counts as two models. + +**Keywords:** Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 3 Renegade Heavy Weapons Teams + +**Wargear Options:** +- Any numbers of models’ heavy stubbers can each be replaced with one of the following:- 1 autocannon +- 1 heavy bolter +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Leader:** +Led By: Renegade Enforcer + +**Points:** +- 3 models: 75pts + +--- + +# Renegade Ogryn Beast Handler + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| OGRYN PACK MASTER | 6" | 6 | 5+ | 4 | 7+ | 1 | +| CHAOS MAULER HOUND | 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Ogryn Pack Master is equipped with:** mauler goad and ripper claw. + +**Every Chaos Mauler Hound is equipped with:** befouled claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Befouled claws and fangs | Melee | 2 | 3 | 5 | 0 | 1 | — | +| Mauler goad and ripper claw | Melee | 4 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Beastmaster** (Datasheet): While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1. + +**Keywords:** Renegade Ogryn Beast Handler, Undivided, Shadow Legion, Beasts, Chaos, Damned, Undivided, Undivided, Shadow Legion, Shadow Legion, Chaos, Renegade Ogryn Beast Handler, Shadow Legion, Beasts, Damned, Chaos, Damned, Renegade Ogryn Beast Handler, Beasts, Beasts, Chaos, Damned, Renegade Ogryn Beast Handler, Undivided +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Ogryn Pack Master +- 3 Chaos Mauler Hounds + +**Wargear Options:** +- None + +**Points:** +- 4 models: 40pts +- 7 models: 70pts + +--- + +# Renegade Ogryn Brutes + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ogryn weapon. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn power drill | Melee | 3 | 3 | 10 | -2 | 2 | — | +| Ogryn weapon | Melee | 3 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Ogryn Combat Stimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Ogryn Brute model counts as one TERMINATOR model. + +**Keywords:** Damned, Renegade Ogryn Brutes, Infantry, Undivided, Infantry, Infantry, Chaos, Damned, Renegade Ogryn Brutes, Undivided, Shadow Legion, Chaos, Damned, Renegade Ogryn Brutes, Undivided, Shadow Legion, Renegade Ogryn Brutes, Infantry, Chaos, Damned, Undivided, Shadow Legion, Shadow Legion, Chaos +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 3 Renegade Ogryn Brutes + +**Wargear Options:** +- One model’s Ogryn weapon can be replaced with 1 Ogryn power drill. + +**Points:** +- 3 models: 95pts + +--- + +# Renegade Plague Ogryns + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ogryn plague claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn plague claws | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. +- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Plague Ogryn model counts as one TERMINATOR model. + +**Keywords:** Renegade Plague Ogryns, Nurgle, Shadow Legion, Chaos, Shadow Legion, Infantry, Chaos, Damned, Nurgle, Undivided, Undivided, Shadow Legion, Damned, Undivided, Infantry, Shadow Legion, Undivided, Renegade Plague Ogryns, Nurgle, Damned, Shadow Legion, Chaos, Damned, Renegade Plague Ogryns, Nurgle, Renegade Plague Ogryns, Undivided, Infantry, Infantry, Chaos, Renegade Plague Ogryns, Nurgle, Damned, Chaos, Infantry +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 3 Renegade Plague Ogryns + +**Wargear Options:** +- None + +**Points:** +- 3 models: 95pts + +--- + +# Rogue Psyker + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** laspistol; Psychic Strike; Chaos stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Psychic Strike – witchfire | 12 | D6 | 3 | 6 | -2 | 1 | blast, devastating wounds, psychic | +| Psychic Strike – focused witchfire | 12 | D6+3 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chaos stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Cursed Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. + +**Keywords:** Rogue Psyker, Damned, Character, Psyker, Damned, Rogue Psyker, Undivided, Shadow Legion, Infantry, Character, Psyker, Chaos, Damned, Rogue Psyker, Undivided, Shadow Legion, Infantry, Character, Psyker, Chaos, Rogue Psyker, Undivided, Shadow Legion, Infantry, Undivided, Character, Psyker, Character, Chaos, Damned, Chaos, Rogue Psyker, Shadow Legion, Infantry, Shadow Legion, Undivided, Psyker, Chaos, Damned, Rogue Psyker, Undivided, Shadow Legion, Infantry, Infantry, Character, Psyker, Chaos, Damned +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Rogue Psyker + +**Wargear Options:** +- None + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists, Negavolt Cultists + +**Points:** +- 1 model: 60pts + +--- + +# Rotigus + +**Role:** Characters + +*Rotigus Rainfather lumbers into battle vomiting jetting rivers of corrosive, plague-laden filth across all who stand in its path. In its bloated fist it clutches a gnarlrod, while an endless and infectious downpour accompanies the daemon, a fecund flood fit to drown, corrupt and mutate all it touches.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 12 | 5+ | 22 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** streams of brackish filth; gnarlrod. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Streams of brackish filth | 12 | 2D6 | N/A | 8 | -2 | 1 | devastating wounds, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gnarlrod – strike | Melee | 7 | 2 | 10 | -3 | 3 | lethal hits, psychic | +| Gnarlrod – sweep | Melee | 14 | 2 | 8 | -1 | 1 | lethal hits, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Greater Daemon of Nurgle (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. +- **Virulent Blessing (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 24" and visible to this model. Until the end of the phase, each time an attack made by a Nurgle Legiones Daemonica model is allocated to a model in that unit, add 1 to the Damage characteristic of that attack. +- **Deluge of Nurgle (Aura)** (Datasheet): While an enemy unit is within 6" of this model, subtract 2 from the Move characteristic and subtract 1 from the Objective Control characteristic of models in that unit. + +**Keywords:** Monster, Character, Epic Hero, Rotigus, Psyker, Chaos, Daemon, Nurgle +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Rotigus – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 265pts + +--- + +# Scabeiathrax The Bloated + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 12 | 5+ | 22 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** putrid vomit; blade of decay. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Putrid vomit | 6 | D6+3 | N/A | 5 | -2 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of decay – Strike | Melee | 7 | 2 | 9 | -2 | D6 | lethal hits | +| Blade of decay – Sweep | Melee | 14 | 2 | 7 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Emissary of the Plague God (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. +- **Nurgle’s Rot (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the Toughness characteristic of models in that unit. + +**Keywords:** Monster, Character, Epic Hero, Psyker, Chaos, Daemon, Nurgle, Scabeiathrax the Bloated +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Scabeiathrax the Bloated – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 275pts + +--- + +# Screamers + +**Role:** Other + +*These predatory daemons strike like sudden and inescapable change. They emit unearthly shrieks as they swoop down upon their prey on scintillating tides of sorcery, slicing victims to ribbons with razor-keen fins and latching on with fanged jaws from which corrosive empyric energies flow.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lamprey bite. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lamprey bite | Melee | 3 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Slashing Dive** (Datasheet): In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Chaos, Shadow Legion, Screamers, Tzeentch, Fly, Beast, Daemon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 3-6 Screamers + +**Wargear Options:** +- None + +**Leader:** +Led By: Fateskimmer + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Seeker Chariot + +**Role:** Other + +*Lightweight, swift and completely deadly, entire cavalcades of Seeker Chariots tear through the veil of reality to bear down upon the enemies of Slaanesh. Their crews race wildly to be first into battle, their eagerness for speed turning to wild bloodlust the moment their clattering charge crashes home.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 5+ | 7 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lashes of torment; Seeker tongues; slashing claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 9 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Scythed Impact** (Datasheet): Each time this unit makes a Charge move, until the end of the phase, melee weapons equipped by models in this unit have the [ANTI-INFANTRY 4+] ability. + +**Keywords:** Chaos, Mounted, Shadow Legion, Daemon, Slaanesh, Seeker Chariot +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1-2 Seeker Chariots + +**Wargear Options:** +- None + +**Points:** +- 1 model: 65pts +- 2 models: 130pts + +--- + +# Seekers + +**Role:** Other + +*Sat astride swift Steeds of Slaanesh, Seekers pursue their mortal prey with obsessive delight. Even the fastest of mortal vehicles cannot outpace these vicious entities, while those who stand and fight soon find their ranks smashed asunder by charging shock cavalry drawn from the darkest depths of nightmare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 7+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** lashing tongue; slashing claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **Unholy Speed** (Datasheet): You can re-roll Advance and Charge rolls made for this unit. + +**Keywords:** Mounted, Shadow Legion, Seekers, Daemon, Slaanesh, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Heartseeker +- 4-9 Seekers + +**Wargear Options:** +- 1 Seeker that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Seeker that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Leader:** +Led By: Herald Of Slaanesh On Steed Of Slaanesh + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Shalaxi Helbane + +**Role:** Characters + +*Cloven hooves pounding against broken earth, Shalaxi Helbane bears down upon its doomed quarry with the Soulpiercer gleaming in its grip. No prey can evade the Monarch of the Hunt, for the daemon’s obsession with its victim is so singular and so powerful that no mortal means of flight could ever escape it.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 10 | 3+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** lash of Slaanesh; Pavane of Slaanesh; snapping claws; soulpiercer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lash of Slaanesh | 12 | 6 | 2 | 6 | -1 | 2 | assault | +| Pavane of Slaanesh – witchfire | 18 | D6 | 2 | 9 | -1 | D3 | devastating wounds, psychic | +| Pavane of Slaanesh – focused witchfire | 18 | D6 | 2 | 9 | -2 | D3 | hazardous, devastating wounds, psychic, sustained hits 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | +| Soulpiercer | Melee | 6 | 2 | 12 | -3 | D6+2 | precision | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Greater Daemon of Slaanesh (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. +- **No Prey Can Evade** (Datasheet): You can re-roll Advance and Charge rolls made for this model. +- **Monarch of the Hunt** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s quarry. Each time this model makes a melee attack that targets its quarry, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s quarry is destroyed, select one new enemy unit to be this model’s quarry. + +**Keywords:** Daemon, Monster, Chaos, Psyker, Epic Hero, Character, Slaanesh, Shalaxi Helbane +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Shalaxi Helbane – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 340pts + +--- + +# Skarbrand + +**Role:** Characters + +*Never pausing, never relenting, Skarbrand storms across realspace hacking apart every luckless foe that stands in its path. Worse, all who find themselves in the daemon’s presence are seized by its feral murderlust, a madness that sees elegant strategies collapse into orgies of primal savagery.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bellow of endless fury; Slaughter and Carnage. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bellow of endless fury | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slaughter and Carnage – strike | Melee | 8 | 2 | 16 | -4 | 6 | — | +| Slaughter and Carnage – sweep | Melee | 16 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Greater Daemon of Khorne (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. +- **Rage Embodied (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. +- **Murderlust** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Daemon, Monster, Chaos, Epic Hero, Character, Khorne, Skarbrand +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Skarbrand – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, add 2 to the Attacks characteristic of this model’s Slaughter and Carnage. + +**Points:** +- 1 model: 305pts + +--- + +# Skull Altar + +**Role:** Fortifications + +*Rumbling up from the tortured ground amidst geysers of gore and skulls, these grotesque altars mar the land wherever the daemons of Khorne advance. They are sites of sacrifice, the blood shed atop them causing waves of wrathful unreality to roll out across the battlefield, spreading hate and destruction. UNIT COMPOSITION ■ 1 Skull Altar This model is equipped with: nothing.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Shadow of Khorne (Aura)** (Datasheet): The area of the battlefield within 6" of this FORTIFICATION is considered to be within your army’s Shadow of Chaos. In addition, while a friendly Khorne Legiones Daemonica unit is within 6" of this FORTIFICATION, each time you take a Battle-shock test for that unit, you can re-roll that test. +- **Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Skull Altar, Chaos, Daemon, Khorne, Fortification, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Skull Altar + +**Wargear Options:** +- None + +**Points:** +- 1 model: 105pts + +--- + +# Skull Cannon + +**Role:** Other + +*Grotesque brazen war engines that rumble into battle with obscene eagerness, Skull Cannons are fed the corpses of the fallen to fuel their charnel fury. When they fire, these infernal weapons spit blazing skulls that arc through the air like meteors before exploding with thunderous violence upon impact.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** skull cannon; attendants’ hellblades; biting maw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skull cannon | 48 | D6+2 | 3 | 9 | -1 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Attendants’ hellblades | Melee | 4 | 3 | 5 | -2 | 2 | extra attacks | +| Biting maw | Melee | 2 | 4 | 6 | 0 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Skulls of the Fallen** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Chaos, Daemon, Khorne, Shadow Legion, Mounted, Skull Cannon +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Skull Cannon + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Skullmaster + +**Role:** Characters + +*Skullmasters ride daemon steeds known as Juggernauts. Mounted upon these beasts of living brass and molten fury, Skullmasters lead the Khornate cavalry charge into the heart of the enemy lines, hacking, beheading, impaling and crushing. Few are the foes that can stand against this devastating stampede.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** blade of blood; Juggernaut’s bladed horn. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of blood | Melee | 5 | 2 | 6 | -2 | 3 | — | +| Juggernaut’s bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Skullmaster’s Fury** (Datasheet): While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, Juggernaut’s bladed horns equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **Devastating Charge** (Datasheet): Each time this model’s unit ends a Charge move, each enemy unit within Engagement Range of that unit must take a Battle-shock test. + +**Keywords:** Skullmaster, Shadow Legion, Khorne, Daemon, Chaos, Character, Mounted +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Skullmaster + +**Wargear Options:** +- None + +**Leader:** +Can lead: Bloodcrushers + +**Points:** +- 1 model: 100pts + +--- + +# Skulltaker + +**Role:** Characters + +*Skulltaker is Khorne’s executioner. Wielding the terrifying Slayer Sword, Skulltaker’s every blow lops another head from an enemy’s shoulders. Fighting at the head of the Cohort of Blood – a dread assemblage of the mightiest Bloodletters – Skulltaker reaps an ever greater tally of worthy skulls for Khorne.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 4+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** the Slayer Sword. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Slayer Sword | Melee | 6 | 2 | 6 | -2 | 3 | devastating wounds, precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Lord of Decapitations** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **Skulls for Khorne** (Datasheet): Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model destroys an enemy Character unit, you gain 1CP. + +**Keywords:** Khorne, Skulltaker, Daemon, Epic Hero, Infantry, Character, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Skulltaker – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Bloodletters + +**Points:** +- 1 model: 85pts + +--- + +# Sloppity Bilepiper + +**Role:** Characters + +*Infected with the Chortling Murrain, these desperately grinning daemons caper and quip as they play discordant dirges on their foul gutpipes. Their antics either amuse or irritate their fellow daemons so much that they hasten into the press of battle, while mortals infected with the murrain may literally laugh themselves to death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 7+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** marotter. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Marotter | Melee | 4 | 3 | 5 | 0 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Jolly Gutpipes** (Datasheet): While this model is leading a unit, add 1 to the Move characteristic of models in that unit and you can re-roll Advance rolls made for that unit. +- **Disease of Mirth (Aura)** (Datasheet): At the start of the Fight phase, every enemy unit (excluding MONSTERS and VEHICLES) within 6" of this model must take a Battle-shock test. + +**Keywords:** Daemon, Chaos, Character, Infantry, Shadow Legion, Sloppity Bilepiper, Nurgle +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Sloppity Bilepiper + +**Wargear Options:** +- None + +**Leader:** +Can lead: Plaguebearers + +**Points:** +- 1 model: 55pts + +--- + +# Sorcerer In Terminator Armour + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** combi-bolter; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Chaos Familiar** (Wargear): Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0. +- **Warptime (Psychic)** (Datasheet): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit. +- **Death Hex (Psychic)** (Datasheet): At the start of your Shooting phase, one Psyker with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Sorcerer in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Psyker, Chaos, Terminator, Sorcerer in Terminator Armour, Undivided, Shadow Legion, Infantry, Sorcerer in Terminator Armour, Chaos, Character, Psyker, Chaos, Terminator, Undivided, Shadow Legion, Psyker, Character, Infantry, Psyker, Chaos, Terminator, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Sorcerer in Terminator Armour, Terminator, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Sorcerer in Terminator Armour, Terminator, Character, Infantry, Shadow Legion, Undivided, Sorcerer in Terminator Armour, Terminator +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer in Terminator Armour + +**Wargear Options:** +- This model’s combi-bolter can be replaced with 1 combi-weapon. +- This model can be equipped with 1 Chaos familiar. + +**Leader:** +Can lead: Chaos Terminator Squad + +**Points:** +- 1 model: 80pts + +--- + +# Sorcerer On Disc Of Tzeentch + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Flames of Change (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. +- **Altered Reality (Psychic)** (Datasheet): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6. + +**Keywords:** Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Sorcerer on Disc of Tzeentch + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Legionaries, Chosen + +**Points:** +- 1 model: 80pts + +--- + +# Sorcerer On Palanquin Of Nurgle + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Gift of Poxes (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. + +**Keywords:** Psyker, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Sorcerer on Palanquin of Nurgle + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Legionaries, Chosen + +**Points:** +- 1 model: 80pts + +--- + +# Sorcerer On Steed Of Slaanesh + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; lashing tongue. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashing tongue | Melee | 2 | 3 | 4 | 0 | 1 | extra attacks, lethal hits | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Favour (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. +- **Infernal Speed** (Datasheet): While this model is leading a unit, change the Move characteristic of models in that unit to 14". + +**Keywords:** Grenades, Mounted, Shadow Legion, Character, Slaanesh, Sorcerer, Slaanesh, Undivided, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Steed of Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Chaos +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer on Steed of Slaanesh + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Points:** +- 1 model: 85pts + +--- + +# Sorcerer + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Gift of Chaos (Psychic)** (Datasheet): Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds. + +**Keywords:** Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Chaos, Sorcerer, Shadow Legion, Undivided, Infantry, Character, Psyker, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades +**Faction Keywords:** Legiones Daemonica, Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer + +**Leader:** +Can lead: Legionaries, Chosen + +**Points:** +- 1 model: 60pts + +--- + +# Soul Grinder + +**Role:** Other + +*Daemons desperate to gain power above their station may strike an unwise bargain with the master of the Forge of Souls. Thus are they remade into the hulking war engines known as Soul Grinders, and given the might to crush and blast all in their path – for a steep and ultimately never-ending price…* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 14 | 7+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** harvester cannon; iron claw; warpsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Harvester cannon | 36 | 3 | 3 | 10 | -1 | 3 | — | +| Torrent of burning blood | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Phlegm bombardment | 36 | D6+1 | 3 | 7 | -1 | 2 | blast, indirect fire, lethal hits | +| Scream of despair | 24 | 6 | 3 | 9 | -2 | 2 | devastating wounds, sustained hits 1 | +| Warp gaze | 48 | D3 | 3 | 12 | -2 | D6+2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Iron claw | Melee | 5 | 3 | 16 | -3 | D6+2 | — | +| Warpclaw | Melee | 6 | 3 | 8 | -1 | 2 | extra attacks | +| Warpsword | Melee | 3 | 3 | 8 | -2 | D6 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Scuttling Walker** (Datasheet): Each time this model makes a Normal or Advance move, it can move over friendly Monster and Vehicle models and terrain features that are 4" or less in height as if they were not there. +- **DAEMONIC ALLEGIANCE** (Fortification (левая колонка)): When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the additional wargear stated for that keyword below: +KHORNE – **This model is additionally equipped with:**** torrent of burning blood +TZEENTCH – **This model is additionally equipped with:** warp gaze +NURGLE – **This model is additionally equipped with:** phlegm bombardment +SLAANESH – **This model is additionally equipped with:** scream of despair + +**Keywords:** Chaos, Daemon, Walker, Soul Grinder, Shadow Legion, Vehicle +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Soul Grinder + +**Wargear Options:** +- This model’s warpsword can be replaced with 1 warpclaw. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Spined Chaos Beast + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 4+ | 12 | 7+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** jagged claws and tusked maw. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Jagged claws and tusked maw | Melee | 6 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Warp Spines** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. +- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: +- KHORNE +- TZEENTCH +- NURGLE +- SLAANESH +The keyword you select will also affect some of this model’s characteristics (see the Daemonic Allegiance section). +- **Creature of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s melee weapons. +- **Creature of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, this model has a 4+ invulnerable save. +- **Creature of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. +- **Creature of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. + +**Keywords:** Spined Chaos Beast, Monster, Chaos, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Spined Chaos Beast + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Spoilpox Scrivener + +**Role:** Characters + +*Spiteful and pedantic, these daemons are tasked with auditing the endless disease-tally of the Plaguebearers. The presence of the Scriveners is cruelly motivational to their fellows. Moreover, they can easily bite enemy warriors in half, or drown them in the foul mucus that issues from their distended maws.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 7+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** disgusting sneezes; plaguesword and distended maw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Disgusting sneezes | 6 | D6 | N/A | 3 | 0 | 1 | pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plaguesword and distended maw | Melee | 6 | 3 | 5 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Keep Counting!** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Meet Your Quota!** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. + +**Keywords:** Daemon, Nurgle, Spoilpox Scrivener, Infantry, Chaos, Character, Shadow Legion +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Spoilpox Scrivener + +**Wargear Options:** +- None + +**Leader:** +Can lead: Plaguebearers + +**Points:** +- 1 model: 60pts + +--- + +# Syll’esske + +**Role:** Characters + +*This strange alliance of the daemon herald Syll and the hulking Daemon Prince Esske has borne bloody fruit across countless battlefields. Not only do the pairing wreak red ruin amidst the foe themselves, but also their presence entices the daemons of Slaanesh to ever more excessive acts of cruelty and violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 6+ | 9 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Cacophonic Choir; scourging whip; Axe of Dominion. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cacophonic choir – witchfire | 12 | D6 | N/A | 6 | -1 | 1 | devastating wounds, ignores cover, psychic, torrent | +| Cacophonic choir – focused witchfire | 12 | 2D6 | N/A | 6 | -1 | 1 | psychic, hazardous, ignores cover, devastating wounds, torrent | +| Scourging whip | 9 | 6 | 3 | 4 | -1 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of Dominion | Melee | 6 | 3 | 7 | -2 | 3 | — | +| Scourging whip | Melee | 6 | 2 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Prince of Slaanesh** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, a successful unmodified Wound roll of 5+ scores a Critical Wound. +- **Delightful Agonies** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. + +**Keywords:** Syll’Esske, Monster, Daemon, Character, Epic Hero, Psyker, Chaos, Slaanesh +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Syll’Esske – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Daemonettes + +**Points:** +- 1 model: 120pts + +--- + +# The Blue Scribes + +**Role:** Characters + +*These quarrelsome daemons flit through time and space upon their skimming Disc, seeking scattered shards of the sorcerous wisdom of Tzeentch. P’tarix leeches away the secrets and power of enemy sorcerers, even as Xirat’p unleashes storms of sorcerous destruction drawn from their arcane stash of lore.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 6+ | 6 | 8+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** sharp quills. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sharp quills | Melee | 4 | 5 | 2 | 0 | 1 | anti-psyker 2+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **P’tarix’s Sorcerous Syphon (Aura)** (Datasheet): While an enemy unit is within 12" of this model, each time a model in that unit makes a Psychic Attack, subtract 1 from the Wound roll. +- **Xirat’p’s Sorcerous Barrages (Psychic)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. + +**Keywords:** Tzeentch, The Blue Scribes, Daemon, Fly, Epic Hero, Character, Mounted, Chaos +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 The Blue Scribes – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 75pts + +--- + +# The Changeling + +**Role:** Characters + +*Known also as the Trickster of Tzeentch, the Changeling can alter its form at will to mimic mortal beings from the smallest insect to the most titanic monster. The daemon’s favourite game is to impersonate pivotal mortal leaders or heroes, and then to wreak untold mischief by abusing their power and position.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Infernal Flames; the Trickster’s Staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal Flames – witchfire | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, psychic, torrent | +| Infernal Flames – focused witchfire | 12 | D6+3 | N/A | 6 | -1 | D3 | ignores cover, hazardous, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Trickster’s Staff | Melee | 3 | 4 | 4 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Formless Horror** (Datasheet): Each time an enemy unit wishes to select this model as the target of an attack, that unit must first take a Battle-shock test. If that test is failed, in addition to being Battle-shocked, that enemy unit cannot target this model this phase. +- **Mischief and Confusion** (Datasheet): At the start of your opponent’s Shooting phase, select one enemy unit within 12" of and visible to this model and roll one D6: on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase. + +**Keywords:** Infantry, Character, Psyker, Chaos, Daemon, Epic Hero, Tzeentch, The Changeling +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 The Changeling – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 90pts + +--- + +# The Masque Of Slaanesh + +**Role:** Characters + +*Once high in the favour of the Dark Prince, this daemon was cursed by its petulant deity to dance eternally across reality and beyond for an imagined slight. Its endless acrobatic performance beguiles and bewilders, drawing those who witness it into joining the revels even at the expense of their own survival.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 3 | 7+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** serrated claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Serrated claws | Melee | 6 | 2 | 4 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **The Eternal Dance** (Datasheet): At the start of the Fight phase, select one enemy unit within 6" of this model. Until the end of the phase: +- Each time a friendly Slaanesh Legiones Daemonica model makes a melee attack that targets that enemy unit, add 1 to the Wound roll. +- Each time a model in that enemy unit makes a melee attack, subtract 1 from the Wound roll. +- **Dazzling Acrobatics** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced or Fell Back. + +**Keywords:** Infantry, Character, Fly, Epic Hero, Chaos, Daemon, Slaanesh, The Masque of Slaanesh +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 The Masque of Slaanesh – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Tormentbringer On Exalted Seeker Chariot + +**Role:** Characters + +*Riding to battle above the clatter-slash blades of their Exalted Seeker Chariot, these wilfully vicious entities delight in ploughing screaming souls into the churned dirt of the battlefield. They strive to travel faster, strike harder, and leave even their lightning-fast fellow charioteers envious in their wakes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 5+ | 12 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** lashes of torment; Exalted Seeker tongues; ravaging claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exalted Seeker tongues | Melee | 8 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Ravaging claws | Melee | 15 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Tormentbringer (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, melee weapons in that unit have the [SUSTAINED HITS 1] ability. +- **Hysterical Frenzy (Psychic)** (Datasheet): Once per Fight phase, just after an enemy unit selects a Slaanesh Legiones Daemonica unit from your army as a target, one friendly Psyker that is within 6" of that SLAANESH unit and has this ability can use it. If it does, until the end of the phase, each time a model in that SLAANESH unit is destroyed, roll one D6: on a 4+, do not remove it from play. That model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +**Keywords:** Shadow Legion, Slaanesh, Daemon, Chaos, Psyker, Character, Mounted, Tormentbringer on Exalted Seeker Chariot +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Tormentbringer on Exalted Seeker Chariot + +**Wargear Options:** +- None + +**Points:** +- 1 model: 140pts + +--- + +# Tormentbringer + +**Role:** Characters + +*Riding to battle above the clatter-slash blades of their Exalted Seeker Chariot, these wilfully vicious entities delight in ploughing screaming souls into the churned dirt of the battlefield. They strive to travel faster, strike harder, and leave even their lightning-fast fellow charioteers envious in their wakes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 5+ | 12 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** lashes of torment; Seeker tongues; slashing claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | 12 | 6 | 2 | 4 | -1 | 2 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashes of torment | Melee | 6 | 2 | 4 | -1 | 2 | anti-infantry 3+, extra attacks | +| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 8 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Tormentbringer (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, melee weapons in that unit have the [SUSTAINED HITS 1] ability. +- **Hysterical Frenzy (Psychic)** (Datasheet): Each time a model in this model’s unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +**Keywords:** Shadow Legion, Tormentbringer, Slaanesh, Daemon, Chaos, Psyker, Character, Mounted +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Tormentbringer + +**Wargear Options:** +- None + +**Leader:** +Can lead: Hellflayer, Hellflayers + +**Points:** +- 1 model: 140pts + +--- + +# Traitor Enforcer + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| TRAITOR ENFORCER | 6" | 3 | 5+ | 3 | 6+ | 1 | +| TRAITOR OGRYN | 6" | 6 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save (TRAITOR ENFORCER: 5)** +** Traitor Enforcer model only.* +**Invulnerable Save (TRAITOR OGRYN: -)** + +**Default Wargear:** +**The Traitor Enforcer is equipped with:** bolt pistol; power fist. + +**The Traitor Ogryn is equipped with:** Ogryn weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | +| Ogryn weapons | Melee | 5 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Example** (Datasheet): Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed. +- **Mutated Bodyguard** (Datasheet): While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability. + +**Keywords:** Infantry, Chaos, Grenades, Damned, Shadow Legion, Shadow Legion, Traitor Enforcer, Undivided, Infantry, Chaos, Grenades, Character, Traitor Enforcer, Undivided, Shadow Legion, Undivided, Traitor Enforcer, Grenades, Character, Damned, Grenades, Chaos, Infantry, Shadow Legion, Undivided, Traitor Enforcer, Character, Damned, Chaos, Infantry, Shadow Legion, Undivided, Traitor Enforcer, Character, Damned, Grenades, Chaos, Infantry, Shadow Legion, Undivided, Traitor Enforcer, Character, Damned, Grenades, Chaos, Infantry, Damned, Character +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Traitor Enforcer +- 1 Traitor Ogryn + +**Wargear Options:** +- None + +**Leader:** +Can lead: Traitor Guardsmen Squad + +**Points:** +- 2 models: 55pts + +--- + +# Traitor Guardsmen Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Traitor Sergeant is equipped with:** corrupted pistol; close combat weapon. + +**Every Traitor Guardsman is equipped with:** lasgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Cultist grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Corrupted pistol | 12 | 1 | 4 | 4 | -1 | 1 | pistol | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Cultist sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | +| Cultist grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Twisted Defence Force** (Datasheet): While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack. + +**Keywords:** Damned, Chaos, Grenades, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Traitor Sergeant +- 9 Traitor Guardsmen + +**Wargear Options:** +- Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):- 1 Cultist grenade launcher +- 1 flamer +- 1 meltagun +- 1 plasma gun +- 1 Cultist sniper rifle +- The Traitor Sergeant’s close combat weapon can be replaced with one of the following:- 1 chainsword +- 1 power weapon +- The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun. + +**Leader:** +Led By: Traitor Enforcer, Renegade Enforcer + +**Points:** +- 10 models: 70pts + +--- + +# Tranceweaver + +**Role:** Characters + +*These favoured daemons of Slaanesh are raw manifestations of sensory excess and wilful cruelty. Heralds of the Dark Prince, they flow across the battlefield with inhuman grace, keening gleeful war cries as they exhort their fellows to greater acts of sadistic bliss-giving and lay enemies low with the razor caress of their talons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 3 | 7+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** ravaging claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ravaging claws | Melee | 6 | 2 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Tranceweaver** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead. +- **Symphony of Pain (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12" of this model. Until the end of the turn, each time a Slaanesh Legiones Daemonica model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Psyker, Character, Chaos, Shadow Legion, Tranceweaver, Slaanesh, Daemon, Infantry +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Tranceweaver + +**Wargear Options:** +- None + +**Leader:** +Can lead: Daemonettes + +**Points:** +- 1 model: 60pts + +--- + +# Warp Talons + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** warp claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Warp Strike** (Datasheet): At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. + +**Keywords:** Fly, Jump Packs, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Daemon, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Grenades, Daemon, Daemon, Warp Talons, Undivided, Shadow Legion, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Daemon, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Warp Talons, Jump Packs, Grenades, Chaos, Chaos, Daemon, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Daemon, Jump Packs, Fly, Infantry, Undivided, Warp Talons, Shadow Legion, Daemon, Chaos, Infantry, Grenades, Chaos +**Faction Keywords:** Heretic Astartes, Legiones Daemonica + +**Unit Composition:** +- 1 Warp Talon Champion +- 4-9 Warp Talons + +**Wargear Options:** +- None + +**Points:** +- 5 models: 125pts +- 10 models: 270pts + +--- + +# Zarakynel + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 10 | 5+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Phantasmagoria; snapping claws; souleater blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phantasmagoria – focused witchfire | 18 | 9 | 2 | 6 | -2 | 1 | devastating wounds, hazardous, psychic | +| Phantasmagoria – witchfire | 18 | 6 | 2 | 6 | -2 | 1 | devastating wounds, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | +| Souleater blade | Melee | 6 | 2 | 9 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: +- Your deployment zone is always within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. +DAEMONIC MANIFESTATION + +While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +DAEMONIC TERROR + +While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. +- **Emissary of the Prince of Excess (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. +- **Mesmerising Form** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. + +**Keywords:** Character, Monster, Psyker, Chaos, Daemon, Epic Hero, Zarakynel, Slaanesh +**Faction Keywords:** Legiones Daemonica + +**Unit Composition:** +- 1 Zarakynel – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 320pts diff --git a/cogitator/factions/chaos-daemons/datasheets/accursed-cultists.md b/cogitator/factions/chaos-daemons/datasheets/accursed-cultists.md deleted file mode 100644 index 7b9a126..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/accursed-cultists.md +++ /dev/null @@ -1,58 +0,0 @@ -# Accursed Cultists - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| MUTANT | 6" | 4 | 6+ | 1 | 7+ | 1 | -| TORMENT | 6" | 4 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Torment is equipped with:** hideous mutations. - -**Every Mutant is equipped with:** blasphemous appendages. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blasphemous appendages | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Accursed Horde** (Datasheet): Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those attacks, this unit can make a Horde move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Horde move while it is Battle-shocked. - -**Keywords:** Accursed Cultists, Infantry, Chaos, Damned, Accursed Cultists, Undivided, Shadow Legion, Infantry, Chaos, Damned, Accursed Cultists, Undivided, Shadow Legion, Infantry, Chaos, Undivided, Shadow Legion, Infantry, Chaos, Damned, Accursed Cultists, Undivided, Shadow Legion, Damned -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 3-6 Torments -- 5-10 Mutants - -**Leader:** -Led By: Cultist Firebrand, Dark Commune, Rogue Psyker, Dark Apostle - -**Points:** -- 8 models: 90pts -- 16 models: 195pts diff --git a/cogitator/factions/chaos-daemons/datasheets/aetaosraukeres.md b/cogitator/factions/chaos-daemons/datasheets/aetaosraukeres.md deleted file mode 100644 index 18d409e..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/aetaosraukeres.md +++ /dev/null @@ -1,66 +0,0 @@ -# Aetaos’rau’keres - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 6+ | 24 | 6+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Bolt of Tzeentch; staff of cataclysm; warpfire talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt of Tzeentch – focused witchfire | 24 | 9 | 2 | 10 | -2 | D3 | hazardous, psychic | -| Bolt of Tzeentch – witchfire | 24 | 9 | 2 | 10 | -1 | 1 | psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of cataclysm | Melee | 6 | 3 | 8 | -2 | 3 | psychic | -| Warpfire talons | Melee | 12 | 3 | 4 | -1 | 1 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Emissary of the Great Mutator (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. -- **Master of Magicks (Psychic)** (Datasheet): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [sustainded hits D3]. Until the end of the phase, this model’s ranged weapon has that ability. - -**Keywords:** Daemon, Tzeentch, Aetaos'rau'keres, Titanic, Psyker, Fly, Towering, Chaos, Epic Hero, Character, Monster -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Aetaos'rau'keres – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 315pts diff --git a/cogitator/factions/chaos-daemons/datasheets/anggrath-the-unbound.md b/cogitator/factions/chaos-daemons/datasheets/anggrath-the-unbound.md deleted file mode 100644 index 4e7f570..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/anggrath-the-unbound.md +++ /dev/null @@ -1,65 +0,0 @@ -# An’ggrath the Unbound - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 4+ | 24 | 6+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bloodlash; axe of Khorne. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bloodlash | 12 | 9 | 2 | 8 | 0 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of Khorne – strike | Melee | 8 | 2 | 16 | -4 | D6+2 | — | -| Axe of Khorne – sweep | Melee | 16 | 2 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Emissary of the Blood God (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. -- **Relentless Carnage** (Datasheet): At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Monster, Character, Epic Hero, Titanic, Towering, Chaos, Daemon, An'ggrath the Unbound, Khorne -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 An'ggrath the Unbound – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/chaos-daemons/datasheets/beasts-of-nurgle.md b/cogitator/factions/chaos-daemons/datasheets/beasts-of-nurgle.md deleted file mode 100644 index 5cc97c9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/beasts-of-nurgle.md +++ /dev/null @@ -1,72 +0,0 @@ -# Beasts Of Nurgle - -**Role:** Other - -*Filled with dim-witted ebullience at odds with their plague-ridden and nightmarish forms, Beasts of Nurgle flollop into battle like eager hounds. They are drawn instinctively to mortal playthings, whose desperate cries and frantic flight they mistake for participation, at least until their luckless new friends have twitched their last.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 6+ | 7 | 7+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** putrid appendages. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Putrid appendages | Melee | 6 | 4 | 6 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Grotesque Regeneration** (Datasheet): At the end of each phase, if a Beasts of Nurgle model in this unit has lost any wounds but is not destroyed, that model regains all of its lost wounds. - -**Keywords:** Chaos, Daemon, Beast, Beasts of Nurgle, Shadow Legion, Nurgle -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1-2 Beasts of Nurgle - -**Wargear Options:** -- None - -**Leader:** -Led By: Horticulous Slimux - -**Points:** -- 1 model: 65pts -- 2 models: 130pts diff --git a/cogitator/factions/chaos-daemons/datasheets/belakor.md b/cogitator/factions/chaos-daemons/datasheets/belakor.md deleted file mode 100644 index 76b2ad0..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/belakor.md +++ /dev/null @@ -1,75 +0,0 @@ -# Be’lakor - -**Role:** Characters - -*Few warp entities are as mighty or as insidious as Be’lakor. Wreathed in shadow and dancing witchlight, the Dark Master spreads terror and torment to all who behold him. Every blow of his Blade of Shadows leaves the hollow husks of slain enemies sprawled in its wake – just more victims lost to the encroaching darkness.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Betraying Shades; the Blade of Shadows. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Betraying Shades – witchfire | 18 | 9 | 2 | 5 | -2 | 1 | devastating wounds, ignores cover, psychic | -| Betraying Shades – focused witchfire | 18 | 12 | 2 | 6 | -3 | 1 | devastating wounds, hazardous, ignores cover, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Blade of Shadows – strike | Melee | 7 | 2 | 14 | -4 | D6+1 | devastating wounds | -| The Blade of Shadows – sweep | Melee | 14 | 2 | 8 | -3 | 1 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **The Dark Master (Aura)** (Datasheet): The area of the battlefield within 6" of this model is within your army’s Shadow of Chaos. -- **Shadow Form** (Datasheet): At the start of the battle round, select one Shadow Form ability (see below). Until the end of the battle round, this model has that ability. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. -- **Wreathed in Shadows (Aura, Psychic)** (Primarch): While a friendly Legiones Daemonica unit or Shadow Legion unit is within 6" of this model, that unit can only be targeted by a ranged attack if the attacking model is within 18". -- **Pall of Despair (Aura, Psychic)** (Primarch): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of this model, that unit must take a Battle-shock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds. In addition, for each enemy unit that fails a Battle-shock test within 9" of this model, this model regains up to D3 lost wounds. -- **Shadow Lord (Aura, Psychic)** (Primarch): While a friendly Legiones Daemonica or Shadow Legion unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1. - -**Keywords:** Fly, Shadow Legion, Monster, Character, Be’lakor, Daemon, Chaos, Epic Hero, Psyker -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Be’lakor – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 375pts diff --git a/cogitator/factions/chaos-daemons/datasheets/bloodcrushers.md b/cogitator/factions/chaos-daemons/datasheets/bloodcrushers.md deleted file mode 100644 index 8315efa..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/bloodcrushers.md +++ /dev/null @@ -1,59 +0,0 @@ -# Bloodcrushers - -**Role:** Other - -*Unholy fusions of daemon and machine, Juggernauts of Khorne are unstoppable beasts whose blood is fire and whose every step is thunder. When ridden into battle by Bloodletters, they act as shock cavalry, bearing down on their victims like battering rams. The destruction when their charge hits home is hideous to behold.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hellblade; Juggernaut’s bladed horn. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | -| Juggernaut’s bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Brass Stampede** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers D3 mortal wounds. - -**Keywords:** Chaos, Daemon, Khorne, Bloodcrushers, Shadow Legion, Mounted -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Bloodhunter -- 2-5 Bloodcrushers - -**Wargear Options:** -- 1 Bloodcrusher that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Bloodcrusher that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Leader:** -Led By: Skullmaster - -**Points:** -- 3 models: 110pts -- 6 models: 220pts diff --git a/cogitator/factions/chaos-daemons/datasheets/bloodletters.md b/cogitator/factions/chaos-daemons/datasheets/bloodletters.md deleted file mode 100644 index 14a3816..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/bloodletters.md +++ /dev/null @@ -1,57 +0,0 @@ -# Bloodletters - -**Role:** Battleline - -*Bloodletters are hate and violence made manifest. Attacking in berserk packs or in martial, marching ranks, they hack apart their victims with monstrous hellblades. These weapons glow red-hot with the fury of their wielders, and even the slightest wound they inflict can see the victim bled dry in seconds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 7+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hellblade. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Bane of Cowards** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Khorne, Daemon, Chaos, Infantry, Shadow Legion, Bloodletters, Battleline -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Bloodreaper -- 9 Bloodletters - -**Wargear Options:** -- 1 Bloodletter that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Bloodletter that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Leader:** -Led By: Skulltaker, Bloodmaster - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/chaos-daemons/datasheets/bloodmaster.md b/cogitator/factions/chaos-daemons/datasheets/bloodmaster.md deleted file mode 100644 index 52e0a0f..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/bloodmaster.md +++ /dev/null @@ -1,72 +0,0 @@ -# Bloodmaster - -**Role:** Characters - -*Risen victorious from the horrors of the Skullpit, Bloodmasters lead Khorne’s Bloodletter hosts in battle. The presence of these hulking daemonic slaughterers imbues their infernal followers with even greater fury and might, even as the Bloodmasters themselves carve a gory path through their luckless foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** blade of blood. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of blood | Melee | 5 | 2 | 6 | -2 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Bloodmaster** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll. -- **A Gory Path** (Datasheet): Each time this model’s unit Consolidates, it can move up to 6" instead of up to 3". - -**Keywords:** Character, Infantry, Chaos, Daemon, Khorne, Bloodmaster, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Bloodmaster - -**Wargear Options:** -- None - -**Leader:** -Can lead: Bloodletters - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/chaos-daemons/datasheets/bloodthirster.md b/cogitator/factions/chaos-daemons/datasheets/bloodthirster.md deleted file mode 100644 index 32d88df..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/bloodthirster.md +++ /dev/null @@ -1,73 +0,0 @@ -# Bloodthirster - -**Role:** Characters - -*Bloodthirsters are supreme warriors, ferocious embodiments of the Blood God’s rage and murderlust. Commanders and champions of the Khornate daemon legions, Bloodthirsters are possessed of supreme martial skill. They wield baroque weapons of appalling power, and slaughter all in their paths.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 18 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** hellfire breath; great axe of Khorne - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bloodflail | 12 | 1 | 2 | 16 | -3 | D6+1 | devastating wounds | -| Hellfire breath | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Lash of Khorne | 12 | 6 | 2 | 8 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of Khorne – strike | Melee | 8 | 2 | 14 | -4 | D3+1 | — | -| Axe of Khorne – sweep | Melee | 16 | 2 | 8 | -2 | 1 | — | -| Great axe of Khorne – strike | Melee | 7 | 2 | 16 | -4 | D6+2 | — | -| Great axe of Khorne – sweep | Melee | 14 | 2 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemon Lord of Khorne (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Relentless Carnage** (Datasheet): At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound. -- **Greater Daemon of Khorne (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. - -**Keywords:** Fly, Character, Monster, Khorne, Shadow Legion, Bloodthirster, Daemon, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Bloodthirster - -**Wargear Options:** -- This model’s great axe of Khorne can be replaced with 1 axe of Khorne and one of the following:- 1 bloodflail -- 1 lash of Khorne - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 305pts diff --git a/cogitator/factions/chaos-daemons/datasheets/blue-horrors.md b/cogitator/factions/chaos-daemons/datasheets/blue-horrors.md deleted file mode 100644 index 3dc4de9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/blue-horrors.md +++ /dev/null @@ -1,67 +0,0 @@ -# Blue Horrors - -**Role:** Battleline - -*Blue Horrors are sullen, malevolent entities, as likely to throttle victims with their rubbery fingers out of sheer spite as to melt them like tallow with conjured gouts of mutating warpflame. Should one of these wretched beings be slain, it bursts into a roiling cloud of fume from which a pair of crackling Brimstone Horrors emerge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 8+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every Blue Horror is equipped with:** Coruscating Blue Flames; blue claws. - -**Every Brimstone Horror added to this unit using the Split ability is equipped with:** Coruscating Yellow Flames; yellow claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coruscating Blue Flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | -| Coruscating Yellow Flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Split** (Datasheet): Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one BRIMSTONE HORROR model to this unit. -- **Sullen Malevolence (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that enemy unit by 1. -- **Exploding Horrors** (Datasheet): Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound. - -**Keywords:** Blue, Daemon, Infantry, Battleline, Shadow Legion, Brimstone, Chaos, Horrors, Tzeentch -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 10 Blue Horrors - -**Wargear Options:** -- None - -**Leader:** -Led By: Changecaster, Fluxmaster - -**Points:** -- 10 models: 125pts diff --git a/cogitator/factions/chaos-daemons/datasheets/burning-chariot.md b/cogitator/factions/chaos-daemons/datasheets/burning-chariot.md deleted file mode 100644 index 9e3add8..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/burning-chariot.md +++ /dev/null @@ -1,57 +0,0 @@ -# Burning Chariot - -**Role:** Other - -*Burning Chariots of Tzeentch are often seen in the visions and nightmares of mortals as blazing omens of ill fortune. Upon the battlefield such warnings become self-fulfilling prophecies, the eldritch war engines serving as the agents of the very devastation and misery their coming is said to warn of.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 7+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Fire of Tzeentch; Flamer mouths; Screamer bites. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fire of Tzeentch – blue fire | 18 | 3 | 3 | 9 | -3 | 3 | ignores cover, psychic | -| Fire of Tzeentch – pink fire | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer mouths | Melee | 6 | 4 | 5 | 0 | 1 | — | -| Screamer bites | Melee | 6 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+, extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Eldritch Flames (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. - -**Keywords:** Chaos, Burning Chariot, Daemon, Fly, Shadow Legion, Tzeentch, Mounted -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Burning Chariot - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-daemons/datasheets/changecaster.md b/cogitator/factions/chaos-daemons/datasheets/changecaster.md deleted file mode 100644 index b21362c..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/changecaster.md +++ /dev/null @@ -1,78 +0,0 @@ -# Changecaster - -**Role:** Characters - -*Whirling amidst capering masses of daemonic Horrors, these Heralds are potent sorcerers whose presence causes the fires of their fellow daemons to spread with infernal vigour. Changecasters unleash storms of mutating sorcery against their enemies, jabbering and cackling as they wreak gruesome havoc.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Arcane Fireball; Herald combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arcane Fireball – witchfire | 18 | 3 | 3 | 5 | -1 | D3 | psychic | -| Arcane Fireball – focused witchfire | 18 | 3 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Herald combat weapon | Melee | 3 | 4 | 4 | -1 | 1 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Changecaster** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Storm of Mutating Sorcery (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy Infantry unit hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Infantry, Character, Shadow Legion, Psyker, Daemon, Tzeentch, Chaos, Changecaster -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Changecaster - -**Wargear Options:** -- None - -**Leader:** -Can lead: Pink Horrors, Blue Horrors - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-in-terminator-armour.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord-in-terminator-armour.md deleted file mode 100644 index 55113ed..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-in-terminator-armour.md +++ /dev/null @@ -1,74 +0,0 @@ -# Chaos Lord In Terminator Armour - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** combi-bolter; exalted weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired accursed weapons | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | -| Chainfist | Melee | 5 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Exalted weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Formidably Resilient** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. - -**Keywords:** Chaos Lord, Infantry, Character, Chaos, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Character, Undivided, Infantry, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Chaos, Chaos Lord, Terminator, Chaos Lord in Terminator Armour, Undivided, Shadow Legion -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord in Terminator Armour - -**Wargear Options:** -- This model’s combi-bolter can be replaced with 1 combi-weapon. -- This model’s exalted weapon can be replaced with one of the following:- 1 chainfist -- 1 power fist -- This model’s combi-bolter and exalted weapon can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Chaos Terminator Squad - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-disc-of-tzeentch.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-disc-of-tzeentch.md deleted file mode 100644 index 663de71..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-disc-of-tzeentch.md +++ /dev/null @@ -1,79 +0,0 @@ -# Chaos Lord On Disc Of Tzeentch - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Lord of Fate** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. - -**Keywords:** Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Tzeentch, Fly, Chaos Lord, Disc of Tzeentch, Undivided, Shadow Legion -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Disc of Tzeentch - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Legionaries, Chosen - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-juggernaut.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-juggernaut.md deleted file mode 100644 index 8c248e7..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-juggernaut.md +++ /dev/null @@ -1,77 +0,0 @@ -# Chaos Lord On Juggernaut - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 2+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; bladed horn; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Bloody Stampede** (Datasheet): Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Chaos Lord, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Khorne, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Chaos Lord, Juggernaut, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Khorne, Chaos Lord, Juggernaut, Undivided, Shadow Legion, Shadow Legion, Undivided, Juggernaut, Chaos Lord, Khorne, Chaos, Grenades, Character, Mounted, Shadow Legion, Mounted, Character, Undivided, Juggernaut, Grenades, Chaos, Khorne, Mounted, Character, Grenades, Chaos -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Chaos Lord on Juggernaut - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-palanquin-of-nurgle.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-palanquin-of-nurgle.md deleted file mode 100644 index 9b3b3b4..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-palanquin-of-nurgle.md +++ /dev/null @@ -1,80 +0,0 @@ -# Chaos Lord On Palanquin Of Nurgle - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Revolting Regeneration** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. - -**Keywords:** Chaos, Grenades, Character, Infantry, Shadow Legion, Undivided, Palanquin of Nurgle, Nurgle, Nurgle, Chaos, Grenades, Character, Infantry, Undivided, Chaos Lord, Shadow Legion, Shadow Legion, Chaos Lord, Palanquin of Nurgle, Undivided, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Chaos Lord on Palanquin of Nurgle - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Legionaries, Chosen - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-steed-of-slaanesh.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-steed-of-slaanesh.md deleted file mode 100644 index ec18e8d..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-on-steed-of-slaanesh.md +++ /dev/null @@ -1,77 +0,0 @@ -# Chaos Lord On Steed Of Slaanesh - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 5 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; lashing tongue. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Cut Off Their Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Shadow Legion, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Chaos Lord, Steed of Slaanesh, Undivided -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Steed of Slaanesh - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-with-jump-pack.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord-with-jump-pack.md deleted file mode 100644 index 922eede..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord-with-jump-pack.md +++ /dev/null @@ -1,73 +0,0 @@ -# Chaos Lord with Jump Pack - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | TWIN-LINKED | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Cruel Hunter** (Datasheet): While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3". - -**Keywords:** Chaos, Chaos Lord, Undivided, Shadow Legion, Infantry, Character, Jump Pack, Fly, Grenades, Chaos, Chaos Lord, Undivided, Shadow Legion, Infantry, Character, Jump Pack, Fly, Chaos, Chaos Lord, Undivided, Shadow Legion, Infantry, Character, Jump Pack, Fly, Shadow Legion, Chaos, Chaos Lord, Chaos Lord, Chaos, Grenades, Fly, Jump Pack, Grenades, Character, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades, Fly, Jump Pack, Character, Grenades, Infantry, Shadow Legion, Undivided, Chaos Lord, Undivided, Chaos, Fly, Grenades, Fly, Jump Pack, Character, Grenades, Infantry, Shadow Legion, Undivided, Infantry, Character, Jump Pack -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Chaos Lord - -**Wargear Options:** -- This model's bolt pistol can be replaced with 1 plasma pistol. -- This model’s accursed weapon can be replaced with 1 power fist. -- This model's bolt pistol and accursed weapon can be replaced with 1 twin lightning claws. - -**Leader:** -Can lead: Raptors - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-lord.md b/cogitator/factions/chaos-daemons/datasheets/chaos-lord.md deleted file mode 100644 index 6fb1157..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-lord.md +++ /dev/null @@ -1,68 +0,0 @@ -# Chaos Lord - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; daemon hammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainblade | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Daemon hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Chance for Glory** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1. - -**Keywords:** Grenades, Chaos Lord, Chaos, Grenades, Character, Undivided, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Character, Infantry, Shadow Legion, Infantry, Character, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades, Character, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades, Character, Infantry, Shadow Legion, Undivided, Chaos Lord, Chaos, Grenades -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord - -**Wargear Options:** -- This model’s daemon hammer can be replaced with one of the following:- 1 accursed weapon -- 1 Astartes chainsword -- This model’s plasma pistol can be replaced with 1 power fist. - -**Leader:** -Can lead: Legionaries, Chosen - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chaos-terminator-squad.md b/cogitator/factions/chaos-daemons/datasheets/chaos-terminator-squad.md deleted file mode 100644 index bcd7578..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chaos-terminator-squad.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaos Terminator Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** combi-bolter; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Despoilers** (Datasheet): Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the Hit roll. - -**Keywords:** Shadow Legion, Undivided, Chaos Terminator Squad, Terminator, Chaos, Infantry, Shadow Legion, Undivided, Chaos Terminator Squad, Terminator, Chaos, Infantry, Shadow Legion, Chaos Terminator Squad, Terminator, Chaos, Infantry, Shadow Legion, Undivided, Chaos Terminator Squad, Terminator, Chaos, Infantry, Undivided -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Terminator Champion -- 4-9 Chaos Terminators - -**Wargear Options:** -- For every 5 models in this unit, 1 Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer -- 1 reaper autocannon -- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. -- For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist. -- For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist. - -**Leader:** -Led By: Chaos Lord In Terminator Armour, Sorcerer In Terminator Armour - -**Points:** -- 5 models: 180pts -- 10 models: 360pts diff --git a/cogitator/factions/chaos-daemons/datasheets/chosen.md b/cogitator/factions/chaos-daemons/datasheets/chosen.md deleted file mode 100644 index 49ee812..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/chosen.md +++ /dev/null @@ -1,56 +0,0 @@ -# Chosen - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; bolt pistol; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. -- **Chosen Marauders** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -**Keywords:** Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chosen, Undivided, Shadow Legion, Infantry, Grenades, Chaos -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Chosen Champion -- 4-9 Chosen - -**Wargear Options:** -- For every 5 models in this unit, up to 2 models can each have their bolt pistol replaced with 1 plasma pistol. -- For every 5 models in this unit, up to 2 models can each have their boltgun replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 model’s boltgun and accursed weapon can be replaced with 1 paired accursed weapons. -- For every 5 models in this unit, 1 model equipped with a boltgun can have its accursed weapon replaced with 1 power fist. That model’s boltgun cannot be replaced. -- 1 model can be equipped with 1 Chaos icon. - -**Leader:** -Led By: Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Master Of Possession, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle - -**Points:** -- 5 models: 125pts -- 10 models: 250pts diff --git a/cogitator/factions/chaos-daemons/datasheets/contorted-epitome.md b/cogitator/factions/chaos-daemons/datasheets/contorted-epitome.md deleted file mode 100644 index 51b5daf..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/contorted-epitome.md +++ /dev/null @@ -1,76 +0,0 @@ -# Contorted Epitome - -**Role:** Characters - -*These ghastly daemonic manifestations writhe into battle on nests of metallic tendrils, their leering attendants riding their twisted steeds to war. Each reflects the darkest desires of those who look upon its surface, even as it swallows up the most potent energies thrown against it.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 5+ | 8 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** coiled tentacles; ravaging claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coiled tentacles | Melee | D6 | 4 | 5 | -1 | 2 | extra attacks | -| Ravaging claws | Melee | 8 | 2 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Swallow Energy (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. -- **Horrible Fascination(Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, one Psyker model from your army with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase. - -**Keywords:** Chaos, Slaanesh, Contorted Epitome, Character, Infantry, Shadow Legion, Psyker -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Contorted Epitome - -**Wargear Options:** -- None - -**Leader:** -Can lead: Daemonettes - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/cultist-firebrand.md b/cogitator/factions/chaos-daemons/datasheets/cultist-firebrand.md deleted file mode 100644 index 0151ab0..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/cultist-firebrand.md +++ /dev/null @@ -1,59 +0,0 @@ -# Cultist Firebrand - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** balefire pike, close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balefire pike | 12 | D6+3 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fiery Faith** (Datasheet): While this model is leading a unit, you can re-roll Leadership tests taken for that unit. -- **Cursed Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Undivided, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Damned, Cultist Firebrand, Shadow Legion, Infantry, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Damned, Cultist Firebrand, Undivided, Shadow Legion, Infantry -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Cultist Firebrand - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/chaos-daemons/datasheets/cultist-mob-with-firearms.md b/cogitator/factions/chaos-daemons/datasheets/cultist-mob-with-firearms.md deleted file mode 100644 index 8844900..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/cultist-mob-with-firearms.md +++ /dev/null @@ -1,55 +0,0 @@ -# Cultist Mob with Firearms - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cultist Champion is equipped with:** autopistol; brutal assault weapon. - -**Every Chaos Cultist is equipped with:** autopistol; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Autogun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -**Keywords:** Grenades, Chaos, Infantry, Damned, Cultist Mob with Firearms, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Battleline, Shadow Legion, Shadow Legion, Undivided, Damned, Cultist Mob with Firearms, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms, Undivided, Infantry, Battleline, Shadow Legion, Grenades, Chaos, Damned, Cultist Mob with Firearms, Undivided, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Cultist Champion -- 9-19 Chaos Cultists - -**Wargear Options:** -- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. -- Any number of models can each have their autogun and close combat weapon replaced with 1 autopistol and 1 brutal assault weapon. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 flamer. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 heavy stubber. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 grenade launcher. - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/cultist-mob.md b/cogitator/factions/chaos-daemons/datasheets/cultist-mob.md deleted file mode 100644 index f04ad36..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/cultist-mob.md +++ /dev/null @@ -1,46 +0,0 @@ -# Cultist Mob - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -**Keywords:** Infantry, Shadow Legion, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Infantry, Battleline, Grenades, Chaos, Damned, Cultist Mob, Undivided, Shadow Legion, Undivided, Cultist Mob, Damned, Chaos, Grenades, Battleline, Infantry -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Cultist Champion -- 9-19 Chaos Cultists - -**Wargear Options:** -- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. - -**Leader:** -Led By: Cultist Firebrand, Dark Commune, Rogue Psyker, Dark Apostle - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/daemon-prince-of-chaos-with-wings.md b/cogitator/factions/chaos-daemons/datasheets/daemon-prince-of-chaos-with-wings.md deleted file mode 100644 index ff2a339..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/daemon-prince-of-chaos-with-wings.md +++ /dev/null @@ -1,76 +0,0 @@ -# Daemon Prince Of Chaos With Wings - -**Role:** Characters - -*A Daemon Prince’s obsessive greed and desire to inflict ever more destruction, bloodshed and misery can manifest in the form of hideous wings that speed them from one slaughter to the next. A servant of the Dark Gods so blessed is a horrifying harbinger of death drawn from insane nightmare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Malefic Destruction** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of this model’s hellforged weapons. -- **Harbinger of Death** (Datasheet): Each time this model is selected to fight, select one of the following abilities. Until the end of the phase, this model’s hellforged weapons have that ability: -- [LETHAL HITS] -- [PRECISION] -- [SUSTAINED HITS 1] -- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: -- KHORNE -- TZEENTCH -- NURGLE -- SLAANESH -The keyword you select will also affect some of this model’s characteristics, as stated overleaf. -- **Daemon Prince of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s hellforged weapons. -- **Daemon Prince of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of this model’s infernal cannon. -- **Daemon Prince of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. -- **Daemon Prince of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. - -**Keywords:** Shadow Legion, Monster, Character, Fly, Chaos, Daemon Prince of Chaos with Wings, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Daemon Prince of Chaos with Wings - -**Wargear Options:** -- None - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/chaos-daemons/datasheets/daemon-prince-of-chaos.md b/cogitator/factions/chaos-daemons/datasheets/daemon-prince-of-chaos.md deleted file mode 100644 index ed779a5..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/daemon-prince-of-chaos.md +++ /dev/null @@ -1,74 +0,0 @@ -# Daemon Prince of Chaos - -**Role:** Characters - -*Blessed with apotheosis from mortal to daemonic form, a Daemon Prince is a monstrous entity well used to commanding cruel legions in battle. Their supernatural gifts are many and varied, from sorcerous powers to diseased fortitude, warp-forged weaponry, unholy swiftness or burning inner furnaces of unquenchable rage.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Lord** (Datasheet): While this model is within 3" of one or more friendly Legiones Daemonica Infantry units, this model has the Lone Operative ability. -- **Prince of Darkness (Aura)** (Datasheet): While a friendly Legiones Daemonica unit is within 6" of this model, models in that unit have the Stealth ability. -- **Unholy Vigour** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save. -- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: -- KHORNE -- TZEENTCH -- NURGLE -- SLAANESH -The keyword you select will also affect some of this model’s characteristics, as stated overleaf. -- **Daemon Prince of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s hellforged weapons. -- **Daemon Prince of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, add 3 to the Attacks characteristic of this model’s infernal cannon. -- **Daemon Prince of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. -- **Daemon Prince of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. - -**Keywords:** Monster, Shadow Legion, Daemon Prince of Chaos, Chaos, Character, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Daemon Prince of Chaos - -**Wargear Options:** -- None - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/chaos-daemons/datasheets/daemonettes.md b/cogitator/factions/chaos-daemons/datasheets/daemonettes.md deleted file mode 100644 index 1e6f710..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/daemonettes.md +++ /dev/null @@ -1,60 +0,0 @@ -# Daemonettes - -**Role:** Battleline - -*Known to mortals as the handmaidens of Slaanesh, these daemons are a mixture of the beautiful and the monstrous, made all the more disturbing by the visceral clash of both. They delight in the carnage of battle, weaving around enemies’ clumsy blows as they shrill and sigh their delight amidst swift-taloned slaughter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 3 | 7+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** slashing claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Horrifying Beauty** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Battleline, Infantry, Shadow Legion, Daemonettes, Slaanesh, Daemon, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Alluress -- 9 Daemonettes - -**Wargear Options:** -- 1 Daemonette that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Daemonette that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Leader:** -Led By: Syll’esske, Infernal Enrapturess, Contorted Epitome, Tranceweaver - -**Points:** -- 10 models: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/dark-apostle.md b/cogitator/factions/chaos-daemons/datasheets/dark-apostle.md deleted file mode 100644 index 4801ab6..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/dark-apostle.md +++ /dev/null @@ -1,65 +0,0 @@ -# Dark Apostle - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| DARK APOSTLE | 6" | 4 | 3+ | 4 | 5+ | 1 | -| DARK DISCIPLE | 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Dark Apostle is equipped with:** bolt pistol; accursed crozius. - -**Every Dark Disciple is equipped with:** close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Accursed crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Zealotry** (Datasheet): While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Demagogue** (Datasheet): Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12" of this unit’s DARK APOSTLE model. That unit is no longer Battle-shocked. -- **Malign Sacrifice** (Datasheet): At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed. - -**Keywords:** Grenades, Chaos, Grenades, Character, Shadow Legion, Undivided, Dark Apostle, Character, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Dark Apostle, Character, Chaos, Infantry, Shadow Legion, Undivided, Dark Apostle, Character, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Dark Apostle, Dark Apostle, Character, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Infantry -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Dark Apostle -- 2 Dark Disciples - -**Leader:** -Can lead: Chosen, Cultist Mob, Accursed Cultists, Legionaries - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/chaos-daemons/datasheets/dark-commune.md b/cogitator/factions/chaos-daemons/datasheets/dark-commune.md deleted file mode 100644 index 38d6c72..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/dark-commune.md +++ /dev/null @@ -1,74 +0,0 @@ -# Dark Commune - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CULT DEMAGOGUE | 6" | 3 | 6+ | 4 | 6+ | 1 | -| OTHER MODELS | 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cult Demagogue is equipped with:** autopistol; Commune stave. - -**The Mindwitch is equipped with:** Warp Curse; close combat weapon. - -**The Iconarch is equipped with:** autopistol; close combat weapon; Chaos icon. - -**Every Blessed Blade is equipped with:** Commune blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp Curse – focused witchfire | 18 | 3 | 3 | 5 | -1 | 2 | hazardous, psychic, sustained hits 2 | -| Warp Curse – witchfire | 18 | 3 | 3 | 4 | -1 | 2 | psychic | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Commune stave | Melee | 2 | 4 | 3 | 0 | D3 | devastating wounds | -| Commune blade | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Faithful Flock** (Datasheet): While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save. -- **Dark Ritual** (Datasheet): Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Dark Commune, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Undivided, Shadow Legion, Infantry, Grenades -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Cult Demagogue -- 1 Mindwitch -- 1 Iconarch -- 2 Blessed Blades - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists - -**Points:** -- 5 models: 90pts diff --git a/cogitator/factions/chaos-daemons/datasheets/epidemius.md b/cogitator/factions/chaos-daemons/datasheets/epidemius.md deleted file mode 100644 index 0b0c487..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/epidemius.md +++ /dev/null @@ -1,72 +0,0 @@ -# Epidemius - -**Role:** Characters - -*Borne upon his throne by a scrabbling mound of Nurglings, Epidemius endlessly catalogues the infinite plagues and maladies released upon realspace by the followers of Nurgle. The higher Epidemius’ tally rises upon any given battlefield, the more favourably the Plague God smiles upon his servants in the vicinity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 6+ | 8 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** balesword and Nurgling attendants. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balesword and Nurgling attendants | Melee | D6+3 | 3 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Blessed by the Plague God** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. -- **Tally of Pestilence** (Datasheet): Keep a tally of how many enemy models are destroyed by Nurgle Legiones Daemonica models from your army during the battle. At the start of your Command phase, if this tally is 7 or more, you gain 1CP and the tally is reset to 0. - -**Keywords:** Epidemius, Nurgle, Daemon, Chaos, Infantry, Character, Epic Hero -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Epidemius – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Plaguebearers - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-daemons/datasheets/exalted-flamer.md b/cogitator/factions/chaos-daemons/datasheets/exalted-flamer.md deleted file mode 100644 index bc74bac..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/exalted-flamer.md +++ /dev/null @@ -1,79 +0,0 @@ -# Exalted Flamer - -**Role:** Characters - -*Champions of their kind, Exalted Flamers lead packs of lesser entities to battle. Some swoop upon the backs of Burning Chariots, unleashing focused jets of devastating blue fire, or indiscriminate rains of searing pink fire that clings and spreads like panic given animus until nothing remains in its wake but glowing ashes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 4 | 7+ | 6 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Fire of Tzeentch; Flamer mouths. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fire of Tzeentch – blue fire | 18 | 3 | 3 | 9 | -3 | 3 | ignores cover, psychic | -| Fire of Tzeentch – pink fire | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer mouths | Melee | 4 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Blazing Warpfire (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. -- **Flames of Change (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks, and roll one D6. On a 4+, until the end of your opponent’s next turn, that enemy unit is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. -- **MANIFESTATION OF DESTRUCTION** (Special (правая колонка)): This model cannot be your Warlord and cannot be given Enhancements. - -**Keywords:** Character, Shadow Legion, Daemon, Fly, Tzeentch, Exalted Flamer, Infantry, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Exalted Flamer - -**Wargear Options:** -- None - -**Leader:** -Can lead: Flamers - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/chaos-daemons/datasheets/exalted-seeker-chariot.md b/cogitator/factions/chaos-daemons/datasheets/exalted-seeker-chariot.md deleted file mode 100644 index 36b9066..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/exalted-seeker-chariot.md +++ /dev/null @@ -1,56 +0,0 @@ -# Exalted Seeker Chariot - -**Role:** Other - -*Larger and more deadly than Seeker Chariots, these infernal engines offer the legions of Slaanesh comparatively heavyweight weapons to break their victims’ lines. Multi-hued wheels emitting blurred skeins of hypnotic light, axles screaming like damned souls, they tear through the enemy ranks again and again.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 5+ | 12 | 7+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** lashes of torment; Exalted Seeker tongues; slashing claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exalted Seeker tongues | Melee | 8 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 14 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Infernal Engines of Torment** (Datasheet): In the Fight phase, after this model has finished making its attacks, if one or more enemy units were destroyed as a result of those attacks, every enemy unit within 6" of this model must take a Battle-shock test. - -**Keywords:** Mounted, Daemon, Exalted Seeker Chariot, Shadow Legion, Chaos, Slaanesh -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Exalted Seeker Chariot - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-daemons/datasheets/fateskimmer.md b/cogitator/factions/chaos-daemons/datasheets/fateskimmer.md deleted file mode 100644 index fd4ae9e..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/fateskimmer.md +++ /dev/null @@ -1,79 +0,0 @@ -# Fateskimmer - -**Role:** Characters - -*These daemons ride upon Burning Chariots, arcane constructs fashioned from the energies of dread omens and foretellings. They hurtle along anarchic and illogical trajectories that defy all physical laws, often surrounded by shoals of predatory daemonic entities empowered and emboldened by the Herald’s presence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 6+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Arcane Fireball; Herald combat weapon; Screamer bites. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arcane Fireball – witchfire | 18 | 3 | 3 | 5 | -1 | D3 | psychic | -| Arcane Fireball – focused witchfire | 18 | 3 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Herald combat weapon | Melee | 3 | 4 | 4 | -1 | 1 | psychic | -| Screamer bites | Melee | 6 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+, extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Fateskimmer** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Rider of the Immaterial Winds** (Datasheet): Once per battle, at the end of your opponent’s turn, if this model’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. - -**Keywords:** Fateskimmer, Shadow Legion, Mounted, Character, Psyker, Fly, Daemon, Tzeentch, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Fateskimmer - -**Wargear Options:** -- None - -**Leader:** -Can lead: Screamers - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/chaos-daemons/datasheets/feculent-gnarlmaw.md b/cogitator/factions/chaos-daemons/datasheets/feculent-gnarlmaw.md deleted file mode 100644 index 57212f6..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/feculent-gnarlmaw.md +++ /dev/null @@ -1,52 +0,0 @@ -# Feculent Gnarlmaw - -**Role:** Fortifications - -*Where the most grievous foulness reigns, there sprout the Feculent Gnarlmaws. Daemonic warp-flora, these cankers in the flesh of reality exude an aura of supernatural disease. Clouds of plague flies boil around them, shrouding the daemons of Nurgle from the sights of the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 9 | 4+ | 9 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Shroud of Flies (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this FORTIFICATION, models in that unit have the Stealth ability. -- **Diseased Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Feculent Gnarlmaw, Chaos, Daemon, Nurgle, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Feculent Gnarlmaw - -**Wargear Options:** -- None - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/fellgor-beastmen.md b/cogitator/factions/chaos-daemons/datasheets/fellgor-beastmen.md deleted file mode 100644 index d72e0e0..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/fellgor-beastmen.md +++ /dev/null @@ -1,52 +0,0 @@ -# Fellgor Beastmen - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Fellgor Champion is equipped with:** bolt pistol; chainsword. - -**Every Fellgor Beastman is equipped with:** autopistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Corrupted stave | 18 | D3 | 4 | 5 | -1 | 1 | devastating wounds, psychic | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Corrupted stave | Melee | 2 | 4 | 4 | -1 | D3 | devastating wounds, psychic | -| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Great weapon | Melee | 2 | 5 | 8 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Bestial Raiders** (Datasheet): If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -**Keywords:** Grenades, Damned, Fellgor Beastmen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Damned, Fellgor Beastmen, Undivided, Chaos, Shadow Legion, Infantry, Grenades, Damned, Fellgor Beastmen, Undivided, Shadow Legion, Infantry, Grenades, Chaos, Chaos, Damned, Fellgor Beastmen, Undivided, Shadow Legion, Infantry, Fellgor Beastmen -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Fellgor Champion -- 9 Fellgor Beastmen - -**Wargear Options:** -- The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol. -- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon. -- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave. - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/chaos-daemons/datasheets/fiends.md b/cogitator/factions/chaos-daemons/datasheets/fiends.md deleted file mode 100644 index 4f1b104..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/fiends.md +++ /dev/null @@ -1,52 +0,0 @@ -# Fiends - -**Role:** Other - -*Few daemonic entities approach the sheer disturbing horror of the Fiends of Slaanesh. Malicious hunting beasts that croon their delight across the battlefield, these ghastly abominations are wreathed in a soporific musk that leaves their prey witless and helpless before their flashing talons and stabbing tails.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 7+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** barbed tail and dissecting claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Barbed tail and dissecting claws | Melee | 5 | 3 | 5 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Soporific Musk** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Slaanesh, Shadow Legion, Fiends, Beast, Chaos, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Blissbringer -- 2-5 Fiends - -**Wargear Options:** -- None - -**Points:** -- 3 models: 95pts -- 6 models: 190pts diff --git a/cogitator/factions/chaos-daemons/datasheets/flamers.md b/cogitator/factions/chaos-daemons/datasheets/flamers.md deleted file mode 100644 index 2e55bbc..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/flamers.md +++ /dev/null @@ -1,60 +0,0 @@ -# Flamers - -**Role:** Other - -*These bizarre daemons bound through the air in convulsive leaps. The warpflame that drools from their many maws seethes with the raw power of change. When spat forth in roaring sheets, it sends its victims into agonies of mutation, their forms altering again and again before collapsing into distorted ruin.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 4 | 7+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Flickering Flames; Flamer mouths. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flickering Flames | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer mouths | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Bounding Leaps** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. - -**Keywords:** Fly, Chaos, Daemon, Tzeentch, Flamers, Shadow Legion, Infantry -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Pyrocaster -- 2-5 Flamers - -**Wargear Options:** -- None - -**Leader:** -Led By: Exalted Flamer - -**Points:** -- 3 models: 65pts -- 6 models: 130pts diff --git a/cogitator/factions/chaos-daemons/datasheets/flesh-hounds.md b/cogitator/factions/chaos-daemons/datasheets/flesh-hounds.md deleted file mode 100644 index 530d841..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/flesh-hounds.md +++ /dev/null @@ -1,63 +0,0 @@ -# Flesh Hounds - -**Role:** Other - -*These hunting hounds of Khorne track the terror spoor of their prey across interstellar gulfs. The brass collars about their necks ward away even the most potent sorceries of their desperate prey, before the slavering Flesh Hounds launch themselves onto their victims swinging vicious talons and sinking foot-long fangs deep.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 7+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Gore Hound is equipped with:** burning roar; gore-drenched fangs; collar of Khorne. - -**Every Flesh Hound is equipped with:** gore-drenched fangs; collar of Khorne. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burning roar | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gore-drenched fangs | Melee | 3 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Collar of Khorne** (Wargear): The bearer has the Feel No Pain 3+ ability against Psychic Attacks. -- **Hunters from the Warp** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. - -**Keywords:** Chaos, Shadow Legion, Flesh Hounds, Khorne, Daemon, Beast -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Gore Hound -- 4-9 Flesh Hounds - -**Wargear Options:** -- None - -**Leader:** -Led By: Karanak, Karanak - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/chaos-daemons/datasheets/fluxmaster.md b/cogitator/factions/chaos-daemons/datasheets/fluxmaster.md deleted file mode 100644 index 26bc6dd..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/fluxmaster.md +++ /dev/null @@ -1,78 +0,0 @@ -# Fluxmaster - -**Role:** Characters - -*Fluxmasters are Heralds of Tzeentch gifted with daemonic Discs as steeds. They streak through the air like scintillating comets, trailing a wake of altered reality behind them in which fate turns in the favour of Tzeentch’s servants and all their endeavours are rendered especially successful and potent.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 6+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Arcane Fireball; Herald combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arcane Fireball – witchfire | 18 | 3 | 3 | 5 | -1 | D3 | psychic | -| Arcane Fireball – focused witchfire | 18 | 3 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Herald combat weapon | Melee | 3 | 4 | 4 | -1 | 1 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Fluxmaster** (Datasheet): While this model is leading a unit, each time an attack is made against that unit, subtract 1 form the Hit roll. -- **Altered Reality (Psychic)** (Datasheet): Once per battle round, after a Hit roll, a Wound roll, or a saving throw is made for this model, you can change the result of that roll to a 6. - -**Keywords:** Tzeentch, Daemon, Chaos, Psyker, Fly, Mounted, Character, Shadow Legion, Fluxmaster -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Fluxmaster - -**Wargear Options:** -- None - -**Leader:** -Can lead: Pink Horrors, Blue Horrors - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/furies.md b/cogitator/factions/chaos-daemons/datasheets/furies.md deleted file mode 100644 index b271710..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/furies.md +++ /dev/null @@ -1,54 +0,0 @@ -# Furies - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 7+ | 1 | 8+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** daemonic claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemonic claws | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Prey on the Weak** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Battle-shocked, add 1 to the Wound roll. -- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: -- KHORNE -- TZEENTCH -- NURGLE -- SLAANESH - -**Keywords:** Infantry, Chaos, Furies, Shadow Legion, Fly, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 5-10 Furies - -**Wargear Options:** -- None - -**Points:** -- 5 models: 40pts -- 10 models: 80pts diff --git a/cogitator/factions/chaos-daemons/datasheets/gellerpox-infected.md b/cogitator/factions/chaos-daemons/datasheets/gellerpox-infected.md deleted file mode 100644 index 563e63f..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/gellerpox-infected.md +++ /dev/null @@ -1,52 +0,0 @@ -# Gellerpox Infected - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | -| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Gellerpox Mutant is equipped with:** brutal weapons. - -**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. - -**Every other Nightmare Hulk is equipped with:** hideous mutations. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. - -**Keywords:** Infantry, Chaos, Damned, Nurgle, Gellerpox Infected, Chaos, Undivided, Shadow Legion, Infantry, Damned, Nurgle, Gellerpox Infected, Undivided, Shadow Legion, Infantry, Chaos, Damned, Nurgle, Gellerpox Infected, Undivided, Shadow Legion, Infantry, Chaos, Damned, Nurgle, Gellerpox Infected, Infantry, Undivided, Shadow Legion, Undivided, Gellerpox Infected, Shadow Legion, Chaos, Damned, Nurgle -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 4 Nightmare Hulks -- 3 Gellerpox Mutants - -**Wargear Options:** -- None - -**Points:** -- 7 models: 125pts diff --git a/cogitator/factions/chaos-daemons/datasheets/giant-chaos-spawn.md b/cogitator/factions/chaos-daemons/datasheets/giant-chaos-spawn.md deleted file mode 100644 index 6516128..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/giant-chaos-spawn.md +++ /dev/null @@ -1,63 +0,0 @@ -# Giant Chaos Spawn - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 4+ | 10 | 7+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** churning fangs and claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Churning fangs and claws | Melee | D6+6 | 3 | 10 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Regenerating Monstrosity** (Datasheet): At the start of each player’s Command phase, this model regains up to D3 lost wounds. -- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: -- KHORNE -- TZEENTCH -- NURGLE -- SLAANESH -The keyword you select will also affect some of this model’s characteristics (see the Daemonic Allegiance section). -- **Creature of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s melee weapons. -- **Creature of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, this model has a 4+ invulnerable save. -- **Creature of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. -- **Creature of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. - -**Keywords:** Giant Chaos Spawn, Chaos, Shadow Legion, Monster -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Giant Chaos Spawn - -**Wargear Options:** -- None - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/chaos-daemons/datasheets/great-unclean-one.md b/cogitator/factions/chaos-daemons/datasheets/great-unclean-one.md deleted file mode 100644 index bdcd0e0..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/great-unclean-one.md +++ /dev/null @@ -1,78 +0,0 @@ -# Great Unclean One - -**Role:** Characters - -*These Greater Daemons possess the same boundless energy and drive to corrupt as a swift spreading virus. Their booming voices roll across the battlefield, their cruel jollity and the perverse pride they take in their underlings’ achievements horribly at odds with the misery and disease they spread.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 12 | 5+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plague flail; putrid vomit; bilesword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plague flail | 6 | D6+1 | 3 | 7 | -2 | 2 | — | -| Putrid vomit | 12 | D6+3 | N/A | 5 | -2 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bileblade | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks, lethal hits | -| Bilesword – strike | Melee | 6 | 2 | 10 | -2 | D6+1 | lethal hits | -| Bilesword – sweep | Melee | 12 | 2 | 7 | -1 | 1 | lethal hits | -| Doomsday bell | Melee | 6 | 2 | 7 | -1 | 2 | lethal hits, Reverberating summons | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Greater Daemon of Nurgle (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. -- **Daemon Lord of Nurgle (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, add 1 to the Toughness characteristic of models in that unit. -- **Nurgle’s Rot (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the Toughness characteristic of models in that unit. -- **Reverberating Summons** (Wargear profile): Each time a model is destroyed by this weapon, you can select one friendly Plaguebearer’s unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit. - -**Keywords:** Nurgle, Great Unclean One, Shadow Legion, Chaos, Monster, Character, Psyker, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Great Unclean One - -**Wargear Options:** -- This model’s plague flail can be replaced with 1 bileblade. -- This model’s bilesword can be replaced with 1 doomsday bell. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/chaos-daemons/datasheets/havocs.md b/cogitator/factions/chaos-daemons/datasheets/havocs.md deleted file mode 100644 index 68fa9b9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/havocs.md +++ /dev/null @@ -1,72 +0,0 @@ -# Havocs - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Havoc Champion is equipped with:** flamer; Astartes chainsword. - -**2 Havocs are equipped with:** Havoc autocannon; close combat weapon. - -**2 Havocs are equipped with:** Havoc lascannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Havoc missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Havoc autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Havoc heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Havoc lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Havoc missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Havoc reaper chaincannon | 24 | 8 | 3 | 5 | 0 | 1 | — | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Stabilisation Talons** (Datasheet): Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the Hit roll and any or all modifiers to the Ballistic Skill characteristic of that weapon. - -**Keywords:** Shadow Legion, Undivided, Havocs, Infantry, Shadow Legion, Undivided, Havocs, Chaos, Infantry, Chaos, Shadow Legion, Undivided, Havocs, Chaos, Infantry -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Havoc Champion -- 4 Havocs - -**Wargear Options:** -- The Havoc Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon -- 1 power fist -- The Havoc Champion’s flamer can be replaced with one of the following:- 1 boltgun -- 1 meltagun -- 1 plasma gun -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- Any number of Havocs can each have their Havoc autocannon or Havoc lascannon replaced with one of the following:- 1 Havoc autocannon -- 1 Havoc heavy bolter -- 1 Havoc lascannon -- 1 Havoc missile launcher -- 1 Havoc reaper chaincannon - -**Points:** -- 5 models: 125pts diff --git a/cogitator/factions/chaos-daemons/datasheets/hellflayer.md b/cogitator/factions/chaos-daemons/datasheets/hellflayer.md deleted file mode 100644 index 03830ec..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/hellflayer.md +++ /dev/null @@ -1,61 +0,0 @@ -# Hellflayer - -**Role:** Other - -*Mortal myth has it that the Hellflayers of Slaanesh began as devices for mowing the gruesome pleasure-gardens of the Dark Prince’s realm, but that their efficacy in war was soon proven when their wild Daemonette crews unleashed the whirl-bladed murder engines upon the battlefields of realspace.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 5+ | 7 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lashes of torment; bladed axle; Seeker tongues; slashing claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladed axle | Melee | 6 | 3 | 6 | -1 | 2 | extra attacks | -| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 9 | 3 | 4 | 0 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Cutting Down the Foe** (Datasheet): Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if that unit is an INFANTRY unit: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Hellflayer, Daemon, Chaos, Mounted, Shadow Legion, Slaanesh -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1-2 Hellflayers - -**Wargear Options:** -- None - -**Leader:** -Led By: Tormentbringer - -**Points:** -- 1 model: 105pts -- 2 models: 210pts diff --git a/cogitator/factions/chaos-daemons/datasheets/hellflayers.md b/cogitator/factions/chaos-daemons/datasheets/hellflayers.md deleted file mode 100644 index 5df77c9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/hellflayers.md +++ /dev/null @@ -1,61 +0,0 @@ -# Hellflayers - -**Role:** Other - -*Mortal myth has it that the Hellflayers of Slaanesh began as devices for mowing the gruesome pleasure-gardens of the Dark Prince’s realm, but that their efficacy in war was soon proven when their wild Daemonette crews unleashed the whirl-bladed murder engines upon the battlefields of realspace.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 5+ | 7 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lashes of torment; Seeker tongues; slashing claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | 12 | 3 | 3 | 4 | -1 | 2 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | Melee | 3 | 3 | 4 | -1 | 2 | anti-infantry 3+, extra attacks | -| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 8 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Cutting Down the Foe** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that attack by 1. - -**Keywords:** Slaanesh, Shadow Legion, Hellflayers, Daemon, Chaos, Mounted -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1-2 Hellflayers - -**Wargear Options:** -- None - -**Leader:** -Led By: Tormentbringer - -**Points:** -- 1 model: 80pts -- 2 models: 160pts diff --git a/cogitator/factions/chaos-daemons/datasheets/herald-of-slaanesh-on-steed-of-slaanesh.md b/cogitator/factions/chaos-daemons/datasheets/herald-of-slaanesh-on-steed-of-slaanesh.md deleted file mode 100644 index 2dab0e9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/herald-of-slaanesh-on-steed-of-slaanesh.md +++ /dev/null @@ -1,83 +0,0 @@ -# Herald Of Slaanesh On Steed Of Slaanesh - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 7+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lashing tongue; ravaging claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Ravaging claws | Melee | 6 | 2 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Lethal Caress** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. -- **Symphony of Pain (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12" of this model. Until the end of the turn, each time a Slaanesh Legiones Daemonica model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Herald of Slaanesh, Chaos, Mounted, Psyker, Character, Daemon, Slaanesh, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Herald of Slaanesh on Steed of Slaanesh - -**Wargear Options:** -- None - -**Leader:** -Can lead: Seekers - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/chaos-daemons/datasheets/horticulous-slimux.md b/cogitator/factions/chaos-daemons/datasheets/horticulous-slimux.md deleted file mode 100644 index c289f00..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/horticulous-slimux.md +++ /dev/null @@ -1,73 +0,0 @@ -# Horticulous Slimux - -**Role:** Characters - -*Horticulous Slimux is the Grand Cultivator, roaming realspace to sow the seeds of corruption in all unspoilt lands. Sat atop the heaving bulk of the snail-like daemon Mulch, Slimux goads packs of thrashing plague beasts into battle even as it lops mortal heads with thwicker-snick flashes of its wickedly sharp lopping shears.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 10 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** acidic maw; lopping shears. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Acidic maw | Melee | 2 | 4 | 7 | -4 | 3 | devastating wounds, extra attacks | -| Lopping shears | Melee | 4 | 3 | 6 | -2 | 3 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Beast Handler** (Datasheet): While this model is leading a unit, you can re-roll Charge rolls made for that unit. In addition, once per battle, you can target that unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. -- **Seed the Garden of Nurgle** (Datasheet): At the end of your Movement phase, if this model is within one Area Terrain feature, until the end of the battle, that AREA TERRAIN feature is considered to be within your army’s Shadow of Chaos. - -**Keywords:** Mounted, Horticulous Slimux, Character, Epic Hero, Nurgle, Daemon, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Horticulous Slimux – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Beasts Of Nurgle - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/chaos-daemons/datasheets/infernal-enrapturess.md b/cogitator/factions/chaos-daemons/datasheets/infernal-enrapturess.md deleted file mode 100644 index c172442..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/infernal-enrapturess.md +++ /dev/null @@ -1,81 +0,0 @@ -# Infernal Enrapturess - -**Role:** Characters - -*The symphonies of torment and cacophonies of bliss unleashed by these daemons can tear their foes apart body and soul. Yet perhaps their greatest ability is to draw the disembodied energies of fellow Slaaneshi daemons to the battlefield, constantly bolstering their comrades’ ranks with fresh and soul-hungry entities.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 3 | 7+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** heartstring lyre; ravaging claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heartstring lyre – cacophonous melody | 18 | 6 | 3 | 6 | 0 | 1 | assault | -| Heartstring lyre – euphonic blast | 24 | 1 | 3 | 12 | -3 | D6+1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ravaging claws | Melee | 5 | 2 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Harmonic Alignment** (Datasheet): While this model is leading a unit, in your Command phase, you can return D3 destroyed Bodyguard models to that unit. -- **Discordant Disruption (Aura)** (Datasheet): While an enemy PSYKER unit is within 12" of this model, Psychic weapons equipped by models in that unit have the [HAZARDOUS] ability. - -**Keywords:** Slaanesh, Shadow Legion, Infernal Enrapturess, Infantry, Character, Chaos, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Infernal Enrapturess - -**Wargear Options:** -- None - -**Leader:** -Can lead: Daemonettes - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/kairos-fateweaver.md b/cogitator/factions/chaos-daemons/datasheets/kairos-fateweaver.md deleted file mode 100644 index 415b0db..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/kairos-fateweaver.md +++ /dev/null @@ -1,68 +0,0 @@ -# Kairos Fateweaver - -**Role:** Characters - -*Wielding the warp-forged Staff of Tomorrow, and with the ability to predict all that may come to pass while knowing all that has already transpired, Kairos Fateweaver is amongst the galaxy’s most canny strategists. What the daemon lacks in physical and martial prowess, it more than makes up for in pure Tzeentchian cunning.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 6+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Infernal Gateway; Staff of Tomorrow. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal Gateway – witchfire | 24 | D6+3 | 2 | 9 | -2 | D3 | blast, indirect fire, psychic | -| Infernal Gateway – focused witchfire | 24 | D3+6 | 2 | 9 | -2 | 3 | blast, indirect fire, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of Tomorrow | Melee | 5 | 3 | 8 | -2 | 2D3 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Greater Daemon of Tzeentch (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. -- **One Head Looks Forward** (Datasheet): At the end of your Command phase, if this model is on the battlefield, take a Leadership test for this model; if that test is passed, you gain 1CP. -- **One Head Looks Back (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem). - -**Keywords:** Character, Monster, Chaos, Daemon, Kairos Fateweaver, Tzeentch, Psyker, Fly, Epic Hero -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Kairos Fateweaver – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 295pts diff --git a/cogitator/factions/chaos-daemons/datasheets/karanak.md b/cogitator/factions/chaos-daemons/datasheets/karanak.md deleted file mode 100644 index d685546..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/karanak.md +++ /dev/null @@ -1,73 +0,0 @@ -# Karanak - -**Role:** Characters - -*Karanak hunts those who give insult to Khorne. Scenting its prey across time and space, it is an inescapable predator. Karanak’s incorporeal howls summon the Blood Hunt of Khorne to join it in the chase, a cavalcade of ferocious daemons set on mayhem and slaughter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 7+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** soul-rending fangs; collar of Khorne. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Soul-rending fangs | Melee | 6 | 2 | 6 | -1 | 2 | precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Pack Leader** (Datasheet): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit. -- **Prey of the Blood God** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s prey. Weapons equipped by models in this model’s unit have the [LETHAL HITS] ability when targeting this model’s prey. Each time this model’s prey is destroyed, select one new enemy unit to be this model’s prey. -- **Collar of Khorne** (Wargear): The bearer has the Feel No Pain 3+ ability against Psychic Attacks. - -**Keywords:** Khorne, Daemon, Chaos, Epic Hero, Character, Beast, Karanak -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Karanak – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Flesh Hounds - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/chaos-daemons/datasheets/keeper-of-secrets.md b/cogitator/factions/chaos-daemons/datasheets/keeper-of-secrets.md deleted file mode 100644 index 785c0a4..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/keeper-of-secrets.md +++ /dev/null @@ -1,74 +0,0 @@ -# Keeper Of Secrets - -**Role:** Characters - -*Darkly intelligent, horribly beguiling and deadly in battle, the Keepers of Secrets are the greatest champions of Slaaneshi daemon legions. Wielding unclean yet beautiful weapons and unleashing the sorcerous powers of obsession and torment, these daemons cut an elegantly hideous swathe across the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 10 | 5+ | 18 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Phantasmagoria; snapping claws; witstealer sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Living whip | 12 | 6 | 2 | 6 | -1 | 2 | assault | -| Phantasmagoria – witchfire | 18 | 6 | 2 | 6 | -2 | 1 | devastating wounds, psychic | -| Phantasmagoria – focused witchfire | 18 | 9 | 2 | 6 | -2 | 1 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ritual knife | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks | -| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | -| Witstealer sword | Melee | 6 | 2 | 8 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Shining Aegis** (Wargear): The bearer has a Save characteristic of 3+. -- **Daemon Lord of Slaanesh (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, improve the Armour Penetration of melee weapons in that unit by 1. -- **Mesmerising Form** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. -- **Greater Daemon of Slaanesh (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. - -**Keywords:** Slaanesh, Monster, Character, Psyker, Chaos, Daemon, Keeper of Secrets, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Keeper of Secrets - -**Wargear Options:** -- This model can be equipped with one of the following:- Living whip -- Ritual knife -- Shining aegis - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/chaos-daemons/datasheets/legionaries.md b/cogitator/factions/chaos-daemons/datasheets/legionaries.md deleted file mode 100644 index 7d4873e..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/legionaries.md +++ /dev/null @@ -1,84 +0,0 @@ -# Legionaries - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balefire tome | 18 | 2 | 3 | 5 | -1 | 1 | psychic | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Havoc autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Reaper chaincannon | 24 | 8 | 4 | 5 | 0 | 1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Veterans of the Long War** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Legionaries, Undivided, Shadow Legion, Battleline, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Infantry, Battleline, Chaos, Grenades, Legionaries, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Undivided, Shadow Legion, Infantry, Battleline, Chaos, Infantry, Infantry, Battleline, Grenades, Chaos, Grenades, Legionaries, Undivided, Shadow Legion, Infantry, Battleline -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Aspiring Champion -- 4-9 Legionaries - -**Wargear Options:** -- The Aspiring Champion’s boltgun can be replaced with one of the following:- 1 plasma pistol* -- 1 accursed weapon -- 1 Astartes chainsword -- 1 heavy melee weapon -- The Aspiring Champion’s bolt pistol can be replaced with one of the following:- 1 plasma pistol* -- 1 accursed weapon -- 1 Astartes chainsword -- 1 heavy melee weapon -- 1 model can be equipped with 1 Chaos icon. -- Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword. -- One Legionary’s boltgun can be replaced with 1 heavy melee weapon. -- One Legionary’s boltgun can be replaced with 1 balefire tome. -- For every 5 models in this unit, 1 Legionary’s boltgun can be replaced with one of the following (duplicates are not allowed):- 1 plasma pistol and 1 Astartes chainsword -- 1 flamer -- 1 havoc autocannon -- 1 heavy bolter -- 1 lascannon -- 1 meltagun -- 1 missile launcher -- 1 plasma gun -- 1 reaper chaincannon -- * Maximum 1 per model. - -**Leader:** -Led By: Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Master Of Possession, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle - -**Points:** -- 5 models: 90pts -- 10 models: 170pts diff --git a/cogitator/factions/chaos-daemons/datasheets/lord-of-change.md b/cogitator/factions/chaos-daemons/datasheets/lord-of-change.md deleted file mode 100644 index 2e647a3..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/lord-of-change.md +++ /dev/null @@ -1,71 +0,0 @@ -# Lord of Change - -**Role:** Characters - -*Greater Daemons of Tzeentch are infinitely cunning sorcerers and manipulators. Their malevolent gaze lays bare the souls of their victims and blasts the sanity of even the staunchest mortal, while their ensorcelled weapons and unholy magicks violently reshape reality itself into ever mutating forms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 6+ | 18 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Bolt of Change; staff of Tzeentch. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rod of sorcery | 18 | 6 | 2 | 8 | -1 | 2 | psychic | -| Bolt of Change – witchfire | 18 | 9 | 2 | 9 | -1 | 1 | psychic | -| Bolt of Change – focused witchfire | 18 | 9 | 2 | 9 | -2 | 3 | hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleful sword | Melee | 3 | 3 | 7 | -2 | 3 | extra attacks | -| Staff of Tzeentch | Melee | 5 | 3 | 6 | -1 | 3 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemon Lord of Tzeentch (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack. -- **Master of Magicks (Psychic)** (Datasheet): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability. -- **Greater Daemon of Tzeentch (Aura)** (Datasheet): While a friendly Tzeentch Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. - -**Keywords:** Lord of Change, Monster, Shadow Legion, Fly, Tzeentch, Daemon, Chaos, Character, Psyker -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Lord of Change - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 rod of sorcery -- 1 baleful sword - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/chaos-daemons/datasheets/master-of-possession.md b/cogitator/factions/chaos-daemons/datasheets/master-of-possession.md deleted file mode 100644 index 0b866ca..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/master-of-possession.md +++ /dev/null @@ -1,61 +0,0 @@ -# Master Of Possession - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Rite of Possession; staff of possession. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Rite of Possession – witchfire | 18 | 2 | 3 | 4 | -3 | 2 | anti-psyker 2+, pistol, precision, psychic | -| Rite of Possession – focused witchfire | 18 | 2 | 3 | 6 | -3 | 3 | anti-psyker 2+, hazardous, pistol, precision, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of possession | Melee | 4 | 3 | 6 | -1 | D3 | anti-psyker 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Daemonkin (Psychic)** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit. -- **Sacrificial Dagger** (Datasheet): Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Psyker, Character, Master of Possession, Chaos, Psyker, Infantry, Character, Psyker, Chaos, Master of Possession, Infantry, Shadow Legion, Undivided, Shadow Legion, Undivided, Character, Infantry, Shadow Legion, Undivided, Master of Possession, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Master of Possession, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Master of Possession, Chaos -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Master of Possession - -**Leader:** -Can lead: Possessed, Legionaries, Chosen - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/mutoid-vermin.md b/cogitator/factions/chaos-daemons/datasheets/mutoid-vermin.md deleted file mode 100644 index 7ffbe35..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/mutoid-vermin.md +++ /dev/null @@ -1,40 +0,0 @@ -# Mutoid Vermin - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 2 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** diseased claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. - -**Keywords:** Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion, Shadow Legion, Swarm, Chaos, Damned, Nurgle, Mutoid Vermin, Undivided, Shadow Legion -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 16 Mutoid Vermin - -**Wargear Options:** -- None - -**Points:** -- 16 models: 85pts diff --git a/cogitator/factions/chaos-daemons/datasheets/negavolt-cultists.md b/cogitator/factions/chaos-daemons/datasheets/negavolt-cultists.md deleted file mode 100644 index a082ef5..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/negavolt-cultists.md +++ /dev/null @@ -1,44 +0,0 @@ -# Negavolt Cultists - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** electro-goads. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Electro-goads | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Voltagheist Field** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **SERVANTS OF THE ABYSS** (Special (правая колонка)): If a unit from your army with the Leader ability can be attached to a Cultist Mob, it can be attached to this unit instead. - -**Keywords:** Chaos, Damned, Undivided, Negavolt Cultists, Infantry, Chaos, Damned, Negavolt Cultists, Undivided, Shadow Legion, Infantry, Chaos, Damned, Negavolt Cultists, Undivided, Shadow Legion, Chaos, Damned, Negavolt Cultists, Infantry, Undivided, Shadow Legion, Infantry, Shadow Legion -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 4 Negavolt Cultists - -**Wargear Options:** -- None - -**Leader:** -Led By: Rogue Psyker - -**Points:** -- 4 models: 55pts diff --git a/cogitator/factions/chaos-daemons/datasheets/nurglings.md b/cogitator/factions/chaos-daemons/datasheets/nurglings.md deleted file mode 100644 index 629fa3f..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/nurglings.md +++ /dev/null @@ -1,54 +0,0 @@ -# Nurglings - -**Role:** Battleline - -*Nurglings are malicious plague mites that pour across the battlefield in giggling masses. These foul imps might seem almost amusing from a distance, yet the illusion is shattered as the Nurglings spill forth to engulf their screaming victims in a rancid avalanche of needle fangs, filthy talons and bloated flesh.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 3 | 7+ | 4 | 8+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** diseased claws and teeth. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diseased claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Mischief Makers** (Datasheet): Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll. - -**Keywords:** Swarm, Battleline, Chaos, Daemon, Nurgle, Nurglings, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 3-6 Nurgling Swarms - -**Wargear Options:** -- None - -**Points:** -- 3 models: 40pts -- 6 models: 70pts diff --git a/cogitator/factions/chaos-daemons/datasheets/pink-horrors.md b/cogitator/factions/chaos-daemons/datasheets/pink-horrors.md deleted file mode 100644 index 1e109e1..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/pink-horrors.md +++ /dev/null @@ -1,73 +0,0 @@ -# Pink Horrors - -**Role:** Battleline - -*Magic made manifest, these cavorting grotesques hurl balls of warpfire into the enemy ranks where they transmogrify and immolate their victims. Pink Horrors cackle, riddle and caper endlessly, their unsettling glee ending only in the moment when their mortal form is destroyed and forced to split messily into two Blue Horrors.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| PINK HORROR | 6" | 3 | 7+ | 1 | 7+ | 2 | -| BLUE HORROR/BRIMSTONE HORROR | 6" | 3 | 7+ | 1 | 8+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every Pink Horror is equipped with:** Coruscating Pink Flames; pink claws. - -**Every Blue Horror added to this unit using the Split ability is equipped with:** Coruscating Blue Flames; blue claws. - -**Every Brimstone Horror added to this unit using the Split ability is equipped with:** Coruscating Yellow Flames; yellow claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coruscating Pink Flames | 18 | 2 | 3 | 4 | -1 | 1 | pistol, psychic | -| Coruscating Blue Flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | -| Coruscating Yellow Flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pink claws | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Split** (Datasheet): Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit. -- **HORRORS ARE PINK. HORRORS ARE BLUE. WHEREONCE THERE WAS ONE, NOW THERE ARE TWO.** (Special (правая колонка)): If, at any point, this unit contains no PINK HORROR models, use the BLUE HORRORS datasheet for this unit. - -**Designer’s Note:** *While this unit contains one or more PINK HORROR models, the Sullen Malevolence and Exploding Horrors abilities from the BLUE HORRORS datasheet do not apply to this unit.* - -**Keywords:** Horrors, Pink, Brimstone, Tzeentch, Shadow Legion, Chaos, Battleline, Infantry, Blue, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 10 Pink Horrors - -**Wargear Options:** -- 1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Leader:** -Led By: Changecaster, Fluxmaster - -**Points:** -- 10 models: 140pts diff --git a/cogitator/factions/chaos-daemons/datasheets/plague-drones.md b/cogitator/factions/chaos-daemons/datasheets/plague-drones.md deleted file mode 100644 index 27dcb3b..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/plague-drones.md +++ /dev/null @@ -1,61 +0,0 @@ -# Plague Drones - -**Role:** Other - -*Plague Drones ride monstrous Rot Flies to war. These vile steeds scrabble and bite at their prey, impaling them on dripping probosces or biting off the heads of their victims. The finest stolen craniums are recovered and fashioned into filth-swollen projectiles – death’s heads – for the daemonic riders to hurl at their foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 6+ | 5 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** death’s heads; foul mouthparts; plaguesword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death’s heads | 12 | D3 | 4 | 4 | 0 | 1 | blast, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Foul mouthparts | Melee | 2 | 4 | 5 | -1 | 2 | extra attacks, lethal hits | -| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Death’s Heads** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Nurgle Legiones Daemonica unit makes an attack that targets that unit, you can re-roll the Wound roll. - -**Keywords:** Mounted, Fly, Chaos, Daemon, Nurgle, Plague Drones, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Plaguebringer -- 2-5 Plague Drones - -**Wargear Options:** -- 1 Plague Drone that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Plague Drone that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 3 models: 110pts -- 6 models: 220pts diff --git a/cogitator/factions/chaos-daemons/datasheets/plague-toads.md b/cogitator/factions/chaos-daemons/datasheets/plague-toads.md deleted file mode 100644 index 684fc88..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/plague-toads.md +++ /dev/null @@ -1,54 +0,0 @@ -# Plague Toads - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 8 | 6+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** grasping tongue; yawning maw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grasping tongue | 9 | D3 | 4 | 5 | 0 | 1 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Yawning maw | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Pouncing Leap** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. -- **GRANDFATHER'S BLESSING** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Beasts of Nurgle unit, it can be attached to this unit instead. - -**Keywords:** Beast, Chaos, Daemon, Nurgle, Plague Toads, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 3 Plague Toads - -**Wargear Options:** -- None - -**Points:** -- 3 models: 120pts diff --git a/cogitator/factions/chaos-daemons/datasheets/plaguebearers.md b/cogitator/factions/chaos-daemons/datasheets/plaguebearers.md deleted file mode 100644 index de988ec..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/plaguebearers.md +++ /dev/null @@ -1,57 +0,0 @@ -# Plaguebearers - -**Role:** Battleline - -*Born from the souls of those who die of Nurgle’s Rot, Plaguebearers are the foot soldiers of Nurgle. They wield plagueswords that drip with infectious slime, and are surrounded by the endless drone of counting as they pursue their hopeless and eternal task of tallying each new outbreak of the Plague God’s many diseases.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 7+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** plaguesword. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Infected Outbreak** (Datasheet): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -**Keywords:** Plaguebearers, Chaos, Daemon, Nurgle, Shadow Legion, Infantry, Battleline -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Plagueridden -- 9 Plaguebearers - -**Wargear Options:** -- 1 Plaguebearer that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Plaguebearer that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Leader:** -Led By: Epidemius, Poxbringer, Sloppity Bilepiper, Spoilpox Scrivener - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/chaos-daemons/datasheets/possessed.md b/cogitator/factions/chaos-daemons/datasheets/possessed.md deleted file mode 100644 index 84ffd2f..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/possessed.md +++ /dev/null @@ -1,41 +0,0 @@ -# Possessed - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | 4 | 3 | 5 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Unholy Bloodshed** (Datasheet): Once per battle, when this unit makes a Dark Pact, until the end of the phase, weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Undivided, Daemon, Possessed, Undivided, Shadow Legion, Infantry, Chaos, Daemon, Possessed, Undivided, Shadow Legion, Infantry, Chaos, Daemon, Possessed, Shadow Legion, Infantry, Chaos, Daemon, Possessed, Undivided, Shadow Legion, Chaos, Infantry -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Possessed Champion -- 4-9 Possessed - -**Wargear Options:** -- 1 model can be equipped with 1 Chaos icon. - -**Leader:** -Led By: Master Of Possession - -**Points:** -- 5 models: 120pts -- 10 models: 240pts diff --git a/cogitator/factions/chaos-daemons/datasheets/pox-riders.md b/cogitator/factions/chaos-daemons/datasheets/pox-riders.md deleted file mode 100644 index 50073b8..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/pox-riders.md +++ /dev/null @@ -1,58 +0,0 @@ -# Pox Riders - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 8 | 6+ | 5 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** grasping tongue; Pox Rider plaguesword; yawning maw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grasping tongue | 9 | D3 | 4 | 5 | 0 | 1 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pox Rider plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | extra attacks, lethal hits | -| Yawning maw | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Bounding Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, Pox Rider plagueswords equipped by models in this unit have the [LANCE] ability. -- **GRANDFATHER'S BLESSING** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Beasts of Nurgle unit, it can be attached to this unit instead. - -**Keywords:** Nurgle, Daemon, Pox Riders, Chaos, Mounted, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 3 Pox Riders - -**Wargear Options:** -- 1 Pox Rider that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Pox Rider that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 3 models: 160pts diff --git a/cogitator/factions/chaos-daemons/datasheets/poxbringer.md b/cogitator/factions/chaos-daemons/datasheets/poxbringer.md deleted file mode 100644 index 68a058f..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/poxbringer.md +++ /dev/null @@ -1,77 +0,0 @@ -# Poxbringer - -**Role:** Characters - -*Poxbringers are the largest and foulest of Plaguebearers, their corporeal forms brimming with unclean vitality even as they exude an air of feculent despair. A miasmal haze of disease hangs about them, clotting upon the plagueswords of their fellow daemons and rendering their touch all the more infectious.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 7+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** foul balesword. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Foul balesword | Melee | 4 | 3 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Poxbringer** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. -- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. - -**Keywords:** Shadow Legion, Daemon, Poxbringer, Nurgle, Psyker, Character, Chaos, Infantry -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Poxbringer - -**Wargear Options:** -- None - -**Leader:** -Can lead: Plaguebearers - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/chaos-daemons/datasheets/raptors.md b/cogitator/factions/chaos-daemons/datasheets/raptors.md deleted file mode 100644 index ec6a4a7..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/raptors.md +++ /dev/null @@ -1,72 +0,0 @@ -# Raptors - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Mutations | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. -- **Terrifying Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. - -**Keywords:** Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Raptors, Undivided, Shadow Legion, Infantry -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Raptor Champion -- 4-9 Raptors - -**Wargear Options:** -- The Raptor Champion’s bolt pistol can be replaced with 1 plasma pistol. -- The Raptor Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon -- 1 heavy melee weapon -- For every 5 models in this unit, up to 2 Raptors can each have their bolt pistol replaced with 1 plasma pistol (these models’ Astartes chainswords cannot be replaced). -- For every 5 models in this unit, up to 2 Raptors can each have their Astartes chainsword replaced with 1 heavy melee weapon. -- For every 5 models in this unit, 1 Raptor can replace their Astartes chainsword with 1 mutations. -- Up to 2 Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon -- If this unit contains 10 models, up to 2 additional Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon - -**Leader:** -Led By: Chaos Lord with Jump Pack - -**Points:** -- 5 models: 110pts -- 10 models: 210pts diff --git a/cogitator/factions/chaos-daemons/datasheets/rendmaster-on-blood-throne.md b/cogitator/factions/chaos-daemons/datasheets/rendmaster-on-blood-throne.md deleted file mode 100644 index c41d0e2..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/rendmaster-on-blood-throne.md +++ /dev/null @@ -1,52 +0,0 @@ -# Rendmaster On Blood Throne - -**Role:** Characters - -*The greatest of Khorne’s heralds are Rendmasters, who ride to battle atop monstrous Daemon Engines known as Blood Thrones. Infernal lore suggests these engines are fashioned from slivers of the Blood God’s own throne, and that wherever they plough into the foe, Khorne’s legions fight beneath his glowering gaze.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** attendants’ hellblades; blade of blood. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Attendants’ hellblades | Melee | 4 | 3 | 5 | -2 | 2 | extra attacks | -| Blade of blood | Melee | 5 | 2 | 6 | -2 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Blood Throne** (Datasheet): At the start of the Fight phase, select one enemy unit within 18" of and visible to this model. Until the end of the phase, each time a friendly Khorne Legiones Daemonica unit makes an attack that targets that unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1. -- **Champion Slayer** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER or MONSTER unit, you can re-roll the Wound roll. Each time this model destroys an enemy CHARACTER or MONSTER unit, this model regains up to D6 lost wounds. - -**Keywords:** Mounted, Character, Chaos, Khorne, Rendmaster on Blood throne, Shadow Legion, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Rendmaster on Blood Throne - -**Wargear Options:** -- None - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/chaos-daemons/datasheets/renegade-enforcer.md b/cogitator/factions/chaos-daemons/datasheets/renegade-enforcer.md deleted file mode 100644 index 3c602a6..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/renegade-enforcer.md +++ /dev/null @@ -1,71 +0,0 @@ -# Renegade Enforcer - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Enforcer pistol; Enforcer melee weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Shotgun | 12 | 2 | 3 | 4 | 0 | 1 | assault | -| Lasgun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Enforcer pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enforcer melee weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Example** (Datasheet): While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed. -- **Enforcer** (Datasheet): This model’s unit is eligible to declare a charge in a turn in which it Fell Back. - -**Keywords:** Damned, Damned, Grenades, Character, Renegade Enforcer, Undivided, Shadow Legion, Infantry, Character, Renegade Enforcer, Undivided, Shadow Legion, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Enforcer, Character, Shadow Legion, Infantry, Renegade Enforcer, Chaos, Chaos, Undivided, Infantry, Chaos, Damned, Grenades, Character, Renegade Enforcer, Undivided, Shadow Legion, Infantry, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Enforcer, Character, Grenades, Damned, Chaos, Character, Grenades -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Renegade Enforcer - -**Wargear Options:** -- This model’s Enforcer pistol can be replaced with one of the following:- 1 autogun -- 1 lasgun -- 1 shotgun -- This model’s Enforcer melee weapon can be replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Renegade Heavy Weapons Squad, Traitor Guardsmen Squad - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/chaos-daemons/datasheets/renegade-heavy-weapons-squad.md b/cogitator/factions/chaos-daemons/datasheets/renegade-heavy-weapons-squad.md deleted file mode 100644 index f8e10d3..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/renegade-heavy-weapons-squad.md +++ /dev/null @@ -1,55 +0,0 @@ -# Renegade Heavy Weapons Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** renegade firearm; heavy stubber; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Renegade firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | -| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. -- **HEAVY WEAPONS TEAM** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Heavy Weapons Team model counts as two models. - -**Keywords:** Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades, Damned, Chaos, Infantry, Shadow Legion, Undivided, Renegade Heavy Weapons Squad, Grenades -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 3 Renegade Heavy Weapons Teams - -**Wargear Options:** -- Any numbers of models’ heavy stubbers can each be replaced with one of the following:- 1 autocannon -- 1 heavy bolter -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Leader:** -Led By: Renegade Enforcer - -**Points:** -- 3 models: 75pts diff --git a/cogitator/factions/chaos-daemons/datasheets/renegade-ogryn-beast-handler.md b/cogitator/factions/chaos-daemons/datasheets/renegade-ogryn-beast-handler.md deleted file mode 100644 index 37d4357..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/renegade-ogryn-beast-handler.md +++ /dev/null @@ -1,41 +0,0 @@ -# Renegade Ogryn Beast Handler - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| OGRYN PACK MASTER | 6" | 6 | 5+ | 4 | 7+ | 1 | -| CHAOS MAULER HOUND | 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Ogryn Pack Master is equipped with:** mauler goad and ripper claw. - -**Every Chaos Mauler Hound is equipped with:** befouled claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Befouled claws and fangs | Melee | 2 | 3 | 5 | 0 | 1 | — | -| Mauler goad and ripper claw | Melee | 4 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Beastmaster** (Datasheet): While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1. - -**Keywords:** Renegade Ogryn Beast Handler, Undivided, Shadow Legion, Beasts, Chaos, Damned, Undivided, Undivided, Shadow Legion, Shadow Legion, Chaos, Renegade Ogryn Beast Handler, Shadow Legion, Beasts, Damned, Chaos, Damned, Renegade Ogryn Beast Handler, Beasts, Beasts, Chaos, Damned, Renegade Ogryn Beast Handler, Undivided -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Ogryn Pack Master -- 3 Chaos Mauler Hounds - -**Wargear Options:** -- None - -**Points:** -- 4 models: 40pts -- 7 models: 70pts diff --git a/cogitator/factions/chaos-daemons/datasheets/renegade-ogryn-brutes.md b/cogitator/factions/chaos-daemons/datasheets/renegade-ogryn-brutes.md deleted file mode 100644 index 30dba96..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/renegade-ogryn-brutes.md +++ /dev/null @@ -1,37 +0,0 @@ -# Renegade Ogryn Brutes - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ogryn weapon. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn power drill | Melee | 3 | 3 | 10 | -2 | 2 | — | -| Ogryn weapon | Melee | 3 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Ogryn Combat Stimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Ogryn Brute model counts as one TERMINATOR model. - -**Keywords:** Damned, Renegade Ogryn Brutes, Infantry, Undivided, Infantry, Infantry, Chaos, Damned, Renegade Ogryn Brutes, Undivided, Shadow Legion, Chaos, Damned, Renegade Ogryn Brutes, Undivided, Shadow Legion, Renegade Ogryn Brutes, Infantry, Chaos, Damned, Undivided, Shadow Legion, Shadow Legion, Chaos -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 3 Renegade Ogryn Brutes - -**Wargear Options:** -- One model’s Ogryn weapon can be replaced with 1 Ogryn power drill. - -**Points:** -- 3 models: 95pts diff --git a/cogitator/factions/chaos-daemons/datasheets/renegade-plague-ogryns.md b/cogitator/factions/chaos-daemons/datasheets/renegade-plague-ogryns.md deleted file mode 100644 index 697f150..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/renegade-plague-ogryns.md +++ /dev/null @@ -1,41 +0,0 @@ -# Renegade Plague Ogryns - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ogryn plague claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn plague claws | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. -- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Plague Ogryn model counts as one TERMINATOR model. - -**Keywords:** Renegade Plague Ogryns, Nurgle, Shadow Legion, Chaos, Shadow Legion, Infantry, Chaos, Damned, Nurgle, Undivided, Undivided, Shadow Legion, Damned, Undivided, Infantry, Shadow Legion, Undivided, Renegade Plague Ogryns, Nurgle, Damned, Shadow Legion, Chaos, Damned, Renegade Plague Ogryns, Nurgle, Renegade Plague Ogryns, Undivided, Infantry, Infantry, Chaos, Renegade Plague Ogryns, Nurgle, Damned, Chaos, Infantry -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 3 Renegade Plague Ogryns - -**Wargear Options:** -- None - -**Points:** -- 3 models: 95pts diff --git a/cogitator/factions/chaos-daemons/datasheets/rogue-psyker.md b/cogitator/factions/chaos-daemons/datasheets/rogue-psyker.md deleted file mode 100644 index a1d5a7c..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/rogue-psyker.md +++ /dev/null @@ -1,64 +0,0 @@ -# Rogue Psyker - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** laspistol; Psychic Strike; Chaos stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Psychic Strike – witchfire | 12 | D6 | 3 | 6 | -2 | 1 | blast, devastating wounds, psychic | -| Psychic Strike – focused witchfire | 12 | D6+3 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chaos stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Cursed Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. - -**Keywords:** Rogue Psyker, Damned, Character, Psyker, Damned, Rogue Psyker, Undivided, Shadow Legion, Infantry, Character, Psyker, Chaos, Damned, Rogue Psyker, Undivided, Shadow Legion, Infantry, Character, Psyker, Chaos, Rogue Psyker, Undivided, Shadow Legion, Infantry, Undivided, Character, Psyker, Character, Chaos, Damned, Chaos, Rogue Psyker, Shadow Legion, Infantry, Shadow Legion, Undivided, Psyker, Chaos, Damned, Rogue Psyker, Undivided, Shadow Legion, Infantry, Infantry, Character, Psyker, Chaos, Damned -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Rogue Psyker - -**Wargear Options:** -- None - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists, Negavolt Cultists - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/rotigus.md b/cogitator/factions/chaos-daemons/datasheets/rotigus.md deleted file mode 100644 index 8b22fe0..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/rotigus.md +++ /dev/null @@ -1,73 +0,0 @@ -# Rotigus - -**Role:** Characters - -*Rotigus Rainfather lumbers into battle vomiting jetting rivers of corrosive, plague-laden filth across all who stand in its path. In its bloated fist it clutches a gnarlrod, while an endless and infectious downpour accompanies the daemon, a fecund flood fit to drown, corrupt and mutate all it touches.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 12 | 5+ | 22 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** streams of brackish filth; gnarlrod. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Streams of brackish filth | 12 | 2D6 | N/A | 8 | -2 | 1 | devastating wounds, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gnarlrod – strike | Melee | 7 | 2 | 10 | -3 | 3 | lethal hits, psychic | -| Gnarlrod – sweep | Melee | 14 | 2 | 8 | -1 | 1 | lethal hits, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Greater Daemon of Nurgle (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. -- **Virulent Blessing (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 24" and visible to this model. Until the end of the phase, each time an attack made by a Nurgle Legiones Daemonica model is allocated to a model in that unit, add 1 to the Damage characteristic of that attack. -- **Deluge of Nurgle (Aura)** (Datasheet): While an enemy unit is within 6" of this model, subtract 2 from the Move characteristic and subtract 1 from the Objective Control characteristic of models in that unit. - -**Keywords:** Monster, Character, Epic Hero, Rotigus, Psyker, Chaos, Daemon, Nurgle -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Rotigus – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 265pts diff --git a/cogitator/factions/chaos-daemons/datasheets/scabeiathrax-the-bloated.md b/cogitator/factions/chaos-daemons/datasheets/scabeiathrax-the-bloated.md deleted file mode 100644 index c5b007a..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/scabeiathrax-the-bloated.md +++ /dev/null @@ -1,70 +0,0 @@ -# Scabeiathrax The Bloated - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 12 | 5+ | 22 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** putrid vomit; blade of decay. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Putrid vomit | 6 | D6+3 | N/A | 5 | -2 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of decay – Strike | Melee | 7 | 2 | 9 | -2 | D6 | lethal hits | -| Blade of decay – Sweep | Melee | 14 | 2 | 7 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Emissary of the Plague God (Aura)** (Datasheet): While a friendly Nurgle Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. -- **Nurgle’s Rot (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, subtract 1 from the Toughness characteristic of models in that unit. - -**Keywords:** Monster, Character, Epic Hero, Psyker, Chaos, Daemon, Nurgle, Scabeiathrax the Bloated -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Scabeiathrax the Bloated – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/chaos-daemons/datasheets/screamers.md b/cogitator/factions/chaos-daemons/datasheets/screamers.md deleted file mode 100644 index d289bdc..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/screamers.md +++ /dev/null @@ -1,54 +0,0 @@ -# Screamers - -**Role:** Other - -*These predatory daemons strike like sudden and inescapable change. They emit unearthly shrieks as they swoop down upon their prey on scintillating tides of sorcery, slicing victims to ribbons with razor-keen fins and latching on with fanged jaws from which corrosive empyric energies flow.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lamprey bite. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lamprey bite | Melee | 3 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Slashing Dive** (Datasheet): In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Chaos, Shadow Legion, Screamers, Tzeentch, Fly, Beast, Daemon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 3-6 Screamers - -**Wargear Options:** -- None - -**Leader:** -Led By: Fateskimmer - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/chaos-daemons/datasheets/seeker-chariot.md b/cogitator/factions/chaos-daemons/datasheets/seeker-chariot.md deleted file mode 100644 index 39c5be3..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/seeker-chariot.md +++ /dev/null @@ -1,57 +0,0 @@ -# Seeker Chariot - -**Role:** Other - -*Lightweight, swift and completely deadly, entire cavalcades of Seeker Chariots tear through the veil of reality to bear down upon the enemies of Slaanesh. Their crews race wildly to be first into battle, their eagerness for speed turning to wild bloodlust the moment their clattering charge crashes home.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 5+ | 7 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lashes of torment; Seeker tongues; slashing claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 9 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Scythed Impact** (Datasheet): Each time this unit makes a Charge move, until the end of the phase, melee weapons equipped by models in this unit have the [ANTI-INFANTRY 4+] ability. - -**Keywords:** Chaos, Mounted, Shadow Legion, Daemon, Slaanesh, Seeker Chariot -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1-2 Seeker Chariots - -**Wargear Options:** -- None - -**Points:** -- 1 model: 65pts -- 2 models: 130pts diff --git a/cogitator/factions/chaos-daemons/datasheets/seekers.md b/cogitator/factions/chaos-daemons/datasheets/seekers.md deleted file mode 100644 index 12baf56..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/seekers.md +++ /dev/null @@ -1,71 +0,0 @@ -# Seekers - -**Role:** Other - -*Sat astride swift Steeds of Slaanesh, Seekers pursue their mortal prey with obsessive delight. Even the fastest of mortal vehicles cannot outpace these vicious entities, while those who stand and fight soon find their ranks smashed asunder by charging shock cavalry drawn from the darkest depths of nightmare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 7+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** lashing tongue; slashing claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **Unholy Speed** (Datasheet): You can re-roll Advance and Charge rolls made for this unit. - -**Keywords:** Mounted, Shadow Legion, Seekers, Daemon, Slaanesh, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Heartseeker -- 4-9 Seekers - -**Wargear Options:** -- 1 Seeker that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Seeker that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Leader:** -Led By: Herald Of Slaanesh On Steed Of Slaanesh - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/chaos-daemons/datasheets/shalaxi-helbane.md b/cogitator/factions/chaos-daemons/datasheets/shalaxi-helbane.md deleted file mode 100644 index 38ce34d..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/shalaxi-helbane.md +++ /dev/null @@ -1,70 +0,0 @@ -# Shalaxi Helbane - -**Role:** Characters - -*Cloven hooves pounding against broken earth, Shalaxi Helbane bears down upon its doomed quarry with the Soulpiercer gleaming in its grip. No prey can evade the Monarch of the Hunt, for the daemon’s obsession with its victim is so singular and so powerful that no mortal means of flight could ever escape it.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 10 | 3+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** lash of Slaanesh; Pavane of Slaanesh; snapping claws; soulpiercer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lash of Slaanesh | 12 | 6 | 2 | 6 | -1 | 2 | assault | -| Pavane of Slaanesh – witchfire | 18 | D6 | 2 | 9 | -1 | D3 | devastating wounds, psychic | -| Pavane of Slaanesh – focused witchfire | 18 | D6 | 2 | 9 | -2 | D3 | hazardous, devastating wounds, psychic, sustained hits 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | -| Soulpiercer | Melee | 6 | 2 | 12 | -3 | D6+2 | precision | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Greater Daemon of Slaanesh (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. -- **No Prey Can Evade** (Datasheet): You can re-roll Advance and Charge rolls made for this model. -- **Monarch of the Hunt** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s quarry. Each time this model makes a melee attack that targets its quarry, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s quarry is destroyed, select one new enemy unit to be this model’s quarry. - -**Keywords:** Daemon, Monster, Chaos, Psyker, Epic Hero, Character, Slaanesh, Shalaxi Helbane -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Shalaxi Helbane – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 340pts diff --git a/cogitator/factions/chaos-daemons/datasheets/skarbrand.md b/cogitator/factions/chaos-daemons/datasheets/skarbrand.md deleted file mode 100644 index 2eeba89..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/skarbrand.md +++ /dev/null @@ -1,68 +0,0 @@ -# Skarbrand - -**Role:** Characters - -*Never pausing, never relenting, Skarbrand storms across realspace hacking apart every luckless foe that stands in its path. Worse, all who find themselves in the daemon’s presence are seized by its feral murderlust, a madness that sees elegant strategies collapse into orgies of primal savagery.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bellow of endless fury; Slaughter and Carnage. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bellow of endless fury | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slaughter and Carnage – strike | Melee | 8 | 2 | 16 | -4 | 6 | — | -| Slaughter and Carnage – sweep | Melee | 16 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Greater Daemon of Khorne (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, that unit is within your army’s Shadow of Chaos. -- **Rage Embodied (Aura)** (Datasheet): While a friendly Khorne Legiones Daemonica unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. -- **Murderlust** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Daemon, Monster, Chaos, Epic Hero, Character, Khorne, Skarbrand -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Skarbrand – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, add 2 to the Attacks characteristic of this model’s Slaughter and Carnage. - -**Points:** -- 1 model: 305pts diff --git a/cogitator/factions/chaos-daemons/datasheets/skull-altar.md b/cogitator/factions/chaos-daemons/datasheets/skull-altar.md deleted file mode 100644 index 94c7199..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/skull-altar.md +++ /dev/null @@ -1,52 +0,0 @@ -# Skull Altar - -**Role:** Fortifications - -*Rumbling up from the tortured ground amidst geysers of gore and skulls, these grotesque altars mar the land wherever the daemons of Khorne advance. They are sites of sacrifice, the blood shed atop them causing waves of wrathful unreality to roll out across the battlefield, spreading hate and destruction. UNIT COMPOSITION ■ 1 Skull Altar This model is equipped with: nothing.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Shadow of Khorne (Aura)** (Datasheet): The area of the battlefield within 6" of this FORTIFICATION is considered to be within your army’s Shadow of Chaos. In addition, while a friendly Khorne Legiones Daemonica unit is within 6" of this FORTIFICATION, each time you take a Battle-shock test for that unit, you can re-roll that test. -- **Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Skull Altar, Chaos, Daemon, Khorne, Fortification, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Skull Altar - -**Wargear Options:** -- None - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/chaos-daemons/datasheets/skull-cannon.md b/cogitator/factions/chaos-daemons/datasheets/skull-cannon.md deleted file mode 100644 index 0c3c524..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/skull-cannon.md +++ /dev/null @@ -1,56 +0,0 @@ -# Skull Cannon - -**Role:** Other - -*Grotesque brazen war engines that rumble into battle with obscene eagerness, Skull Cannons are fed the corpses of the fallen to fuel their charnel fury. When they fire, these infernal weapons spit blazing skulls that arc through the air like meteors before exploding with thunderous violence upon impact.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** skull cannon; attendants’ hellblades; biting maw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skull cannon | 48 | D6+2 | 3 | 9 | -1 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Attendants’ hellblades | Melee | 4 | 3 | 5 | -2 | 2 | extra attacks | -| Biting maw | Melee | 2 | 4 | 6 | 0 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Skulls of the Fallen** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Chaos, Daemon, Khorne, Shadow Legion, Mounted, Skull Cannon -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Skull Cannon - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/chaos-daemons/datasheets/skullmaster.md b/cogitator/factions/chaos-daemons/datasheets/skullmaster.md deleted file mode 100644 index 3320b16..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/skullmaster.md +++ /dev/null @@ -1,73 +0,0 @@ -# Skullmaster - -**Role:** Characters - -*Skullmasters ride daemon steeds known as Juggernauts. Mounted upon these beasts of living brass and molten fury, Skullmasters lead the Khornate cavalry charge into the heart of the enemy lines, hacking, beheading, impaling and crushing. Few are the foes that can stand against this devastating stampede.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** blade of blood; Juggernaut’s bladed horn. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of blood | Melee | 5 | 2 | 6 | -2 | 3 | — | -| Juggernaut’s bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Skullmaster’s Fury** (Datasheet): While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, Juggernaut’s bladed horns equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **Devastating Charge** (Datasheet): Each time this model’s unit ends a Charge move, each enemy unit within Engagement Range of that unit must take a Battle-shock test. - -**Keywords:** Skullmaster, Shadow Legion, Khorne, Daemon, Chaos, Character, Mounted -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Skullmaster - -**Wargear Options:** -- None - -**Leader:** -Can lead: Bloodcrushers - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-daemons/datasheets/skulltaker.md b/cogitator/factions/chaos-daemons/datasheets/skulltaker.md deleted file mode 100644 index 6287382..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/skulltaker.md +++ /dev/null @@ -1,72 +0,0 @@ -# Skulltaker - -**Role:** Characters - -*Skulltaker is Khorne’s executioner. Wielding the terrifying Slayer Sword, Skulltaker’s every blow lops another head from an enemy’s shoulders. Fighting at the head of the Cohort of Blood – a dread assemblage of the mightiest Bloodletters – Skulltaker reaps an ever greater tally of worthy skulls for Khorne.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 4+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** the Slayer Sword. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Slayer Sword | Melee | 6 | 2 | 6 | -2 | 3 | devastating wounds, precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Lord of Decapitations** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **Skulls for Khorne** (Datasheet): Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model destroys an enemy Character unit, you gain 1CP. - -**Keywords:** Khorne, Skulltaker, Daemon, Epic Hero, Infantry, Character, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Skulltaker – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Bloodletters - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/chaos-daemons/datasheets/sloppity-bilepiper.md b/cogitator/factions/chaos-daemons/datasheets/sloppity-bilepiper.md deleted file mode 100644 index 78b8d09..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/sloppity-bilepiper.md +++ /dev/null @@ -1,72 +0,0 @@ -# Sloppity Bilepiper - -**Role:** Characters - -*Infected with the Chortling Murrain, these desperately grinning daemons caper and quip as they play discordant dirges on their foul gutpipes. Their antics either amuse or irritate their fellow daemons so much that they hasten into the press of battle, while mortals infected with the murrain may literally laugh themselves to death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 7+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** marotter. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Marotter | Melee | 4 | 3 | 5 | 0 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Jolly Gutpipes** (Datasheet): While this model is leading a unit, add 1 to the Move characteristic of models in that unit and you can re-roll Advance rolls made for that unit. -- **Disease of Mirth (Aura)** (Datasheet): At the start of the Fight phase, every enemy unit (excluding MONSTERS and VEHICLES) within 6" of this model must take a Battle-shock test. - -**Keywords:** Daemon, Chaos, Character, Infantry, Shadow Legion, Sloppity Bilepiper, Nurgle -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Sloppity Bilepiper - -**Wargear Options:** -- None - -**Leader:** -Can lead: Plaguebearers - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/chaos-daemons/datasheets/sorcerer-in-terminator-armour.md b/cogitator/factions/chaos-daemons/datasheets/sorcerer-in-terminator-armour.md deleted file mode 100644 index a25939f..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/sorcerer-in-terminator-armour.md +++ /dev/null @@ -1,72 +0,0 @@ -# Sorcerer In Terminator Armour - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** combi-bolter; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Chaos Familiar** (Wargear): Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0. -- **Warptime (Psychic)** (Datasheet): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit. -- **Death Hex (Psychic)** (Datasheet): At the start of your Shooting phase, one Psyker with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Sorcerer in Terminator Armour, Undivided, Shadow Legion, Infantry, Character, Psyker, Chaos, Terminator, Sorcerer in Terminator Armour, Undivided, Shadow Legion, Infantry, Sorcerer in Terminator Armour, Chaos, Character, Psyker, Chaos, Terminator, Undivided, Shadow Legion, Psyker, Character, Infantry, Psyker, Chaos, Terminator, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Sorcerer in Terminator Armour, Terminator, Chaos, Psyker, Character, Infantry, Shadow Legion, Undivided, Sorcerer in Terminator Armour, Terminator, Character, Infantry, Shadow Legion, Undivided, Sorcerer in Terminator Armour, Terminator -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer in Terminator Armour - -**Wargear Options:** -- This model’s combi-bolter can be replaced with 1 combi-weapon. -- This model can be equipped with 1 Chaos familiar. - -**Leader:** -Can lead: Chaos Terminator Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-disc-of-tzeentch.md b/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-disc-of-tzeentch.md deleted file mode 100644 index 3fdf428..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-disc-of-tzeentch.md +++ /dev/null @@ -1,76 +0,0 @@ -# Sorcerer On Disc Of Tzeentch - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Flames of Change (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. -- **Altered Reality (Psychic)** (Datasheet): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6. - -**Keywords:** Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Tzeentch, Fly, Sorcerer, Disc of Tzeentch -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Sorcerer on Disc of Tzeentch - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Legionaries, Chosen - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-palanquin-of-nurgle.md b/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-palanquin-of-nurgle.md deleted file mode 100644 index 2749f97..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-palanquin-of-nurgle.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sorcerer On Palanquin Of Nurgle - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Gift of Poxes (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. - -**Keywords:** Psyker, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion, Infantry, Character, Grenades, Chaos, Nurgle, Sorcerer, Palanquin of Nurgle, Undivided, Shadow Legion -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Sorcerer on Palanquin of Nurgle - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Legionaries, Chosen - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-steed-of-slaanesh.md b/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-steed-of-slaanesh.md deleted file mode 100644 index 573caad..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/sorcerer-on-steed-of-slaanesh.md +++ /dev/null @@ -1,74 +0,0 @@ -# Sorcerer On Steed Of Slaanesh - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; lashing tongue. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashing tongue | Melee | 2 | 3 | 4 | 0 | 1 | extra attacks, lethal hits | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Favour (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. -- **Infernal Speed** (Datasheet): While this model is leading a unit, change the Move characteristic of models in that unit to 14". - -**Keywords:** Grenades, Mounted, Shadow Legion, Character, Slaanesh, Sorcerer, Slaanesh, Undivided, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Steed of Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Steed of Slaanesh, Undivided, Shadow Legion, Mounted, Character, Grenades, Chaos, Slaanesh, Sorcerer, Chaos -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer on Steed of Slaanesh - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/chaos-daemons/datasheets/sorcerer.md b/cogitator/factions/chaos-daemons/datasheets/sorcerer.md deleted file mode 100644 index 36412a8..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/sorcerer.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sorcerer - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Gift of Chaos (Psychic)** (Datasheet): Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds. - -**Keywords:** Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Chaos, Sorcerer, Shadow Legion, Undivided, Infantry, Character, Psyker, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades, Chaos, Sorcerer, Undivided, Shadow Legion, Infantry, Character, Psyker, Grenades -**Faction Keywords:** Legiones Daemonica, Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer - -**Leader:** -Can lead: Legionaries, Chosen - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/soul-grinder.md b/cogitator/factions/chaos-daemons/datasheets/soul-grinder.md deleted file mode 100644 index 8a7f57b..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/soul-grinder.md +++ /dev/null @@ -1,76 +0,0 @@ -# Soul Grinder - -**Role:** Other - -*Daemons desperate to gain power above their station may strike an unwise bargain with the master of the Forge of Souls. Thus are they remade into the hulking war engines known as Soul Grinders, and given the might to crush and blast all in their path – for a steep and ultimately never-ending price…* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 14 | 7+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** harvester cannon; iron claw; warpsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Harvester cannon | 36 | 3 | 3 | 10 | -1 | 3 | — | -| Torrent of burning blood | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Phlegm bombardment | 36 | D6+1 | 3 | 7 | -1 | 2 | blast, indirect fire, lethal hits | -| Scream of despair | 24 | 6 | 3 | 9 | -2 | 2 | devastating wounds, sustained hits 1 | -| Warp gaze | 48 | D3 | 3 | 12 | -2 | D6+2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Iron claw | Melee | 5 | 3 | 16 | -3 | D6+2 | — | -| Warpclaw | Melee | 6 | 3 | 8 | -1 | 2 | extra attacks | -| Warpsword | Melee | 3 | 3 | 8 | -2 | D6 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Scuttling Walker** (Datasheet): Each time this model makes a Normal or Advance move, it can move over friendly Monster and Vehicle models and terrain features that are 4" or less in height as if they were not there. -- **DAEMONIC ALLEGIANCE** (Fortification (левая колонка)): When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the additional wargear stated for that keyword below: -KHORNE – **This model is additionally equipped with:**** torrent of burning blood -TZEENTCH – **This model is additionally equipped with:** warp gaze -NURGLE – **This model is additionally equipped with:** phlegm bombardment -SLAANESH – **This model is additionally equipped with:** scream of despair - -**Keywords:** Chaos, Daemon, Walker, Soul Grinder, Shadow Legion, Vehicle -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Soul Grinder - -**Wargear Options:** -- This model’s warpsword can be replaced with 1 warpclaw. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/chaos-daemons/datasheets/spined-chaos-beast.md b/cogitator/factions/chaos-daemons/datasheets/spined-chaos-beast.md deleted file mode 100644 index f1849d6..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/spined-chaos-beast.md +++ /dev/null @@ -1,62 +0,0 @@ -# Spined Chaos Beast - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 4+ | 12 | 7+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** jagged claws and tusked maw. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Jagged claws and tusked maw | Melee | 6 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Warp Spines** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. -- **DAEMONIC ALLEGIANCE** (Special (правая колонка)): When you select this model to include in your army, you must select one of the following keywords for it to gain: -- KHORNE -- TZEENTCH -- NURGLE -- SLAANESH -The keyword you select will also affect some of this model’s characteristics (see the Daemonic Allegiance section). -- **Creature of Khorne** (Primarch): If this model has the KHORNE keyword, add 2 to the Strength characteristic of this model’s melee weapons. -- **Creature of Tzeentch** (Primarch): If this model has the TZEENTCH keyword, this model has a 4+ invulnerable save. -- **Creature of Nurgle** (Primarch): If this model has the NURGLE keyword, add 1 to this model’s Toughness characteristic. -- **Creature of Slaanesh** (Primarch): If this model has the SLAANESH keyword, add 2" to this model’s Move characteristic. - -**Keywords:** Spined Chaos Beast, Monster, Chaos, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Spined Chaos Beast - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/chaos-daemons/datasheets/spoilpox-scrivener.md b/cogitator/factions/chaos-daemons/datasheets/spoilpox-scrivener.md deleted file mode 100644 index a846b7b..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/spoilpox-scrivener.md +++ /dev/null @@ -1,77 +0,0 @@ -# Spoilpox Scrivener - -**Role:** Characters - -*Spiteful and pedantic, these daemons are tasked with auditing the endless disease-tally of the Plaguebearers. The presence of the Scriveners is cruelly motivational to their fellows. Moreover, they can easily bite enemy warriors in half, or drown them in the foul mucus that issues from their distended maws.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 7+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** disgusting sneezes; plaguesword and distended maw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Disgusting sneezes | 6 | D6 | N/A | 3 | 0 | 1 | pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plaguesword and distended maw | Melee | 6 | 3 | 5 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Keep Counting!** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Meet Your Quota!** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. - -**Keywords:** Daemon, Nurgle, Spoilpox Scrivener, Infantry, Chaos, Character, Shadow Legion -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Spoilpox Scrivener - -**Wargear Options:** -- None - -**Leader:** -Can lead: Plaguebearers - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/syllesske.md b/cogitator/factions/chaos-daemons/datasheets/syllesske.md deleted file mode 100644 index 26b7707..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/syllesske.md +++ /dev/null @@ -1,80 +0,0 @@ -# Syll’esske - -**Role:** Characters - -*This strange alliance of the daemon herald Syll and the hulking Daemon Prince Esske has borne bloody fruit across countless battlefields. Not only do the pairing wreak red ruin amidst the foe themselves, but also their presence entices the daemons of Slaanesh to ever more excessive acts of cruelty and violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 6+ | 9 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Cacophonic Choir; scourging whip; Axe of Dominion. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cacophonic choir – witchfire | 12 | D6 | N/A | 6 | -1 | 1 | devastating wounds, ignores cover, psychic, torrent | -| Cacophonic choir – focused witchfire | 12 | 2D6 | N/A | 6 | -1 | 1 | psychic, hazardous, ignores cover, devastating wounds, torrent | -| Scourging whip | 9 | 6 | 3 | 4 | -1 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of Dominion | Melee | 6 | 3 | 7 | -2 | 3 | — | -| Scourging whip | Melee | 6 | 2 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Prince of Slaanesh** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, a successful unmodified Wound roll of 5+ scores a Critical Wound. -- **Delightful Agonies** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. - -**Keywords:** Syll’Esske, Monster, Daemon, Character, Epic Hero, Psyker, Chaos, Slaanesh -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Syll’Esske – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Daemonettes - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/chaos-daemons/datasheets/the-blue-scribes.md b/cogitator/factions/chaos-daemons/datasheets/the-blue-scribes.md deleted file mode 100644 index 5cc23c9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/the-blue-scribes.md +++ /dev/null @@ -1,54 +0,0 @@ -# The Blue Scribes - -**Role:** Characters - -*These quarrelsome daemons flit through time and space upon their skimming Disc, seeking scattered shards of the sorcerous wisdom of Tzeentch. P’tarix leeches away the secrets and power of enemy sorcerers, even as Xirat’p unleashes storms of sorcerous destruction drawn from their arcane stash of lore.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 6+ | 6 | 8+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** sharp quills. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sharp quills | Melee | 4 | 5 | 2 | 0 | 1 | anti-psyker 2+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **P’tarix’s Sorcerous Syphon (Aura)** (Datasheet): While an enemy unit is within 12" of this model, each time a model in that unit makes a Psychic Attack, subtract 1 from the Wound roll. -- **Xirat’p’s Sorcerous Barrages (Psychic)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. - -**Keywords:** Tzeentch, The Blue Scribes, Daemon, Fly, Epic Hero, Character, Mounted, Chaos -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 The Blue Scribes – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/chaos-daemons/datasheets/the-changeling.md b/cogitator/factions/chaos-daemons/datasheets/the-changeling.md deleted file mode 100644 index 7f37303..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/the-changeling.md +++ /dev/null @@ -1,63 +0,0 @@ -# The Changeling - -**Role:** Characters - -*Known also as the Trickster of Tzeentch, the Changeling can alter its form at will to mimic mortal beings from the smallest insect to the most titanic monster. The daemon’s favourite game is to impersonate pivotal mortal leaders or heroes, and then to wreak untold mischief by abusing their power and position.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Infernal Flames; the Trickster’s Staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal Flames – witchfire | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, psychic, torrent | -| Infernal Flames – focused witchfire | 12 | D6+3 | N/A | 6 | -1 | D3 | ignores cover, hazardous, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Trickster’s Staff | Melee | 3 | 4 | 4 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Formless Horror** (Datasheet): Each time an enemy unit wishes to select this model as the target of an attack, that unit must first take a Battle-shock test. If that test is failed, in addition to being Battle-shocked, that enemy unit cannot target this model this phase. -- **Mischief and Confusion** (Datasheet): At the start of your opponent’s Shooting phase, select one enemy unit within 12" of and visible to this model and roll one D6: on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase. - -**Keywords:** Infantry, Character, Psyker, Chaos, Daemon, Epic Hero, Tzeentch, The Changeling -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 The Changeling – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-daemons/datasheets/the-masque-of-slaanesh.md b/cogitator/factions/chaos-daemons/datasheets/the-masque-of-slaanesh.md deleted file mode 100644 index 3d716aa..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/the-masque-of-slaanesh.md +++ /dev/null @@ -1,59 +0,0 @@ -# The Masque Of Slaanesh - -**Role:** Characters - -*Once high in the favour of the Dark Prince, this daemon was cursed by its petulant deity to dance eternally across reality and beyond for an imagined slight. Its endless acrobatic performance beguiles and bewilders, drawing those who witness it into joining the revels even at the expense of their own survival.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 3 | 7+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** serrated claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Serrated claws | Melee | 6 | 2 | 4 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **The Eternal Dance** (Datasheet): At the start of the Fight phase, select one enemy unit within 6" of this model. Until the end of the phase: -- Each time a friendly Slaanesh Legiones Daemonica model makes a melee attack that targets that enemy unit, add 1 to the Wound roll. -- Each time a model in that enemy unit makes a melee attack, subtract 1 from the Wound roll. -- **Dazzling Acrobatics** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced or Fell Back. - -**Keywords:** Infantry, Character, Fly, Epic Hero, Chaos, Daemon, Slaanesh, The Masque of Slaanesh -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 The Masque of Slaanesh – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/chaos-daemons/datasheets/tormentbringer-on-exalted-seeker-chariot.md b/cogitator/factions/chaos-daemons/datasheets/tormentbringer-on-exalted-seeker-chariot.md deleted file mode 100644 index 6ca4d01..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/tormentbringer-on-exalted-seeker-chariot.md +++ /dev/null @@ -1,57 +0,0 @@ -# Tormentbringer On Exalted Seeker Chariot - -**Role:** Characters - -*Riding to battle above the clatter-slash blades of their Exalted Seeker Chariot, these wilfully vicious entities delight in ploughing screaming souls into the churned dirt of the battlefield. They strive to travel faster, strike harder, and leave even their lightning-fast fellow charioteers envious in their wakes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 5+ | 12 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** lashes of torment; Exalted Seeker tongues; ravaging claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | 6 | 6 | 3 | 4 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exalted Seeker tongues | Melee | 8 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Ravaging claws | Melee | 15 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Tormentbringer (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, melee weapons in that unit have the [SUSTAINED HITS 1] ability. -- **Hysterical Frenzy (Psychic)** (Datasheet): Once per Fight phase, just after an enemy unit selects a Slaanesh Legiones Daemonica unit from your army as a target, one friendly Psyker that is within 6" of that SLAANESH unit and has this ability can use it. If it does, until the end of the phase, each time a model in that SLAANESH unit is destroyed, roll one D6: on a 4+, do not remove it from play. That model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -**Keywords:** Shadow Legion, Slaanesh, Daemon, Chaos, Psyker, Character, Mounted, Tormentbringer on Exalted Seeker Chariot -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Tormentbringer on Exalted Seeker Chariot - -**Wargear Options:** -- None - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-daemons/datasheets/tormentbringer.md b/cogitator/factions/chaos-daemons/datasheets/tormentbringer.md deleted file mode 100644 index 5d58def..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/tormentbringer.md +++ /dev/null @@ -1,61 +0,0 @@ -# Tormentbringer - -**Role:** Characters - -*Riding to battle above the clatter-slash blades of their Exalted Seeker Chariot, these wilfully vicious entities delight in ploughing screaming souls into the churned dirt of the battlefield. They strive to travel faster, strike harder, and leave even their lightning-fast fellow charioteers envious in their wakes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 5+ | 12 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** lashes of torment; Seeker tongues; slashing claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | 12 | 6 | 2 | 4 | -1 | 2 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashes of torment | Melee | 6 | 2 | 4 | -1 | 2 | anti-infantry 3+, extra attacks | -| Seeker tongues | Melee | 4 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 8 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Tormentbringer (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, melee weapons in that unit have the [SUSTAINED HITS 1] ability. -- **Hysterical Frenzy (Psychic)** (Datasheet): Each time a model in this model’s unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -**Keywords:** Shadow Legion, Tormentbringer, Slaanesh, Daemon, Chaos, Psyker, Character, Mounted -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Tormentbringer - -**Wargear Options:** -- None - -**Leader:** -Can lead: Hellflayer, Hellflayers - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-daemons/datasheets/traitor-enforcer.md b/cogitator/factions/chaos-daemons/datasheets/traitor-enforcer.md deleted file mode 100644 index 801e271..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/traitor-enforcer.md +++ /dev/null @@ -1,69 +0,0 @@ -# Traitor Enforcer - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| TRAITOR ENFORCER | 6" | 3 | 5+ | 3 | 6+ | 1 | -| TRAITOR OGRYN | 6" | 6 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save (TRAITOR ENFORCER: 5)** -** Traitor Enforcer model only.* -**Invulnerable Save (TRAITOR OGRYN: -)** - -**Default Wargear:** -**The Traitor Enforcer is equipped with:** bolt pistol; power fist. - -**The Traitor Ogryn is equipped with:** Ogryn weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | -| Ogryn weapons | Melee | 5 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Example** (Datasheet): Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed. -- **Mutated Bodyguard** (Datasheet): While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability. - -**Keywords:** Infantry, Chaos, Grenades, Damned, Shadow Legion, Shadow Legion, Traitor Enforcer, Undivided, Infantry, Chaos, Grenades, Character, Traitor Enforcer, Undivided, Shadow Legion, Undivided, Traitor Enforcer, Grenades, Character, Damned, Grenades, Chaos, Infantry, Shadow Legion, Undivided, Traitor Enforcer, Character, Damned, Chaos, Infantry, Shadow Legion, Undivided, Traitor Enforcer, Character, Damned, Grenades, Chaos, Infantry, Shadow Legion, Undivided, Traitor Enforcer, Character, Damned, Grenades, Chaos, Infantry, Damned, Character -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Traitor Enforcer -- 1 Traitor Ogryn - -**Wargear Options:** -- None - -**Leader:** -Can lead: Traitor Guardsmen Squad - -**Points:** -- 2 models: 55pts diff --git a/cogitator/factions/chaos-daemons/datasheets/traitor-guardsmen-squad.md b/cogitator/factions/chaos-daemons/datasheets/traitor-guardsmen-squad.md deleted file mode 100644 index 6d59c30..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/traitor-guardsmen-squad.md +++ /dev/null @@ -1,64 +0,0 @@ -# Traitor Guardsmen Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Traitor Sergeant is equipped with:** corrupted pistol; close combat weapon. - -**Every Traitor Guardsman is equipped with:** lasgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Cultist grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Corrupted pistol | 12 | 1 | 4 | 4 | -1 | 1 | pistol | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Cultist sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | -| Cultist grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Twisted Defence Force** (Datasheet): While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack. - -**Keywords:** Damned, Chaos, Grenades, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry, Infantry, Shadow Legion, Undivided, Traitor Guardsmen Squad -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Traitor Sergeant -- 9 Traitor Guardsmen - -**Wargear Options:** -- Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):- 1 Cultist grenade launcher -- 1 flamer -- 1 meltagun -- 1 plasma gun -- 1 Cultist sniper rifle -- The Traitor Sergeant’s close combat weapon can be replaced with one of the following:- 1 chainsword -- 1 power weapon -- The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun. - -**Leader:** -Led By: Traitor Enforcer, Renegade Enforcer - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/chaos-daemons/datasheets/tranceweaver.md b/cogitator/factions/chaos-daemons/datasheets/tranceweaver.md deleted file mode 100644 index 23115f9..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/tranceweaver.md +++ /dev/null @@ -1,75 +0,0 @@ -# Tranceweaver - -**Role:** Characters - -*These favoured daemons of Slaanesh are raw manifestations of sensory excess and wilful cruelty. Heralds of the Dark Prince, they flow across the battlefield with inhuman grace, keening gleeful war cries as they exhort their fellows to greater acts of sadistic bliss-giving and lay enemies low with the razor caress of their talons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 3 | 7+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** ravaging claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ravaging claws | Melee | 6 | 2 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Tranceweaver** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead. -- **Symphony of Pain (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12" of this model. Until the end of the turn, each time a Slaanesh Legiones Daemonica model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Psyker, Character, Chaos, Shadow Legion, Tranceweaver, Slaanesh, Daemon, Infantry -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Tranceweaver - -**Wargear Options:** -- None - -**Leader:** -Can lead: Daemonettes - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-daemons/datasheets/warp-talons.md b/cogitator/factions/chaos-daemons/datasheets/warp-talons.md deleted file mode 100644 index 2c3b3aa..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/warp-talons.md +++ /dev/null @@ -1,42 +0,0 @@ -# Warp Talons - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** warp claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Warp Strike** (Datasheet): At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. - -**Keywords:** Fly, Jump Packs, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Daemon, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Grenades, Daemon, Daemon, Warp Talons, Undivided, Shadow Legion, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Daemon, Warp Talons, Undivided, Shadow Legion, Infantry, Fly, Warp Talons, Jump Packs, Grenades, Chaos, Chaos, Daemon, Undivided, Shadow Legion, Infantry, Fly, Jump Packs, Grenades, Chaos, Daemon, Jump Packs, Fly, Infantry, Undivided, Warp Talons, Shadow Legion, Daemon, Chaos, Infantry, Grenades, Chaos -**Faction Keywords:** Heretic Astartes, Legiones Daemonica - -**Unit Composition:** -- 1 Warp Talon Champion -- 4-9 Warp Talons - -**Wargear Options:** -- None - -**Points:** -- 5 models: 125pts -- 10 models: 270pts diff --git a/cogitator/factions/chaos-daemons/datasheets/zarakynel.md b/cogitator/factions/chaos-daemons/datasheets/zarakynel.md deleted file mode 100644 index 29451e6..0000000 --- a/cogitator/factions/chaos-daemons/datasheets/zarakynel.md +++ /dev/null @@ -1,66 +0,0 @@ -# Zarakynel - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 10 | 5+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Phantasmagoria; snapping claws; souleater blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phantasmagoria – focused witchfire | 18 | 9 | 2 | 6 | -2 | 1 | devastating wounds, hazardous, psychic | -| Phantasmagoria – witchfire | 18 | 6 | 2 | 6 | -2 | 1 | devastating wounds, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | -| Souleater blade | Melee | 6 | 2 | 9 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **The Shadow of Chaos** (Faction): If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows: -- Your deployment zone is always within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos. -DAEMONIC MANIFESTATION - -While a LEGIONES DAEMONICA unit from your army is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a BATTLELINE unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). - -DAEMONIC TERROR - -While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds. -- **Emissary of the Prince of Excess (Aura)** (Datasheet): While a friendly Slaanesh Legiones Daemonica unit is within 6" of this model, you can re-roll Battle-shock tests taken for that unit. -- **Mesmerising Form** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. - -**Keywords:** Character, Monster, Psyker, Chaos, Daemon, Epic Hero, Zarakynel, Slaanesh -**Faction Keywords:** Legiones Daemonica - -**Unit Composition:** -- 1 Zarakynel – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/chaos-daemons/detachments.md b/cogitator/factions/chaos-daemons/detachments.md new file mode 100644 index 0000000..2d8242d --- /dev/null +++ b/cogitator/factions/chaos-daemons/detachments.md @@ -0,0 +1,860 @@ +# Chaos Daemons Detachments + +# Blood Legion + +*The daemon legions of Khorne burst into realspace like blood from an artery. Bloodcrushers pound the ground as they lead the charge, slamming into the enemy lines with avalanche force. Behind them come snarling Flesh Hounds and gore-slick Bloodletters, the bellow of brazen war horns sounding their massed charge. Through the clangour of blades and screams, a new sound cuts the air as flaming skulls whistle down to explode amongst the enemy, spat from the maws of Skull Cannons to inflict maximum slaughter. Then, the dark shadow of outstretched wings spreads over the foe. Roaring bloody murder, the Bloodthirsters of Khorne slam down from on high to unleash carnage beyond the imaginings of mortal warriors. As severed heads tumble and blood falls like monsoon rain, crimson doom engulfs the enemy altogether.* + +## Abilities + +### Murdercall +Each time an enemy unit (excluding AIRCRAFT) ends a Normal or Advance move within 6" of one or more Legiones Daemonica Khorne units from your army, one of those LEGIONES DAEMONICA KHORNE units can make a Surge move towards that enemy unit. To do so, roll one D6: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to that enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Surge move while it is within Engagement Range of one or more enemy units. + +### Blood Tainted +At the end of a phase in which a Legiones Daemonica Khorne unit from your army destroyed an enemy unit that was within range of an objective marker at the start of the phase, if your unit has a higher Level of Control over that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +## Stratagems + +### BLOOD BEGETS SKULLS — 1CP +**Type:** Blood Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Legiones Daemonica Khorne unit from your army that has not been selected to charge this phase. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +### FOOLS’ FLIGHT — 2CP +**Type:** Blood Legion – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. + +**TARGET:** One Legiones Daemonica Khorne unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit. + +**EFFECT:** Your unit now declares a charge that targets only that enemy unit, and you resolve that charge. Note that even if that charge is successful, your unit does not receive any Charge bonus this turn. + +### GORE‑HUNGRY ONSLAUGHT — 1CP +**Type:** Blood Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Legiones Daemonica Khorne unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. + +### SHEATHED IN BRASS — 1CP +**Type:** Blood Legion – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Legiones Daemonica Khorne unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a Save characteristic of 3+. + +### SKULLS BEGET BLOOD — 1CP +**Type:** Blood Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Legiones Daemonica Khorne Infantry or Legiones Daemonica Khorne Mounted unit from your army (excluding units that Fell Back this turn) that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one enemy unit that is not within Engagement Range of one or more units from your army and is within 8" of and visible to your unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +### WRATH UNDENIABLE — 1CP +**Type:** Blood Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Legiones Daemonica Khorne unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### Brazenmaw — 15pts +*This daemon’s maw and throat are forged from burning brass, transforming its war cries into a deafening clarion that calls the Blood Legion to war.* +Legiones Daemonica Khorne model only. Add 2 to Charge rolls made for the bearer’s unit. + +### Fury’s Cage — 20pts +*The Bloodthirster bound within this weapon offers the wielder immense power but seeks every way to turn its towering wrath upon its jailer.* +Legiones Daemonica Khorne Monster model only. Each time the bearer is selected to fight, it can use this Enhancement. If it does, the bearer suffers D3+1 mortal wounds, and until the end of the phase, each time it makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### Gateway Unto Damnation — 10pts +*Concealed within this daemon’s form is a portal into the depths of Khorne’s realm. Anointed with gore and thrown wide by the daemon’s corporeal demise, it expands like a bloody singularity to drag everything in reach into the screaming maelstrom of the Warp.* +Legiones Daemonica Khorne Monster model only. The bearer’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 2+ instead of on a 6. In addition, if the bearer has destroyed one or more enemy units this battle, the bearer has the Deadly Demise D3+3 ability, instead of any other Deadly Demise ability on its datasheet. + +### Slaughterthirst (Aura) — 25pts +*This servant of Khorne is a walking nexus of bloodthirst, its mere presence whetting the keen edges of daemonic blades and appetites alike for slaughter.* +Legiones Daemonica Khorne model only. While a friendly LEGIONES DAEMONICA KHORNE unit (excluding Monsters) is within 6" of the bearer, weapons equipped by models in that unit have the [LANCE] ability. + +--- + +# Daemonic Incursion + +***Warp travel is fraught with perils, the greatest of which is a breach of the voidship’s Geller fields. In but the beat of a mortal heart, scores of infernal entities manifest aboard the doomed ship, shrieking with predatory glee as they fall upon their victims.*** + +## Abilities + +### Unnatural Energies +LEGiONES DAEMONiCA units from your army can perform one of the following Tactical Manoeuvres in a turn in which they Advanced or Fell Back: Secure Site; Set To Defend; Set Overwatch. + +## Stratagems + +### INCORPOREAL TERRORS — 1CP +**Type:** Daemonic Incursion – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### INSUBSTANTIAL ENTITIES — 1CP +**Type:** Daemonic Incursion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One LEGIONES DAEMONICA unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +### PARTING BLOWS — 1CP +**Type:** Daemonic Incursion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### UNREAL SPEED — 1CP +**Type:** Daemonic Incursion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One INfANTRY LEGIONES DAEMONIcA unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. + +## Enhancements + +### Geller Breach — 0pts +*Daemonic entities burst from rippling warp rents and directly into the heart of battle.* +Al the start of the first battle round, the bearer’s unit can make a Normal move of up to 6". + +### Spite Made Manifest — 0pts +*Simply striking back at the invading daemons under such conditions is an invitation for their spite and hate to manifest in vicious arcs of lethal retributive power.* +Each time an enemy unit is selected to fight, melee weapons equipped by models in that unit have the [HAZARDOUS] ability while targeting the bearer’s unit. + +--- + +# Dread Carnival + +***Lithe and graceful, the daemons of Slaanesh cavort across the decks of enemy voidships, bombarding their victims’ senses with hypnotic dances and soporific aromas before butchering them in the most outlandishly gory fashion imaginable.*** + +## Abilities + +### Lithe Killers +Each time a SLAANESH INFANTRY LEGiONES DAEMONiCA unit from your army makes a Normal, Advance or Fall Back move, models in that unit can move through other models as if they were not there. When doing so, for each SLAANESH model that moves through one or more enemy models, roll one D6: on a 1-2, that models unit suffers 1 mortal wound. + +## Stratagems + +### DANCE OF DEATH — 1CP +**Type:** Dread Carnival – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a SLAANESH LEGIONES DAEMONIcA unit from your army +Falls Back. + +**TARGET:** That SLAANESH unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### INSUBSTANTIAL ENTITIES — 1CP +**Type:** Dread Carnival – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One SLAANESH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +### SEDUCTIVE WHISPERS — 1CP +**Type:** Dread Carnival – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One SLAANESH LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### SOPORIFIC SCENT — 1CP +**Type:** Dread Carnival – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One SLAANESH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed and your unit does not suffer mortal wounds from the Lithe Killers Detachment rule. + +## Enhancements + +### Fatal Caress — 0pts +*To this daemon, the act of murder is an art form. With a precision born of obsession it slaughters its foes in the most gory fashion possible.* +Each time the bearer makes a melee attack, a Critical Wound is scored on an unmodified Wound roll of 5+. + +### Horrifying Visage — 0pts +*This daemons alters its visage from alluring to repulsive at a whim, terrifying those who gaze upon it.* +Once per battle round, when an enemy unit within 9" of the bearer attempts to perform a Tactical Manoeuvre or attempts to operate a Hatchway within 9" of the bearer, the bearer can use this ability. If it does, that enemy unit must take a Leadership test, subtracting I from the result: if failed, that unit fails to perform that Tactical Manoeuvre or to operate that Hatchway and, until the start of your opponent’s next turn, that unit cannot perform Tactical Manoeuvres or operate Hatchways. + +--- + +# Infernal Onslaught + +***Whether it be aboard the echoing corridors of a space hulk, storming through the gothic confines of a loyalist warship, or spilling from the warp into a xenos vessel, such close-quarters violence draws the daemons of Khorne in great number.*** + +## Abilities + +### Brutal Entrance +Each time a KHORNE LEGiONES DAEMONiCA unit from your army opens a Hatchway, until the end of the battle, that Hatchway cannot be closed. In addition, until the end of the turn, each time that unit declares a charge, if every target of that charge is on the opposite side of that Hatchway from your unit, add 1 to the Charge roll. + +## Stratagems + +### ABJECT HORROR — 1CP +**Type:** Infernal Onslaught – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army. + +**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result. + +### INSUBSTANTIAL ENTITIES — 1CP +**Type:** Infernal Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +### SWIFT AS MURDER — 1CP +**Type:** Infernal Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, add 2" to the Move characteristic of models in your unit. + +### UNSTOPPABLE SLAUGHTERERS — 1CP +**Type:** Infernal Onslaught – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select one closed Hatchway within 1" of your unit. Until the end of the phase, your unit is eligible to be selected to fight as if that Hatchway was open. When doing so, that unit can select targets as if that Hatchway was open (that Hatchway is only considered to be open for your unit, not for any other units). + +## Enhancements + +### Unholy Fury — 0pts +*So infused with hatred and warlike wrath is this daemon that it can sustain its corporeal shell through fury alone, even should it be terribly damaged.* +If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 2+, do not remove it from play. Ure destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### Worthier Skulls — 0pts +*The skulls of cowards who flee from battle have only so much value, and this entity will let them run in favour of hunting for more courageous prey.* +Each time an enemy unit within Engagement Range of the bearer Falls Back, after that unit has moved, if the bearer is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +--- + +# Legion of Excess + +*The legions of Slaanesh surge into battle like a blood-spattered carnival run mad. It is a revel where every swathe of diaphanous silk is braided with screaming souls, and every beautiful smile stretches into a needle-fanged leer of cruellest hunger. The presence of these entities is enough to drive mortals mad as the horrific evidence of their eyes wars with forbidden desire welling inside them like bile. Engulfed in intoxicating mists, they struggle to raise weapons against Daemonettes and Fiends whose every caress bears a razor’s edge. Wailing in blissful torment, they drop to their knees before towering Keepers of Secrets, pleading for gifts of agony the daemons gladly dole out. Willingly, they hurl themselves beneath the hooves of Seekers and the threshing blades of Hellflayers. Against such insidious foes, what hope of victory can there be?* + +## Abilities + +### Beguiling Aura +Legiones Daemonica Slaanesh units from your army are eligible to declare a charge in a turn in which they Fell Back. + +### Seductive Gambit +Legiones Daemonica Slaanesh units from your army have the following ability: + +**Seductive Gambit:** Each time this unit ends a Charge move, you can declare it will perform a Seductive Gambit. If you do, until the end of the turn, this unit does not have the Fights First ability, but instead, each time a model in this unit makes an attack, you can re-roll the Hit roll and you can re-roll a Wound roll of 1. + +## Stratagems + +### ARCHAGONISTS — 2CP +**Type:** Legion of Excess – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Legiones Daemonica Slaanesh Monster unit or up to two Legiones Daemonica Slaanesh units (excluding Monsters) from your army that have not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Wound roll. + +### CAVALCADE OF BLADES — 1CP +**Type:** Legion of Excess – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Legiones Daemonica Slaanesh unit from your army ends a Charge move. + +**TARGET:** That LEGIONES DAEMONICA SLAANESH unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit, or roll six D6 instead if your unit is a MONSTER unit: for each 4+, that enemy unit suffers 1 mortal wound. + +### OVERWHELMING EXCESS — 1CP +**Type:** Legion of Excess – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Legiones Daemonica Slaanesh unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### PHANTASMAL LONGING — 1CP +**Type:** Legion of Excess – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Legiones Daemonica Slaanesh unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. + +### SENSORY EXCRUCIATION — 1CP +**Type:** Legion of Excess – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Legiones Daemonica Slaanesh Monster unit from your army that is on the battlefield. + +**EFFECT:** Each unit on the battlefield that is within your army’s Shadow of Chaos must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. + +**Designer’s Note:** *This Stratagem forces all friendly and enemy units alike within your army’s Shadow of Chaos to take a Battle-shock test. This can allow a Chaos Daemons player to heal units from their army through the Daemonic Terror army rule, at the risk of causing some of their own units to become Battle-shocked.* + +### THIEVES OF PAIN — 1CP +**Type:** Legion of Excess – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an attack or mortal wound is allocated to a model in a Legiones Daemonica Slaanesh unit from your army (excluding Monsters and Vehicles). + +**TARGET:** That LEGIONES DAEMONICA SLAANESH unit. + +**EFFECT:** Select one other friendly LEGIONES DAEMONICA SLAANESH unit that is within 9" of and visible to your unit. Until the end of the phase, while the selected unit is on the battlefield, each time a model in your unit would lose a wound, inflict 1 mortal wound on the selected unit instead. + +## Enhancements + +### Avatar of Perfection — 15pts +*This entity is the corporeal embodiment of selfish arrogance, fighting best when it fights alone.* +Legiones Daemonica Slaanesh Monster model only. At the start of each phase, if there are no other friendly units within 6" of the bearer, you can: re-roll Advance rolls made for the bearer; re-roll Charge rolls made for the bearer; ignore any or all modifiers to its Move characteristic and to any Advance and/or Charge rolls made for the bearer. + +### Dreaming Crown (Aura) — 30pts +*This gilded circlet fills mortal minds with waking dreams potent enough to intoxicate and distract even the most disciplined or alien combatants, leaving them easy prey for the daemons of Slaanesh.* +Legiones Daemonica Slaanesh model only. While a friendly LEGIONES DAEMONICA SLAANESH unit (excluding Monsters) is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to the Hit roll. + +### False Majesty (Aura) — 30pts +*Dripping poisonous finery and stalking across the battlefield with regal arrogance, this daemon evokes in its fellows the jealous need to outshine its magnificence.* +Legiones Daemonica Slaanesh model only. While a friendly LEGIONES DAEMONICA SLAANESH unit (excluding Monsters) is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to the Wound roll. + +### Soul Glutton — 10pts +*This daemon lord guzzles souls, its bloated corporeality reknitting with each fresh morsel.* +Legiones Daemonica Slaanesh Monster model only. At the end of the Fight phase, if one or more enemy models were destroyed this phase as a result of one or more of the bearer’s attacks, it can use this Enhancement. If it does, it regains up to D3 lost wounds. + +--- + +# Pandaemoniac Inferno + +***Once the daemons of Tzeentch are loose aboard a ship they spread like a kaleidoscopic firestorm. Their mad cackles meld with the screams of their victims as the daemons’ mutative touch twists both the infested voidship and the unfortunates who defend it, blending them amidst gruesome conflagrations of change.*** + +## Abilities + +### Living Flame +Each lime a TzEENTCH LEGiONES DAEMONiCA unit from your army is selected to shoot, it can target enemy units within Engagement Range of other friendly TZEENTCH LEGIONES DAEMONICA units. Ranged weapons equipped by TZEENTCH LEGIONES DAEMONICA models have the [SUSTAiNED HiTS 1] ability while targeting a unit within Engagement Range of one or more friendly units. + +## Stratagems + +### FATE SYPHONING — 1CP +**Type:** Pandaemoniac Inferno – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TzEENTcH LEGIONES DAEMONIcA unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, you can re-roll saving throws of 1 made for models in your unit. + +### FICKLE BLESSINGS — 1CP +**Type:** Pandaemoniac Inferno – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HORRORS unit from your army. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] and [HAZARDOUS] abilities. + +### ILLUSORY PRESENCE — 1CP +**Type:** Pandaemoniac Inferno – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a TzEENTcH LEGIONES DAEMONIcA unit from your army has shot. + +**TARGET:** That TZEENTCH unit. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. + +### INSUBSTANTIAL ENTITIES — 1CP +**Type:** Pandaemoniac Inferno – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One TzEENTcH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +## Enhancements + +### Fulgurating Presence — 0pts +*Warplight dances and glares around this entity, flares of blinding brightness thrown off its warped form as though from the facets of a crooked crystal.* +Each time an attack targets the bearer, subtract 1 from the Hit roll. + +### Mutagenic Flames — 0pts +*The warpflame of Tzeentch is fuelled by sanity and soulstuff, and cannot be easily extinguished. Worse, it does not merely burn its victims, but instead distorts and mutates them in ever more hideous ways.* +In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +--- + +# Plague Legion + +*One moment, reality is a place of rationality. The next, the veil separating realspace from the Warp strains, then bursts like a fatted boil and from the suppurating rent spill the daemon legions of Nurgle. Despair spreads before them like vomit soaking into pristine silk. Miasmal clouds engulf the foe, causing flesh to blister and slough, metal to fur with rust, and hope itself to rot away into dread misery. Already disoriented and gripped by gloom, the enemy now faces rank upon rank of rotted horrors as Plaguebearers slouch toward them, shepherded by the mountainous bulks of Great Unclean Ones. With tittering tides of Nurglings flowing like sharp-fanged effluent about their legs, Beasts of Nurgle bounding through their lines like living boulders, and malevolent Plague Drones thrumming down from above, the enemy’s nightmare is just beginning.* + +## Abilities + +### Melancholic Miasma +While an enemy unit is within 9" of one or more Legiones Daemonica Nurgle units from your army, that enemy unit is within your army’s Shadow of Chaos. In each player’s Command phase, select one enemy unit within your army’s Shadow of Chaos. That unit must take a Battle-shock test. + +## Stratagems + +### FEVER VISIONS — 1CP +**Type:** Plague Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Legiones Daemonica Nurgle unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. After your unit has finished making its attacks, select one enemy unit hit by one or more of those attacks; that enemy unit must take a Battle-shock test. + +### FOETID RESURGENCE — 2CP +**Type:** Plague Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Legiones Daemonica Nurgle unit from your army that is on the battlefield. + +**EFFECT:** Return up to 1 destroyed model to your unit, or up to D3 destroyed models instead if your unit is a Battleline unit, with their full wounds remaining. If it is a Monster unit, one model in your unit regains up to D3+1 lost wounds instead. + +### MURKSHADOWS — 1CP +**Type:** Plague Legion – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Legiones Daemonica Nurgle Infantry unit from your army. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal move, add 5" to the Move characteristic of models in your unit. + +### PLAGUE OF WOES — 1CP +**Type:** Plague Legion – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase, before selecting any targets for the Melancholic Miasma Detachment rule. + +**TARGET:** One Legiones Daemonica Nurgle unit from your army. + +**EFFECT:** Until the end of the phase, after an enemy unit takes a Battle-shock test as a result of the Melancholic Miasma Detachment rule, select one other enemy unit within 9" of your unit; that enemy unit must take a Battle-shock test. + +### ROT AND RENEWAL — 1CP +**Type:** Plague Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Legiones Daemonica Nurgle unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. + +### SEEPING VIRULENCE — 1CP +**Type:** Plague Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Legiones Daemonica Nurgle unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in that unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +## Enhancements + +### Cankerblight — 15pts +*The mere presence of this corrosive monstrosity is enough to rot the very stuff of reality and all who inhabit it.* +Legiones Daemonica Nurgle model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within 6" of the bearer fails a Battle-shock test, the bearer can use this Enhancement. If it does, one model in that unit is destroyed (chosen by its controlling player). Each time the bearer uses this Enhancement, no mortal wounds are inflicted by your army’s Daemonic Terror rule. + +### Droning Shroud (Aura) — 35pts +*This sentient cowl of daemonic plague flies roars and whirls with cyclonic force, obscuring even the most hulking and bloated daemonic bearer.* +Legiones Daemonica Nurgle Monster model only. While a friendly Legiones Daemonica Nurgle unit is within 6" of the bearer, that unit can only be targeted by a ranged attack if the attacking model is within 18". + +### Font of Spores (Aura) — 20pts +*This entity’s foul breath expels clouds of rust pox spores, which gnaw into all they settle upon.* +Legiones Daemonica Nurgle Monster model only. While a friendly Legiones Daemonica Nurgle unit is within 6" of the bearer, improve the Armour Penetration characteristic of weapons equipped by models in that unit by 1. + +### Maggot Maws — 15pts +*This daemon’s flesh is pocked with foul mouths that mumble curses to rot the minds of all who hear them.* +Legiones Daemonica Nurgle model only. In your Shooting phase, select one enemy unit within 6" of the bearer; that enemy unit must take a Battle-shock test. Then roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. Each time the bearer uses this Enhancement, no mortal wounds are inflicted by your army’s Daemonic Terror rule. + +--- + +# Rotten and Rusted + +***The daemons of the Plague God Nurgle slither through enemy voidships like seeping corruption given malevolent form. Their very touch breeds foulness, tendrils of rust spreading across bulkheads as the bodies of their slain foes squirm with pestilential vermin.*** + +## Abilities + +### Toxic Miasma +While an enemy unit is within 3" of one or more NURGLE LEGiONES DAEMONiCA units from your army, halve the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it. When measuring this distance, Walls and closed Hatchways are ignored. + +## Stratagems + +### FOUL RESILIENCE — 1CP +**Type:** Rotten and Rusted – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One NURGLE LEGIONES DAEMONIcA unit from your army (excluding NURGLINGS units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +### GLEEFUL INVASION — 1CP +**Type:** Rotten and Rusted – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. + +**TARGET:** One NURGLINGS unit from your army that was selected as the target of one of more of the attacking unit’s attacks. + +**EFFECT:** Your unit can make a Normal or Fall Back move of up to D6". + +### INSUBSTANTIAL ENTITIES — 1CP +**Type:** Rotten and Rusted – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One NURGLE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +### SICKLY CONTAMINANTS — 1CP +**Type:** Rotten and Rusted – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** End of the Fight phase, or your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One NURGLE LEGIONES DAEMONIcA unit from your army. If this Stratagem is used in your opponent’s Shooting phase, it must target a unit that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Select one objective marker your unit is within range of. Your unit suffers D3 mortal wounds and that objective marker is Secured by your army. If your unit is a PLAGUEBEARERS unit, it only suffers 1 mortal wound, instead of D3. + +## Enhancements + +### Endless Gift — 0pts +*Bounteous and repulsive layers of rancid flab boil from within this entity’s grotesque form, bolstering it against even the most dolorous blows.* +Add 2 to the bearers Wounds characteristic. + +### Virulent Corruption — 0pts +*To flee from this daemon is to invite an outbreak of spiritual corruption that rots its screaming victims from their souls outward.* +Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +--- + +# Scintillating Legion + +*Capering and cackling in an endless flux of transmogrifying change, the daemonic legions of Tzeentch unleash kaleidoscopic madness upon their enemies. Malevolent Lords of Change robed in sanity-blasting unhues wield raw magic with the ease of breathing. They marshal their bedlam hordes even as they transform screaming mortals into mounds of mutant flesh or set light to reality itself. Pink, Blue and Brimstone Horrors dance amidst the leaping flames, their sorceries unleashed in scintillating bombardments alongside the mutagenic blasts of bounding Flamers. Blade-finned Screamers flit through the skies in spiteful shoals, wheeling around the Burning Chariots that streak into the enemy lines like multicoloured comets, while all around them, reality itself distorts into screaming insanity.* + +## Abilities + +### Fates in Flux +You start the battle with three Flux tokens (we recommend using a dice to track how many Flux tokens you have). You can spend one Flux token just after an Advance roll, Hit roll, Wound roll, Damage roll, saving throw or Hazardous test is made for a Legiones Daemonica Tzeentch model or LEGIONES DAEMONICA TZEENTCH unit from your army to re-roll the result of that roll, throw or test. Flux tokens can also be spent to enhance the effect of some Stratagems. Each time you spend a Flux token, reduce the number of Flux tokens you have by one and your opponent gains one Flux token. + +Whenever your opponent has one or more Flux tokens, they can spend one Flux token after an Advance roll, Hit roll, Wound roll or saving throw is made for a model or unit from their army, to re-roll the result of that roll or throw. If they do, they reduce the number of Flux tokens they have by one and you gain one Flux token. This is ignored if your opponent has the Fates in Flux Detachment rule. + +In your Command phase, if your opponent has one or more Flux tokens, you gain one Flux token. + +**Designer’s Note:** *When using fast dice rolling, this rule can be used to spend any number of Flux tokens (up to the amount you have), to re-roll a number of dice up to the amount spent, after rolling multiple rolls or saving throws at once.* + +## Stratagems + +### DELIRIUM UNMADE — 1CP +**Type:** Scintillating Legion – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Legiones Daemonica Tzeentch unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend one Flux token when you use this Stratagem and target up to two LEGIONES DAEMONICA TZEENTCH units from your army instead (including those within Engagement Range of one or more enemy units). + +**EFFECT:** Remove your units from the battlefield and place them into Strategic Reserves. + +### FATEBORNE NIGHTMARES — 1CP +**Type:** Scintillating Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Legiones Daemonica Tzeentch unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. + +### FICKLEFIRE — 1CP +**Type:** Scintillating Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Legiones Daemonica Tzeentch unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets for, and resolving attacks with, ranged weapons. Until the end of the phase, each time an enemy model is destroyed while its unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks. + +### FLICKERING REALITY — 1CP +**Type:** Scintillating Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Legiones Daemonica Tzeentch unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Roll one D6, then you can spend one Flux token to re-roll the result: until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll (after any re-roll) of that result, the attack sequence ends, even if the original Hit roll would have been a Critical Hit. + +**Example:** If you roll a 2 and choose to spend one Flux token to re-roll the result, and the re-roll is a 6, then until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll of 6 the attack sequence ends, that attack fails to hit and no Critical Hit effects (e.g. Lethal Hits) are resolved. + +### IMPOSSIBLE ECLIPSE — 1CP +**Type:** Scintillating Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Legiones Daemonica Tzeentch Monster unit from your army that is on the battlefield. + +**EFFECT:** Select No Man’s Land or your opponent’s deployment zone, or spend one Flux token and select both. Until the end of the phase, the selected areas of the battlefield are within your army’s Shadow of Chaos. + +### PYROGENESIS — 1CP +**Type:** Scintillating Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Legiones Daemonica Tzeentch unit from your army that has not been selected to shoot or fight that phase. + +**EFFECT:** Until the end of the phase, add 2 to the Strength characteristic of weapons equipped by models in your unit, or spend one Flux token and add 3 to the Strength characteristic of those weapons and improve the Armour Penetration characteristic of those weapons by 1 instead. + +## Enhancements + +### Improbable Shield (Aura) — 30pts +*Complex convolutions of fate wind about this entity.* +Legiones Daemonica Tzeentch model only. While a friendly Legiones Daemonica Tzeentch unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. + +### Inescapable Eye — 10pts +*This gem reveals the myriad paths of the future.* +Legiones Daemonica Tzeentch model only. In your Command phase, if the bearer is on the battlefield, if your opponent has one or more Flux tokens, you gain one additional Flux token. + +### Infernal Puppeteer — 25pts +*To this mighty entity, lesser daemons are but prisms through which its power shines.* +Legiones Daemonica Tzeentch Monster model only. In your Shooting phase, the bearer can use this Enhancement. If it does, until the end of the phase, you can select one other friendly visible Legiones Daemonica Tzeentch unit within 9" of the bearer. If you do, when selecting targets for ranged weapons equipped by the bearer, you can measure range and determine visibility from one model of your choice in the selected unit instead. + +**Designer’s Note:** *When determining if a unit with the Lone Operative ability can be selected as the target, the range is determined from the model of your choice in the selected unit.* + +### Neverblade — 20pts +*This bizarre daemon weapon makes a mockery of even the most determined defence.* +Legiones Daemonica Tzeentch Monster model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, improve the Attacks and Armour Penetration characteristics of melee weapons equipped by the bearer by 1, and each time the bearer makes a melee attack, add 1 to the Hit roll. + +--- + +# Shadow Legion + +## Abilities + +### Thralls of the First Prince +When mustering your army, you cannot include any Daemon Prince, Daemon Prince with Wings or Epic Hero units (excluding Be’lakor), but you can include the following HERETIC ASTARTES units: +- Chaos Lord +- Chaos Lord in Terminator Armour +- Chaos Lord with Jump Pack +- Chaos Terminator Squad +- Chosen +- Damned units +- Dark Apostle +- Havocs +- Legionaries +- Master of Possession +- Possessed +- Raptors +- Sorcerer +- Sorcerer in Terminator Armour +- Warp Talons + +The combined points value of such units depends on your battle size, as shown below. +- **Incursion:** Up to 500 pts +- **Strike Force:** Up to 1000 pts +- **Onslaught:** Up to 1500 pts + +KEYWORDS +Be’lakor and Heretic Astartes units from your army gain the SHADOW LEGION and UNDIVIDED keywords. + +Legiones Daemonica units from your army gain the SHADOW LEGION keyword. + +### First Prince of Chaos +Units from your army have the relevant abilities presented below. + +MURDERER’S COWL + +The most murderous seek not to hide in the Dark Master’s pall. The shadows extend before them, offering a rapid route to slaughter. + +SHADOW LEGION KHORNE units only. This unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +PENUMBRAL PUPPETRY + +Mutative agents of change, touched by the Dark Master’s umbral aura, summon illusory magicks to confound and confuse their desperate foes. + +SHADOW LEGION TZEENTCH units only. Each time an attack targets this unit, subtract 1 from the Hit roll. + +GLOAM ROT + +Borne upon the gloaming wisp of Be’lakor’s shadow, this debilitating curse atrophies muscle and withers flesh, greatly weakening its victims. + +SHADOW LEGION NURGLE units only. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll. + +SHADOW’S CARESS + +The Dark Master’s shadow falls across his thralls, masking their approach. + +SHADOW LEGION SLAANESH units only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit. + +DISCIPLES OF BE’LAKOR + +Be’lakor’s immortal ego draws into his orbit those as yet unclaimed by any one Chaos God. Their hate-filled pacts are made to the entire fell pantheon, and the dangerous boons they receive see them plunged along paths of perpetual night straight into the enemy’s midst. + +SHADOW LEGION UNDIVIDED units only. +- This unit has the Dark Pacts army rule, and can use it as described in *Codex: Chaos Space Marines*, even though your Army Faction is not HERETIC ASTARTES. If this unit is BE’LAKOR, it automatically passes the Leadership test required for Dark Pacts. +- SHADOW LEGION HERETIC ASTARTES models in this unit have the Deep Strike ability. + +## Stratagems + +### BINDING SHADOW — 1CP +**Type:** Shadow Legion – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that are not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove those selected units from the battlefield and place them into Strategic Reserves. + +### CHANNELLED WRATH — 1CP +**Type:** Shadow Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Shadow Legion unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the Khorne keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well. + +### DEATH DENIED — 1CP +**Type:** Shadow Legion – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Shadow Legion unit from your army. + +**EFFECT:** One model in your unit regains up to 3 lost wounds. In addition, If your unit has the Tzeentch keyword, return up to one destroyed model (excluding Character models) to your unit with its full wounds remaining. + +### ENCROACHING DARKNESS — 1CP +**Type:** Shadow Legion – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that arrived from Reserves this turn. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your selected units have the [IGNORES COVER] ability. + +### SHADE PATH — 2CP +**Type:** Shadow Legion – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. + +**TARGET:** One Shadow Legion unit from your army that was selected as a target of that charge. + +**EFFECT:** Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. In addition, if your unit has the Nurgle keyword, that enemy unit must take a Battle-shock test. + +### SPITEFUL DEMISE — 1CP +**Type:** Shadow Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a Shadow Legion unit from your army is destroyed, before removing the last model in that unit from the battlefield and before rolling any dice for the Deadly Demise ability. + +**TARGET:** That SHADOW LEGION unit. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Roll one D6 for each enemy unit that is within Engagement Range of the last model in your unit, adding 2 to the result if your unit has the Slaanesh keyword: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. + +## Enhancements + +### Fade to Darkness — 30pts +*Having slaughtered their prey, this thrall of the Dark Master opens a twilit gate, returning to the gloom and preparing for their next assault.* +Shadow Legion model only. At the end of the Fight phase, if the bearer’s unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. + +### Leaping Shadows — 25pts +*Seen only in flashes, this warrior traverses the darkness with supernatural speed and stealth, emerging where least expected.* +Shadow Legion model only. Models in the bearer’s unit have the Scouts 9" ability. + +### Malice Made Manifest — 25pts +*This champion of Chaos weaponises their own twisted and blackened spirit, projecting talons wrought of concentrated madness and fury that rake through mind, body and soul.* +Shadow Legion model only. At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer’s unit and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +### Mantle of Gloom (Aura) — 20pts +*This warrior is mantled in the dread energies of the immaterium. With but a thought, they can extrude from their gloaming mantle coils of grasping darkness, the chill touch of which is enough to erode the confidence of even the mightiest champion.* +Shadow Legion model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit. diff --git a/cogitator/factions/chaos-daemons/detachments/blood-legion.md b/cogitator/factions/chaos-daemons/detachments/blood-legion.md deleted file mode 100644 index a8ebadf..0000000 --- a/cogitator/factions/chaos-daemons/detachments/blood-legion.md +++ /dev/null @@ -1,91 +0,0 @@ -# Blood Legion - -*The daemon legions of Khorne burst into realspace like blood from an artery. Bloodcrushers pound the ground as they lead the charge, slamming into the enemy lines with avalanche force. Behind them come snarling Flesh Hounds and gore-slick Bloodletters, the bellow of brazen war horns sounding their massed charge. Through the clangour of blades and screams, a new sound cuts the air as flaming skulls whistle down to explode amongst the enemy, spat from the maws of Skull Cannons to inflict maximum slaughter. Then, the dark shadow of outstretched wings spreads over the foe. Roaring bloody murder, the Bloodthirsters of Khorne slam down from on high to unleash carnage beyond the imaginings of mortal warriors. As severed heads tumble and blood falls like monsoon rain, crimson doom engulfs the enemy altogether.* - -## Abilities - -### Murdercall -Each time an enemy unit (excluding AIRCRAFT) ends a Normal or Advance move within 6" of one or more Legiones Daemonica Khorne units from your army, one of those LEGIONES DAEMONICA KHORNE units can make a Surge move towards that enemy unit. To do so, roll one D6: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to that enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Surge move while it is within Engagement Range of one or more enemy units. - -### Blood Tainted -At the end of a phase in which a Legiones Daemonica Khorne unit from your army destroyed an enemy unit that was within range of an objective marker at the start of the phase, if your unit has a higher Level of Control over that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -## Stratagems - -### BLOOD BEGETS SKULLS — 1CP -**Type:** Blood Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Legiones Daemonica Khorne unit from your army that has not been selected to charge this phase. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -### FOOLS’ FLIGHT — 2CP -**Type:** Blood Legion – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. - -**TARGET:** One Legiones Daemonica Khorne unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit. - -**EFFECT:** Your unit now declares a charge that targets only that enemy unit, and you resolve that charge. Note that even if that charge is successful, your unit does not receive any Charge bonus this turn. - -### GORE‑HUNGRY ONSLAUGHT — 1CP -**Type:** Blood Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Legiones Daemonica Khorne unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. - -### SHEATHED IN BRASS — 1CP -**Type:** Blood Legion – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Legiones Daemonica Khorne unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a Save characteristic of 3+. - -### SKULLS BEGET BLOOD — 1CP -**Type:** Blood Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Legiones Daemonica Khorne Infantry or Legiones Daemonica Khorne Mounted unit from your army (excluding units that Fell Back this turn) that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one enemy unit that is not within Engagement Range of one or more units from your army and is within 8" of and visible to your unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -### WRATH UNDENIABLE — 1CP -**Type:** Blood Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Legiones Daemonica Khorne unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### Brazenmaw — 15pts -*This daemon’s maw and throat are forged from burning brass, transforming its war cries into a deafening clarion that calls the Blood Legion to war.* -Legiones Daemonica Khorne model only. Add 2 to Charge rolls made for the bearer’s unit. - -### Fury’s Cage — 20pts -*The Bloodthirster bound within this weapon offers the wielder immense power but seeks every way to turn its towering wrath upon its jailer.* -Legiones Daemonica Khorne Monster model only. Each time the bearer is selected to fight, it can use this Enhancement. If it does, the bearer suffers D3+1 mortal wounds, and until the end of the phase, each time it makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### Gateway Unto Damnation — 10pts -*Concealed within this daemon’s form is a portal into the depths of Khorne’s realm. Anointed with gore and thrown wide by the daemon’s corporeal demise, it expands like a bloody singularity to drag everything in reach into the screaming maelstrom of the Warp.* -Legiones Daemonica Khorne Monster model only. The bearer’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 2+ instead of on a 6. In addition, if the bearer has destroyed one or more enemy units this battle, the bearer has the Deadly Demise D3+3 ability, instead of any other Deadly Demise ability on its datasheet. - -### Slaughterthirst (Aura) — 25pts -*This servant of Khorne is a walking nexus of bloodthirst, its mere presence whetting the keen edges of daemonic blades and appetites alike for slaughter.* -Legiones Daemonica Khorne model only. While a friendly LEGIONES DAEMONICA KHORNE unit (excluding Monsters) is within 6" of the bearer, weapons equipped by models in that unit have the [LANCE] ability. diff --git a/cogitator/factions/chaos-daemons/detachments/daemonic-incursion.md b/cogitator/factions/chaos-daemons/detachments/daemonic-incursion.md deleted file mode 100644 index d681aa0..0000000 --- a/cogitator/factions/chaos-daemons/detachments/daemonic-incursion.md +++ /dev/null @@ -1,62 +0,0 @@ -# Daemonic Incursion - -***Warp travel is fraught with perils, the greatest of which is a breach of the voidship’s Geller fields. In but the beat of a mortal heart, scores of infernal entities manifest aboard the doomed ship, shrieking with predatory glee as they fall upon their victims.*** - -## Abilities - -### Unnatural Energies -LEGiONES DAEMONiCA units from your army can perform one of the following Tactical Manoeuvres in a turn in which they Advanced or Fell Back: Secure Site; Set To Defend; Set Overwatch. - -## Stratagems - -### INCORPOREAL TERRORS — 1CP -**Type:** Daemonic Incursion – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One LEGIONES DAEMONICA unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### INSUBSTANTIAL ENTITIES — 1CP -**Type:** Daemonic Incursion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One LEGIONES DAEMONICA unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -### PARTING BLOWS — 1CP -**Type:** Daemonic Incursion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### UNREAL SPEED — 1CP -**Type:** Daemonic Incursion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One INfANTRY LEGIONES DAEMONIcA unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. - -## Enhancements - -### Geller Breach — 0pts -*Daemonic entities burst from rippling warp rents and directly into the heart of battle.* -Al the start of the first battle round, the bearer’s unit can make a Normal move of up to 6". - -### Spite Made Manifest — 0pts -*Simply striking back at the invading daemons under such conditions is an invitation for their spite and hate to manifest in vicious arcs of lethal retributive power.* -Each time an enemy unit is selected to fight, melee weapons equipped by models in that unit have the [HAZARDOUS] ability while targeting the bearer’s unit. diff --git a/cogitator/factions/chaos-daemons/detachments/dread-carnival.md b/cogitator/factions/chaos-daemons/detachments/dread-carnival.md deleted file mode 100644 index 35c2ed6..0000000 --- a/cogitator/factions/chaos-daemons/detachments/dread-carnival.md +++ /dev/null @@ -1,63 +0,0 @@ -# Dread Carnival - -***Lithe and graceful, the daemons of Slaanesh cavort across the decks of enemy voidships, bombarding their victims’ senses with hypnotic dances and soporific aromas before butchering them in the most outlandishly gory fashion imaginable.*** - -## Abilities - -### Lithe Killers -Each time a SLAANESH INFANTRY LEGiONES DAEMONiCA unit from your army makes a Normal, Advance or Fall Back move, models in that unit can move through other models as if they were not there. When doing so, for each SLAANESH model that moves through one or more enemy models, roll one D6: on a 1-2, that models unit suffers 1 mortal wound. - -## Stratagems - -### DANCE OF DEATH — 1CP -**Type:** Dread Carnival – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a SLAANESH LEGIONES DAEMONIcA unit from your army -Falls Back. - -**TARGET:** That SLAANESH unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### INSUBSTANTIAL ENTITIES — 1CP -**Type:** Dread Carnival – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One SLAANESH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -### SEDUCTIVE WHISPERS — 1CP -**Type:** Dread Carnival – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One SLAANESH LEGIONES DAEMONIcA unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### SOPORIFIC SCENT — 1CP -**Type:** Dread Carnival – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One SLAANESH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed and your unit does not suffer mortal wounds from the Lithe Killers Detachment rule. - -## Enhancements - -### Fatal Caress — 0pts -*To this daemon, the act of murder is an art form. With a precision born of obsession it slaughters its foes in the most gory fashion possible.* -Each time the bearer makes a melee attack, a Critical Wound is scored on an unmodified Wound roll of 5+. - -### Horrifying Visage — 0pts -*This daemons alters its visage from alluring to repulsive at a whim, terrifying those who gaze upon it.* -Once per battle round, when an enemy unit within 9" of the bearer attempts to perform a Tactical Manoeuvre or attempts to operate a Hatchway within 9" of the bearer, the bearer can use this ability. If it does, that enemy unit must take a Leadership test, subtracting I from the result: if failed, that unit fails to perform that Tactical Manoeuvre or to operate that Hatchway and, until the start of your opponent’s next turn, that unit cannot perform Tactical Manoeuvres or operate Hatchways. diff --git a/cogitator/factions/chaos-daemons/detachments/infernal-onslaught.md b/cogitator/factions/chaos-daemons/detachments/infernal-onslaught.md deleted file mode 100644 index c50891d..0000000 --- a/cogitator/factions/chaos-daemons/detachments/infernal-onslaught.md +++ /dev/null @@ -1,62 +0,0 @@ -# Infernal Onslaught - -***Whether it be aboard the echoing corridors of a space hulk, storming through the gothic confines of a loyalist warship, or spilling from the warp into a xenos vessel, such close-quarters violence draws the daemons of Khorne in great number.*** - -## Abilities - -### Brutal Entrance -Each time a KHORNE LEGiONES DAEMONiCA unit from your army opens a Hatchway, until the end of the battle, that Hatchway cannot be closed. In addition, until the end of the turn, each time that unit declares a charge, if every target of that charge is on the opposite side of that Hatchway from your unit, add 1 to the Charge roll. - -## Stratagems - -### ABJECT HORROR — 1CP -**Type:** Infernal Onslaught – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army. - -**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from the result. - -### INSUBSTANTIAL ENTITIES — 1CP -**Type:** Infernal Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -### SWIFT AS MURDER — 1CP -**Type:** Infernal Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, add 2" to the Move characteristic of models in your unit. - -### UNSTOPPABLE SLAUGHTERERS — 1CP -**Type:** Infernal Onslaught – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One KHORNE LEGIONES DAEMONIcA unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select one closed Hatchway within 1" of your unit. Until the end of the phase, your unit is eligible to be selected to fight as if that Hatchway was open. When doing so, that unit can select targets as if that Hatchway was open (that Hatchway is only considered to be open for your unit, not for any other units). - -## Enhancements - -### Unholy Fury — 0pts -*So infused with hatred and warlike wrath is this daemon that it can sustain its corporeal shell through fury alone, even should it be terribly damaged.* -If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 2+, do not remove it from play. Ure destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### Worthier Skulls — 0pts -*The skulls of cowards who flee from battle have only so much value, and this entity will let them run in favour of hunting for more courageous prey.* -Each time an enemy unit within Engagement Range of the bearer Falls Back, after that unit has moved, if the bearer is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". diff --git a/cogitator/factions/chaos-daemons/detachments/legion-of-excess.md b/cogitator/factions/chaos-daemons/detachments/legion-of-excess.md deleted file mode 100644 index e5d1d61..0000000 --- a/cogitator/factions/chaos-daemons/detachments/legion-of-excess.md +++ /dev/null @@ -1,95 +0,0 @@ -# Legion of Excess - -*The legions of Slaanesh surge into battle like a blood-spattered carnival run mad. It is a revel where every swathe of diaphanous silk is braided with screaming souls, and every beautiful smile stretches into a needle-fanged leer of cruellest hunger. The presence of these entities is enough to drive mortals mad as the horrific evidence of their eyes wars with forbidden desire welling inside them like bile. Engulfed in intoxicating mists, they struggle to raise weapons against Daemonettes and Fiends whose every caress bears a razor’s edge. Wailing in blissful torment, they drop to their knees before towering Keepers of Secrets, pleading for gifts of agony the daemons gladly dole out. Willingly, they hurl themselves beneath the hooves of Seekers and the threshing blades of Hellflayers. Against such insidious foes, what hope of victory can there be?* - -## Abilities - -### Beguiling Aura -Legiones Daemonica Slaanesh units from your army are eligible to declare a charge in a turn in which they Fell Back. - -### Seductive Gambit -Legiones Daemonica Slaanesh units from your army have the following ability: - -**Seductive Gambit:** Each time this unit ends a Charge move, you can declare it will perform a Seductive Gambit. If you do, until the end of the turn, this unit does not have the Fights First ability, but instead, each time a model in this unit makes an attack, you can re-roll the Hit roll and you can re-roll a Wound roll of 1. - -## Stratagems - -### ARCHAGONISTS — 2CP -**Type:** Legion of Excess – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Legiones Daemonica Slaanesh Monster unit or up to two Legiones Daemonica Slaanesh units (excluding Monsters) from your army that have not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the Wound roll. - -### CAVALCADE OF BLADES — 1CP -**Type:** Legion of Excess – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Legiones Daemonica Slaanesh unit from your army ends a Charge move. - -**TARGET:** That LEGIONES DAEMONICA SLAANESH unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit, or roll six D6 instead if your unit is a MONSTER unit: for each 4+, that enemy unit suffers 1 mortal wound. - -### OVERWHELMING EXCESS — 1CP -**Type:** Legion of Excess – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Legiones Daemonica Slaanesh unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### PHANTASMAL LONGING — 1CP -**Type:** Legion of Excess – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Legiones Daemonica Slaanesh unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. - -### SENSORY EXCRUCIATION — 1CP -**Type:** Legion of Excess – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Legiones Daemonica Slaanesh Monster unit from your army that is on the battlefield. - -**EFFECT:** Each unit on the battlefield that is within your army’s Shadow of Chaos must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. - -**Designer’s Note:** *This Stratagem forces all friendly and enemy units alike within your army’s Shadow of Chaos to take a Battle-shock test. This can allow a Chaos Daemons player to heal units from their army through the Daemonic Terror army rule, at the risk of causing some of their own units to become Battle-shocked.* - -### THIEVES OF PAIN — 1CP -**Type:** Legion of Excess – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an attack or mortal wound is allocated to a model in a Legiones Daemonica Slaanesh unit from your army (excluding Monsters and Vehicles). - -**TARGET:** That LEGIONES DAEMONICA SLAANESH unit. - -**EFFECT:** Select one other friendly LEGIONES DAEMONICA SLAANESH unit that is within 9" of and visible to your unit. Until the end of the phase, while the selected unit is on the battlefield, each time a model in your unit would lose a wound, inflict 1 mortal wound on the selected unit instead. - -## Enhancements - -### Avatar of Perfection — 15pts -*This entity is the corporeal embodiment of selfish arrogance, fighting best when it fights alone.* -Legiones Daemonica Slaanesh Monster model only. At the start of each phase, if there are no other friendly units within 6" of the bearer, you can: re-roll Advance rolls made for the bearer; re-roll Charge rolls made for the bearer; ignore any or all modifiers to its Move characteristic and to any Advance and/or Charge rolls made for the bearer. - -### Dreaming Crown (Aura) — 30pts -*This gilded circlet fills mortal minds with waking dreams potent enough to intoxicate and distract even the most disciplined or alien combatants, leaving them easy prey for the daemons of Slaanesh.* -Legiones Daemonica Slaanesh model only. While a friendly LEGIONES DAEMONICA SLAANESH unit (excluding Monsters) is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to the Hit roll. - -### False Majesty (Aura) — 30pts -*Dripping poisonous finery and stalking across the battlefield with regal arrogance, this daemon evokes in its fellows the jealous need to outshine its magnificence.* -Legiones Daemonica Slaanesh model only. While a friendly LEGIONES DAEMONICA SLAANESH unit (excluding Monsters) is within 6" of the bearer, each time a model in that unit makes a melee attack, add 1 to the Wound roll. - -### Soul Glutton — 10pts -*This daemon lord guzzles souls, its bloated corporeality reknitting with each fresh morsel.* -Legiones Daemonica Slaanesh Monster model only. At the end of the Fight phase, if one or more enemy models were destroyed this phase as a result of one or more of the bearer’s attacks, it can use this Enhancement. If it does, it regains up to D3 lost wounds. diff --git a/cogitator/factions/chaos-daemons/detachments/pandaemoniac-inferno.md b/cogitator/factions/chaos-daemons/detachments/pandaemoniac-inferno.md deleted file mode 100644 index 80a68ac..0000000 --- a/cogitator/factions/chaos-daemons/detachments/pandaemoniac-inferno.md +++ /dev/null @@ -1,64 +0,0 @@ -# Pandaemoniac Inferno - -***Once the daemons of Tzeentch are loose aboard a ship they spread like a kaleidoscopic firestorm. Their mad cackles meld with the screams of their victims as the daemons’ mutative touch twists both the infested voidship and the unfortunates who defend it, blending them amidst gruesome conflagrations of change.*** - -## Abilities - -### Living Flame -Each lime a TzEENTCH LEGiONES DAEMONiCA unit from your army is selected to shoot, it can target enemy units within Engagement Range of other friendly TZEENTCH LEGIONES DAEMONICA units. Ranged weapons equipped by TZEENTCH LEGIONES DAEMONICA models have the [SUSTAiNED HiTS 1] ability while targeting a unit within Engagement Range of one or more friendly units. - -## Stratagems - -### FATE SYPHONING — 1CP -**Type:** Pandaemoniac Inferno – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TzEENTcH LEGIONES DAEMONIcA unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, you can re-roll saving throws of 1 made for models in your unit. - -### FICKLE BLESSINGS — 1CP -**Type:** Pandaemoniac Inferno – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HORRORS unit from your army. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] and [HAZARDOUS] abilities. - -### ILLUSORY PRESENCE — 1CP -**Type:** Pandaemoniac Inferno – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a TzEENTcH LEGIONES DAEMONIcA unit from your army has shot. - -**TARGET:** That TZEENTCH unit. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. - -### INSUBSTANTIAL ENTITIES — 1CP -**Type:** Pandaemoniac Inferno – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One TzEENTcH LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -## Enhancements - -### Fulgurating Presence — 0pts -*Warplight dances and glares around this entity, flares of blinding brightness thrown off its warped form as though from the facets of a crooked crystal.* -Each time an attack targets the bearer, subtract 1 from the Hit roll. - -### Mutagenic Flames — 0pts -*The warpflame of Tzeentch is fuelled by sanity and soulstuff, and cannot be easily extinguished. Worse, it does not merely burn its victims, but instead distorts and mutates them in ever more hideous ways.* -In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/chaos-daemons/detachments/plague-legion.md b/cogitator/factions/chaos-daemons/detachments/plague-legion.md deleted file mode 100644 index 19a474d..0000000 --- a/cogitator/factions/chaos-daemons/detachments/plague-legion.md +++ /dev/null @@ -1,88 +0,0 @@ -# Plague Legion - -*One moment, reality is a place of rationality. The next, the veil separating realspace from the Warp strains, then bursts like a fatted boil and from the suppurating rent spill the daemon legions of Nurgle. Despair spreads before them like vomit soaking into pristine silk. Miasmal clouds engulf the foe, causing flesh to blister and slough, metal to fur with rust, and hope itself to rot away into dread misery. Already disoriented and gripped by gloom, the enemy now faces rank upon rank of rotted horrors as Plaguebearers slouch toward them, shepherded by the mountainous bulks of Great Unclean Ones. With tittering tides of Nurglings flowing like sharp-fanged effluent about their legs, Beasts of Nurgle bounding through their lines like living boulders, and malevolent Plague Drones thrumming down from above, the enemy’s nightmare is just beginning.* - -## Abilities - -### Melancholic Miasma -While an enemy unit is within 9" of one or more Legiones Daemonica Nurgle units from your army, that enemy unit is within your army’s Shadow of Chaos. In each player’s Command phase, select one enemy unit within your army’s Shadow of Chaos. That unit must take a Battle-shock test. - -## Stratagems - -### FEVER VISIONS — 1CP -**Type:** Plague Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Legiones Daemonica Nurgle unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. After your unit has finished making its attacks, select one enemy unit hit by one or more of those attacks; that enemy unit must take a Battle-shock test. - -### FOETID RESURGENCE — 2CP -**Type:** Plague Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Legiones Daemonica Nurgle unit from your army that is on the battlefield. - -**EFFECT:** Return up to 1 destroyed model to your unit, or up to D3 destroyed models instead if your unit is a Battleline unit, with their full wounds remaining. If it is a Monster unit, one model in your unit regains up to D3+1 lost wounds instead. - -### MURKSHADOWS — 1CP -**Type:** Plague Legion – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Legiones Daemonica Nurgle Infantry unit from your army. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal move, add 5" to the Move characteristic of models in your unit. - -### PLAGUE OF WOES — 1CP -**Type:** Plague Legion – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase, before selecting any targets for the Melancholic Miasma Detachment rule. - -**TARGET:** One Legiones Daemonica Nurgle unit from your army. - -**EFFECT:** Until the end of the phase, after an enemy unit takes a Battle-shock test as a result of the Melancholic Miasma Detachment rule, select one other enemy unit within 9" of your unit; that enemy unit must take a Battle-shock test. - -### ROT AND RENEWAL — 1CP -**Type:** Plague Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Legiones Daemonica Nurgle unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. - -### SEEPING VIRULENCE — 1CP -**Type:** Plague Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Legiones Daemonica Nurgle unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in that unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -## Enhancements - -### Cankerblight — 15pts -*The mere presence of this corrosive monstrosity is enough to rot the very stuff of reality and all who inhabit it.* -Legiones Daemonica Nurgle model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within 6" of the bearer fails a Battle-shock test, the bearer can use this Enhancement. If it does, one model in that unit is destroyed (chosen by its controlling player). Each time the bearer uses this Enhancement, no mortal wounds are inflicted by your army’s Daemonic Terror rule. - -### Droning Shroud (Aura) — 35pts -*This sentient cowl of daemonic plague flies roars and whirls with cyclonic force, obscuring even the most hulking and bloated daemonic bearer.* -Legiones Daemonica Nurgle Monster model only. While a friendly Legiones Daemonica Nurgle unit is within 6" of the bearer, that unit can only be targeted by a ranged attack if the attacking model is within 18". - -### Font of Spores (Aura) — 20pts -*This entity’s foul breath expels clouds of rust pox spores, which gnaw into all they settle upon.* -Legiones Daemonica Nurgle Monster model only. While a friendly Legiones Daemonica Nurgle unit is within 6" of the bearer, improve the Armour Penetration characteristic of weapons equipped by models in that unit by 1. - -### Maggot Maws — 15pts -*This daemon’s flesh is pocked with foul mouths that mumble curses to rot the minds of all who hear them.* -Legiones Daemonica Nurgle model only. In your Shooting phase, select one enemy unit within 6" of the bearer; that enemy unit must take a Battle-shock test. Then roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. Each time the bearer uses this Enhancement, no mortal wounds are inflicted by your army’s Daemonic Terror rule. diff --git a/cogitator/factions/chaos-daemons/detachments/rotten-and-rusted.md b/cogitator/factions/chaos-daemons/detachments/rotten-and-rusted.md deleted file mode 100644 index 39b4224..0000000 --- a/cogitator/factions/chaos-daemons/detachments/rotten-and-rusted.md +++ /dev/null @@ -1,62 +0,0 @@ -# Rotten and Rusted - -***The daemons of the Plague God Nurgle slither through enemy voidships like seeping corruption given malevolent form. Their very touch breeds foulness, tendrils of rust spreading across bulkheads as the bodies of their slain foes squirm with pestilential vermin.*** - -## Abilities - -### Toxic Miasma -While an enemy unit is within 3" of one or more NURGLE LEGiONES DAEMONiCA units from your army, halve the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it. When measuring this distance, Walls and closed Hatchways are ignored. - -## Stratagems - -### FOUL RESILIENCE — 1CP -**Type:** Rotten and Rusted – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One NURGLE LEGIONES DAEMONIcA unit from your army (excluding NURGLINGS units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -### GLEEFUL INVASION — 1CP -**Type:** Rotten and Rusted – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. - -**TARGET:** One NURGLINGS unit from your army that was selected as the target of one of more of the attacking unit’s attacks. - -**EFFECT:** Your unit can make a Normal or Fall Back move of up to D6". - -### INSUBSTANTIAL ENTITIES — 1CP -**Type:** Rotten and Rusted – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One NURGLE LEGIONES DAEMONIcA unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -### SICKLY CONTAMINANTS — 1CP -**Type:** Rotten and Rusted – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** End of the Fight phase, or your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One NURGLE LEGIONES DAEMONIcA unit from your army. If this Stratagem is used in your opponent’s Shooting phase, it must target a unit that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Select one objective marker your unit is within range of. Your unit suffers D3 mortal wounds and that objective marker is Secured by your army. If your unit is a PLAGUEBEARERS unit, it only suffers 1 mortal wound, instead of D3. - -## Enhancements - -### Endless Gift — 0pts -*Bounteous and repulsive layers of rancid flab boil from within this entity’s grotesque form, bolstering it against even the most dolorous blows.* -Add 2 to the bearers Wounds characteristic. - -### Virulent Corruption — 0pts -*To flee from this daemon is to invite an outbreak of spiritual corruption that rots its screaming victims from their souls outward.* -Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. diff --git a/cogitator/factions/chaos-daemons/detachments/scintillating-legion.md b/cogitator/factions/chaos-daemons/detachments/scintillating-legion.md deleted file mode 100644 index 40a01f3..0000000 --- a/cogitator/factions/chaos-daemons/detachments/scintillating-legion.md +++ /dev/null @@ -1,98 +0,0 @@ -# Scintillating Legion - -*Capering and cackling in an endless flux of transmogrifying change, the daemonic legions of Tzeentch unleash kaleidoscopic madness upon their enemies. Malevolent Lords of Change robed in sanity-blasting unhues wield raw magic with the ease of breathing. They marshal their bedlam hordes even as they transform screaming mortals into mounds of mutant flesh or set light to reality itself. Pink, Blue and Brimstone Horrors dance amidst the leaping flames, their sorceries unleashed in scintillating bombardments alongside the mutagenic blasts of bounding Flamers. Blade-finned Screamers flit through the skies in spiteful shoals, wheeling around the Burning Chariots that streak into the enemy lines like multicoloured comets, while all around them, reality itself distorts into screaming insanity.* - -## Abilities - -### Fates in Flux -You start the battle with three Flux tokens (we recommend using a dice to track how many Flux tokens you have). You can spend one Flux token just after an Advance roll, Hit roll, Wound roll, Damage roll, saving throw or Hazardous test is made for a Legiones Daemonica Tzeentch model or LEGIONES DAEMONICA TZEENTCH unit from your army to re-roll the result of that roll, throw or test. Flux tokens can also be spent to enhance the effect of some Stratagems. Each time you spend a Flux token, reduce the number of Flux tokens you have by one and your opponent gains one Flux token. - -Whenever your opponent has one or more Flux tokens, they can spend one Flux token after an Advance roll, Hit roll, Wound roll or saving throw is made for a model or unit from their army, to re-roll the result of that roll or throw. If they do, they reduce the number of Flux tokens they have by one and you gain one Flux token. This is ignored if your opponent has the Fates in Flux Detachment rule. - -In your Command phase, if your opponent has one or more Flux tokens, you gain one Flux token. - -**Designer’s Note:** *When using fast dice rolling, this rule can be used to spend any number of Flux tokens (up to the amount you have), to re-roll a number of dice up to the amount spent, after rolling multiple rolls or saving throws at once.* - -## Stratagems - -### DELIRIUM UNMADE — 1CP -**Type:** Scintillating Legion – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Legiones Daemonica Tzeentch unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend one Flux token when you use this Stratagem and target up to two LEGIONES DAEMONICA TZEENTCH units from your army instead (including those within Engagement Range of one or more enemy units). - -**EFFECT:** Remove your units from the battlefield and place them into Strategic Reserves. - -### FATEBORNE NIGHTMARES — 1CP -**Type:** Scintillating Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Legiones Daemonica Tzeentch unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through terrain features. - -### FICKLEFIRE — 1CP -**Type:** Scintillating Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Legiones Daemonica Tzeentch unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets for, and resolving attacks with, ranged weapons. Until the end of the phase, each time an enemy model is destroyed while its unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks. - -### FLICKERING REALITY — 1CP -**Type:** Scintillating Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Legiones Daemonica Tzeentch unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Roll one D6, then you can spend one Flux token to re-roll the result: until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll (after any re-roll) of that result, the attack sequence ends, even if the original Hit roll would have been a Critical Hit. - -**Example:** If you roll a 2 and choose to spend one Flux token to re-roll the result, and the re-roll is a 6, then until the end of the phase, each time an attack targets your unit, on an unmodified Hit roll of 6 the attack sequence ends, that attack fails to hit and no Critical Hit effects (e.g. Lethal Hits) are resolved. - -### IMPOSSIBLE ECLIPSE — 1CP -**Type:** Scintillating Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Legiones Daemonica Tzeentch Monster unit from your army that is on the battlefield. - -**EFFECT:** Select No Man’s Land or your opponent’s deployment zone, or spend one Flux token and select both. Until the end of the phase, the selected areas of the battlefield are within your army’s Shadow of Chaos. - -### PYROGENESIS — 1CP -**Type:** Scintillating Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Legiones Daemonica Tzeentch unit from your army that has not been selected to shoot or fight that phase. - -**EFFECT:** Until the end of the phase, add 2 to the Strength characteristic of weapons equipped by models in your unit, or spend one Flux token and add 3 to the Strength characteristic of those weapons and improve the Armour Penetration characteristic of those weapons by 1 instead. - -## Enhancements - -### Improbable Shield (Aura) — 30pts -*Complex convolutions of fate wind about this entity.* -Legiones Daemonica Tzeentch model only. While a friendly Legiones Daemonica Tzeentch unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. - -### Inescapable Eye — 10pts -*This gem reveals the myriad paths of the future.* -Legiones Daemonica Tzeentch model only. In your Command phase, if the bearer is on the battlefield, if your opponent has one or more Flux tokens, you gain one additional Flux token. - -### Infernal Puppeteer — 25pts -*To this mighty entity, lesser daemons are but prisms through which its power shines.* -Legiones Daemonica Tzeentch Monster model only. In your Shooting phase, the bearer can use this Enhancement. If it does, until the end of the phase, you can select one other friendly visible Legiones Daemonica Tzeentch unit within 9" of the bearer. If you do, when selecting targets for ranged weapons equipped by the bearer, you can measure range and determine visibility from one model of your choice in the selected unit instead. - -**Designer’s Note:** *When determining if a unit with the Lone Operative ability can be selected as the target, the range is determined from the model of your choice in the selected unit.* - -### Neverblade — 20pts -*This bizarre daemon weapon makes a mockery of even the most determined defence.* -Legiones Daemonica Tzeentch Monster model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, improve the Attacks and Armour Penetration characteristics of melee weapons equipped by the bearer by 1, and each time the bearer makes a melee attack, add 1 to the Hit roll. diff --git a/cogitator/factions/chaos-daemons/detachments/shadow-legion.md b/cogitator/factions/chaos-daemons/detachments/shadow-legion.md deleted file mode 100644 index e28021d..0000000 --- a/cogitator/factions/chaos-daemons/detachments/shadow-legion.md +++ /dev/null @@ -1,146 +0,0 @@ -# Shadow Legion - -## Abilities - -### Thralls of the First Prince -When mustering your army, you cannot include any Daemon Prince, Daemon Prince with Wings or Epic Hero units (excluding Be’lakor), but you can include the following HERETIC ASTARTES units: -- Chaos Lord -- Chaos Lord in Terminator Armour -- Chaos Lord with Jump Pack -- Chaos Terminator Squad -- Chosen -- Damned units -- Dark Apostle -- Havocs -- Legionaries -- Master of Possession -- Possessed -- Raptors -- Sorcerer -- Sorcerer in Terminator Armour -- Warp Talons - -The combined points value of such units depends on your battle size, as shown below. -- **Incursion:** Up to 500 pts -- **Strike Force:** Up to 1000 pts -- **Onslaught:** Up to 1500 pts - -KEYWORDS -Be’lakor and Heretic Astartes units from your army gain the SHADOW LEGION and UNDIVIDED keywords. - -Legiones Daemonica units from your army gain the SHADOW LEGION keyword. - -### First Prince of Chaos -Units from your army have the relevant abilities presented below. - -MURDERER’S COWL - -The most murderous seek not to hide in the Dark Master’s pall. The shadows extend before them, offering a rapid route to slaughter. - -SHADOW LEGION KHORNE units only. This unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -PENUMBRAL PUPPETRY - -Mutative agents of change, touched by the Dark Master’s umbral aura, summon illusory magicks to confound and confuse their desperate foes. - -SHADOW LEGION TZEENTCH units only. Each time an attack targets this unit, subtract 1 from the Hit roll. - -GLOAM ROT - -Borne upon the gloaming wisp of Be’lakor’s shadow, this debilitating curse atrophies muscle and withers flesh, greatly weakening its victims. - -SHADOW LEGION NURGLE units only. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll. - -SHADOW’S CARESS - -The Dark Master’s shadow falls across his thralls, masking their approach. - -SHADOW LEGION SLAANESH units only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit. - -DISCIPLES OF BE’LAKOR - -Be’lakor’s immortal ego draws into his orbit those as yet unclaimed by any one Chaos God. Their hate-filled pacts are made to the entire fell pantheon, and the dangerous boons they receive see them plunged along paths of perpetual night straight into the enemy’s midst. - -SHADOW LEGION UNDIVIDED units only. -- This unit has the Dark Pacts army rule, and can use it as described in *Codex: Chaos Space Marines*, even though your Army Faction is not HERETIC ASTARTES. If this unit is BE’LAKOR, it automatically passes the Leadership test required for Dark Pacts. -- SHADOW LEGION HERETIC ASTARTES models in this unit have the Deep Strike ability. - -## Stratagems - -### BINDING SHADOW — 1CP -**Type:** Shadow Legion – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that are not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove those selected units from the battlefield and place them into Strategic Reserves. - -### CHANNELLED WRATH — 1CP -**Type:** Shadow Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Shadow Legion unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit has the Khorne keyword, until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1 as well. - -### DEATH DENIED — 1CP -**Type:** Shadow Legion – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Shadow Legion unit from your army. - -**EFFECT:** One model in your unit regains up to 3 lost wounds. In addition, If your unit has the Tzeentch keyword, return up to one destroyed model (excluding Character models) to your unit with its full wounds remaining. - -### ENCROACHING DARKNESS — 1CP -**Type:** Shadow Legion – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** Up to one Shadow Legion Heretic Astartes unit from your army and up to one Shadow Legion Legiones Daemonica unit from your army. You can only select units that arrived from Reserves this turn. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your selected units have the [IGNORES COVER] ability. - -### SHADE PATH — 2CP -**Type:** Shadow Legion – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. - -**TARGET:** One Shadow Legion unit from your army that was selected as a target of that charge. - -**EFFECT:** Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. In addition, if your unit has the Nurgle keyword, that enemy unit must take a Battle-shock test. - -### SPITEFUL DEMISE — 1CP -**Type:** Shadow Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a Shadow Legion unit from your army is destroyed, before removing the last model in that unit from the battlefield and before rolling any dice for the Deadly Demise ability. - -**TARGET:** That SHADOW LEGION unit. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Roll one D6 for each enemy unit that is within Engagement Range of the last model in your unit, adding 2 to the result if your unit has the Slaanesh keyword: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. - -## Enhancements - -### Fade to Darkness — 30pts -*Having slaughtered their prey, this thrall of the Dark Master opens a twilit gate, returning to the gloom and preparing for their next assault.* -Shadow Legion model only. At the end of the Fight phase, if the bearer’s unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. - -### Leaping Shadows — 25pts -*Seen only in flashes, this warrior traverses the darkness with supernatural speed and stealth, emerging where least expected.* -Shadow Legion model only. Models in the bearer’s unit have the Scouts 9" ability. - -### Malice Made Manifest — 25pts -*This champion of Chaos weaponises their own twisted and blackened spirit, projecting talons wrought of concentrated madness and fury that rake through mind, body and soul.* -Shadow Legion model only. At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer’s unit and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. - -### Mantle of Gloom (Aura) — 20pts -*This warrior is mantled in the dread energies of the immaterium. With but a thought, they can extrude from their gloaming mantle coils of grasping darkness, the chill touch of which is enough to erode the confidence of even the mightiest champion.* -Shadow Legion model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit. diff --git a/cogitator/factions/chaos-knights/datasheets.md b/cogitator/factions/chaos-knights/datasheets.md new file mode 100644 index 0000000..83ba61e --- /dev/null +++ b/cogitator/factions/chaos-knights/datasheets.md @@ -0,0 +1,2282 @@ +# Chaos Knights + +# Accursed Cultists + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| MUTANT | 6" | 4 | 6+ | 1 | 7+ | 1 | +| TORMENT | 6" | 4 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Torment is equipped with:** hideous mutations. + +**Every Mutant is equipped with:** blasphemous appendages. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | +| Blasphemous appendages | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Accursed Horde** (Datasheet): Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those attacks, this unit can make a Horde move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Horde move while it is Battle-shocked. + +**Keywords:** Accursed Cultists, Damned, Infantry, Chaos +**Faction Keywords:** Chaos Knights, Heretic Astartes + +**Unit Composition:** +- 3-6 Torments +- 5-10 Mutants + +**Leader:** +Led By: Cultist Firebrand, Dark Commune, Rogue Psyker + +**Points:** +- 8 models: 90pts +- 16 models: 195pts + +--- + +# Chaos Acastus Knight Asterius + +**Role:** Other + +*The appearance of a Chaos Knight Asterius on the battlefield is a portent of doom, a symbol of Chaos’ ascendancy and the inevitable fall of Mankind – such is its incredible destructive potential and its formidable resilience. The pilots of these fell machines revel in their awesome power, levelling fortification after fortification.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 30 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Asterius volkite culverins; karacnos mortar battery; 2 twin conversion beam cannons; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Asterius volkite culverin | 24 | 6 | 3 | 6 | 0 | 2 | devastating wounds | +| Karacnos mortar battery | 48 | D6+3 | 3 | 6 | -1 | 1 | anti-infantry 2+, blast, ignores cover, indirect fire | +| Twin conversion beam cannon | 48 | 3 | 3 | 16 | -2 | 6 | conversion, sustained hits d3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristics of that attack by 1 (if that attack targets a FORTIFICATION, improve the Strength and Damage characteristics of that attack by 2 instead). +- **Conversion** (Wargear profile): Each time an attack is made with this weapon, if the target is more than 24" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Knight Asterius, Vehicle, Acastus, Chaos, Towering, Walker, Titanic +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Acastus Knight Asterius + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 765pts + +--- + +# Chaos Acastus Knight Porphyrion + +**Role:** Other + +*The Chaos Knight Porphyrion can fight toe to toe even with the mighty god-engines of the Collegia Titanica, and is amongst the most formidable machines in the arsenals of those who have turned against the Emperor. Few foes can stand up to the immense power of its devastating weapons, which make short work of some of the toughest armour ever designed in the galaxy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 30 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Acastus autocannons; Acastus ironstorm missile pod; 2 twin magna lascannons; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Acastus Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Acastus ironstorm missile pod | 48 | D6+6 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Helios defence missiles | 48 | 3 | 3 | 10 | -2 | D6 | anti-fly 2+, heavy | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Twin magna lascannon | 72 | D6 | 3 | 18 | -4 | D6+6 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Bastion of Firepower** (Datasheet): Each time this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [LETHAL HITS] ability. + +**Keywords:** Titanic, Vehicle, Walker, Towering, Chaos, Acastus, Knight Porphyrion +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Acastus Knight Porphyrion + +**Wargear Options:** +- This model’s 2 Acastus autocannons can each be replaced with one of the following:- 2 lascannons +- 1 Acastus autocannon and 1 lascannon +- This model’s Acastus ironstorm missile pod can be replaced with 1 helios defence missiles. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 700pts + +--- + +# Chaos Cerastus Knight Acheron + +**Role:** Characters + +*Terror weapons even when fighting for the Imperium, Knights Acheron that have turned to Chaos take this trait to a new, horrifying level. As determined as they ever were to exterminate their foes, now they take on such tasks with unrestrained glee, relishing in the burning of swathes of the enemy or the carving of foes with their chainfists.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Acheron flame cannon; twin heavy bolter; reaper chainfist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Acheron flame cannon | 18 | 2D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainfist – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainfist – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Searing Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with an Acheron flame cannon. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. +- **Unrestrained Terror (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, it is affected by this ability. At the start of the Fight phase, each enemy unit within Engagement Range of one or more WAR DOG units affected by this ability must take a Battle-shock test. + +**Keywords:** Chaos, Vehicle, Walker, Character, Titanic, Towering, Cerastus, Knight Acheron +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Cerastus Knight Acheron + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 385pts + +--- + +# Chaos Cerastus Knight Atrapos + +**Role:** Characters + +*Where the Knight Atrapos was created to destroy traitor war machines, fallen engines of this type now turn their devastating weapons to the destruction of the engines of its creators. They are totally consumed by the hunger that they carry with them, embracing the madness they were always so close to before turning against the Emperor.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Atrapos lascutter; graviton singularity cannon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atrapos lascutter – low intensity | 36 | 2D6 | 3 | 7 | -1 | 2 | sustained hits 1 | +| Atrapos lascutter – high intensity | 24 | D6 | 3 | 14 | -3 | 4 | sustained hits 1 | +| Graviton singularity cannon – contained | 24 | D3 | 3 | 16 | -4 | D6+1 | blast | +| Graviton singularity cannon – singularity | 24 | D3 | 3 | 16 | -4 | D6+1 | blast, devastating wounds, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atrapos lascutter – low intensity | Melee | 12 | 3 | 7 | -1 | 2 | sustained hits 1 | +| Atrapos lascutter – high intensity | Melee | 6 | 3 | 14 | -3 | 4 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Macro-extinction Protocols** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll. If that target is TITANIC or TOWERING, add 1 to the Wound roll as well. +- **Consumed with Hunger (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, each time that WAR DOG model makes an attack that targets a TITANIC or TOWERING unit, you can re-roll the Hit roll. + +**Keywords:** Walker, Knight Atrapos, Cerastus, Chaos, Towering, Titanic, Vehicle, Character +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Cerastus Knight Atrapos + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 395pts + +--- + +# Chaos Cerastus Knight Castigator + +**Role:** Characters + +*Able to can cut down innumerable foes in battle with their Castigator-pattern bolt cannons, they dedicate each death their dark patrons. They swear oaths to their gods as they stride through the oceans of blood and viscera they have spilled, and ready their warblades to hack down what little remains of the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Castigator bolt cannon; tempest warblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castigator bolt cannon | 36 | 18 | 3 | 6 | -2 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tempest warblade – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Tempest warblade – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Storm of Bolts** (Datasheet): In your Shooting phase, after this model has shot, select one unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **Offerings for the Dark Gods (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that WAR DOG model have the [SUSTAINED HITS 1] ability. + +**Keywords:** Knight Castigator, Cerastus, Chaos, Towering, Walker, Titanic, Character, Vehicle +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Cerastus Knight Castigator + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 385pts + +--- + +# Chaos Cerastus Knight Lancer + +**Role:** Characters + +*Turning to the gods of Chaos has made Chaos Knights Lancer no less able duellists. They fight for their dark patrons with all the fervour they once served the Emperor, determined to prove their superior fighting skills with their shock lances before the gaze of their hideous deities.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Cerastus shock lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerastus shock lance | 12 | 6 | 3 | 6 | 0 | 2 | assault, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerastus shock lance – strike | Melee | 5 | 2 | 20 | -3 | 8 | lance | +| Cerastus shock lance – sweep | Melee | 10 | 2 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Shock Charge** (Datasheet): You can target this model with the Tank Shock Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. +- **Dark Fervour (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that War Dog model have the [ASSAULT] ability. + +**Keywords:** Towering, Chaos, Cerastus, Knight Lancer, Vehicle, Walker, Character, Titanic +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Cerastus Knight Lancer + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 385pts + +--- + +# Chaos Questoris Knight Magaera + +**Role:** Characters + +*The Knight Magaera is a marvel of lost technology, ranging from its repair autosimulacra to its almost impregnable ionic flare shield. These devices make the Magaera ideally suited to shock assaults and breaching actions, enabling it to surge through the most heavily defended positions unscathed and eradicate its foes with terrifying blasts from its lightning cannon.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lightning cannon; phased plasma-fusil; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lightning cannon | 48 | 12 | 3 | 9 | 0 | 2 | sustained hits 2 | +| Phased plasma-fusil | 24 | 2 | 3 | 8 | -3 | 2 | rapid fire 2 | +| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Huntmaster (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that WAR DOG model have the [ASSAULT] ability. +- **Repair Auto-simulacra** (Datasheet): At the end of your Command phase, this model regains up to D3 lost wounds. + +**Keywords:** Abhorrent, Chaos, Towering, Titanic, Character, Walker, Vehicle, Knight Magaera +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Questoris Knight Magaera + +**Wargear Options:** +- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 375pts + +--- + +# Chaos Questoris Knight Styrix + +**Role:** Characters + +*Armed with a devastating combination of graviton, volkite and rad-cleanser weapons, the Chaos Knight Styrix is devastating in battle against infantry and supporting vehicles. The pilots of these walkers are fully aware of the sophistication of their war machines and the power of their weaponry. With the malign power of the Dark Gods behind them, their self-assuredness is total.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** graviton crusher; volkite chierovile; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Graviton crusher | 18 | 3 | 3 | 6 | -1 | 2 | anti-vehicle 2+, blast | +| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | +| Volkite chierovile | 30 | 12 | 3 | 12 | 0 | 3 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Preysight (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that WAR DOG model have the [IGNORES COVER] ability. +- **Grav-pinned** (Datasheet): In your Shooting phase, after this model has shot, if an enemy INFANTRY unit was hit by one or more of those attacks made with a graviton crusher, until the end of your opponent’s next turn, that enemy unit is grav-pinned. While a unit is grav-pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. + +**Keywords:** Abhorrent, Knight Styrix, Vehicle, Titanic, Towering, Chaos, Character, Walker +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Chaos Questoris Knight Styrix + +**Wargear Options:** +- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 375pts + +--- + +# Cultist Firebrand + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** balefire pike, close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balefire pike | 12 | D6+3 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fiery Faith** (Datasheet): While this model is leading a unit, you can re-roll Leadership tests taken for that unit. +- **Cursed Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Grenades, Chaos, Damned, Cultist Firebrand, Infantry, Character +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Cultist Firebrand + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists + +**Points:** +- 1 model: 45pts + +--- + +# Cultist Mob with Firearms + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cultist Champion is equipped with:** autopistol; brutal assault weapon. + +**Every Chaos Cultist is equipped with:** autopistol; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Autogun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +**Keywords:** Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms, Infantry +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Cultist Champion +- 9-19 Chaos Cultists + +**Wargear Options:** +- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. +- Any number of models can each have their autogun and close combat weapon replaced with 1 autopistol and 1 brutal assault weapon. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 flamer. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 heavy stubber. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 grenade launcher. + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Cultist Mob + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +**Keywords:** Cultist Mob, Damned, Chaos, Grenades, Battleline, Infantry +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Cultist Champion +- 9-19 Chaos Cultists + +**Wargear Options:** +- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. + +**Leader:** +Led By: Cultist Firebrand, Dark Commune, Rogue Psyker + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Dark Commune + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CULT DEMAGOGUE | 6" | 3 | 6+ | 4 | 6+ | 1 | +| OTHER MODELS | 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cult Demagogue is equipped with:** autopistol; Commune stave. + +**The Mindwitch is equipped with:** Warp Curse; close combat weapon. + +**The Iconarch is equipped with:** autopistol; close combat weapon; Chaos icon. + +**Every Blessed Blade is equipped with:** Commune blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp Curse – focused witchfire | 18 | 3 | 3 | 5 | -1 | 2 | hazardous, psychic, sustained hits 2 | +| Warp Curse – witchfire | 18 | 3 | 3 | 4 | -1 | 2 | psychic | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Commune stave | Melee | 2 | 4 | 3 | 0 | D3 | devastating wounds | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Commune blade | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Faithful Flock** (Datasheet): While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save. +- **Dark Ritual** (Datasheet): Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Psyker, Infantry, Grenades, Chaos, Damned, Dark Commune, Cult Demagogue, Character +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Cult Demagogue +- 1 Mindwitch +- 1 Iconarch +- 2 Blessed Blades + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists + +**Points:** +- 5 models: 90pts + +--- + +# Fellgor Beastmen + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Fellgor Champion is equipped with:** bolt pistol; chainsword. + +**Every Fellgor Beastman is equipped with:** autopistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Corrupted stave | 18 | D3 | 4 | 5 | -1 | 1 | devastating wounds, psychic | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Corrupted stave | Melee | 2 | 4 | 4 | -1 | D3 | devastating wounds, psychic | +| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Great weapon | Melee | 2 | 5 | 8 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Bestial Raiders** (Datasheet): If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +**Keywords:** Grenades, Infantry, Fellgor Beastmen, Damned, Chaos +**Faction Keywords:** Chaos Knights, Heretic Astartes + +**Unit Composition:** +- 1 Fellgor Champion +- 9 Fellgor Beastmen + +**Wargear Options:** +- The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol. +- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon. +- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave. + +**Points:** +- 10 models: 70pts + +--- + +# Gellerpox Infected + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | +| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Gellerpox Mutant is equipped with:** brutal weapons. + +**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. + +**Every other Nightmare Hulk is equipped with:** hideous mutations. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | +| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. + +**Keywords:** Infantry, Chaos, Nurgle, Gellerpox Infected, Damned +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 4 Nightmare Hulks +- 3 Gellerpox Mutants + +**Wargear Options:** +- None + +**Points:** +- 7 models: 125pts + +--- + +# Knight Abominant + +**Role:** Characters + +*Seen as especially blessed by the Dark Gods, Knights Abominant are suffused with warp energy. They unleash this power in terrifying waves, corrupting and mutating those nearby, and incinerating distant foes with blasts of volkite energy. In combat, they thrash coiling, warp- wrought appendages, crushing anything that remains untainted.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** diabolus heavy stubber; volkite combustor; balemace; electroscourge. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | +| Volkite combustor | 30 | 12 | 3 | 12 | 0 | 3 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balemace | Melee | 3 | 3 | 8 | -1 | 2 | extra attacks | +| Electroscourge | Melee | 9 | 3 | 10 | -2 | 3 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Vortex Terrors (Psychic)** (Datasheet): At the start of your Shooting phase, select one enemy unit within 24" of and visible to this model. That enemy unit must take a Battle-shock test. +- **Warp Storms (Psychic)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 9" of one or more models with this ability: on a 3+, that enemy unit suffers D3 mortal wounds. + +**Keywords:** Knight Abominant, Towering, Titanic, Abhorrent, Walker, Vehicle, Psyker, Character, Chaos +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Knight Abominant + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 355pts + +--- + +# Knight Desecrator + +**Role:** Characters + +*Knights Desecrator spare no living thing from their attacks. They possess potent mid- to close-range armaments capable of duelling enemy war engines and monstrous beasts, or annihilating hordes of lesser foes. They are also cruel taskmasters, snarling commands to War Dog followers that lope forwards at their sides.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** desecrator laser destructor; diabolus heavy stubber; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Desecrator laser destructor | 72 | 3 | 2 | 18 | -4 | D6+3 | — | +| Diabolus heavy stubber | 36 | 3 | 2 | 5 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | +| Warpstrike claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Warpstrike claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Obsessive Ruthlessness** (Datasheet): Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Taskmaster (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, each time that WAR DOG model makes a ranged attack, re-roll a Hit roll of 1. + +**Keywords:** Towering, Knight Desecrator, Chaos, Character, Abhorrent, Vehicle, Walker, Titanic +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Knight Desecrator + +**Wargear Options:** +- This model’s reaper chainsword can be replaced with 1 warpstrike claw. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 355pts + +--- + +# Knight Despoiler + +**Role:** Characters + +*Knights Despoiler epitomise all it means to be a Chaos Knight. Their Fallen Nobles repudiate honour and seethe with hatred. Capable of bearing a variety of powerful weapons suited to its pilot’s temperament, they unleash their hatred at range or in thunderous melee at whim.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** daemonbreath meltagun; reaper chainsword; titanic feet; warpstrike claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Daemonbreath thermal cannon | 24 | 2D3 | 3 | 12 | -4 | D6 | blast, melta 6 | +| Despoiler battle cannon | 72 | D6+3 | 3 | 10 | -1 | 3 | blast, rapid fire d6+3 | +| Despoiler gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | +| Havoc missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Heavy darkflamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hellstorm autocannons | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | +| Ruinspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | +| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | +| Warpstrike claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Warpstrike claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Dread Dominion (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, improve that WAR DOG model’s Leadership and Objective Control characteristics by 1. +- **Seething Hatred** (Datasheet): Each time this model is selected to shoot or fight, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks. + +**Keywords:** Walker, Vehicle, Chaos, Character, Knight Despoiler, Towering, Abhorrent, Titanic +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Knight Despoiler + +**Wargear Options:** +- This model’s daemonbreath meltagun can be replaced with 1 diabolus heavy stubber. +- This model’s reaper chainsword can be replaced with one of the following:- 1 daemonbreath thermal cannon +- 1 despoiler gatling cannon and 1 heavy darkflamer +- 1 despoiler battle cannon and 1 diabolus heavy stubber +- This model’s warpstrike claw can be replaced with one of the following:- 1 daemonbreath thermal cannon +- 1 despoiler gatling cannon and 1 heavy darkflamer +- 1 despoiler battle cannon and 1 diabolus heavy stubber +- This model can be equipped with one of the following:- 1 havoc missile pod +- 1 ruinspear rocket pod +- 1 hellstorm autocannons + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 390pts + +--- + +# Knight Rampager + +**Role:** Characters + +*Knights Rampager storm into battle with maddened, metallic howls. They are bereft of discipline or restraint, and plough into the thickest fighting of a war zone with insane ferocity. With swipes of their monstrous reaper chainswords and warpstrike claws, they fight more like frenzied daemons than machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** diabolus heavy stubber; reaper chainsword; warpstrike claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 6 | 2 | 14 | -4 | 6 | sustained hits 1 | +| Reaper chainsword – sweep | Melee | 18 | 2 | 9 | -3 | 2 | sustained hits 1 | +| Warpstrike claw – strike | Melee | 6 | 2 | 20 | -3 | 8 | sustained hits 1 | +| Warpstrike claw – sweep | Melee | 12 | 2 | 10 | -2 | 3 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Bloodlust** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [DEVASTATING WOUNDS] ability. +- **Frenzied Rampage (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, each time that WAR DOG model makes a melee attack, re-roll a Hit roll of 1. + +**Keywords:** Towering, Abhorrent, Knight Rampager, Chaos, Titanic, Vehicle, Walker, Character +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Knight Rampager + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 365pts + +--- + +# Knight Ruinator + +**Role:** Characters + +*Knights Ruinator charge the enemy lines amidst searing torrents of cursed flame and salvoes of shocking terrorpulse missiles. Fixating on a single foe or enemy formation until it is utterly destroyed then moving on to the next, these ghastly war engines burn and drill a trail of utter devastation for their comrades to follow into the very heart of their foes’ position.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** darkflame lance; terrorpulse missiles; fellbore. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Darkflame lance | 18 | 2D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | +| Terrorpulse missiles | 36 | 2D6 | 3 | 8 | -2 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fellbore – strike | Melee | 4 | 3 | 14 | -3 | 6 | anti-monster 2+, anti-vehicle 2+ | +| Fellbore – sweep | Melee | 10 | 3 | 9 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Methodical Destruction** (Datasheet): At the start of the first battle round, select one unit from your opponent’s army to be this model’s victim. Each time this model makes an attack that targets its victim, you can re-roll the Wound roll. Each time this model’s victim is destroyed, select one new enemy unit to be this model’s victim. +- **Close-range Killers (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, each time that WAR DOG model makes an attack that targets the closest enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Knight Ruinator, Chaos, Character, Abhorrent, Towering, Titanic, Walker, Vehicle +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Knight Ruinator + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 355pts + +--- + +# Knight Tyrant + +**Role:** Characters + +*Knights Tirant are walking bastions of corruption Their mere presence is enough to foul reality with warp-taint that drives back foes and scrambles teleportation signals, even as it provides infernal protection for smaller classes of Chaos Knight Combined with their incredibly heavy arsenals of weaponry, they are terrifying war engines indeed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** brimstone volcano lance; ectoplasma decimator; 2 gheiststrike missile launchers; 2 twin daemonbreath meltaguns; twin Desecrator cannon; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brimstone volcano lance | 60 | D3 | 3 | 20 | -5 | D6+8 | blast | +| Darkflame cannon | 18 | 3D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | +| Ectoplasma decimator – standard | 36 | D6+3 | 3 | 8 | -3 | 2 | blast | +| Ectoplasma decimator – supercharge | 36 | D6+3 | 3 | 9 | -4 | 3 | blast, hazardous | +| Gheiststrike missile launcher | 72 | 1 | 3 | 12 | -6 | D6+1 | anti-titanic 4+, devastating wounds | +| Twin daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin Desecrator cannon | 36 | D6 | 3 | 6 | 0 | 1 | blast, twin-linked | +| Warpshock harpoon | 12 | D3 | 3 | 24 | -6 | 12 | blast, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Infernal Aegis (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, that WAR DOG model has the Benefit of Cover. +- **Bastion of Corruption** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. + +**Keywords:** Chaos, Character, Towering, Titanic, Walker, Knight Tyrant, Vehicle +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 Knight Tyrant + +**Wargear Options:** +- This model’s 2 gheiststrike missile launchers and twin Desecrator cannon can be replaced with 1 gheiststrike missile launcher and 2 twin Desecrator cannons. +- This model’s brimstone volcano lance and ectoplasma decimator can be replaced with 1 darkflame cannon and 1 warpshock harpoon. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 410pts + +--- + +# Mutoid Vermin + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 2 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** diseased claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. + +**Keywords:** Mutoid Vermin, Nurgle, Damned, Chaos, Swarm +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 16 Mutoid Vermin + +**Wargear Options:** +- None + +**Points:** +- 16 models: 85pts + +--- + +# Negavolt Cultists + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** electro-goads. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Electro-goads | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Voltagheist Field** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **SERVANTS OF THE ABYSS** (Special (правая колонка)): If a unit from your army with the Leader ability can be attached to a Cultist Mob, it can be attached to this unit instead. + +**Keywords:** Damned, Chaos, Infantry, Negavolt Cultists +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 4 Negavolt Cultists + +**Wargear Options:** +- None + +**Leader:** +Led By: Rogue Psyker + +**Points:** +- 4 models: 55pts + +--- + +# Renegade Enforcer + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Enforcer pistol; Enforcer melee weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasgun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Enforcer pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Shotgun | 12 | 2 | 3 | 4 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enforcer melee weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Example** (Datasheet): While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed. +- **Enforcer** (Datasheet): This model’s unit is eligible to declare a charge in a turn in which it Fell Back. + +**Keywords:** Grenades, Damned, Infantry, Chaos, Character, Renegade Enforcer +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Renegade Enforcer + +**Wargear Options:** +- This model’s Enforcer pistol can be replaced with one of the following:- 1 autogun +- 1 lasgun +- 1 shotgun +- This model’s Enforcer melee weapon can be replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Traitor Guardsmen Squad, Renegade Heavy Weapons Squad + +**Points:** +- 1 model: 65pts + +--- + +# Renegade Heavy Weapons Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** renegade firearm; heavy stubber; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Renegade firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. +- **HEAVY WEAPONS TEAM** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Heavy Weapons Team model counts as two models. + +**Keywords:** Infantry, Damned, Grenades, Renegade Heavy Weapons Squad, Chaos +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 3 Renegade Heavy Weapons Teams + +**Wargear Options:** +- Any numbers of models’ heavy stubbers can each be replaced with one of the following:- 1 autocannon +- 1 heavy bolter +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Leader:** +Led By: Renegade Enforcer + +**Points:** +- 3 models: 75pts + +--- + +# Renegade Ogryn Beast Handler + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| OGRYN PACK MASTER | 6" | 6 | 5+ | 4 | 7+ | 1 | +| CHAOS MAULER HOUND | 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Ogryn Pack Master is equipped with:** mauler goad and ripper claw. + +**Every Chaos Mauler Hound is equipped with:** befouled claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mauler goad and ripper claw | Melee | 4 | 3 | 6 | -1 | 2 | — | +| Befouled claws and fangs | Melee | 2 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Beastmaster** (Datasheet): While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1. + +**Keywords:** Beasts, Damned, Renegade Ogryn Beast Handler, Chaos +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Ogryn Pack Master +- 3 Chaos Mauler Hounds + +**Wargear Options:** +- None + +**Points:** +- 4 models: 40pts +- 7 models: 70pts + +--- + +# Renegade Ogryn Brutes + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ogryn weapon. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn power drill | Melee | 3 | 3 | 10 | -2 | 2 | — | +| Ogryn weapon | Melee | 3 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Ogryn Combat Stimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Ogryn Brute model counts as one TERMINATOR model. + +**Keywords:** Chaos, Infantry, Damned, Renegade Ogryn Brutes +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 3 Renegade Ogryn Brutes + +**Wargear Options:** +- One model’s Ogryn weapon can be replaced with 1 Ogryn power drill. + +**Points:** +- 3 models: 95pts + +--- + +# Renegade Plague Ogryns + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ogryn plague claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn plague claws | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. +- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Plague Ogryn model counts as one TERMINATOR model. + +**Keywords:** Damned, Renegade Plague Ogryns, Nurgle, Infantry, Chaos +**Faction Keywords:** Chaos Knights, Heretic Astartes + +**Unit Composition:** +- 3 Renegade Plague Ogryns + +**Wargear Options:** +- None + +**Points:** +- 3 models: 95pts + +--- + +# Rogue Psyker + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** laspistol; Psychic Strike; Chaos stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Psychic Strike – witchfire | 12 | D6 | 3 | 6 | -2 | 1 | blast, devastating wounds, psychic | +| Psychic Strike – focused witchfire | 12 | D6+3 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chaos stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Cursed Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. + +**Keywords:** Rogue Psyker, Damned, Character, Psyker, Chaos, Infantry +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Rogue Psyker + +**Wargear Options:** +- None + +**Leader:** +Can lead: Accursed Cultists, Negavolt Cultists, Cultist Mob + +**Points:** +- 1 model: 60pts + +--- + +# Traitor Enforcer + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| TRAITOR ENFORCER | 6" | 3 | 5+ | 3 | 6+ | 1 | +| TRAITOR OGRYN | 6" | 6 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save (TRAITOR ENFORCER: 5)** +** Traitor Enforcer model only.* +**Invulnerable Save (TRAITOR OGRYN: -)** + +**Default Wargear:** +**The Traitor Enforcer is equipped with:** bolt pistol; power fist. + +**The Traitor Ogryn is equipped with:** Ogryn weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn weapons | Melee | 5 | 3 | 7 | -1 | 2 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Example** (Datasheet): Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed. +- **Mutated Bodyguard** (Datasheet): While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability. + +**Keywords:** Damned, Character, Traitor Enforcer, Infantry, Chaos, Grenades +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Traitor Enforcer +- 1 Traitor Ogryn + +**Wargear Options:** +- None + +**Leader:** +Can lead: Traitor Guardsmen Squad + +**Points:** +- 2 models: 55pts + +--- + +# Traitor Guardsmen Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Traitor Sergeant is equipped with:** corrupted pistol; close combat weapon. + +**Every Traitor Guardsman is equipped with:** lasgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Cultist sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | +| Cultist grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Corrupted pistol | 12 | 1 | 4 | 4 | -1 | 1 | pistol | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Cultist grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Twisted Defence Force** (Datasheet): While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack. + +**Keywords:** Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry +**Faction Keywords:** Heretic Astartes, Chaos Knights + +**Unit Composition:** +- 1 Traitor Sergeant +- 9 Traitor Guardsmen + +**Wargear Options:** +- Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):- 1 Cultist grenade launcher +- 1 flamer +- 1 meltagun +- 1 plasma gun +- 1 Cultist sniper rifle +- The Traitor Sergeant’s close combat weapon can be replaced with one of the following:- 1 chainsword +- 1 power weapon +- The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun. + +**Leader:** +Led By: Traitor Enforcer, Renegade Enforcer + +**Points:** +- 10 models: 70pts + +--- + +# War Dog Brigand + +**Role:** Other + +*Between them, Brigands and their Fallen Noble pilots have become so enamoured of the skilful, ranged kill that they mostly disdain the chaos of close assaults. Some even swear dark pacts compelling them to slay potent foes with elegance, or else to purge war zones of all life with sweeping contempt.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** avenger chaincannon; daemonbreath spear; diabolus heavy stubber; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger chaincannon | 24 | 12 | 3 | 6 | -1 | 1 | — | +| Daemonbreath spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | +| Havoc multi-launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Brigand** (Datasheet): Each time this model makes a ranged attack that targets a unit that is within range of one or more objective markers, that attack has the [IGNORES COVER] ability. + +**Keywords:** Brigand, War Dog, Chaos, Walker, Vehicle +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 War Dog Brigand + +**Wargear Options:** +- This model’s diabolus heavy stubber can be replaced with 1 havoc multi-launcher. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# War Dog Executioner + +**Role:** Other + +*Methodical and coldly emotionless killers, Fallen Nobles who pilot War Dog Executioners employ long-barrelled, rapid-firing cannons to maximise their kills. They eviscerate throngs of the enemy and hammer the foes’ war engines into submission, seeking to reap ever greater murderous tallies than their peers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** diabolus heavy stubber; 2 War Dog autocannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | +| War Dog autocannon | 48 | 4 | 3 | 9 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Executioner** (Datasheet): Each time this model makes an attack that targets a unit Below Half-strength, add 1 to the Hit roll. Each time an enemy unit is destroyed as the result of this model’s attacks, before removing the last model in that unit from the battlefield, each unit from your opponent’s army that is within 3" of it must take a Battle-shock test. + +**Keywords:** Vehicle, Walker, Chaos, War Dog, Executioner +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 War Dog Executioner + +**Wargear Options:** +- This model’s diabolus heavy stubber can be replaced with 1 daemonbreath meltagun. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# War Dog Huntsman + +**Role:** Other + +*Like hounds on the scent, Huntsmen often pursue hulking enemies, hunting them down as prey. Their daemonbreath spears melt through the thickest armour while chaintalons are employed to drive deeply into gushing innards, tearing through organs and crew alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** daemonbreath spear; diabolus heavy stubber; reaper chaintalon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Daemonbreath spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chaintalon – strike | Melee | 4 | 3 | 10 | -3 | 3 | — | +| Reaper chaintalon – sweep | Melee | 8 | 3 | 8 | -2 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Huntsman** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. + +**Keywords:** Huntsman, War Dog, Walker, Vehicle, Chaos +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 War Dog Huntsman + +**Wargear Options:** +- This model’s diabolus heavy stubber can be replaced with 1 daemonbreath meltagun. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# War Dog Karnivore + +**Role:** Other + +*Aggressive and bloodthirsty, Karnivores eschew the more potent ranged weapons of the War Dog chassis. They revel in causing bloody confusion and despair, seeking the visceral thrill that only close-quarters slaughter provides. As a result, many of their pilots fall to the open worship of one of the Chaos Gods.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** diabolus heavy stubber; reaper chaintalon; slaughterclaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | +| Havoc multi-launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chaintalon | Melee | 12 | 3 | 8 | -2 | 1 | sustained hits 1 | +| Slaughterclaw | Melee | 6 | 3 | 12 | -3 | D6+2 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Karnivore** (Datasheet): You can re-roll Advance and Charge rolls made for this model. + +**Keywords:** Karnivore, War Dog, Chaos, Walker, Vehicle +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 War Dog Karnivore + +**Wargear Options:** +- This model’s diabolus heavy stubber can be replaced with 1 havoc multi-launcher. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# War Dog Moirax + +**Role:** Other + +*Moirax-pattern Armigers excel in speeding ahead of their larger brethren, hunting down targets of opportunity and cutting down the vulnerable. They relish the slaughter of the weak, each slain only proving the War Dogs’ superiority as well as that of the monstrous deity or deities they have elected to follow in the Emperor’s stead.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 12 | 7+ | 8 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** graviton pulsar; volkite veuglaire; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Conversion beam cannon | 24 | 1 | 3 | 10 | -2 | 3 | conversion, sustained hits d3 | +| Graviton pulsar | 24 | D6 | 3 | 7 | -1 | 2 | ANTI-VEHICLE 2+, BLAST | +| Lightning lock | 36 | 6 | 3 | 8 | 0 | 1 | sustained hits 2 | +| Rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent | +| Volkite veuglaire | 36 | 4 | 3 | 8 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | +| Siege claw | Melee | 4 | 3 | 12 | -3 | D6+2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Protection Protocols** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Moirax, War Dog, Walker, Vehicle, Chaos +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 War Dog Moirax + +**Wargear Options:** +- This model’s graviton pulsar can be replaced with one of the following;- 1 siege claw and 1 rad cleanser +- 1 lightning lock +- 1 conversion beam cannon +- 1 volkite veuglaire +- This model’s volkite veuglaire can be replaced with one of the following:- 1 siege claw and 1 rad cleanser +- 1 graviton pulsar +- 1 lightning lock +- 1 conversion beam cannon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# War Dog Stalker + +**Role:** Other + +*Only the most strong-willed of minor nobility have the mental fortitude to pilot a Stalker. Like pack alphas, they often lead other War Dogs in carefully planned attacks, harrying the foe’s flanks, butchering reinforcements and hunting down lone threats. They unleash salvoes of fire at range or in the heart of combat with deadly claw strikes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** avenger chaincannon; diabolus heavy stubber; slaughterclaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger chaincannon | 24 | 12 | 3 | 6 | -1 | 1 | — | +| Daemonbreath spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | +| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | +| Havoc multi-launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chaintalon – strike | Melee | 4 | 3 | 10 | -3 | 3 | — | +| Reaper chaintalon – sweep | Melee | 8 | 3 | 8 | -2 | 1 | — | +| Slaughterclaw | Melee | 4 | 3 | 12 | -3 | D6+2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. + +Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. + +DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. +- **Stalker** (Datasheet): Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll. + +**Keywords:** Stalker, Vehicle, Walker, Chaos, War Dog +**Faction Keywords:** Chaos Knights + +**Unit Composition:** +- 1 War Dog Stalker + +**Wargear Options:** +- This model’s avenger chaincannon can be replaced with 1 daemonbreath spear. +- This model’s diabolus heavy stubber can be replaced with 1 havoc multi-launcher. +- This model’s slaughterclaw can be replaced with 1 reaper chaintalon. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts diff --git a/cogitator/factions/chaos-knights/datasheets/accursed-cultists.md b/cogitator/factions/chaos-knights/datasheets/accursed-cultists.md deleted file mode 100644 index c26cd9b..0000000 --- a/cogitator/factions/chaos-knights/datasheets/accursed-cultists.md +++ /dev/null @@ -1,58 +0,0 @@ -# Accursed Cultists - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| MUTANT | 6" | 4 | 6+ | 1 | 7+ | 1 | -| TORMENT | 6" | 4 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Torment is equipped with:** hideous mutations. - -**Every Mutant is equipped with:** blasphemous appendages. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | -| Blasphemous appendages | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Accursed Horde** (Datasheet): Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those attacks, this unit can make a Horde move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Horde move while it is Battle-shocked. - -**Keywords:** Accursed Cultists, Damned, Infantry, Chaos -**Faction Keywords:** Chaos Knights, Heretic Astartes - -**Unit Composition:** -- 3-6 Torments -- 5-10 Mutants - -**Leader:** -Led By: Cultist Firebrand, Dark Commune, Rogue Psyker - -**Points:** -- 8 models: 90pts -- 16 models: 195pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-acastus-knight-asterius.md b/cogitator/factions/chaos-knights/datasheets/chaos-acastus-knight-asterius.md deleted file mode 100644 index ff58a44..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-acastus-knight-asterius.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaos Acastus Knight Asterius - -**Role:** Other - -*The appearance of a Chaos Knight Asterius on the battlefield is a portent of doom, a symbol of Chaos’ ascendancy and the inevitable fall of Mankind – such is its incredible destructive potential and its formidable resilience. The pilots of these fell machines revel in their awesome power, levelling fortification after fortification.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 30 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Asterius volkite culverins; karacnos mortar battery; 2 twin conversion beam cannons; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Asterius volkite culverin | 24 | 6 | 3 | 6 | 0 | 2 | devastating wounds | -| Karacnos mortar battery | 48 | D6+3 | 3 | 6 | -1 | 1 | anti-infantry 2+, blast, ignores cover, indirect fire | -| Twin conversion beam cannon | 48 | 3 | 3 | 16 | -2 | 6 | conversion, sustained hits d3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristics of that attack by 1 (if that attack targets a FORTIFICATION, improve the Strength and Damage characteristics of that attack by 2 instead). -- **Conversion** (Wargear profile): Each time an attack is made with this weapon, if the target is more than 24" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Knight Asterius, Vehicle, Acastus, Chaos, Towering, Walker, Titanic -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Acastus Knight Asterius - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 765pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-acastus-knight-porphyrion.md b/cogitator/factions/chaos-knights/datasheets/chaos-acastus-knight-porphyrion.md deleted file mode 100644 index 828875e..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-acastus-knight-porphyrion.md +++ /dev/null @@ -1,64 +0,0 @@ -# Chaos Acastus Knight Porphyrion - -**Role:** Other - -*The Chaos Knight Porphyrion can fight toe to toe even with the mighty god-engines of the Collegia Titanica, and is amongst the most formidable machines in the arsenals of those who have turned against the Emperor. Few foes can stand up to the immense power of its devastating weapons, which make short work of some of the toughest armour ever designed in the galaxy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 30 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Acastus autocannons; Acastus ironstorm missile pod; 2 twin magna lascannons; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Acastus Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Acastus ironstorm missile pod | 48 | D6+6 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Helios defence missiles | 48 | 3 | 3 | 10 | -2 | D6 | anti-fly 2+, heavy | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Twin magna lascannon | 72 | D6 | 3 | 18 | -4 | D6+6 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Bastion of Firepower** (Datasheet): Each time this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [LETHAL HITS] ability. - -**Keywords:** Titanic, Vehicle, Walker, Towering, Chaos, Acastus, Knight Porphyrion -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Acastus Knight Porphyrion - -**Wargear Options:** -- This model’s 2 Acastus autocannons can each be replaced with one of the following:- 2 lascannons -- 1 Acastus autocannon and 1 lascannon -- This model’s Acastus ironstorm missile pod can be replaced with 1 helios defence missiles. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 700pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-acheron.md b/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-acheron.md deleted file mode 100644 index 669a590..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-acheron.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaos Cerastus Knight Acheron - -**Role:** Characters - -*Terror weapons even when fighting for the Imperium, Knights Acheron that have turned to Chaos take this trait to a new, horrifying level. As determined as they ever were to exterminate their foes, now they take on such tasks with unrestrained glee, relishing in the burning of swathes of the enemy or the carving of foes with their chainfists.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Acheron flame cannon; twin heavy bolter; reaper chainfist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Acheron flame cannon | 18 | 2D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainfist – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainfist – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Searing Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with an Acheron flame cannon. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. -- **Unrestrained Terror (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, it is affected by this ability. At the start of the Fight phase, each enemy unit within Engagement Range of one or more WAR DOG units affected by this ability must take a Battle-shock test. - -**Keywords:** Chaos, Vehicle, Walker, Character, Titanic, Towering, Cerastus, Knight Acheron -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Cerastus Knight Acheron - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 385pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-atrapos.md b/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-atrapos.md deleted file mode 100644 index f7aa921..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-atrapos.md +++ /dev/null @@ -1,62 +0,0 @@ -# Chaos Cerastus Knight Atrapos - -**Role:** Characters - -*Where the Knight Atrapos was created to destroy traitor war machines, fallen engines of this type now turn their devastating weapons to the destruction of the engines of its creators. They are totally consumed by the hunger that they carry with them, embracing the madness they were always so close to before turning against the Emperor.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Atrapos lascutter; graviton singularity cannon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atrapos lascutter – low intensity | 36 | 2D6 | 3 | 7 | -1 | 2 | sustained hits 1 | -| Atrapos lascutter – high intensity | 24 | D6 | 3 | 14 | -3 | 4 | sustained hits 1 | -| Graviton singularity cannon – contained | 24 | D3 | 3 | 16 | -4 | D6+1 | blast | -| Graviton singularity cannon – singularity | 24 | D3 | 3 | 16 | -4 | D6+1 | blast, devastating wounds, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atrapos lascutter – low intensity | Melee | 12 | 3 | 7 | -1 | 2 | sustained hits 1 | -| Atrapos lascutter – high intensity | Melee | 6 | 3 | 14 | -3 | 4 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Macro-extinction Protocols** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll. If that target is TITANIC or TOWERING, add 1 to the Wound roll as well. -- **Consumed with Hunger (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, each time that WAR DOG model makes an attack that targets a TITANIC or TOWERING unit, you can re-roll the Hit roll. - -**Keywords:** Walker, Knight Atrapos, Cerastus, Chaos, Towering, Titanic, Vehicle, Character -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Cerastus Knight Atrapos - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 395pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-castigator.md b/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-castigator.md deleted file mode 100644 index f611765..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-castigator.md +++ /dev/null @@ -1,60 +0,0 @@ -# Chaos Cerastus Knight Castigator - -**Role:** Characters - -*Able to can cut down innumerable foes in battle with their Castigator-pattern bolt cannons, they dedicate each death their dark patrons. They swear oaths to their gods as they stride through the oceans of blood and viscera they have spilled, and ready their warblades to hack down what little remains of the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Castigator bolt cannon; tempest warblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castigator bolt cannon | 36 | 18 | 3 | 6 | -2 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tempest warblade – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Tempest warblade – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Storm of Bolts** (Datasheet): In your Shooting phase, after this model has shot, select one unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **Offerings for the Dark Gods (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that WAR DOG model have the [SUSTAINED HITS 1] ability. - -**Keywords:** Knight Castigator, Cerastus, Chaos, Towering, Walker, Titanic, Character, Vehicle -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Cerastus Knight Castigator - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 385pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-lancer.md b/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-lancer.md deleted file mode 100644 index 4f8df1b..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-cerastus-knight-lancer.md +++ /dev/null @@ -1,59 +0,0 @@ -# Chaos Cerastus Knight Lancer - -**Role:** Characters - -*Turning to the gods of Chaos has made Chaos Knights Lancer no less able duellists. They fight for their dark patrons with all the fervour they once served the Emperor, determined to prove their superior fighting skills with their shock lances before the gaze of their hideous deities.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Cerastus shock lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerastus shock lance | 12 | 6 | 3 | 6 | 0 | 2 | assault, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerastus shock lance – strike | Melee | 5 | 2 | 20 | -3 | 8 | lance | -| Cerastus shock lance – sweep | Melee | 10 | 2 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Shock Charge** (Datasheet): You can target this model with the Tank Shock Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. -- **Dark Fervour (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that War Dog model have the [ASSAULT] ability. - -**Keywords:** Towering, Chaos, Cerastus, Knight Lancer, Vehicle, Walker, Character, Titanic -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Cerastus Knight Lancer - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 385pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-questoris-knight-magaera.md b/cogitator/factions/chaos-knights/datasheets/chaos-questoris-knight-magaera.md deleted file mode 100644 index 4b7fbc7..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-questoris-knight-magaera.md +++ /dev/null @@ -1,63 +0,0 @@ -# Chaos Questoris Knight Magaera - -**Role:** Characters - -*The Knight Magaera is a marvel of lost technology, ranging from its repair autosimulacra to its almost impregnable ionic flare shield. These devices make the Magaera ideally suited to shock assaults and breaching actions, enabling it to surge through the most heavily defended positions unscathed and eradicate its foes with terrifying blasts from its lightning cannon.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lightning cannon; phased plasma-fusil; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lightning cannon | 48 | 12 | 3 | 9 | 0 | 2 | sustained hits 2 | -| Phased plasma-fusil | 24 | 2 | 3 | 8 | -3 | 2 | rapid fire 2 | -| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Huntmaster (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that WAR DOG model have the [ASSAULT] ability. -- **Repair Auto-simulacra** (Datasheet): At the end of your Command phase, this model regains up to D3 lost wounds. - -**Keywords:** Abhorrent, Chaos, Towering, Titanic, Character, Walker, Vehicle, Knight Magaera -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Questoris Knight Magaera - -**Wargear Options:** -- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 375pts diff --git a/cogitator/factions/chaos-knights/datasheets/chaos-questoris-knight-styrix.md b/cogitator/factions/chaos-knights/datasheets/chaos-questoris-knight-styrix.md deleted file mode 100644 index 23db1d6..0000000 --- a/cogitator/factions/chaos-knights/datasheets/chaos-questoris-knight-styrix.md +++ /dev/null @@ -1,63 +0,0 @@ -# Chaos Questoris Knight Styrix - -**Role:** Characters - -*Armed with a devastating combination of graviton, volkite and rad-cleanser weapons, the Chaos Knight Styrix is devastating in battle against infantry and supporting vehicles. The pilots of these walkers are fully aware of the sophistication of their war machines and the power of their weaponry. With the malign power of the Dark Gods behind them, their self-assuredness is total.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** graviton crusher; volkite chierovile; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Graviton crusher | 18 | 3 | 3 | 6 | -1 | 2 | anti-vehicle 2+, blast | -| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | -| Volkite chierovile | 30 | 12 | 3 | 12 | 0 | 3 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Preysight (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, ranged weapons equipped by that WAR DOG model have the [IGNORES COVER] ability. -- **Grav-pinned** (Datasheet): In your Shooting phase, after this model has shot, if an enemy INFANTRY unit was hit by one or more of those attacks made with a graviton crusher, until the end of your opponent’s next turn, that enemy unit is grav-pinned. While a unit is grav-pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. - -**Keywords:** Abhorrent, Knight Styrix, Vehicle, Titanic, Towering, Chaos, Character, Walker -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Chaos Questoris Knight Styrix - -**Wargear Options:** -- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 375pts diff --git a/cogitator/factions/chaos-knights/datasheets/cultist-firebrand.md b/cogitator/factions/chaos-knights/datasheets/cultist-firebrand.md deleted file mode 100644 index 7da5f48..0000000 --- a/cogitator/factions/chaos-knights/datasheets/cultist-firebrand.md +++ /dev/null @@ -1,59 +0,0 @@ -# Cultist Firebrand - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** balefire pike, close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balefire pike | 12 | D6+3 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fiery Faith** (Datasheet): While this model is leading a unit, you can re-roll Leadership tests taken for that unit. -- **Cursed Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Grenades, Chaos, Damned, Cultist Firebrand, Infantry, Character -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Cultist Firebrand - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/chaos-knights/datasheets/cultist-mob-with-firearms.md b/cogitator/factions/chaos-knights/datasheets/cultist-mob-with-firearms.md deleted file mode 100644 index bdbff40..0000000 --- a/cogitator/factions/chaos-knights/datasheets/cultist-mob-with-firearms.md +++ /dev/null @@ -1,55 +0,0 @@ -# Cultist Mob with Firearms - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cultist Champion is equipped with:** autopistol; brutal assault weapon. - -**Every Chaos Cultist is equipped with:** autopistol; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Autogun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -**Keywords:** Battleline, Grenades, Chaos, Damned, Cultist Mob with Firearms, Infantry -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Cultist Champion -- 9-19 Chaos Cultists - -**Wargear Options:** -- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. -- Any number of models can each have their autogun and close combat weapon replaced with 1 autopistol and 1 brutal assault weapon. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 flamer. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 heavy stubber. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 grenade launcher. - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/chaos-knights/datasheets/cultist-mob.md b/cogitator/factions/chaos-knights/datasheets/cultist-mob.md deleted file mode 100644 index fc0a63e..0000000 --- a/cogitator/factions/chaos-knights/datasheets/cultist-mob.md +++ /dev/null @@ -1,46 +0,0 @@ -# Cultist Mob - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -**Keywords:** Cultist Mob, Damned, Chaos, Grenades, Battleline, Infantry -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Cultist Champion -- 9-19 Chaos Cultists - -**Wargear Options:** -- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. - -**Leader:** -Led By: Cultist Firebrand, Dark Commune, Rogue Psyker - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/chaos-knights/datasheets/dark-commune.md b/cogitator/factions/chaos-knights/datasheets/dark-commune.md deleted file mode 100644 index a661fa6..0000000 --- a/cogitator/factions/chaos-knights/datasheets/dark-commune.md +++ /dev/null @@ -1,74 +0,0 @@ -# Dark Commune - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CULT DEMAGOGUE | 6" | 3 | 6+ | 4 | 6+ | 1 | -| OTHER MODELS | 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cult Demagogue is equipped with:** autopistol; Commune stave. - -**The Mindwitch is equipped with:** Warp Curse; close combat weapon. - -**The Iconarch is equipped with:** autopistol; close combat weapon; Chaos icon. - -**Every Blessed Blade is equipped with:** Commune blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp Curse – focused witchfire | 18 | 3 | 3 | 5 | -1 | 2 | hazardous, psychic, sustained hits 2 | -| Warp Curse – witchfire | 18 | 3 | 3 | 4 | -1 | 2 | psychic | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Commune stave | Melee | 2 | 4 | 3 | 0 | D3 | devastating wounds | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Commune blade | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Faithful Flock** (Datasheet): While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save. -- **Dark Ritual** (Datasheet): Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Psyker, Infantry, Grenades, Chaos, Damned, Dark Commune, Cult Demagogue, Character -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Cult Demagogue -- 1 Mindwitch -- 1 Iconarch -- 2 Blessed Blades - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists - -**Points:** -- 5 models: 90pts diff --git a/cogitator/factions/chaos-knights/datasheets/fellgor-beastmen.md b/cogitator/factions/chaos-knights/datasheets/fellgor-beastmen.md deleted file mode 100644 index adca74f..0000000 --- a/cogitator/factions/chaos-knights/datasheets/fellgor-beastmen.md +++ /dev/null @@ -1,52 +0,0 @@ -# Fellgor Beastmen - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Fellgor Champion is equipped with:** bolt pistol; chainsword. - -**Every Fellgor Beastman is equipped with:** autopistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Corrupted stave | 18 | D3 | 4 | 5 | -1 | 1 | devastating wounds, psychic | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Corrupted stave | Melee | 2 | 4 | 4 | -1 | D3 | devastating wounds, psychic | -| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Great weapon | Melee | 2 | 5 | 8 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Bestial Raiders** (Datasheet): If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -**Keywords:** Grenades, Infantry, Fellgor Beastmen, Damned, Chaos -**Faction Keywords:** Chaos Knights, Heretic Astartes - -**Unit Composition:** -- 1 Fellgor Champion -- 9 Fellgor Beastmen - -**Wargear Options:** -- The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol. -- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon. -- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave. - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/chaos-knights/datasheets/gellerpox-infected.md b/cogitator/factions/chaos-knights/datasheets/gellerpox-infected.md deleted file mode 100644 index 923adb5..0000000 --- a/cogitator/factions/chaos-knights/datasheets/gellerpox-infected.md +++ /dev/null @@ -1,52 +0,0 @@ -# Gellerpox Infected - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | -| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Gellerpox Mutant is equipped with:** brutal weapons. - -**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. - -**Every other Nightmare Hulk is equipped with:** hideous mutations. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | -| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. - -**Keywords:** Infantry, Chaos, Nurgle, Gellerpox Infected, Damned -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 4 Nightmare Hulks -- 3 Gellerpox Mutants - -**Wargear Options:** -- None - -**Points:** -- 7 models: 125pts diff --git a/cogitator/factions/chaos-knights/datasheets/knight-abominant.md b/cogitator/factions/chaos-knights/datasheets/knight-abominant.md deleted file mode 100644 index b8cfd65..0000000 --- a/cogitator/factions/chaos-knights/datasheets/knight-abominant.md +++ /dev/null @@ -1,58 +0,0 @@ -# Knight Abominant - -**Role:** Characters - -*Seen as especially blessed by the Dark Gods, Knights Abominant are suffused with warp energy. They unleash this power in terrifying waves, corrupting and mutating those nearby, and incinerating distant foes with blasts of volkite energy. In combat, they thrash coiling, warp- wrought appendages, crushing anything that remains untainted.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** diabolus heavy stubber; volkite combustor; balemace; electroscourge. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | -| Volkite combustor | 30 | 12 | 3 | 12 | 0 | 3 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balemace | Melee | 3 | 3 | 8 | -1 | 2 | extra attacks | -| Electroscourge | Melee | 9 | 3 | 10 | -2 | 3 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Vortex Terrors (Psychic)** (Datasheet): At the start of your Shooting phase, select one enemy unit within 24" of and visible to this model. That enemy unit must take a Battle-shock test. -- **Warp Storms (Psychic)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 9" of one or more models with this ability: on a 3+, that enemy unit suffers D3 mortal wounds. - -**Keywords:** Knight Abominant, Towering, Titanic, Abhorrent, Walker, Vehicle, Psyker, Character, Chaos -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Knight Abominant - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 355pts diff --git a/cogitator/factions/chaos-knights/datasheets/knight-desecrator.md b/cogitator/factions/chaos-knights/datasheets/knight-desecrator.md deleted file mode 100644 index f31562d..0000000 --- a/cogitator/factions/chaos-knights/datasheets/knight-desecrator.md +++ /dev/null @@ -1,63 +0,0 @@ -# Knight Desecrator - -**Role:** Characters - -*Knights Desecrator spare no living thing from their attacks. They possess potent mid- to close-range armaments capable of duelling enemy war engines and monstrous beasts, or annihilating hordes of lesser foes. They are also cruel taskmasters, snarling commands to War Dog followers that lope forwards at their sides.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** desecrator laser destructor; diabolus heavy stubber; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Desecrator laser destructor | 72 | 3 | 2 | 18 | -4 | D6+3 | — | -| Diabolus heavy stubber | 36 | 3 | 2 | 5 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | -| Warpstrike claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Warpstrike claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Obsessive Ruthlessness** (Datasheet): Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Taskmaster (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, each time that WAR DOG model makes a ranged attack, re-roll a Hit roll of 1. - -**Keywords:** Towering, Knight Desecrator, Chaos, Character, Abhorrent, Vehicle, Walker, Titanic -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Knight Desecrator - -**Wargear Options:** -- This model’s reaper chainsword can be replaced with 1 warpstrike claw. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 355pts diff --git a/cogitator/factions/chaos-knights/datasheets/knight-despoiler.md b/cogitator/factions/chaos-knights/datasheets/knight-despoiler.md deleted file mode 100644 index eb71de7..0000000 --- a/cogitator/factions/chaos-knights/datasheets/knight-despoiler.md +++ /dev/null @@ -1,80 +0,0 @@ -# Knight Despoiler - -**Role:** Characters - -*Knights Despoiler epitomise all it means to be a Chaos Knight. Their Fallen Nobles repudiate honour and seethe with hatred. Capable of bearing a variety of powerful weapons suited to its pilot’s temperament, they unleash their hatred at range or in thunderous melee at whim.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** daemonbreath meltagun; reaper chainsword; titanic feet; warpstrike claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Daemonbreath thermal cannon | 24 | 2D3 | 3 | 12 | -4 | D6 | blast, melta 6 | -| Despoiler battle cannon | 72 | D6+3 | 3 | 10 | -1 | 3 | blast, rapid fire d6+3 | -| Despoiler gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | -| Havoc missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Heavy darkflamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hellstorm autocannons | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | -| Ruinspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | -| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | -| Warpstrike claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Warpstrike claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Dread Dominion (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, improve that WAR DOG model’s Leadership and Objective Control characteristics by 1. -- **Seething Hatred** (Datasheet): Each time this model is selected to shoot or fight, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks. - -**Keywords:** Walker, Vehicle, Chaos, Character, Knight Despoiler, Towering, Abhorrent, Titanic -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Knight Despoiler - -**Wargear Options:** -- This model’s daemonbreath meltagun can be replaced with 1 diabolus heavy stubber. -- This model’s reaper chainsword can be replaced with one of the following:- 1 daemonbreath thermal cannon -- 1 despoiler gatling cannon and 1 heavy darkflamer -- 1 despoiler battle cannon and 1 diabolus heavy stubber -- This model’s warpstrike claw can be replaced with one of the following:- 1 daemonbreath thermal cannon -- 1 despoiler gatling cannon and 1 heavy darkflamer -- 1 despoiler battle cannon and 1 diabolus heavy stubber -- This model can be equipped with one of the following:- 1 havoc missile pod -- 1 ruinspear rocket pod -- 1 hellstorm autocannons - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 390pts diff --git a/cogitator/factions/chaos-knights/datasheets/knight-rampager.md b/cogitator/factions/chaos-knights/datasheets/knight-rampager.md deleted file mode 100644 index 39762f1..0000000 --- a/cogitator/factions/chaos-knights/datasheets/knight-rampager.md +++ /dev/null @@ -1,59 +0,0 @@ -# Knight Rampager - -**Role:** Characters - -*Knights Rampager storm into battle with maddened, metallic howls. They are bereft of discipline or restraint, and plough into the thickest fighting of a war zone with insane ferocity. With swipes of their monstrous reaper chainswords and warpstrike claws, they fight more like frenzied daemons than machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** diabolus heavy stubber; reaper chainsword; warpstrike claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 6 | 2 | 14 | -4 | 6 | sustained hits 1 | -| Reaper chainsword – sweep | Melee | 18 | 2 | 9 | -3 | 2 | sustained hits 1 | -| Warpstrike claw – strike | Melee | 6 | 2 | 20 | -3 | 8 | sustained hits 1 | -| Warpstrike claw – sweep | Melee | 12 | 2 | 10 | -2 | 3 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Bloodlust** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [DEVASTATING WOUNDS] ability. -- **Frenzied Rampage (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, each time that WAR DOG model makes a melee attack, re-roll a Hit roll of 1. - -**Keywords:** Towering, Abhorrent, Knight Rampager, Chaos, Titanic, Vehicle, Walker, Character -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Knight Rampager - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 365pts diff --git a/cogitator/factions/chaos-knights/datasheets/knight-ruinator.md b/cogitator/factions/chaos-knights/datasheets/knight-ruinator.md deleted file mode 100644 index bc68db3..0000000 --- a/cogitator/factions/chaos-knights/datasheets/knight-ruinator.md +++ /dev/null @@ -1,58 +0,0 @@ -# Knight Ruinator - -**Role:** Characters - -*Knights Ruinator charge the enemy lines amidst searing torrents of cursed flame and salvoes of shocking terrorpulse missiles. Fixating on a single foe or enemy formation until it is utterly destroyed then moving on to the next, these ghastly war engines burn and drill a trail of utter devastation for their comrades to follow into the very heart of their foes’ position.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** darkflame lance; terrorpulse missiles; fellbore. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Darkflame lance | 18 | 2D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | -| Terrorpulse missiles | 36 | 2D6 | 3 | 8 | -2 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fellbore – strike | Melee | 4 | 3 | 14 | -3 | 6 | anti-monster 2+, anti-vehicle 2+ | -| Fellbore – sweep | Melee | 10 | 3 | 9 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Methodical Destruction** (Datasheet): At the start of the first battle round, select one unit from your opponent’s army to be this model’s victim. Each time this model makes an attack that targets its victim, you can re-roll the Wound roll. Each time this model’s victim is destroyed, select one new enemy unit to be this model’s victim. -- **Close-range Killers (Aura)** (Datasheet): While a friendly War Dog model is within 9" of this model, each time that WAR DOG model makes an attack that targets the closest enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Knight Ruinator, Chaos, Character, Abhorrent, Towering, Titanic, Walker, Vehicle -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Knight Ruinator - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 355pts diff --git a/cogitator/factions/chaos-knights/datasheets/knight-tyrant.md b/cogitator/factions/chaos-knights/datasheets/knight-tyrant.md deleted file mode 100644 index b3447a1..0000000 --- a/cogitator/factions/chaos-knights/datasheets/knight-tyrant.md +++ /dev/null @@ -1,67 +0,0 @@ -# Knight Tyrant - -**Role:** Characters - -*Knights Tirant are walking bastions of corruption Their mere presence is enough to foul reality with warp-taint that drives back foes and scrambles teleportation signals, even as it provides infernal protection for smaller classes of Chaos Knight Combined with their incredibly heavy arsenals of weaponry, they are terrifying war engines indeed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** brimstone volcano lance; ectoplasma decimator; 2 gheiststrike missile launchers; 2 twin daemonbreath meltaguns; twin Desecrator cannon; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brimstone volcano lance | 60 | D3 | 3 | 20 | -5 | D6+8 | blast | -| Darkflame cannon | 18 | 3D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | -| Ectoplasma decimator – standard | 36 | D6+3 | 3 | 8 | -3 | 2 | blast | -| Ectoplasma decimator – supercharge | 36 | D6+3 | 3 | 9 | -4 | 3 | blast, hazardous | -| Gheiststrike missile launcher | 72 | 1 | 3 | 12 | -6 | D6+1 | anti-titanic 4+, devastating wounds | -| Twin daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin Desecrator cannon | 36 | D6 | 3 | 6 | 0 | 1 | blast, twin-linked | -| Warpshock harpoon | 12 | D3 | 3 | 24 | -6 | 12 | blast, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding Titanic models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Infernal Aegis (Aura)** (Datasheet): While a friendly War Dog model is within 6" of this model, that WAR DOG model has the Benefit of Cover. -- **Bastion of Corruption** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. - -**Keywords:** Chaos, Character, Towering, Titanic, Walker, Knight Tyrant, Vehicle -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 Knight Tyrant - -**Wargear Options:** -- This model’s 2 gheiststrike missile launchers and twin Desecrator cannon can be replaced with 1 gheiststrike missile launcher and 2 twin Desecrator cannons. -- This model’s brimstone volcano lance and ectoplasma decimator can be replaced with 1 darkflame cannon and 1 warpshock harpoon. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 410pts diff --git a/cogitator/factions/chaos-knights/datasheets/mutoid-vermin.md b/cogitator/factions/chaos-knights/datasheets/mutoid-vermin.md deleted file mode 100644 index b537a39..0000000 --- a/cogitator/factions/chaos-knights/datasheets/mutoid-vermin.md +++ /dev/null @@ -1,40 +0,0 @@ -# Mutoid Vermin - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 2 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** diseased claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. - -**Keywords:** Mutoid Vermin, Nurgle, Damned, Chaos, Swarm -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 16 Mutoid Vermin - -**Wargear Options:** -- None - -**Points:** -- 16 models: 85pts diff --git a/cogitator/factions/chaos-knights/datasheets/negavolt-cultists.md b/cogitator/factions/chaos-knights/datasheets/negavolt-cultists.md deleted file mode 100644 index d1f163f..0000000 --- a/cogitator/factions/chaos-knights/datasheets/negavolt-cultists.md +++ /dev/null @@ -1,44 +0,0 @@ -# Negavolt Cultists - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** electro-goads. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Electro-goads | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Voltagheist Field** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **SERVANTS OF THE ABYSS** (Special (правая колонка)): If a unit from your army with the Leader ability can be attached to a Cultist Mob, it can be attached to this unit instead. - -**Keywords:** Damned, Chaos, Infantry, Negavolt Cultists -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 4 Negavolt Cultists - -**Wargear Options:** -- None - -**Leader:** -Led By: Rogue Psyker - -**Points:** -- 4 models: 55pts diff --git a/cogitator/factions/chaos-knights/datasheets/renegade-enforcer.md b/cogitator/factions/chaos-knights/datasheets/renegade-enforcer.md deleted file mode 100644 index 9efb6cb..0000000 --- a/cogitator/factions/chaos-knights/datasheets/renegade-enforcer.md +++ /dev/null @@ -1,71 +0,0 @@ -# Renegade Enforcer - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Enforcer pistol; Enforcer melee weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasgun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Enforcer pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Shotgun | 12 | 2 | 3 | 4 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enforcer melee weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Example** (Datasheet): While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed. -- **Enforcer** (Datasheet): This model’s unit is eligible to declare a charge in a turn in which it Fell Back. - -**Keywords:** Grenades, Damned, Infantry, Chaos, Character, Renegade Enforcer -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Renegade Enforcer - -**Wargear Options:** -- This model’s Enforcer pistol can be replaced with one of the following:- 1 autogun -- 1 lasgun -- 1 shotgun -- This model’s Enforcer melee weapon can be replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Traitor Guardsmen Squad, Renegade Heavy Weapons Squad - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/chaos-knights/datasheets/renegade-heavy-weapons-squad.md b/cogitator/factions/chaos-knights/datasheets/renegade-heavy-weapons-squad.md deleted file mode 100644 index 86ad300..0000000 --- a/cogitator/factions/chaos-knights/datasheets/renegade-heavy-weapons-squad.md +++ /dev/null @@ -1,55 +0,0 @@ -# Renegade Heavy Weapons Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** renegade firearm; heavy stubber; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Renegade firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. -- **HEAVY WEAPONS TEAM** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Heavy Weapons Team model counts as two models. - -**Keywords:** Infantry, Damned, Grenades, Renegade Heavy Weapons Squad, Chaos -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 3 Renegade Heavy Weapons Teams - -**Wargear Options:** -- Any numbers of models’ heavy stubbers can each be replaced with one of the following:- 1 autocannon -- 1 heavy bolter -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Leader:** -Led By: Renegade Enforcer - -**Points:** -- 3 models: 75pts diff --git a/cogitator/factions/chaos-knights/datasheets/renegade-ogryn-beast-handler.md b/cogitator/factions/chaos-knights/datasheets/renegade-ogryn-beast-handler.md deleted file mode 100644 index 862ee3e..0000000 --- a/cogitator/factions/chaos-knights/datasheets/renegade-ogryn-beast-handler.md +++ /dev/null @@ -1,41 +0,0 @@ -# Renegade Ogryn Beast Handler - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| OGRYN PACK MASTER | 6" | 6 | 5+ | 4 | 7+ | 1 | -| CHAOS MAULER HOUND | 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Ogryn Pack Master is equipped with:** mauler goad and ripper claw. - -**Every Chaos Mauler Hound is equipped with:** befouled claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mauler goad and ripper claw | Melee | 4 | 3 | 6 | -1 | 2 | — | -| Befouled claws and fangs | Melee | 2 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Beastmaster** (Datasheet): While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1. - -**Keywords:** Beasts, Damned, Renegade Ogryn Beast Handler, Chaos -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Ogryn Pack Master -- 3 Chaos Mauler Hounds - -**Wargear Options:** -- None - -**Points:** -- 4 models: 40pts -- 7 models: 70pts diff --git a/cogitator/factions/chaos-knights/datasheets/renegade-ogryn-brutes.md b/cogitator/factions/chaos-knights/datasheets/renegade-ogryn-brutes.md deleted file mode 100644 index 4e598bc..0000000 --- a/cogitator/factions/chaos-knights/datasheets/renegade-ogryn-brutes.md +++ /dev/null @@ -1,37 +0,0 @@ -# Renegade Ogryn Brutes - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ogryn weapon. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn power drill | Melee | 3 | 3 | 10 | -2 | 2 | — | -| Ogryn weapon | Melee | 3 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Ogryn Combat Stimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Ogryn Brute model counts as one TERMINATOR model. - -**Keywords:** Chaos, Infantry, Damned, Renegade Ogryn Brutes -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 3 Renegade Ogryn Brutes - -**Wargear Options:** -- One model’s Ogryn weapon can be replaced with 1 Ogryn power drill. - -**Points:** -- 3 models: 95pts diff --git a/cogitator/factions/chaos-knights/datasheets/renegade-plague-ogryns.md b/cogitator/factions/chaos-knights/datasheets/renegade-plague-ogryns.md deleted file mode 100644 index 29d646e..0000000 --- a/cogitator/factions/chaos-knights/datasheets/renegade-plague-ogryns.md +++ /dev/null @@ -1,41 +0,0 @@ -# Renegade Plague Ogryns - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ogryn plague claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn plague claws | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. -- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Plague Ogryn model counts as one TERMINATOR model. - -**Keywords:** Damned, Renegade Plague Ogryns, Nurgle, Infantry, Chaos -**Faction Keywords:** Chaos Knights, Heretic Astartes - -**Unit Composition:** -- 3 Renegade Plague Ogryns - -**Wargear Options:** -- None - -**Points:** -- 3 models: 95pts diff --git a/cogitator/factions/chaos-knights/datasheets/rogue-psyker.md b/cogitator/factions/chaos-knights/datasheets/rogue-psyker.md deleted file mode 100644 index 559c312..0000000 --- a/cogitator/factions/chaos-knights/datasheets/rogue-psyker.md +++ /dev/null @@ -1,64 +0,0 @@ -# Rogue Psyker - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** laspistol; Psychic Strike; Chaos stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Psychic Strike – witchfire | 12 | D6 | 3 | 6 | -2 | 1 | blast, devastating wounds, psychic | -| Psychic Strike – focused witchfire | 12 | D6+3 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chaos stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Cursed Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. - -**Keywords:** Rogue Psyker, Damned, Character, Psyker, Chaos, Infantry -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Rogue Psyker - -**Wargear Options:** -- None - -**Leader:** -Can lead: Accursed Cultists, Negavolt Cultists, Cultist Mob - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-knights/datasheets/traitor-enforcer.md b/cogitator/factions/chaos-knights/datasheets/traitor-enforcer.md deleted file mode 100644 index 244352f..0000000 --- a/cogitator/factions/chaos-knights/datasheets/traitor-enforcer.md +++ /dev/null @@ -1,69 +0,0 @@ -# Traitor Enforcer - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| TRAITOR ENFORCER | 6" | 3 | 5+ | 3 | 6+ | 1 | -| TRAITOR OGRYN | 6" | 6 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save (TRAITOR ENFORCER: 5)** -** Traitor Enforcer model only.* -**Invulnerable Save (TRAITOR OGRYN: -)** - -**Default Wargear:** -**The Traitor Enforcer is equipped with:** bolt pistol; power fist. - -**The Traitor Ogryn is equipped with:** Ogryn weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn weapons | Melee | 5 | 3 | 7 | -1 | 2 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Example** (Datasheet): Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed. -- **Mutated Bodyguard** (Datasheet): While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability. - -**Keywords:** Damned, Character, Traitor Enforcer, Infantry, Chaos, Grenades -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Traitor Enforcer -- 1 Traitor Ogryn - -**Wargear Options:** -- None - -**Leader:** -Can lead: Traitor Guardsmen Squad - -**Points:** -- 2 models: 55pts diff --git a/cogitator/factions/chaos-knights/datasheets/traitor-guardsmen-squad.md b/cogitator/factions/chaos-knights/datasheets/traitor-guardsmen-squad.md deleted file mode 100644 index b945ee9..0000000 --- a/cogitator/factions/chaos-knights/datasheets/traitor-guardsmen-squad.md +++ /dev/null @@ -1,64 +0,0 @@ -# Traitor Guardsmen Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Traitor Sergeant is equipped with:** corrupted pistol; close combat weapon. - -**Every Traitor Guardsman is equipped with:** lasgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Cultist sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | -| Cultist grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Corrupted pistol | 12 | 1 | 4 | 4 | -1 | 1 | pistol | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Cultist grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Twisted Defence Force** (Datasheet): While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack. - -**Keywords:** Traitor Guardsmen Squad, Damned, Chaos, Grenades, Infantry -**Faction Keywords:** Heretic Astartes, Chaos Knights - -**Unit Composition:** -- 1 Traitor Sergeant -- 9 Traitor Guardsmen - -**Wargear Options:** -- Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):- 1 Cultist grenade launcher -- 1 flamer -- 1 meltagun -- 1 plasma gun -- 1 Cultist sniper rifle -- The Traitor Sergeant’s close combat weapon can be replaced with one of the following:- 1 chainsword -- 1 power weapon -- The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun. - -**Leader:** -Led By: Traitor Enforcer, Renegade Enforcer - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/chaos-knights/datasheets/war-dog-brigand.md b/cogitator/factions/chaos-knights/datasheets/war-dog-brigand.md deleted file mode 100644 index 3634f3c..0000000 --- a/cogitator/factions/chaos-knights/datasheets/war-dog-brigand.md +++ /dev/null @@ -1,58 +0,0 @@ -# War Dog Brigand - -**Role:** Other - -*Between them, Brigands and their Fallen Noble pilots have become so enamoured of the skilful, ranged kill that they mostly disdain the chaos of close assaults. Some even swear dark pacts compelling them to slay potent foes with elegance, or else to purge war zones of all life with sweeping contempt.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** avenger chaincannon; daemonbreath spear; diabolus heavy stubber; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger chaincannon | 24 | 12 | 3 | 6 | -1 | 1 | — | -| Daemonbreath spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | -| Havoc multi-launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Brigand** (Datasheet): Each time this model makes a ranged attack that targets a unit that is within range of one or more objective markers, that attack has the [IGNORES COVER] ability. - -**Keywords:** Brigand, War Dog, Chaos, Walker, Vehicle -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 War Dog Brigand - -**Wargear Options:** -- This model’s diabolus heavy stubber can be replaced with 1 havoc multi-launcher. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-knights/datasheets/war-dog-executioner.md b/cogitator/factions/chaos-knights/datasheets/war-dog-executioner.md deleted file mode 100644 index da3966b..0000000 --- a/cogitator/factions/chaos-knights/datasheets/war-dog-executioner.md +++ /dev/null @@ -1,57 +0,0 @@ -# War Dog Executioner - -**Role:** Other - -*Methodical and coldly emotionless killers, Fallen Nobles who pilot War Dog Executioners employ long-barrelled, rapid-firing cannons to maximise their kills. They eviscerate throngs of the enemy and hammer the foes’ war engines into submission, seeking to reap ever greater murderous tallies than their peers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** diabolus heavy stubber; 2 War Dog autocannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | -| War Dog autocannon | 48 | 4 | 3 | 9 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Executioner** (Datasheet): Each time this model makes an attack that targets a unit Below Half-strength, add 1 to the Hit roll. Each time an enemy unit is destroyed as the result of this model’s attacks, before removing the last model in that unit from the battlefield, each unit from your opponent’s army that is within 3" of it must take a Battle-shock test. - -**Keywords:** Vehicle, Walker, Chaos, War Dog, Executioner -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 War Dog Executioner - -**Wargear Options:** -- This model’s diabolus heavy stubber can be replaced with 1 daemonbreath meltagun. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/chaos-knights/datasheets/war-dog-huntsman.md b/cogitator/factions/chaos-knights/datasheets/war-dog-huntsman.md deleted file mode 100644 index 2d3f531..0000000 --- a/cogitator/factions/chaos-knights/datasheets/war-dog-huntsman.md +++ /dev/null @@ -1,58 +0,0 @@ -# War Dog Huntsman - -**Role:** Other - -*Like hounds on the scent, Huntsmen often pursue hulking enemies, hunting them down as prey. Their daemonbreath spears melt through the thickest armour while chaintalons are employed to drive deeply into gushing innards, tearing through organs and crew alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** daemonbreath spear; diabolus heavy stubber; reaper chaintalon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemonbreath meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Daemonbreath spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chaintalon – strike | Melee | 4 | 3 | 10 | -3 | 3 | — | -| Reaper chaintalon – sweep | Melee | 8 | 3 | 8 | -2 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Huntsman** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. - -**Keywords:** Huntsman, War Dog, Walker, Vehicle, Chaos -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 War Dog Huntsman - -**Wargear Options:** -- This model’s diabolus heavy stubber can be replaced with 1 daemonbreath meltagun. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-knights/datasheets/war-dog-karnivore.md b/cogitator/factions/chaos-knights/datasheets/war-dog-karnivore.md deleted file mode 100644 index 0afa00e..0000000 --- a/cogitator/factions/chaos-knights/datasheets/war-dog-karnivore.md +++ /dev/null @@ -1,57 +0,0 @@ -# War Dog Karnivore - -**Role:** Other - -*Aggressive and bloodthirsty, Karnivores eschew the more potent ranged weapons of the War Dog chassis. They revel in causing bloody confusion and despair, seeking the visceral thrill that only close-quarters slaughter provides. As a result, many of their pilots fall to the open worship of one of the Chaos Gods.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** diabolus heavy stubber; reaper chaintalon; slaughterclaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | -| Havoc multi-launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chaintalon | Melee | 12 | 3 | 8 | -2 | 1 | sustained hits 1 | -| Slaughterclaw | Melee | 6 | 3 | 12 | -3 | D6+2 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Karnivore** (Datasheet): You can re-roll Advance and Charge rolls made for this model. - -**Keywords:** Karnivore, War Dog, Chaos, Walker, Vehicle -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 War Dog Karnivore - -**Wargear Options:** -- This model’s diabolus heavy stubber can be replaced with 1 havoc multi-launcher. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/chaos-knights/datasheets/war-dog-moirax.md b/cogitator/factions/chaos-knights/datasheets/war-dog-moirax.md deleted file mode 100644 index a6c7c28..0000000 --- a/cogitator/factions/chaos-knights/datasheets/war-dog-moirax.md +++ /dev/null @@ -1,68 +0,0 @@ -# War Dog Moirax - -**Role:** Other - -*Moirax-pattern Armigers excel in speeding ahead of their larger brethren, hunting down targets of opportunity and cutting down the vulnerable. They relish the slaughter of the weak, each slain only proving the War Dogs’ superiority as well as that of the monstrous deity or deities they have elected to follow in the Emperor’s stead.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 12 | 7+ | 8 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** graviton pulsar; volkite veuglaire; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Conversion beam cannon | 24 | 1 | 3 | 10 | -2 | 3 | conversion, sustained hits d3 | -| Graviton pulsar | 24 | D6 | 3 | 7 | -1 | 2 | ANTI-VEHICLE 2+, BLAST | -| Lightning lock | 36 | 6 | 3 | 8 | 0 | 1 | sustained hits 2 | -| Rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent | -| Volkite veuglaire | 36 | 4 | 3 | 8 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | -| Siege claw | Melee | 4 | 3 | 12 | -3 | D6+2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Protection Protocols** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Moirax, War Dog, Walker, Vehicle, Chaos -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 War Dog Moirax - -**Wargear Options:** -- This model’s graviton pulsar can be replaced with one of the following;- 1 siege claw and 1 rad cleanser -- 1 lightning lock -- 1 conversion beam cannon -- 1 volkite veuglaire -- This model’s volkite veuglaire can be replaced with one of the following:- 1 siege claw and 1 rad cleanser -- 1 graviton pulsar -- 1 lightning lock -- 1 conversion beam cannon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/chaos-knights/datasheets/war-dog-stalker.md b/cogitator/factions/chaos-knights/datasheets/war-dog-stalker.md deleted file mode 100644 index ce9fb07..0000000 --- a/cogitator/factions/chaos-knights/datasheets/war-dog-stalker.md +++ /dev/null @@ -1,74 +0,0 @@ -# War Dog Stalker - -**Role:** Other - -*Only the most strong-willed of minor nobility have the mental fortitude to pilot a Stalker. Like pack alphas, they often lead other War Dogs in carefully planned attacks, harrying the foe’s flanks, butchering reinforcements and hunting down lone threats. They unleash salvoes of fire at range or in the heart of combat with deadly claw strikes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** avenger chaincannon; diabolus heavy stubber; slaughterclaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger chaincannon | 24 | 12 | 3 | 6 | -1 | 1 | — | -| Daemonbreath spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | -| Diabolus heavy stubber | 36 | 3 | 3 | 5 | 0 | 1 | rapid fire 3 | -| Havoc multi-launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chaintalon – strike | Melee | 4 | 3 | 10 | -3 | 3 | — | -| Reaper chaintalon – sweep | Melee | 8 | 3 | 8 | -2 | 1 | — | -| Slaughterclaw | Melee | 4 | 3 | 12 | -3 | D6+2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Harbingers of Dread** (Faction): If your Army Faction is CHAOS KNIGHTS, each unit from your army with this ability gains Dread abilities, depending which are active for your army (see below). The Deathly Terror ability is active for your army from the start of the battle. In addition, at the start of the first, third and fifth battle rounds, you can either select one of the other Dread abilities or randomly select two Dread abilities to apply by rolling two D6 and applying the results rolled, from those numbered 1-6. - -Any Dread abilities that have been selected are active until the end of the battle. You cannot select the same Dread ability more than once, and any duplicated Dread abilities (as a result of randomly selecting them) have no additional effect. - -DEATHLY TERROR (AURA)N/AWhile an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1.DESPAIR (AURA)While an enemy unit is within 9" of this model, worsen the Leadership characteristic of models in that unit by 1. This is cumulative with the Deathly Terror ability (see above).DOOMEach time this model makes an attack, if the target of that attack is Battle-shocked, add 1 to the Wound roll.DARKNESSEach time an attack is made against this model, if the attacking unit is Battle-shocked or more than 18" away, subtract 1 from the Hit roll.DISMAY (AURA)In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and within 9" of this model, that enemy unit must take a Battle-shock test.DELIRIUM (AURA)While an enemy unit that is Below Half-strength is within 9" of this model, each time that unit fails a Battle-shock test, it suffers D3 mortal wounds.DOMINIONAdd 3" to the range of this model’s Aura abilities. -- **Stalker** (Datasheet): Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll. - -**Keywords:** Stalker, Vehicle, Walker, Chaos, War Dog -**Faction Keywords:** Chaos Knights - -**Unit Composition:** -- 1 War Dog Stalker - -**Wargear Options:** -- This model’s avenger chaincannon can be replaced with 1 daemonbreath spear. -- This model’s diabolus heavy stubber can be replaced with 1 havoc multi-launcher. -- This model’s slaughterclaw can be replaced with 1 reaper chaintalon. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-knights/detachments.md b/cogitator/factions/chaos-knights/detachments.md new file mode 100644 index 0000000..a6eb48b --- /dev/null +++ b/cogitator/factions/chaos-knights/detachments.md @@ -0,0 +1,501 @@ +# Chaos Knights Detachments + +# Houndpack Lance + +*Swift, comparatively numerous, yet each still a towering war engine in its own right, when War Dogs gather for the hunt they bring terrifying might to bear. Sometimes this power is leashed to the mental domination of masters piloting Abhorrent-class Knights. Such formations lope out like some feudal world hunting party, the larger Knights inhabiting the roles of bloodthirsty nobles while the War Dogs serve as their baying hounds. Other dread households prefer to give their War Dogs more freedom. They dispatch formations of these light and fast Knight suits into the wilds of the war zone to raid and cause mayhem at will, choking off supply lines and tearing apart targets of opportunity until the foe fears to leave their strongholds. Then there are the Unleashed. These masterless packs of War Dogs have broken their former masters’ control and now hunt and slaughter in pursuit of their own glories. Over time, these packs become ever more feral, following the direction of their alphas and dragging down prey like murderous super-predators.* + +## Abilities + +### Marked Prey +At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a War Dog model from your army makes an attack that targets that enemy unit, if that unit is visible to the attacking model, that attack has the [SUSTAINED HITS 1] ability. + +KEYWORDS +While using the Houndpack Lance Detachment, the following rules apply: +- Your army must include three or more WAR DOG units. +- WAR DOG units from your army have the BATTLELINE keyword. +- When mustering your army, select three WAR DOG units from your army. Until the end of the battle, those units have the CHARACTER keyword.* + +***Designer’s Note:** *This means that the selected units can be given Enhancements and one of them can be selected as your WARLORD.* + +## Stratagems + +### ANIMALISTIC RAGE — 1CP +**Type:** Houndpack Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after a War Dog unit from your army that has not yet fought is destroyed. + +**TARGET:** That WAR DOG unit. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Before resolving your unit’s Deadly Demise ability, it can either shoot or fight. When doing so, it must target only the enemy unit that just destroyed it, and can only do so if that enemy unit is an eligible target. After it has done so and after any Consolidation moves have been made, resolve your unit’s Deadly Demise ability as normal. + +### CUNNING HUNTER — 1CP +**Type:** Houndpack Lance – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a War Dog unit from your army Falls Back. + +**TARGET:** That WAR DOG unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### ENCIRCLING PACK — 1CP +**Type:** Houndpack Lance – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One War Dog unit from your army that is wholly within 12" of one or more battlefield edges and not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### HARRYING HOUNDS — 1CP +**Type:** Houndpack Lance – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One War Dog unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### HUNGRY FOR COMBAT — 1CP +**Type:** Houndpack Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** Two or more War Dog units from your army within Engagement Range of the same enemy unit. + +**EFFECT:** Select one enemy unit within Engagement Range of those WAR DOG units. Until the end of the phase, models in those WAR DOG units can only target that enemy unit, but each time a model in one of those WAR DOG units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### VOX-HOWL — 2CP +**Type:** Houndpack Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Start of the Shooting phase or the start of the Fight phase. + +**TARGET:** One War Dog Character unit from your army. + +**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test. Each friendly WAR DOG unit that is within 6" of your unit and is Battle-shocked must take a Leadership test; if that test is passed, that unit is no longer Battle-shocked. + +**RESTRICTIONS:** You can only use this Stratagem once per turn. + +## Enhancements + +### Final Howl (Aura) — 20pts +*Biomechanoid parasites lace a War Dog’s vox-emitters with the infernal baying of supernatural hunting hounds. Its effects upon other nearby War Dogs are profound and alarming.* +War Dog model only. While a friendly War Dog model is within 6" of the bearer, each time that model makes an attack, re-roll a Wound roll of 1. + +### Loping Predator — 10pts +*This swift attacker is adept at firing on the move, trusting the predatory senses of their War Dogs machine spirit to single out targets of opportunity.* +War Dog model only. The bearer’s ranged weapons have the [assault] ability. + +### Panoply of the Cursed Knight — 15pts +*Borne within by an order of silent Idolators, this collection of tattered pennants, chain-strung charms and armour scraps represent the last remains of the Knight Carnivus Grymm, torn apart by his own pack of War Dogs. It is said festooning one’s Knight suit with these charms instils the legendary fortitude of that doomed war engine, but also invites Carnivus Grymm’s ghastly end.* +War Dog model only. Each time an attack targets the bearer, worsen the Armour Penetration characteristic of that attack by 1. + +### Preyslayer’s Mantle — 15pts +*This ancient War Dog chassis is said to have been forged in warpfires and ensorcelled with the spirit of the hunt unending.* +War Dog model only. The bearer has the Super-heavy Walker ability. + +--- + +# Iconoclast Fiefdom + +*When the Fallen Nobles of Iconoclast houses go to war, they are often followed by teeming masses of mutants, cultists, and heretic soldiers. These awed mortals offer chanted prayers to these towering beacons of corruption, worshipping them as mechanical idols to the Dark Gods. Rushing forward around the clawed feet of these gigantic Knight suits, the cursed hordes scream battle cries and sing of their devotion as they hurl themselves into the foe. As the death count beneath them escalates, the Fallen Nobles rejoice in the bloodshed, the Warp-twisted mechanisms of their Thrones Mechanicum feeding vampirically upon the sacrifice of their thralls and infusing pilot and steed with ever-greater infernal might.* + +## Abilities + +### Dreaded Masters +Titanic Chaos Knights units from your army have the following abilities: + +**Dread Tyrants (Aura):** While a friendly Damned unit is within 9" of this unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +Chaos Knights units from your army have the following abilities: + +**Dark Sacrifice:** Each time a CHAOS KNIGHTS unit with this ability is selected to shoot or fight, it can make a Dark Sacrifice. If it does, select one friendly DAMNED unit within 6". That DAMNED unit must take a Leadership test: if passed, destroy D3 models in that DAMNED unit; if failed, destroy D3+3 models in that DAMNED unit. In either case, then select one of the following abilities for your CHAOS KNIGHTS unit’s weapons to have until the end of the phase: [LETHAL HITS]; [SUSTAINED HITS 1]. + +WRETCHED THRALLS +You can include Damned units in your army (see Codex: Chaos Space Marines). The combined points cost of such units depends on your battle size: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 750 pts + +No DAMNED models from your army can be your WARLORD. + +## Stratagems + +### AVENGE THE MASTERS! — 1CP +**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability. + +### PRESERVE THE IDOLS — 1CP +**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Chaos Knights unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move. + +### SOUL HUNGER — 1CP +**Type:** Iconoclast Fiefdom – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a CHAOS KNIGHTS unit from your army has fought. + +**TARGET:** That Chaos Knights unit. + +**EFFECT:** If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead. + +### UNRESTRAINED RAGE — 1CP +**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or Falls Back. + +**TARGET:** That Chaos Knights unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +### WORTHLESS CHATTEL — 1CP +**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Damned unit from your army. + +**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks. + +### WRETCHED MASSES — 2CP +**Type:** Iconoclast Fiefdom – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Damned unit (excluding Accursed Cultists) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. + +**RESTRICTIONS:** You can only use this Stratagem once per battle. This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. + +## Enhancements + +### Diabolical Resilience — 35pts +*With its pilot consumed by imperious arrogance and its systems clotted with malefic corruption, this venerable war suit refuses to yield, contemptuously shrugging off the incoming fire.* +CHAOS KNIGHTS model only. The bearer has the Feel No Pain 6+ ability and you can ignore any or all modifiers to its Move characteristic and/or to any Advance or Charge rolls made for it. + +### Pave the Way — 15pts +*This callous Noble dispatches teeming hordes of mutants and mortal devotees to map the path ahead and scout the battlefield for prey.* +CHAOS KNIGHTS model only. At the start of the Declare Battle Formations step, you can select up to three Damned units from your army. The selected units have the Scouts 6" ability. + +### Profane Altar — 20pts +*This ancient and thoroughly corrupted Knight suit is a walking idol of the Dark Gods and a conduit for their malign powers. As servile thralls bleed and die, so do its weapons seethe with unholy power.* +CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, the maximum number of models are destroyed in the selected Damned unit (i.e. 3 if the unit’s Leadership test is passed, or 6 if it is failed) but, until the end of the phase, the bearer’s weapons have both [LETHAL HITS] and [SUSTAINED HITS 1]. + +### Tyrant’s Banner — 5pts +*A tyrannical butcher, this Noble’s Knight suit bears their corrupted house’s tattered and gore-flecked banner. This icon of depravity flutters overhead, inspiring mortal devotees to acts of sickening violence.* +CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, select one visible friendly Damned unit to take a Leadership test instead of a friendly DAMNED unit within 6". + +--- + +# Infernal Lance + +*Whether sworn to a Traitor Titan Legion, in thrall to the cyborg priests of the Dark Mechanicum, pledged to the Ruinous Powers or corrupted over millennia, the Knights of Infernal Lances are twisted by the warp and swollen with unholy technologies. Each Knight suit is a hideous blend of the mechanical and the supernatural. Some bear the blessings of a Dark God of Chaos, which renders them freakish with mutation yet enhances their might or resilience in battle. Others mount weapon systems of ancient or diabolical provenance, serve as the possessed metal body of a malevolent daemon or exhibit strange abilities conferred by the experimentations of dark magi. When such monstrous war engines stalk into battle behind the banner of one strong-willed enough to master them, the Infernal Lances they form sweep aside any foe. Those not obliterated or reduced to gruesome spawn by the Knights’ warp-tainted weapons are driven mad and sent fleeing in mindless terror by the horrors they witness.* + +## Abilities + +### Malefic Surge +In your Command phase, one or more Chaos Knights units from your army can make a Malefic Surge. Each one that does must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds. Then, until the start of your next Command phase, that unit is Empowered. While a unit is Empowered it can use one of the Malefic Surge abilities below. Once that unit has used a Malefic Surge ability, it is no longer Empowered. +- **Unholy Hunger:** When a model in this unit makes a Normal, Advance or Fall Back move, until the end of the phase, add 3" to its Move characteristic. +- **Diabolic Power:** When this unit is selected to shoot or fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability. +- **Unnatural Fortitude:** When this unit is selected as the target of an attack, until the end of the phase, select one of the following: +- Models in this unit have a 5+ invulnerable save. +- Models in this unit have the Feel No Pain 6+ ability. + +**Designer’s Note:** *We recommend placing a token next to Chaos Knights models that are Empowered, removing it once they have used a Malefic Surge ability, and removing all unused tokens at the start of your Command phase.* + +## Stratagems + +### CORRUPTING TAINT — 1CP +**Type:** Infernal Lance – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase, just after a Chaos Knights Character unit from your army makes a Malefic Surge. + +**TARGET:** That CHAOS KNIGHTS CHARACTER unit. + +**EFFECT:** Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### DIABOLIC BULWARK — 1CP +**Type:** Infernal Lance – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### HELLFORGED CONSTRUCTION — 1CP +**Type:** Infernal Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### PROFANE SYMBIOSIS — 1CP +**Type:** Infernal Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of any phase. + +**TARGET:** One Chaos Knights unit from your army that is not Empowered. + +**EFFECT:** Your unit makes a Malefic Surge. + +**RESTRICTIONS:** You cannot select the same unit as the target of this Stratagem more than once per battle round. + +### UNLEASH BALEFIRE — 1CP +**Type:** Infernal Lance – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Chaos Knights unit from your army that has not been selected to shoot this phase. + +**EFFECT:** After your unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test; if the test is failed, until the end of your opponent’s next turn, it is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. + +### WARP VISION — 1CP +**Type:** Infernal Lance – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Chaos Knights unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. + +## Enhancements + +### Bestial Aspect — 20pts +*The machine spirit of this Knight suit has become so ferocious and blood-hungry that it now moves and hunts like a monstrous beast.* +CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [assault] ability. While the bearer is using the Unholy Hunger ability, it can ignore any or all modifiers to its Move characteristic and/or to Advance rolls made for its unit. + +### Blasphemous Engine — 35pts +*In rituals that took centuries to conduct, Idolators and dark priests have bound a greater daemon within the reactor of this Chaos Knight, allowing the war machine to syphon the roiling power of the caged entity.* +CHAOS KNIGHTS model only. Add 2 to the bearer’s Wounds characteristic. Each time the bearer’s unit makes a Malefic Surge, you can re-roll the Leadership test taken to see if it suffers any mortal wounds. + +### Fleshmetal Fusion — 35pts +*This Knight is a terrifying blend of daemonic flesh and warp-hardened machine, its pilot unable to leave their Throne until death - or something darker - takes them.* +CHAOS KNIGHTS model only. Add 1 to the bearer’s Toughness characteristic. While the bearer is using the Unnatural Fortitude ability, each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armour saving throw made against that attack. + +### Knight Diabolus — 25pts +*Whether through duelling monstrous foes or thanks to unnatural enhancements and boons, this Fallen Noble and their steed have become powerful indeed.* +CHAOS KNIGHTS model only. Improve the Weapon Skill characteristic of the bearer’s melee weapons by 1. While the bearer is using the Diabolic Power ability, its melee weapons have the [LANCE] ability. + +--- + +# Lords of Dread + +*None are safe when the long shadows of the Lords of Dread stretch across the battlefield. Some Fallen Nobles are so toweringly arrogant, so twisted in mind and soul or so enamoured of personal power and wealth that they fight only for themselves. Those not slain by jealous rivals or laid low by foes instead earn notoriety and become the dark heroes in their tales of legend. They earn supernatural boons for their mightiest deeds. They recover ancient and devastating artefacts of war or gather coteries of followers who trail in their wake and hope for reflected glory. Such lords amongst the Chaos Knights may seek one another out and fight side by side. Some do this to test their mettle and prove themselves the greatest. Others find twisted kinship in the company of other Fallen Nobles as egocentric as themselves, forming Dreadblade lances or staging a hostile takeover of a dread household before supplanting its original rulers with a new and especially tyrannical court of monsters.* + +## Abilities + +### Tyrannical Court +Improve the Objective Control characteristic of Chaos Knights Character models from your army by 2. In addition, once per battle round, if your WARLORD is on the battlefield, you can use the Claimed for the Dark Gods Stratagem for 0CP. + +## Stratagems + +### CLAIMED FOR THE DARK GODS — 1CP +**Type:** Lords of Dread – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Start of your Command phase. + +**TARGET:** One Chaos Knights Character unit from your army that is within range of one or more objective markers you control. + +**EFFECT:** Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### CRUSHED LIKE VERMIN — 1CP +**Type:** Lords of Dread – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Chaos Knights Character unit from your army ends a Normal move. + +**TARGET:** That CHAOS KNIGHTS CHARACTER unit. + +**EFFECT:** Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test. + +### RUNES OF DISDAIN — 2CP +**Type:** Lords of Dread – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Chaos Knights Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### SPITEFUL DEMISE — 1CP +**Type:** Lords of Dread – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a Chaos Knights Character unit from your army is destroyed. + +**TARGET:** That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6. + +### TITANIC DUEL — 1CP +**Type:** Lords of Dread – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Chaos Knights Character unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead. + +### TROPHY HUNTER — 1CP +**Type:** Lords of Dread – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before a Chaos Knights Character unit from your army consolidates. + +**TARGET:** That CHAOS KNIGHTS CHARACTER unit. + +**EFFECT:** Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. + +## Enhancements + +### Blade of Celerity — 35pts +*Inlaid with esoteric circuitry, this relic sword is sheathed within the mechanisms of the pilot’s Throne where it imbues the Knight suit with flowing swiftness.* +CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [ASSAULT] ability. In addition, once per battle, in the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. + +### Blessing of the Dark Master — 20pts +*This pilot has won the favour of a sinister patron, granting them a measure of mysterious protection.* +CHAOS KNIGHTS model only. The bearer has the Stealth ability. In addition, once per battle, after you make a saving throw for the bearer, you can change the Damage characteristic of that attack to 0. + +### Mirror of Fates — 30pts +*Hammered into the flesh of a Fallen Noble’s forehead and allowed to take root, this warp crystal allows them to predict their enemy’s plans and exploit them.* +CHAOS KNIGHTS model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP, and can do so even if another unit from your army has already been targeted by that Stratagem this phase. In addition, you gain Lord of Deceit ability: + +**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +### Putrid Carapace — 30pts +*Blessed by Nurgle, the Chaos God of plague and despair, the hide of this Knight suit is thickened with steadily regenerating layers of rust and rotting blubber.* +CHAOS KNIGHTS model only. The bearer has a Save characteristic of 2+. In addition, once per battle, at the start of either player’s Command phase, the bearer can use this Enhancement. If it does, the bearer regains up to D6 lost wounds. + +### Throne Mechanicum of Skulls — 25pts +*Flowing from this brazen Throne, an all-consuming need for murder grips the pilot and never lets go.* +CHAOS KNIGHTS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, once per battle, in your Charge phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit is eligible to declare a charge in a turn in which it Advanced. + +### Warp-borne Stalker — 25pts +*Daemonic whispers guide this Knights pilot through the empyric tempests, straight into battle.* +CHAOS KNIGHTS model only. The bearer has the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if the bearer is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +--- + +# Traitoris Lance + +*To fight amidst a Traitoris Lance is to epitomise what it means to be a Chaos Knight. Here is the dark mirror of nobility wrought in adamantine and steel, an army of sinister war giants driven ever onward by hate, cruelty and the tyrannical need to crush all beneath their mighty tread. Nightmarish storm clouds spread above these Chaos Knights as they stride into battle, drowning their quailing foes in creeping shadow and filling their hearts with dread. Empyric lightning leaps through the heavens, while the grotesque avian entities known as Pterrorshades swoop above the advancing Knights like tattered rags or roost malevolently upon their baroque hulls. As the Traitoris Lance bears down upon its victims, the Fallen Nobles lengthen their steeds’ strides and let fly with massive cannons, laser blasters and racks of shrieking missiles. By the time their charge thunders home, the crumbling enemy lines can do naught but shatter before the unstoppable onslaught of these diabolical engines of war.* + +## Abilities + +### Paragons of Terror +At the start of the first battle round, after selecting one or more Dread abilities to be active for your army, you can select one additional Dread ability to be active for your army (this additional Dread ability cannot be randomly selected). + +## Stratagems + +### A LONG LEASH — 1CP +**Type:** Traitoris Lance – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Abhorrent unit from your army and up to two friendly War Dog units. + +**EFFECT:** Until the start of your next Command phase, those WAR DOG units are treated as being within range of any Aura abilities your ABHORRENT unit has. + +### CONQUERORS WITHOUT MERCY — 1CP +**Type:** Traitoris Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Chaos Knights model from your army that made a Charge move this turn and has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by your model by 1. After your model has finished making its attacks this phase, if it destroyed one or more enemy units this phase, each enemy unit within 6" of your model must take a Battle-shock test. + +### DISDAIN FOR THE WEAK — 1CP +**Type:** Traitoris Lance – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models. + +### IMPERIOUS ADVANCE — 1CP +**Type:** Traitoris Lance – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** Up to two War Dog units from your army or one Titanic Chaos Knights unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem). + +### PTERRORSHADES — 1CP +**Type:** Traitoris Lance – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy unit fails a Battle-shock test. + +**TARGET:** One Chaos Knights unit from your army that is within 12" of that enemy unit. + +**EFFECT:** Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound and one model in your unit regains up to 1 lost wound. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### STORM OF DARKNESS — 1CP +**Type:** Traitoris Lance – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack. + +## Enhancements + +### Malevolent Heraldry — 30pts +*Inscribed by Idolators schooled in dark arts, these unholy blazons burn themselves into the gaze of the foe and trigger nausea, disorientation and stark, unreasoning terror.* +CHAOS KNIGHTS model only. Each time you roll dice to randomly select which Dread abilities are active for your army, if the bearer is on the battlefield, you can re-roll one or both results rolled. + +### Nightmare’s Master — 20pts +*The mere sight of this warrior and their steed upon the battlefield, even the rumour of their coming, is enough to put the foe to flight.* +CHAOS KNIGHTS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. + +### Tyrant’s Shadow — 25pts +*Once this despotic warlord lays claim to territory, their warp-infused will taints the very land itself and resists those who seek to defy them.* +CHAOS KNIGHTS model only. At the end of your Command phase, select one objective marker the bearer is within range of and that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Deathly Terror ability as if it were a CHAOS KNIGHTS model from your army. + +### Veil of Medrengard — 35pts +*Said to have been fashioned upon Perturabo’s own daemon world, this baroque device projects an energy barrier of greater power than a standard ion shield.* +CHAOS KNIGHTS model only. The bearer has a 4+ invulnerable save against ranged attacks, and a 5+ invulnerable save against melee attacks. diff --git a/cogitator/factions/chaos-knights/detachments/houndpack-lance.md b/cogitator/factions/chaos-knights/detachments/houndpack-lance.md deleted file mode 100644 index b7b86f9..0000000 --- a/cogitator/factions/chaos-knights/detachments/houndpack-lance.md +++ /dev/null @@ -1,98 +0,0 @@ -# Houndpack Lance - -*Swift, comparatively numerous, yet each still a towering war engine in its own right, when War Dogs gather for the hunt they bring terrifying might to bear. Sometimes this power is leashed to the mental domination of masters piloting Abhorrent-class Knights. Such formations lope out like some feudal world hunting party, the larger Knights inhabiting the roles of bloodthirsty nobles while the War Dogs serve as their baying hounds. Other dread households prefer to give their War Dogs more freedom. They dispatch formations of these light and fast Knight suits into the wilds of the war zone to raid and cause mayhem at will, choking off supply lines and tearing apart targets of opportunity until the foe fears to leave their strongholds. Then there are the Unleashed. These masterless packs of War Dogs have broken their former masters’ control and now hunt and slaughter in pursuit of their own glories. Over time, these packs become ever more feral, following the direction of their alphas and dragging down prey like murderous super-predators.* - -## Abilities - -### Marked Prey -At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a War Dog model from your army makes an attack that targets that enemy unit, if that unit is visible to the attacking model, that attack has the [SUSTAINED HITS 1] ability. - -KEYWORDS -While using the Houndpack Lance Detachment, the following rules apply: -- Your army must include three or more WAR DOG units. -- WAR DOG units from your army have the BATTLELINE keyword. -- When mustering your army, select three WAR DOG units from your army. Until the end of the battle, those units have the CHARACTER keyword.* - -***Designer’s Note:** *This means that the selected units can be given Enhancements and one of them can be selected as your WARLORD.* - -## Stratagems - -### ANIMALISTIC RAGE — 1CP -**Type:** Houndpack Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after a War Dog unit from your army that has not yet fought is destroyed. - -**TARGET:** That WAR DOG unit. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Before resolving your unit’s Deadly Demise ability, it can either shoot or fight. When doing so, it must target only the enemy unit that just destroyed it, and can only do so if that enemy unit is an eligible target. After it has done so and after any Consolidation moves have been made, resolve your unit’s Deadly Demise ability as normal. - -### CUNNING HUNTER — 1CP -**Type:** Houndpack Lance – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a War Dog unit from your army Falls Back. - -**TARGET:** That WAR DOG unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### ENCIRCLING PACK — 1CP -**Type:** Houndpack Lance – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One War Dog unit from your army that is wholly within 12" of one or more battlefield edges and not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### HARRYING HOUNDS — 1CP -**Type:** Houndpack Lance – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One War Dog unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### HUNGRY FOR COMBAT — 1CP -**Type:** Houndpack Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** Two or more War Dog units from your army within Engagement Range of the same enemy unit. - -**EFFECT:** Select one enemy unit within Engagement Range of those WAR DOG units. Until the end of the phase, models in those WAR DOG units can only target that enemy unit, but each time a model in one of those WAR DOG units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### VOX-HOWL — 2CP -**Type:** Houndpack Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Start of the Shooting phase or the start of the Fight phase. - -**TARGET:** One War Dog Character unit from your army. - -**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test. Each friendly WAR DOG unit that is within 6" of your unit and is Battle-shocked must take a Leadership test; if that test is passed, that unit is no longer Battle-shocked. - -**RESTRICTIONS:** You can only use this Stratagem once per turn. - -## Enhancements - -### Final Howl (Aura) — 20pts -*Biomechanoid parasites lace a War Dog’s vox-emitters with the infernal baying of supernatural hunting hounds. Its effects upon other nearby War Dogs are profound and alarming.* -War Dog model only. While a friendly War Dog model is within 6" of the bearer, each time that model makes an attack, re-roll a Wound roll of 1. - -### Loping Predator — 10pts -*This swift attacker is adept at firing on the move, trusting the predatory senses of their War Dogs machine spirit to single out targets of opportunity.* -War Dog model only. The bearer’s ranged weapons have the [assault] ability. - -### Panoply of the Cursed Knight — 15pts -*Borne within by an order of silent Idolators, this collection of tattered pennants, chain-strung charms and armour scraps represent the last remains of the Knight Carnivus Grymm, torn apart by his own pack of War Dogs. It is said festooning one’s Knight suit with these charms instils the legendary fortitude of that doomed war engine, but also invites Carnivus Grymm’s ghastly end.* -War Dog model only. Each time an attack targets the bearer, worsen the Armour Penetration characteristic of that attack by 1. - -### Preyslayer’s Mantle — 15pts -*This ancient War Dog chassis is said to have been forged in warpfires and ensorcelled with the spirit of the hunt unending.* -War Dog model only. The bearer has the Super-heavy Walker ability. diff --git a/cogitator/factions/chaos-knights/detachments/iconoclast-fiefdom.md b/cogitator/factions/chaos-knights/detachments/iconoclast-fiefdom.md deleted file mode 100644 index 6b59fc9..0000000 --- a/cogitator/factions/chaos-knights/detachments/iconoclast-fiefdom.md +++ /dev/null @@ -1,104 +0,0 @@ -# Iconoclast Fiefdom - -*When the Fallen Nobles of Iconoclast houses go to war, they are often followed by teeming masses of mutants, cultists, and heretic soldiers. These awed mortals offer chanted prayers to these towering beacons of corruption, worshipping them as mechanical idols to the Dark Gods. Rushing forward around the clawed feet of these gigantic Knight suits, the cursed hordes scream battle cries and sing of their devotion as they hurl themselves into the foe. As the death count beneath them escalates, the Fallen Nobles rejoice in the bloodshed, the Warp-twisted mechanisms of their Thrones Mechanicum feeding vampirically upon the sacrifice of their thralls and infusing pilot and steed with ever-greater infernal might.* - -## Abilities - -### Dreaded Masters -Titanic Chaos Knights units from your army have the following abilities: - -**Dread Tyrants (Aura):** While a friendly Damned unit is within 9" of this unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -Chaos Knights units from your army have the following abilities: - -**Dark Sacrifice:** Each time a CHAOS KNIGHTS unit with this ability is selected to shoot or fight, it can make a Dark Sacrifice. If it does, select one friendly DAMNED unit within 6". That DAMNED unit must take a Leadership test: if passed, destroy D3 models in that DAMNED unit; if failed, destroy D3+3 models in that DAMNED unit. In either case, then select one of the following abilities for your CHAOS KNIGHTS unit’s weapons to have until the end of the phase: [LETHAL HITS]; [SUSTAINED HITS 1]. - -WRETCHED THRALLS -You can include Damned units in your army (see Codex: Chaos Space Marines). The combined points cost of such units depends on your battle size: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 750 pts - -No DAMNED models from your army can be your WARLORD. - -## Stratagems - -### AVENGE THE MASTERS! — 1CP -**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Chaos Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time a Damned model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability. - -### PRESERVE THE IDOLS — 1CP -**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Chaos Knights unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Select one Damned unit from your army that is not Battle-shocked, not within Engagement Range of one or more enemy units and is within 6" of your unit. That DAMNED unit can make a Normal move of up to 6", but it must end this move closer to that enemy unit than when it started the move. - -### SOUL HUNGER — 1CP -**Type:** Iconoclast Fiefdom – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a CHAOS KNIGHTS unit from your army has fought. - -**TARGET:** That Chaos Knights unit. - -**EFFECT:** If one or more models were destroyed as a result of those attacks, your unit regains up to D3 lost wounds. If one or more models from Battle-shocked units were destroyed as a result of those attacks, your unit regains up to D3+2 lost wounds instead. - -### UNRESTRAINED RAGE — 1CP -**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a CHAOS KNIGHTS unit from your army Advances or Falls Back. - -**TARGET:** That Chaos Knights unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -### WORTHLESS CHATTEL — 1CP -**Type:** Iconoclast Fiefdom – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Damned unit from your army. - -**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 4+, one model from your unit is destroyed after the attacking unit has finished making its attacks. - -### WRETCHED MASSES — 2CP -**Type:** Iconoclast Fiefdom – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Damned unit (excluding Accursed Cultists) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining. - -**RESTRICTIONS:** You can only use this Stratagem once per battle. This Stratagem cannot be used to return destroyed CHARACTER units to Attached units. - -## Enhancements - -### Diabolical Resilience — 35pts -*With its pilot consumed by imperious arrogance and its systems clotted with malefic corruption, this venerable war suit refuses to yield, contemptuously shrugging off the incoming fire.* -CHAOS KNIGHTS model only. The bearer has the Feel No Pain 6+ ability and you can ignore any or all modifiers to its Move characteristic and/or to any Advance or Charge rolls made for it. - -### Pave the Way — 15pts -*This callous Noble dispatches teeming hordes of mutants and mortal devotees to map the path ahead and scout the battlefield for prey.* -CHAOS KNIGHTS model only. At the start of the Declare Battle Formations step, you can select up to three Damned units from your army. The selected units have the Scouts 6" ability. - -### Profane Altar — 20pts -*This ancient and thoroughly corrupted Knight suit is a walking idol of the Dark Gods and a conduit for their malign powers. As servile thralls bleed and die, so do its weapons seethe with unholy power.* -CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, the maximum number of models are destroyed in the selected Damned unit (i.e. 3 if the unit’s Leadership test is passed, or 6 if it is failed) but, until the end of the phase, the bearer’s weapons have both [LETHAL HITS] and [SUSTAINED HITS 1]. - -### Tyrant’s Banner — 5pts -*A tyrannical butcher, this Noble’s Knight suit bears their corrupted house’s tattered and gore-flecked banner. This icon of depravity flutters overhead, inspiring mortal devotees to acts of sickening violence.* -CHAOS KNIGHTS model only. Each time the bearer makes a Dark Sacrifice, select one visible friendly Damned unit to take a Leadership test instead of a friendly DAMNED unit within 6". diff --git a/cogitator/factions/chaos-knights/detachments/infernal-lance.md b/cogitator/factions/chaos-knights/detachments/infernal-lance.md deleted file mode 100644 index dd115c8..0000000 --- a/cogitator/factions/chaos-knights/detachments/infernal-lance.md +++ /dev/null @@ -1,97 +0,0 @@ -# Infernal Lance - -*Whether sworn to a Traitor Titan Legion, in thrall to the cyborg priests of the Dark Mechanicum, pledged to the Ruinous Powers or corrupted over millennia, the Knights of Infernal Lances are twisted by the warp and swollen with unholy technologies. Each Knight suit is a hideous blend of the mechanical and the supernatural. Some bear the blessings of a Dark God of Chaos, which renders them freakish with mutation yet enhances their might or resilience in battle. Others mount weapon systems of ancient or diabolical provenance, serve as the possessed metal body of a malevolent daemon or exhibit strange abilities conferred by the experimentations of dark magi. When such monstrous war engines stalk into battle behind the banner of one strong-willed enough to master them, the Infernal Lances they form sweep aside any foe. Those not obliterated or reduced to gruesome spawn by the Knights’ warp-tainted weapons are driven mad and sent fleeing in mindless terror by the horrors they witness.* - -## Abilities - -### Malefic Surge -In your Command phase, one or more Chaos Knights units from your army can make a Malefic Surge. Each one that does must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds. Then, until the start of your next Command phase, that unit is Empowered. While a unit is Empowered it can use one of the Malefic Surge abilities below. Once that unit has used a Malefic Surge ability, it is no longer Empowered. -- **Unholy Hunger:** When a model in this unit makes a Normal, Advance or Fall Back move, until the end of the phase, add 3" to its Move characteristic. -- **Diabolic Power:** When this unit is selected to shoot or fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability. -- **Unnatural Fortitude:** When this unit is selected as the target of an attack, until the end of the phase, select one of the following: -- Models in this unit have a 5+ invulnerable save. -- Models in this unit have the Feel No Pain 6+ ability. - -**Designer’s Note:** *We recommend placing a token next to Chaos Knights models that are Empowered, removing it once they have used a Malefic Surge ability, and removing all unused tokens at the start of your Command phase.* - -## Stratagems - -### CORRUPTING TAINT — 1CP -**Type:** Infernal Lance – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase, just after a Chaos Knights Character unit from your army makes a Malefic Surge. - -**TARGET:** That CHAOS KNIGHTS CHARACTER unit. - -**EFFECT:** Select one objective marker your unit is within range of that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### DIABOLIC BULWARK — 1CP -**Type:** Infernal Lance – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### HELLFORGED CONSTRUCTION — 1CP -**Type:** Infernal Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### PROFANE SYMBIOSIS — 1CP -**Type:** Infernal Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of any phase. - -**TARGET:** One Chaos Knights unit from your army that is not Empowered. - -**EFFECT:** Your unit makes a Malefic Surge. - -**RESTRICTIONS:** You cannot select the same unit as the target of this Stratagem more than once per battle round. - -### UNLEASH BALEFIRE — 1CP -**Type:** Infernal Lance – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Chaos Knights unit from your army that has not been selected to shoot this phase. - -**EFFECT:** After your unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test; if the test is failed, until the end of your opponent’s next turn, it is aflame. While a unit is aflame, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. - -### WARP VISION — 1CP -**Type:** Infernal Lance – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Chaos Knights unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. - -## Enhancements - -### Bestial Aspect — 20pts -*The machine spirit of this Knight suit has become so ferocious and blood-hungry that it now moves and hunts like a monstrous beast.* -CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [assault] ability. While the bearer is using the Unholy Hunger ability, it can ignore any or all modifiers to its Move characteristic and/or to Advance rolls made for its unit. - -### Blasphemous Engine — 35pts -*In rituals that took centuries to conduct, Idolators and dark priests have bound a greater daemon within the reactor of this Chaos Knight, allowing the war machine to syphon the roiling power of the caged entity.* -CHAOS KNIGHTS model only. Add 2 to the bearer’s Wounds characteristic. Each time the bearer’s unit makes a Malefic Surge, you can re-roll the Leadership test taken to see if it suffers any mortal wounds. - -### Fleshmetal Fusion — 35pts -*This Knight is a terrifying blend of daemonic flesh and warp-hardened machine, its pilot unable to leave their Throne until death - or something darker - takes them.* -CHAOS KNIGHTS model only. Add 1 to the bearer’s Toughness characteristic. While the bearer is using the Unnatural Fortitude ability, each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armour saving throw made against that attack. - -### Knight Diabolus — 25pts -*Whether through duelling monstrous foes or thanks to unnatural enhancements and boons, this Fallen Noble and their steed have become powerful indeed.* -CHAOS KNIGHTS model only. Improve the Weapon Skill characteristic of the bearer’s melee weapons by 1. While the bearer is using the Diabolic Power ability, its melee weapons have the [LANCE] ability. diff --git a/cogitator/factions/chaos-knights/detachments/lords-of-dread.md b/cogitator/factions/chaos-knights/detachments/lords-of-dread.md deleted file mode 100644 index d4bf7fb..0000000 --- a/cogitator/factions/chaos-knights/detachments/lords-of-dread.md +++ /dev/null @@ -1,98 +0,0 @@ -# Lords of Dread - -*None are safe when the long shadows of the Lords of Dread stretch across the battlefield. Some Fallen Nobles are so toweringly arrogant, so twisted in mind and soul or so enamoured of personal power and wealth that they fight only for themselves. Those not slain by jealous rivals or laid low by foes instead earn notoriety and become the dark heroes in their tales of legend. They earn supernatural boons for their mightiest deeds. They recover ancient and devastating artefacts of war or gather coteries of followers who trail in their wake and hope for reflected glory. Such lords amongst the Chaos Knights may seek one another out and fight side by side. Some do this to test their mettle and prove themselves the greatest. Others find twisted kinship in the company of other Fallen Nobles as egocentric as themselves, forming Dreadblade lances or staging a hostile takeover of a dread household before supplanting its original rulers with a new and especially tyrannical court of monsters.* - -## Abilities - -### Tyrannical Court -Improve the Objective Control characteristic of Chaos Knights Character models from your army by 2. In addition, once per battle round, if your WARLORD is on the battlefield, you can use the Claimed for the Dark Gods Stratagem for 0CP. - -## Stratagems - -### CLAIMED FOR THE DARK GODS — 1CP -**Type:** Lords of Dread – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Start of your Command phase. - -**TARGET:** One Chaos Knights Character unit from your army that is within range of one or more objective markers you control. - -**EFFECT:** Select one of those objective markers. That objective marker remains under your control, with a Level of Control of 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### CRUSHED LIKE VERMIN — 1CP -**Type:** Lords of Dread – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Chaos Knights Character unit from your army ends a Normal move. - -**TARGET:** That CHAOS KNIGHTS CHARACTER unit. - -**EFFECT:** Select one enemy unit (excluding MONSTERS and VEHICLES) that your unit moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. If one or more models are destroyed as a result of this Stratagem, that enemy unit must take a Battle-shock test. - -### RUNES OF DISDAIN — 2CP -**Type:** Lords of Dread – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Chaos Knights Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### SPITEFUL DEMISE — 1CP -**Type:** Lords of Dread – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a Chaos Knights Character unit from your army is destroyed. - -**TARGET:** That CHAOS KNIGHTS CHARACTER unit. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** When rolling to determine whether mortal wounds are inflicted by your unit’s Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of a 4+ instead of on a 6. - -### TITANIC DUEL — 1CP -**Type:** Lords of Dread – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Chaos Knights Character unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Select one enemy MONSTER or VEHICLE unit. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. Each time a model in your unit makes an attack that targets that enemy unit, if that enemy unit is TITANIC, you can re-roll the Hit roll and you can re-roll the Wound roll instead. - -### TROPHY HUNTER — 1CP -**Type:** Lords of Dread – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before a Chaos Knights Character unit from your army consolidates. - -**TARGET:** That CHAOS KNIGHTS CHARACTER unit. - -**EFFECT:** Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. - -## Enhancements - -### Blade of Celerity — 35pts -*Inlaid with esoteric circuitry, this relic sword is sheathed within the mechanisms of the pilot’s Throne where it imbues the Knight suit with flowing swiftness.* -CHAOS KNIGHTS model only. The bearer’s ranged weapons have the [ASSAULT] ability. In addition, once per battle, in the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. - -### Blessing of the Dark Master — 20pts -*This pilot has won the favour of a sinister patron, granting them a measure of mysterious protection.* -CHAOS KNIGHTS model only. The bearer has the Stealth ability. In addition, once per battle, after you make a saving throw for the bearer, you can change the Damage characteristic of that attack to 0. - -### Mirror of Fates — 30pts -*Hammered into the flesh of a Fallen Noble’s forehead and allowed to take root, this warp crystal allows them to predict their enemy’s plans and exploit them.* -CHAOS KNIGHTS model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP, and can do so even if another unit from your army has already been targeted by that Stratagem this phase. In addition, you gain Lord of Deceit ability: - -**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -### Putrid Carapace — 30pts -*Blessed by Nurgle, the Chaos God of plague and despair, the hide of this Knight suit is thickened with steadily regenerating layers of rust and rotting blubber.* -CHAOS KNIGHTS model only. The bearer has a Save characteristic of 2+. In addition, once per battle, at the start of either player’s Command phase, the bearer can use this Enhancement. If it does, the bearer regains up to D6 lost wounds. - -### Throne Mechanicum of Skulls — 25pts -*Flowing from this brazen Throne, an all-consuming need for murder grips the pilot and never lets go.* -CHAOS KNIGHTS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, once per battle, in your Charge phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit is eligible to declare a charge in a turn in which it Advanced. - -### Warp-borne Stalker — 25pts -*Daemonic whispers guide this Knights pilot through the empyric tempests, straight into battle.* -CHAOS KNIGHTS model only. The bearer has the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if the bearer is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. diff --git a/cogitator/factions/chaos-knights/detachments/traitoris-lance.md b/cogitator/factions/chaos-knights/detachments/traitoris-lance.md deleted file mode 100644 index 5972225..0000000 --- a/cogitator/factions/chaos-knights/detachments/traitoris-lance.md +++ /dev/null @@ -1,90 +0,0 @@ -# Traitoris Lance - -*To fight amidst a Traitoris Lance is to epitomise what it means to be a Chaos Knight. Here is the dark mirror of nobility wrought in adamantine and steel, an army of sinister war giants driven ever onward by hate, cruelty and the tyrannical need to crush all beneath their mighty tread. Nightmarish storm clouds spread above these Chaos Knights as they stride into battle, drowning their quailing foes in creeping shadow and filling their hearts with dread. Empyric lightning leaps through the heavens, while the grotesque avian entities known as Pterrorshades swoop above the advancing Knights like tattered rags or roost malevolently upon their baroque hulls. As the Traitoris Lance bears down upon its victims, the Fallen Nobles lengthen their steeds’ strides and let fly with massive cannons, laser blasters and racks of shrieking missiles. By the time their charge thunders home, the crumbling enemy lines can do naught but shatter before the unstoppable onslaught of these diabolical engines of war.* - -## Abilities - -### Paragons of Terror -At the start of the first battle round, after selecting one or more Dread abilities to be active for your army, you can select one additional Dread ability to be active for your army (this additional Dread ability cannot be randomly selected). - -## Stratagems - -### A LONG LEASH — 1CP -**Type:** Traitoris Lance – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Abhorrent unit from your army and up to two friendly War Dog units. - -**EFFECT:** Until the start of your next Command phase, those WAR DOG units are treated as being within range of any Aura abilities your ABHORRENT unit has. - -### CONQUERORS WITHOUT MERCY — 1CP -**Type:** Traitoris Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Chaos Knights model from your army that made a Charge move this turn and has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by your model by 1. After your model has finished making its attacks this phase, if it destroyed one or more enemy units this phase, each enemy unit within 6" of your model must take a Battle-shock test. - -### DISDAIN FOR THE WEAK — 1CP -**Type:** Traitoris Lance – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 5+ ability against attacks made by Battle-shocked models. - -### IMPERIOUS ADVANCE — 1CP -**Type:** Traitoris Lance – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** Up to two War Dog units from your army or one Titanic Chaos Knights unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem). - -### PTERRORSHADES — 1CP -**Type:** Traitoris Lance – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy unit fails a Battle-shock test. - -**TARGET:** One Chaos Knights unit from your army that is within 12" of that enemy unit. - -**EFFECT:** Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound and one model in your unit regains up to 1 lost wound. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### STORM OF DARKNESS — 1CP -**Type:** Traitoris Lance – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Chaos Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Stealth ability, and each time an attack targets your unit, models in it have the Benefit of Cover against that attack. - -## Enhancements - -### Malevolent Heraldry — 30pts -*Inscribed by Idolators schooled in dark arts, these unholy blazons burn themselves into the gaze of the foe and trigger nausea, disorientation and stark, unreasoning terror.* -CHAOS KNIGHTS model only. Each time you roll dice to randomly select which Dread abilities are active for your army, if the bearer is on the battlefield, you can re-roll one or both results rolled. - -### Nightmare’s Master — 20pts -*The mere sight of this warrior and their steed upon the battlefield, even the rumour of their coming, is enough to put the foe to flight.* -CHAOS KNIGHTS model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. - -### Tyrant’s Shadow — 25pts -*Once this despotic warlord lays claim to territory, their warp-infused will taints the very land itself and resists those who seek to defy them.* -CHAOS KNIGHTS model only. At the end of your Command phase, select one objective marker the bearer is within range of and that you control. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Deathly Terror ability as if it were a CHAOS KNIGHTS model from your army. - -### Veil of Medrengard — 35pts -*Said to have been fashioned upon Perturabo’s own daemon world, this baroque device projects an energy barrier of greater power than a standard ion shield.* -CHAOS KNIGHTS model only. The bearer has a 4+ invulnerable save against ranged attacks, and a 5+ invulnerable save against melee attacks. diff --git a/cogitator/factions/chaos-space-marines/datasheets.md b/cogitator/factions/chaos-space-marines/datasheets.md new file mode 100644 index 0000000..4fb7782 --- /dev/null +++ b/cogitator/factions/chaos-space-marines/datasheets.md @@ -0,0 +1,7063 @@ +# Chaos Space Marines + +# Abaddon The Despoiler + +**Role:** Characters + +*The Warmaster of Chaos is the greatest threat to the Imperium. He rules his Black Legion with an iron-taloned fist and stands as the embodiment of the Long War. Clad in Terminator armour and wielding his howling daemon sword, Drach’nyen, Abaddon slays any weakling champions sent to challenge him.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 9 | 5+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Talon of Horus; Drach’nyen. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Talon of Horus | 24 | 4 | 2 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drach’nyen | Melee | 8 | 2 | 14 | -4 | 3 | devastating wounds | +| Talon of Horus | Melee | 14 | 2 | 7 | -3 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **The Warmaster** (Datasheet): In your Command phase, select one Warmaster ability (see left). Until the start of your next Command phase, this model has that ability. +- **Dark Destiny** (Datasheet): Each time this model's unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 7+, you gain 1CP. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. +- **Paragon of Hatred (Aura)** (Primarch): While a friendly HERETIC ASTARTES unit is within 6" (excluding DAMNED units) of this model, each time a model in that unit makes an attack, you can re-roll the Hit roll. +- **Mark of Chaos Ascendant (Aura)** (Primarch): While a friendly Heretic Astartes Infantry or Heretic Astartes Mounted unit (excluding DAMNED units) is within 6" of this model, models in that unit have a 4+ invulnerable save. +- **Lord of the Traitor Legions (Aura)** (Primarch): While a friendly HERETIC ASTARTES unit (excluding DAMNED units) is within 6" of this model, you can re-roll Leadership and Battle-shock tests taken for that unit. + +**Keywords:** Character, Infantry, Abaddon the Despoiler, Chaos, Chaos Undivided, Terminator, Epic Hero +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Abaddon the Despoiler – EPIC HERO + +**Leader:** +Can lead: Chosen, Chaos Terminator Squad + +**Points:** +- 1 model: 270pts + +--- + +# Accursed Cultists + +**Role:** Other + +*Whether born of dark ritual, empyric experimentation or the predations of malign entities, Accursed Cultists have diverse, terrifying origins. Driven towards the foe, Mutants flail and lash at the enemy with claws or tendrils, while horribly warped Torments pounce with bestial hunger.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| MUTANT | 6" | 4 | 6+ | 1 | 7+ | 1 | +| TORMENT | 6" | 4 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Torment is equipped with:** hideous mutations. + +**Every Mutant is equipped with:** blasphemous appendages. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blasphemous appendages | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Accursed Horde** (Datasheet): Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those attacks, this unit can make a Horde move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Horde move while it is Battle-shocked. + +**Keywords:** Infantry, Chaos, Damned, Accursed Cultists +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 3-6 Torments +- 5-10 Mutants + +**Leader:** +Led By: Rogue Psyker, Dark Commune, Fabius Bile, Dark Apostle, Cultist Firebrand + +**Points:** +- 8 models: 90pts +- 16 models: 195pts + +--- + +# Blood Slaughterer + +**Role:** Other + +*The Blood Slaughterer is a monstrous, gore-splattered Daemon Engine of brass and iron, forged for the sole purpose of wreaking carnage amongst the enemy. Once awoken by dreadful sacrifice rituals, Blood Slaughterers rend and kill indiscriminately, their every attack an act of profane worship to Khorne.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** impaler harpoon; slaughter blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Impaler harpoon | 12 | 1 | 3 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, impaled | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | — | +| Twin slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Scuttling Gait** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **Impaled** (Wargear profile): Each time this weapon scores a hit against an enemy MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer + +**Keywords:** Vehicle, Walker, Chaos, Khorne, Daemon, Blood Slaughterer +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Blood Slaughterer + +**Wargear Options:** +- This model’s impaler harpoon and slaughter blade can be replaced with 1 twin slaughter blade. + +**Points:** +- 1 model: 160pts + +--- + +# Cerberus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. + +**Keywords:** Chaos, Vehicle, Smoke, Vehicle, Chaos, Cerberus, Smoke, Cerberus, Smoke, Chaos, Vehicle, Cerberus, Cerberus, Smoke, Chaos, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Cerberus + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 270pts + +--- + +# Chaos Bikers + +**Role:** Other + +*Vicious long-range hunters as adept in reconnaissance as they are in bloody chases, Chaos Bikers ride powerful, growling machines whose combi-bolters spew explosive death. In rapid assaults, they smash through enemy defence lines, before circling back like a pack of predators to cut down survivors in bloody melee.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; combi-bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Outmanoeuvre** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength characteristic of that attack by 1. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Chaos Bikers, Chaos, Grenades, Mounted +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Biker Champion +- 2-5 Chaos Bikers + +**Wargear Options:** +- The Biker Champion’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist +- Any number of Chaos Bikers can each have their bolt pistol replaced with 1 Astartes chainsword. +- Up to 2 Chaos Bikers can each have their combi-bolter replaced with 1 combi-weapon, or can be equipped with one of the following:- 1 flamer +- 1 meltagun +- 1 plasma gun +- 1 model can be equipped with 1 Chaos icon. + +**Leader:** +Led By: Chaos Lord On Bike, Chaos Lord On Juggernaut, Chaos Lord On Steed Of Slaanesh, Sorcerer On Bike, Sorcerer On Steed Of Slaanesh + +**Points:** +- 3 models: 70pts +- 6 models: 130pts + +--- + +# Chaos Deimos Predator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasma destroyer; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Infernus cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Magna-melta cannon | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | +| Plasma destroyer – standard | 36 | D3 | 3 | 8 | -2 | 2 | blast | +| Plasma destroyer – supercharge | 36 | D3 | 3 | 9 | -3 | 3 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Chaos, Deimos Predator +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Deimos Predator + +**Wargear Options:** +- This model’s plasma destroyer can be replaced with one of the following:- 1 conversion beam cannon +- 1 infernus cannon +- 1 magna-melta cannon +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 lascannons +- This model can be equipped with 1 combi-bolter. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Chaos Land Raider + +**Role:** Other + +*Chaos Land Raiders are massive armoured transports bristling with the heavy armaments of main line battle tanks and seething with a malevolent spirit. Strung with trophies taken from those slain by the elite warriors the tanks carry to the front line, Land Raiders are the spiked fists of many Heretic Astartes assaults.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Vehicle, Transport, Smoke, Chaos, Land Raider +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Land Raider + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 12 Heretic Astartes Infantry models (excluding Obliterator and Jump Pack models). Each Possessed and Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Chaos Lord In Terminator Armour + +**Role:** Characters + +*Chaos Lords’ underlings expect them to fight from the front, and few kinds of armour enable them to do so as effectively as archaic Terminator plate. Formidably resilient, such a suit protects the Lord against all but the most devastating firepower and enables him to deploy by teleportation right into the heart of the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** combi-bolter; exalted weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 5 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | +| Exalted weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | +| Paired accursed weapons | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Formidably Resilient** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. + +**Keywords:** Character, Chaos, Terminator, Chaos Lord in Terminator Armour, Infantry, Chaos Lord +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord in Terminator Armour + +**Wargear Options:** +- This model’s combi-bolter can be replaced with 1 combi-weapon. +- This model’s exalted weapon can be replaced with one of the following:- 1 chainfist +- 1 power fist +- This model’s combi-bolter and exalted weapon can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Chaos Terminator Squad + +**Points:** +- 1 model: 85pts + +--- + +# Chaos Lord On Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; combi-bolter; Astartes chainsword; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Swift Assault** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. + +**Keywords:** Chaos Lord on Bike, Mounted, Character, Grenades, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Chaos Bikers + +**Points:** +- 1 model: 95pts + +--- + +# Chaos Lord On Disc Of Tzeentch + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Lord of Fate** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. + +**Keywords:** Disc of Tzeentch, Chaos, Infantry, Character, Grenades, Tzeentch, Fly, Chaos Lord +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Disc of Tzeentch + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Rubric Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries + +**Points:** +- 1 model: 100pts + +--- + +# Chaos Lord On Juggernaut + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 2+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; bladed horn; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Bloody Stampede** (Datasheet): Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Khorne, Juggernaut, Chaos Lord, Chaos, Grenades, Character, Mounted +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Juggernaut + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Khorne Berzerkers, Chaos Bikers + +**Points:** +- 1 model: 115pts + +--- + +# Chaos Lord On Palanquin Of Nurgle + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Revolting Regeneration** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. + +**Keywords:** Palanquin of Nurgle, Chaos Lord, Grenades, Character, Infantry, Chaos, Nurgle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Palanquin of Nurgle + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Plague Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries + +**Points:** +- 1 model: 90pts + +--- + +# Chaos Lord On Steed Of Slaanesh + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 5 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; lashing tongue. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Cut Off Their Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Steed of Slaanesh, Chaos Lord, Slaanesh, Chaos, Grenades, Character, Mounted +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord on Steed of Slaanesh + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Chaos Bikers + +**Points:** +- 1 model: 100pts + +--- + +# Chaos Lord with Jump Pack + +**Role:** Characters + +*Some Chaos Lords go to war equipped with jump packs, favouring the mobility these devices provide. Leading packs of Raptors, these cruel hunters descend upon their victims with savage hunger before bringing to bear an array of accursed weapons as they relentlessly pursue their quarry across the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | TWIN-LINKED | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Cruel Hunter** (Datasheet): While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3". + +**Keywords:** Infantry, Character, Fly, Jump Pack, Chaos, Chaos Lord, Grenades +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord + +**Wargear Options:** +- This model's bolt pistol can be replaced with 1 plasma pistol. +- This model’s accursed weapon can be replaced with 1 power fist. +- This model's bolt pistol and accursed weapon can be replaced with 1 twin lightning claws. + +**Leader:** +Can lead: Raptors + +**Points:** +- 1 model: 80pts + +--- + +# Chaos Lord + +**Role:** Characters + +*Chaos Lords have spent countless spans of mortal lives leading their traitorous warriors, demanding nothing but utter ruthlessness from those they command. Each heretic aspires to this chilling mastery, knowing there is no prize beyond their Lord’s grasp and no enemy they cannot slay with pre-eminent skill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; daemon hammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Astartes chainblade | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Daemon hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Chance for Glory** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1. + +**Keywords:** Infantry, Grenades, Character, Chaos, Chaos Lord +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Lord + +**Wargear Options:** +- This model’s daemon hammer can be replaced with one of the following:- 1 accursed weapon +- 1 Astartes chainsword +- This model’s plasma pistol can be replaced with 1 power fist. + +**Leader:** +Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders + +**Points:** +- 1 model: 90pts + +--- + +# Chaos Predator Annihilator + +**Role:** Other + +*The traitorous crews of each Predator Annihilator liken their tank’s machine spirit to the animus of a stalking hunter. These tank-killing war machines unleash searing beams of energy from their lascannons, or thunder into front-line brawls to crack open bunkers housing the craven foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Annihilator** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll. + +**Keywords:** Vehicle, Chaos, Predator Annihilator, Smoke +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Predator Annihilator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 Havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Chaos Predator Destructor + +**Role:** Other + +*Many Predator Destructors of the Heretic Astartes are ancient war engines whose rapid-firing heavy weaponry has unleashed destruction on battlefields dating back to the Horus Heresy. The thudding of their explosive shells resounds like a death knell as they scythe apart squads of infantry and light vehicles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Destructor** (Datasheet): Each time a ranged attack made by this model targets an enemy INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Smoke, Vehicle, Chaos, Predator Destructor +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Predator Destructor + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 Havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Chaos Rhino + +**Role:** Dedicated Transports + +*Based upon ancient workhorse vehicles that have served Humanity for millennia, Chaos Rhinos are well adapted for battlefield transportation. Though encrusted with heretical icons and corrupted by the warp, they remain as rugged and reliable as ever, safely carrying their passengers over fire-swept battlefields.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** combi-bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. + +**Keywords:** Chaos, Smoke, Dedicated Transport, Transport, Rhino, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Rhino + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 12 Heretic Astartes Infantry models. It cannot transport Terminator, Jump Pack, Obliterator or Possessed models. + +**Points:** +- 1 model: 75pts + +--- + +# Chaos Spawn + +**Role:** Other + +*Becoming a Chaos Spawn is the fate of many upon the Path to Glory. Wracked with the endless gifts of the Dark Gods, they are mutated mounds of muscle, scaly hides, talons, eyes, teeth and far more. Chaos Spawn are herded towards their terrified foes, advancing in loping runs as they seek only to tear, crush and consume.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 4 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Mind-breaking Mutations (Aura)** (Datasheet): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit. + +**Keywords:** Beast, Chaos, Chaos Spawn +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 2 Chaos Spawn + +**Wargear Options:** +- None + +**Points:** +- 2 models: 70pts + +--- + +# Chaos Terminator Squad + +**Role:** Other + +*Clad in hulking, corrupted Terminator plate, each of these murderous brutes is akin to a walking tank. Spikes and horns give them a monstrous appearance, and their powerful array of heavy firepower and brutal melee weapons can tear through elite squads and war engines alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** combi-bolter; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Despoilers** (Datasheet): Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the Hit roll. + +**Keywords:** Infantry, Chaos, Terminator, Chaos Terminator Squad +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Terminator Champion +- 4-9 Chaos Terminators + +**Wargear Options:** +- For every 5 models in this unit, 1 Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer +- 1 reaper autocannon +- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. +- For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist. +- For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist. + +**Leader:** +Led By: Abaddon The Despoiler, Huron Blackheart, Chaos Lord In Terminator Armour, Sorcerer In Terminator Armour + +**Points:** +- 5 models: 180pts +- 10 models: 360pts + +--- + +# Chaos Thunderhawk + +**Role:** Other + +*So often a symbol of hope and deliverance in the skies above Imperial worlds, Thunderhawk Gunships sworn to Chaos encapsulate the opposite. Sowing ruin with their cannons and missiles, the resilient craft descend like ruthless birds of prey, their fuselages loaded with Chaos Space Marines hungry for conquest and revenge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | +| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Aircraft, Vehicle, Titanic, Fly, Chaos, Thunderhawk, Transport +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Thunderhawk + +**Wargear Options:** +- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. +- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery + +**Transport:** +This model has a transport capacity of 30 Heretic Astartes Infantry or Heretic Astartes Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each Mounted model takes up the space of 4 models. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 840pts + +--- + +# Chaos Vindicator + +**Role:** Other + +*Vindicators are brutal siege tanks, capable of single-handedly pulverising trench networks along with their defenders. A Vindicator’s demolisher cannon fires gigantic shells that can tear ragged holes in bastion walls, likened by its accompanying heretics to the crumbling faith of loyalists.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 11 | 2+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Siege Shield** (Datasheet): When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. + +**Keywords:** Vehicle, Smoke, Chaos, Vindicator +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chaos Vindicator + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 Havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 185pts + +--- + +# Chosen + +**Role:** Other + +*The power-hungry veterans known as Chosen are amongst the most experienced and ruthless fighters of the Heretic Astartes. Granted – or having seized – their warband’s most powerful weapons, these warriors undertake the most glorious and dangerous missions, and are the bane of all that lives.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; bolt pistol; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. +- **Chosen Marauders** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +**Keywords:** Chosen, Infantry, Grenades, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Chosen Champion +- 4-9 Chosen + +**Wargear Options:** +- For every 5 models in this unit, up to 2 models can each have their bolt pistol replaced with 1 plasma pistol. +- For every 5 models in this unit, up to 2 models can each have their boltgun replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 model’s boltgun and accursed weapon can be replaced with 1 paired accursed weapons. +- For every 5 models in this unit, 1 model equipped with a boltgun can have its accursed weapon replaced with 1 power fist. That model’s boltgun cannot be replaced. +- 1 model can be equipped with 1 Chaos icon. + +**Leader:** +Led By: Master Of Executions, Exalted Champion, Abaddon The Despoiler, Huron Blackheart, Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle, Warpsmith, Red Corsairs Reave-Captain, Dark Apostle, Fabius Bile, Master Of Possession + +**Points:** +- 5 models: 125pts +- 10 models: 250pts + +--- + +# Cultist Firebrand + +**Role:** Characters + +*Their bodies swollen with unholy power. Cultist Firebrands ore pyromaniacal champions of Chaos. Their very presence upon the battlefield infames the real of nearby cultists, driving them to ever-escalating acts of brutality and depravity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** balefire pike, close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balefire pike | 12 | D6+3 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fiery Faith** (Datasheet): While this model is leading a unit, you can re-roll Leadership tests taken for that unit. +- **Cursed Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Cultist Firebrand, Damned, Chaos, Character, Grenades, Infantry +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Cultist Firebrand + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists + +**Points:** +- 1 model: 45pts + +--- + +# Cultist Mob with Firearms + +**Role:** Battleline + +*Chaos Cultists are the mortal devotees of the Dark Gods, ordinary men and women fallen to promises of temporal power who take to battle in huge numbers. Bearing a motley collection of improvised, stolen and makeshift weapons, they can overwhelm even determined enemies with sheer weight of numbers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cultist Champion is equipped with:** autopistol; brutal assault weapon. + +**Every Chaos Cultist is equipped with:** autopistol; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autogun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +**Keywords:** Grenades, Cultist Mob with Firearms, Damned, Chaos, Battleline, Infantry +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Cultist Champion +- 9-19 Chaos Cultists + +**Wargear Options:** +- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. +- Any number of models can each have their autogun and close combat weapon replaced with 1 autopistol and 1 brutal assault weapon. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 flamer. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 heavy stubber. +- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 grenade launcher. + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Cultist Mob + +**Role:** Battleline + +*Chaos Cultists are the mortal devotees of the Dark Gods, ordinary men and women fallen to promises of temporal power who take to battle in huge numbers. Bearing a motley collection of improvised, stolen and makeshift weapons, they can overwhelm even determined enemies with sheer weight of numbers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +**Keywords:** Damned, Chaos, Battleline, Cultist Mob, Infantry, Grenades +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Cultist Champion +- 9-19 Chaos Cultists + +**Wargear Options:** +- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. + +**Leader:** +Led By: Rogue Psyker, Dark Commune, Fabius Bile, Dark Apostle, Cultist Firebrand + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Cypher + +**Role:** Characters + +*Cypher is a mysterious agent of discord and insurrection, always one step ahead of capture, and strife blooms in his wake as violently as the detonations from his masterwork pistols. He is a lord of the hunted Fallen, though his true role as traitor or loyalist is as cryptic as the sword he carries but never wields.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Cypher’s bolt pistol; Cypher’s plasma pistol. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cypher’s bolt pistol | 12 | 6 | 2 | 4 | -1 | 1 | assault, pistol, sustained hits 1 | +| Cypher’s plasma pistol | 12 | 3 | 2 | 8 | -3 | 2 | assault, pistol, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cypher’s bolt pistol | Melee | 6 | 2 | 4 | -1 | 1 | sustained hits 1 | +| Cypher’s plasma pistol | Melee | 3 | 2 | 8 | -3 | 2 | EXTRA ATTACKS | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Agent of Discord (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem). +- **Guns Blazing** (Datasheet): Once per turn, in your opponent's Shooting phase, when an enemy unit makes a ranged attack that targets a friendly HERETIC ASTARTES unit within 3" of this model, after that enemy unit has shot, this model can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +**Keywords:** Character, Epic Hero, Chaos, Infantry, Fallen, Cypher +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Cypher – EPIC HERO + +**Points:** +- 1 model: 90pts + +--- + +# Dark Apostle + +**Role:** Characters + +*Dark Apostles are the high priests of the Dark Gods. They preach catechisms from blasphemous texts, issuing prayers that call down the Ruinous Powers’ wrath. As they crush skulls with blows from their accursed crozius, they roar profane blessings using their deadliest weapon: their voice.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| DARK APOSTLE | 6" | 4 | 3+ | 4 | 5+ | 1 | +| DARK DISCIPLE | 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Dark Apostle is equipped with:** bolt pistol; accursed crozius. + +**Every Dark Disciple is equipped with:** close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Zealotry** (Datasheet): While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Demagogue** (Datasheet): Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12" of this unit’s DARK APOSTLE model. That unit is no longer Battle-shocked. +- **Malign Sacrifice** (Datasheet): At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed. + +**Keywords:** Infantry, Grenades, Chaos, Character, Dark Apostle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Dark Apostle +- 2 Dark Disciples + +**Leader:** +Can lead: Legionaries, Nemesis Claw, Cultist Mob, Red Corsairs Raiders, Accursed Cultists, Chosen + +**Points:** +- 3 models: 65pts + +--- + +# Dark Commune + +**Role:** Characters + +*A pooling of evil at the head of a Chaos Cult, Dark Communes are led by Cult Demagogues who preach mantras of hate laced with promises of power. They command Mindwitches, whose psychic powers are bought at terrible cost, and Iconarchs, who carry foul sigils that spread the Dark Gods’ malefic influence.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CULT DEMAGOGUE | 6" | 3 | 6+ | 4 | 6+ | 1 | +| OTHER MODELS | 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cult Demagogue is equipped with:** autopistol; Commune stave. + +**The Mindwitch is equipped with:** Warp Curse; close combat weapon. + +**The Iconarch is equipped with:** autopistol; close combat weapon; Chaos icon. + +**Every Blessed Blade is equipped with:** Commune blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Warp Curse – witchfire | 18 | 3 | 3 | 4 | -1 | 2 | psychic | +| Warp Curse – focused witchfire | 18 | 3 | 3 | 5 | -1 | 2 | hazardous, psychic, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Commune blade | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Commune stave | Melee | 2 | 4 | 3 | 0 | D3 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Faithful Flock** (Datasheet): While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save. +- **Dark Ritual** (Datasheet): Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Infantry, Grenades, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Cult Demagogue +- 1 Mindwitch +- 1 Iconarch +- 2 Blessed Blades + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists + +**Points:** +- 5 models: 90pts + +--- + +# Decimator + +**Role:** Other + +*Decimators are horrific amalgamations of Human and xenos technology, brought to unholy life by the darkest warp sorceries and all but impossible to completely destroy. While some Decimators accompany Chaos warbands as siege engines, others mysteriously appear upon the bloodiest of battlefields, stepping from the warp to burn and slay.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 Decimator butcher cannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Decimator butcher cannon | 36 | 4 | 3 | 9 | -1 | 2 | — | +| Decimator conversion beamer | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Hellflamer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 4+, ignores cover, torrent | +| Soulburner petard | 24 | 4 | 3 | 2 | 0 | 1 | anti-infantry 3+, devastating wounds, hazardous | +| Storm laser | 36 | 8 | 3 | 6 | -1 | 1 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Decimator claw | Melee | 5 | 3 | 14 | -3 | 3 | — | +| Twin Decimator claws | Melee | 5 | 3 | 14 | -3 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Infernal Regeneration** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Chaos, Daemon, Decimator, Vehicle, Walker +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Decimator + +**Wargear Options:** +- Each of this model’s Decimator butcher cannons can be replaced with one of the following:- 1 Decimator conversion beamer +- 1 soulburner petard +- 1 storm laser +- 1 hellflamer and 1 Decimator claw +- Both of this model’s Decimator butcher cannons can be replaced with 1 twin Decimator claw and 2 hellflamers. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 165pts + +--- + +# Defiler + +**Role:** Other + +*Towering creations that stomp across the battlefield on piston-driven legs, their clanking claws easily capable of cutting a Space Marine in half, Defilers are Daemon Engines possessed by abominable entities. Foes are not safe at a distance either, as Defilers’ monstrous cannons and other heavy weapons can inflict a toll of carnage.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Defiler cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Defiler claws | Melee | 5 | 3 | 16 | -3 | D6+1 | — | +| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Daemonforge** (Datasheet): Once per Fight phase, one unit from your army with this ability can be targeted with the Counter-offensive Stratagem for 0CP, even if you have already targeted a different unit with that Stratagem this phase. +- **Scuttling Walker** (Datasheet): Each time this model makes a Normal or Advance move, it can be moved over friendly MONSTER and VEHICLE models as if they were not there. This model can move over terrain features that are 4" or less in height as if they were not there. + +**Keywords:** Walker, Vehicle, Chaos, Daemon, Defiler, Smoke +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Defiler + +**Wargear Options:** +- This model’s twin heavy flamer can be replaced with one of the following:- 1 Defiler scourge +- 1 havoc launcher +- This model’s reaper autocannon can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin lascannon +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 190pts + +--- + +# Deredeo Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | +| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | +| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | +| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Vehicle, Chaos, Walker, Smoke, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Deredeo Dreadnought + +**Wargear Options:** +- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery +- 1 hellfire plasma carronade +- 1 volkite falconet battery +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with one of the following:- 1 aiolos missile launcher +- 1 boreas air defence missiles + +**Points:** +- 1 model: 160pts + +--- + +# Dreadclaw Drop Pod + +**Role:** Other + +*Since the dark days of the Horus Heresy, Dreadclaws have been a feared sight in void actions and planetary conflicts alike, their distinctive bladed hulls slicing through the flames of battle to disgorge elite Astartes assault troops. Though phased out by the loyalist Space Marine Chapters, Dreadclaws still form the spear-tip of many Heretic Astartes terror raids.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 3+ | 9 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** blade struts. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade struts | Melee | 8 | 4 | 6 | -2 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dreadclaw Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Vehicle, Chaos, Fly, Transport, Dreadclaw Drop Pod +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Dreadclaw Drop Pod + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 12 Heretic Astartes Infantry models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. This model can instead transport 1 Helbrute or Dreadnought model. + +**Points:** +- 1 model: 115pts + +--- + +# Exalted Champion + +**Role:** Characters + +*These murderous champions of the Dark Gods exhort their fellow traitors by example. The fell deeds they commit and the violent bloodbaths they unleash – ostensibly supporting their overlord’s strategies – are often wrought solely to further the Exalted Champion’s own goals as they aspire to even greater glory.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; combi-weapon; exalted weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exalted weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Champion** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Aspire to Glory** (Datasheet): Each time this model’s unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model. + +**Keywords:** Exalted Champion, Infantry, Character, Chaos, Grenades +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Exalted Champion + +**Wargear Options:** +- None + +**Leader:** +Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders + +**Points:** +- 1 model: 70pts + +--- + +# Fabius Bile + +**Role:** Characters + +*A genius of arcane genetics, Fabius Bile enhances even the augmented biologies of his Heretic Astartes followers. With surgical precision, he wields the pain-inducing Rod of Torment in one hand, while with his other he fires toxic darts from the Xyclos Needler, as the arachnid arms of his Chirurgeon seal his own injuries.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| FABIUS BILE | 6" | 4 | 3+ | 5 | 6+ | 1 | +| SURGEON ACOLYTE | 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Fabius Bile is equipped with:** Xyclos Needler; Chirurgeon; Rod of Torment. + +**The Surgeon Acolyte is equipped with:** Surgeon Acolyte’s tools. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Xyclos Needler | 18 | 3 | 2 | 2 | -1 | 2 | anti-infantry 2+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chirurgeon | Melee | 2 | 2 | 4 | 0 | 1 | extra attacks | +| Rod of Torment | Melee | 6 | 2 | 5 | -1 | 3 | — | +| Surgeon Acolyte’s tools | Melee | 1 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Enhanced Warriors** (Datasheet): If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit. +- **Surgeon Acolyte** (Datasheet): Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE, you can change the Damage characteristic of that attack to 0. +- **Chirurgeon** (Datasheet): The first time this unit’s FABIUS BILE model is destroyed, at the end of the phase roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining. If that model was attached to a unit when it was destroyed, it must be set up attached to that unit. + +**Keywords:** Chaos, Infantry, Chaos Undivided, Character, Epic Hero, Fabius Bile +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Fabius Bile – EPIC HERO +- 1 Surgeon Acolyte + +**Leader:** +Can lead: Cultist Mob, Accursed Cultists, Legionaries, Red Corsairs Raiders, Chosen + +**Points:** +- 2 models: 100pts + +--- + +# Falchion + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Smoke, Vehicle, Titanic, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Falchion + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 420pts + +--- + +# Fellblade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| | | 0 | 3 | - | 0 | - | — | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. + +**Keywords:** Chaos, Smoke, Fellblade, Fellblade, Vehicle, Titanic, Fellblade, Vehicle, Titanic, Chaos, Smoke, Fellblade, Vehicle, Titanic, Chaos, Smoke, Vehicle, Titanic, Chaos, Smoke, Vehicle, Titanic, Chaos, Smoke, Fellblade +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Fellblade + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers +- 2 quad heavy bolters +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 480pts + +--- + +# Fellgor Beastmen + +**Role:** Other + +*Beastmen are savage and embittered mutants who despise the Imperium and the civilisation of Humanity. Gathering for war in brutish herds, each is an unruly mass of flesh, fur and teeth, bristling with bestial horns and proclaiming their devotion to the Dark Gods through braying war cries, swift slaughter and violent sacrifices.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Fellgor Champion is equipped with:** bolt pistol; chainsword. + +**Every Fellgor Beastman is equipped with:** autopistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Corrupted stave | 18 | D3 | 4 | 5 | -1 | 1 | devastating wounds, psychic | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Corrupted stave | Melee | 2 | 4 | 4 | -1 | D3 | devastating wounds, psychic | +| Great weapon | Melee | 2 | 5 | 8 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Bestial Raiders** (Datasheet): If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +**Keywords:** Fellgor Beastmen, Damned, Chaos, Grenades, Infantry +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Fellgor Champion +- 9 Fellgor Beastmen + +**Wargear Options:** +- The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol. +- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon. +- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave. + +**Points:** +- 10 models: 70pts + +--- + +# Fire Raptor Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. + +**Keywords:** Fly, Vehicle, Fire Raptor Gunship, Vehicle, Chaos, Aircraft, Fly, Aircraft, Vehicle, Chaos, Fly, Aircraft, Chaos, Fire Raptor Gunship, Fly, Fire Raptor Gunship, Vehicle, Chaos, Fire Raptor Gunship, Aircraft, Fly, Vehicle, Vehicle, Fire Raptor Gunship, Chaos, Aircraft, Fly, Fire Raptor Gunship, Chaos, Aircraft +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Fire Raptor Gunship + +**Wargear Options:** +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons +- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. + +**Points:** +- 1 model: 290pts + +--- + +# Forgefiend + +**Role:** Other + +*Forgefiends are fused with enormous rotary cannons that fire fist-sized phosphor shells, or else with ancient artefact-ordnance perverted to vomit ectoplasma from the beasts’ own innards. With such weaponry they scythe down masses of enemy troops and blast glowing craters into the toughest opposition.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 Hades autocannons; Forgefiend jaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ectoplasma cannon | 36 | D3 | 3 | 10 | -3 | 3 | blast | +| Hades autocannon | 36 | 6 | 3 | 8 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured limbs | Melee | 2 | 3 | 6 | 0 | 2 | — | +| Forgefiend jaws | Melee | 5 | 3 | 7 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Daemonic Ordnance** (Datasheet): Each time this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its ranged weapons have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities. + +**Keywords:** Forgefiend, Daemon, Chaos, Walker, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Forgefiend + +**Wargear Options:** +- This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons. +- This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 armoured limbs. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 170pts + +--- + +# Gellerpox Infected + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | +| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Gellerpox Mutant is equipped with:** brutal weapons. + +**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. + +**Every other Nightmare Hulk is equipped with:** hideous mutations. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. + +**Keywords:** Infantry, Gellerpox Infected, Nurgle, Damned, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 4 Nightmare Hulks +- 3 Gellerpox Mutants + +**Wargear Options:** +- None + +**Points:** +- 7 models: 125pts + +--- + +# Greater Blight Drone + +**Role:** Other + +*Blight Drones are nightmarish hovering killers, their weapons capable of sending swathes of enemy infantry to an unspeakably vile death. Often encountered in swarms on worlds falling to Chaos, Blight Drones act very much in the manner of carrion flies, drawn to ongoing bloodshed and concentrations of the dead.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bile maw; blightreaper cannon; greater plague probe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bile maw | 12 | 3 | 3 | 5 | 0 | 1 | lethal hits | +| Blightreaper cannon | 36 | 6 | 3 | 8 | -2 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Greater plague probe | Melee | 4 | 3 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Hovering Death** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Vehicle, Fly, Chaos, Nurgle, Daemon, Greater Blight Drone +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Greater Blight Drone + +**Wargear Options:** +- None + +**Points:** +- 1 model: 150pts + +--- + +# Greater Brass Scorpion + +**Role:** Other + +*More rampaging beasts than war machines, Brass Scorpions are monstrous fusions of armour plating and daemonic flesh that delight in destruction. Whether blasting apart the enemy at range with their scorpion cannon and soulburner cannon, or engulfing nearby targets with their hellmaw cannons, Brass Scorpions are terrifying embodiments of Khorne’s wrath.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Scorpion cannon; hellmaw flame cannons; hellcrusher claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Hellmaw flame cannons | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | +| Scorpion cannon | 36 | 15 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellcrusher claws – strike | Melee | 6 | 3 | 14 | -3 | 6 | — | +| Hellcrusher claws – sweep | Melee | 18 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Runes of the Blood God** (Datasheet): This model has the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. + +**Keywords:** Greater Brass Scorpion, Daemon, Khorne, Chaos, Walker, Titanic, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Greater Brass Scorpion + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 500pts + +--- + +# Haarken Worldclaimer + +**Role:** Characters + +*Haarken is the Herald of the Apocalypse and the mouthpiece of Abaddon. He declares his master’s dominion by driving his daemon touched Helspear into soon-to-be-conquered worlds, following up with vicious destruction as he leads hosts of Raptors in strikes that sow fear and confusion.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Helspear; Herald’s Talon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Helspear | 12 | 1 | 2 | 8 | -3 | 3 | assault, sustained hits d3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Herald’s Talon | Melee | 6 | 2 | 5 | -2 | 2 | precision | +| Helspear | Melee | 1 | 2 | 8 | -3 | 3 | extra attacks, lance, sustained hits d3 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Head Taker** (Datasheet): While this model is leading a unit, each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model’s unit and roll one D6 for each model in this models unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **Herald of the Apocalypse (Aura)** (Datasheet): While an enemy unit is within 6" of this model, in the Battle-shock step of your opponent’s Command phase, if that enemy unit is below its Starting Strength, it must take a Battle-shock test. This ability cannot cause a unit to take two Battle-shock tests in the same phase. + +**Keywords:** Haarken Worldclaimer, Jump Pack, Character, Epic Hero, Fly, Infantry, Chaos, Chaos Undivided +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Haarken Worldclaimer – EPIC HERO + +**Leader:** +Can lead: Raptors + +**Points:** +- 1 model: 90pts + +--- + +# Havocs + +**Role:** Other + +*With a preference for inflicting carnage at long range, Havocs imperiously touch every part of the battlefield with death and destruction. Their huge weapons are archaic patterns of those known to the Imperium, but often become fused with their wielder over the span of countless wars.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Havoc Champion is equipped with:** flamer; Astartes chainsword. + +**2 Havocs are equipped with:** Havoc autocannon; close combat weapon. + +**2 Havocs are equipped with:** Havoc lascannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Havoc autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Havoc heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Havoc lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Havoc missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Havoc missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Havoc reaper chaincannon | 24 | 8 | 3 | 5 | 0 | 1 | — | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Stabilisation Talons** (Datasheet): Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the Hit roll and any or all modifiers to the Ballistic Skill characteristic of that weapon. + +**Keywords:** Chaos, Infantry, Havocs +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Havoc Champion +- 4 Havocs + +**Wargear Options:** +- The Havoc Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon +- 1 power fist +- The Havoc Champion’s flamer can be replaced with one of the following:- 1 boltgun +- 1 meltagun +- 1 plasma gun +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- Any number of Havocs can each have their Havoc autocannon or Havoc lascannon replaced with one of the following:- 1 Havoc autocannon +- 1 Havoc heavy bolter +- 1 Havoc lascannon +- 1 Havoc missile launcher +- 1 Havoc reaper chaincannon + +**Leader:** +Led By: Warpsmith + +**Points:** +- 5 models: 125pts + +--- + +# Helbrute + +**Role:** Other + +*Helbrutes are walking engines of destruction and psychosis, their occupants kept alive in a state of agony and insanity. These infernal sarcophagi are fitted with a variety of powerful armaments to blast enemy armour open from afar, or cruel appendages with which to hack and crush with enormous strength at close range.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** missile launcher; multi-melta; close combat weapon + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Helbrute plasma cannon | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Helbrute fist | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Helbrute hammer | Melee | 5 | 4 | 14 | -3 | D6+1 | — | +| Power scourge | Melee | 8 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Ascension (Aura)** (Datasheet): While a friendly HERETIC ASTARTES unit is within 6" of this model, each time that unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that pact (instead of only one). +- **Devoted to Destruction** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. + +**Keywords:** Walker, Vehicle, Chaos, Helbrute +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Helbrute + +**Wargear Options:** +- This model’s multi-melta can be replaced with one of the following:- 1 Helbrute plasma cannon +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 Helbrute fist +- This model’s missile launcher can be replaced with one of the following:- 1 Helbrute fist +- 1 Helbrute hammer +- 1 power scourge +- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 combi-bolter +- 1 heavy flamer + +**Points:** +- 1 model: 130pts + +--- + +# Heldrake + +**Role:** Other + +*Like vast, draconic predators of myth, Heldrakes spear suddenly out of the sky. These airborne Daemon Engines excel at intercepting the enemy’s aerial assets, tearing them from the air and incinerating their crew. Once their dominance of the sky is complete, they turn their claws and weapons against those on the ground.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Hades autocannon; Heldrake claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | +| Hades autocannon | 36 | 6 | 3 | 8 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heldrake claws | Melee | 5 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Airborne Predator** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Vehicle, Heldrake, Daemon, Chaos, Aircraft, Fly +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Heldrake + +**Wargear Options:** +- This model’s Hades autocannon can be replaced with 1 baleflamer. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 205pts + +--- + +# Hell Blade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 twin autocannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Vehicle, Chaos, Aircraft, Fly, Hell Blade +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Hell Blade + +**Wargear Options:** +- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. + +**Points:** +- 1 model: 115pts + +--- + +# Hell Talon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** autocannon; twin lascannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. + +**Keywords:** Chaos, Aircraft, Fly, Hell Talon, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Hell Talon + +**Wargear Options:** +- This model’s autocannon can be replaced with 1 havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Heretic Astartes Daemon Prince With Wings + +**Role:** Characters + +*The final form of those who give up their souls to the Dark Gods can be infinite in variety. From some, dark wings burst from their churning flesh, a hideous blessing that enables these monstrous warrior-lords to hunt down those who seek to flee their bestial wrath.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Daemonic Destruction** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each of this model’s remaining wounds: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). +- **Flying Horror** (Datasheet): Each time this model ends a Normal or Advance move, select one enemy unit it moved over during that move. That unit must take a Battle-shock test. +- **Daemonic Allegiance** (Primarch): When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the characteristic modifier stated for that keyword below. +- **Khorne** (Primarch): Add 2 to the Strength characteristic of this model's hellforged weapons. +- **Tzeentch** (Primarch): Add 3 to the Attacks characteristic of its infernal cannon. +- **Nurgle** (Primarch): Add 1 to its Toughness characteristic. +- **Slaanesh** (Primarch): Add 2" to its Move characteristic. + +**Keywords:** Daemon Prince with Wings, Daemon, Monster, Fly, Character, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Heretic Astartes Daemon Prince with Wings + +**Points:** +- 1 model: 180pts + +--- + +# Heretic Astartes Daemon Prince + +**Role:** Characters + +*Infernal beasts whose Path to Glory has elevated them to daemonhood, Daemon Princes are paragons of evil. Warped and corrupted by Chaos, they lead their warbands in devastating assaults, striding through their mortal enemies’ attacks and unleashing monstrous blows and blasts of sorcery against all before them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Blessing (Aura)** (Datasheet): While a friendly Heretic Astartes Infantry unit is within 6" of this model, each time a ranged attack is allocated to a model in that unit, that model has the Benefit of Cover against that attack. +- **Ascended Daemon** (Datasheet): Each time this model shoot or fights, while resolving those attacks, you can re-roll one Hit roll and you can re-roll one Wound roll. +- **Lord of Chaos** (Datasheet): While this model is within 3" of one or more friendly Heretic Astartes Infantry units, this model has the Lone Operative ability. +- **Daemonic Allegiance** (Primarch): When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the characteristic modifier stated for that keyword below. +- **Khorne** (Primarch): Add 2 to the Strength characteristic of this model's hellforged weapons. +- **Tzeentch** (Primarch): Add 3 to the Attacks characteristic of its infernal cannon. +- **Nurgle** (Primarch): Add 1 to its Toughness characteristic. +- **Slaanesh** (Primarch): Add 2" to its Move characteristic. + +**Keywords:** Daemon Prince, Monster, Character, Chaos, Daemon +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Heretic Astartes Daemon Prince + +**Points:** +- 1 model: 165pts + +--- + +# Huron Blackheart + +**Role:** Characters + +*Reviled as the Tyrant of Badab, Huron directs the pitiless reaving of his Red Corsairs with the ruthlessness of a pirate king, while accompanied by his esoteric Hamadrya. His Tyrant’s Claw is a bionic relic whose crackling talons tear through armour before the inbuilt incineration unit unleashes gouts of sulphurous fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Tyrant’s Claw heavy flamer; Tyrant’s Claw and exalted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tyrant’s Claw heavy flamer | 12 | D6+2 | N/A | 6 | -1 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tyrant’s Claw and exalted power weapon | Melee | 6 | 2 | 8 | -3 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Lord of Badab (Aura)** (Datasheet): While a friendly Heretic Astartes Infantry unit (excluding Battle-shocked units and Damned units) is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit. +- **Hamadrya’s Knowledge (Psychic)** (Datasheet): Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". + +**Keywords:** Huron Blackheart, Chaos, Epic Hero, Character, Infantry, Chaos Undivided +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Huron Blackheart – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Chaos Terminator Squad, Chosen, Red Corsairs Raiders, Masters of the Maelstrom, Legionaries + +**Points:** +- 1 model: 120pts + +--- + +# Kharybdis Assault Claw + +**Role:** Other + +*The Kharybdis is a powerful ship-to-ship assault pod able to insert a large complement of Heretic Astartes warriors into enemy vessels or war zones on the ground. Far more than a simple shuttle, the Kharybdis is also a threat in its own right, capable of showering target areas with its storm launchers or even ramming enemy vehicles and burning through thick steel and ceramite with melta cutters designed to breach starships.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 20 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 5 Kharybdis storm launchers; blade struts; melta array. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kharybdis storm launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Kharybdis storm launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade struts | Melee | 12 | 4 | 8 | -2 | 1 | — | +| Melta array | Melee | 1 | 4 | 12 | -4 | D6+2 | extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Kharybdis Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Transport, Titanic, Vehicle, Fly, Chaos, Kharybdis Assault Claw +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Kharybdis Assault Claw + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 22 Heretic Astartes Infantry models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. This model can instead transport 1 Helbrute or Dreadnought model. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 300pts + +--- + +# Khorne Berzerkers + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; chainblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainblade | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Khornate eviscerator | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Blood Surge** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Blood Surge move. To do so, roll one D6 and add 2 to the roll: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Blood Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Blood Surge move per phase. +- **Icon of Khorne** (Wargear): If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost. + +**Keywords:** Infantry, Berzerkers, Khorne, Chaos, Grenades, Battleline +**Faction Keywords:** World Eaters, Heretic Astartes + +**Unit Composition:** +- 1 Khorne Berzerker Champion +- 9-19 Khorne Berzerkers + +**Wargear Options:** +- The Khorne Berzerker Champion’s bolt pistol can be replaced with 1 plasma pistol. +- For every 5 models in this unit, 1 Khorne Berzerker’s bolt pistol can be replaced with 1 plasma pistol. +- For every 5 models in this unit, 1 Khorne Berzerker’s chainblade can be replaced with 1 Khornate eviscerator. +- 1 model can be equipped with 1 icon of Khorne. + +**Leader:** +Led By: Chaos Lord On Juggernaut + +**Points:** +- 10 models: 180pts +- 20 models: 360pts + +--- + +# Khorne Lord Of Skulls + +**Role:** Other + +*Lords of Skulls are insane, monolithic creations fuelled by boiling blood and dedicated to slaughtering in the name of Khorne. They plough through the enemy’s ranks, crushing infantry beneath their tracks, hacking tanks into kindling with sweeps of their cleaver and hurling brazen projectiles or burning ichor at the survivors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 3+ | 24 | 6+ | 8 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** gorestorm cannon; Hades gatling cannon; great cleaver of Khorne. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemongore cannon | 18 | D6 | 3 | 14 | -4 | D6+2 | blast | +| Gorestorm cannon | 24 | D6+3 | 3 | 10 | -2 | 3 | blast | +| Hades gatling cannon | 48 | 12 | 3 | 8 | -2 | 2 | sustained hits 1 | +| Ichor cannon | 48 | 2D6 | 3 | 7 | -2 | 2 | blast | +| Skullhurler | 60 | 2D6 | 3 | 14 | -3 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Great cleaver of Khorne – strike | Melee | 5 | 3 | 16 | -4 | 8 | — | +| Great cleaver of Khorne – sweep | Melee | 15 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Plough Through the Enemy** (Datasheet): In the Fight phase, after this model has finished making its attacks, if this model destroyed one or more enemy units this phase, each enemy unit within 6" of this model must take a Battle-shock test. + +**Keywords:** Titanic, Vehicle, Lord of Skulls, Daemon, Khorne, Chaos, Towering +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Khorne Lord of Skulls + +**Wargear Options:** +- This model’s gorestorm cannon can be replaced with one of the following:- 1 daemongore cannon +- 1 ichor cannon +- This model’s Hades gatling cannon can be replaced with 1 skullhurler. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 450pts + +--- + +# Kratos + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | +| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | +| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | +| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Kratos + +**Wargear Options:** +- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun +- 1 volkite cardanelle +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- 2 volkite calivers +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers +- 2 lascannons +- 2 volkite culverins +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 havoc launcher +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 twin boltgun +- This model can be equipped with 1 hunter killer missile + +**Points:** +- 1 model: 240pts + +--- + +# Kytan Ravager + +**Role:** Other + +*Forged by the most malign Warsmiths as an act of devotion to Khorne, Kytan Daemon Engines carve murderous paths across the battlefields of the 41st Millennium, their brazen hides slick with blood and gore. Kytan Ravagers’ thirst for slaughter is unquenchable, and they do not relent until they have eviscerated all who dare oppose them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 24 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Kytan gatling cannon; Kytan cleaver. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kytan gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kytan cleaver – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Kytan cleaver – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Bloodlust** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [SUSTAINED HITS 1] ability. In addition, once per battle, this model is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Daemon, Kytan Ravager, Khorne, Chaos, Walker, Titanic, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Kytan Ravager + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 400pts + +--- + +# Land Raider Achilles + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Land Raider Achilles, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Smoke, Chaos, Smoke, Transport, Vehicle, Vehicle, Chaos, Vehicle, Land Raider Achilles, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Smoke, Transport, Transport, Chaos, Land Raider Achilles +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Land Raider Achilles + +**Wargear Options:** +- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 230pts + +--- + +# Land Raider Proteus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Chaos, Vehicle, Transport, Chaos, Smoke, Vehicle, Land Raider Proteus, Vehicle, Transport, Smoke, Chaos, Land Raider Proteus, Land Raider Proteus, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Transport, Smoke +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Land Raider Proteus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 twin heavy bolter +- 1 twin heavy flamer +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 explorator augury web. + +**Transport:** +This model has a transport capacity of 12 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 220pts + +--- + +# Legionaries + +**Role:** Battleline + +*Against the onslaught of Chaos Legionaries, few can stand for long. Whether millennia-old veterans of the Long War or traitors from renegade warbands, Legionaries are deadly and adaptable warriors, unleashing streams of explosive bolts or venting their vicious hatred with swings of rending chainswords.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balefire tome | 18 | 2 | 3 | 5 | -1 | 1 | psychic | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Havoc autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Reaper chaincannon | 24 | 8 | 4 | 5 | 0 | 1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Veterans of the Long War** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Legionaries, Infantry, Battleline, Chaos, Grenades +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Aspiring Champion +- 4-9 Legionaries + +**Wargear Options:** +- The Aspiring Champion’s boltgun can be replaced with one of the following:- 1 plasma pistol* +- 1 accursed weapon +- 1 Astartes chainsword +- 1 heavy melee weapon +- The Aspiring Champion’s bolt pistol can be replaced with one of the following:- 1 plasma pistol* +- 1 accursed weapon +- 1 Astartes chainsword +- 1 heavy melee weapon +- 1 model can be equipped with 1 Chaos icon. +- Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword. +- One Legionary’s boltgun can be replaced with 1 heavy melee weapon. +- One Legionary’s boltgun can be replaced with 1 balefire tome. +- For every 5 models in this unit, 1 Legionary’s boltgun can be replaced with one of the following (duplicates are not allowed):- 1 plasma pistol and 1 Astartes chainsword +- 1 flamer +- 1 havoc autocannon +- 1 heavy bolter +- 1 lascannon +- 1 meltagun +- 1 missile launcher +- 1 plasma gun +- 1 reaper chaincannon +- * Maximum 1 per model. + +**Leader:** +Led By: Master Of Possession, Master Of Executions, Exalted Champion, Fabius Bile, Chaos Lord, Dark Apostle, Sorcerer, Warpsmith, Red Corsairs Reave-Captain, Huron Blackheart, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle + +**Points:** +- 5 models: 90pts +- 10 models: 170pts + +--- + +# Leviathan Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | +| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | +| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Walker, Chaos, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Vehicle, Chaos, Walker, Walker, Chaos, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Smoke, Chaos, Dreadnought, Leviathan Dreadnought, Vehicle, Chaos, Smoke, Dreadnought, Leviathan Dreadnought, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Leviathan Dreadnought, Walker, Smoke, Dreadnought, Leviathan Dreadnought, Walker, Chaos, Chaos, Smoke, Dreadnought, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Leviathan Dreadnought + +**Wargear Options:** +- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance +- 1 storm cannon +- 1 meltagun and 1 Leviathan siege claw +- 1 meltagun and 1 Leviathan siege drill +- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. +- This model can be equipped with 3 hunter-killer missiles. + +**Points:** +- 1 model: 160pts + +--- + +# Lord Discordant On Helstalker + +**Role:** Characters + +*Technocrats and spirit-thieves, Lords Discordant hunt the foe’s war engines. Atop daemonic Helstalkers, these heretics cut through enemy infantry before lunging at their quarry with saw-toothed polearms. Each mount tears its mechanical prey open as the Lord Discordant siphons off the victim’s spirit to reinvigorate other Daemon Engines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 2+ | 10 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Helstalker autocannon; techno-virus injector; bladed limbs; impaler chainglaive. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Helstalker autocannon | 48 | 3 | 2 | 9 | -1 | 3 | — | +| Magma cutter | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladed limbs | Melee | 4 | 3 | 6 | -1 | 2 | extra attacks | +| Impaler chainglaive | Melee | 5 | 2 | 8 | -3 | 3 | lance | +| Techno-virus injector | Melee | 1 | 3 | 3 | -3 | 2 | anti-vehicle 2+, extra attacks | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Corrupt Machine Spirits** (Datasheet): At the start of your Shooting phase, select one visible enemy VEHICLE unit within 12" of this model and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. +- **Spirit Thief** (Datasheet): At the start of your Shooting phase, select one visible enemy VEHICLE unit. Until the end of the phase, each time a friendly HERETIC ASTARTES model makes an attack that targets that unit, re-roll a Wound roll of 1. + +**Keywords:** Lord Discordant, Daemon, Chaos, Character, Mounted +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Lord Discordant on Helstalker + +**Wargear Options:** +- This model’s Helstalker autocannon can be replaced with 1 baleflamer. +- This model’s techno-virus injector can be replaced with 1 magma cutter. + +**Points:** +- 1 model: 160pts + +--- + +# Master Of Executions + +**Role:** Characters + +*These corrupted axemen are the executioners of Heretic Astartes warbands. Able to perceive the empyric soul-stuff of the foe’s greatest champions, they single-mindedly seek them out in battle, bellowing a fatal decree before crashing forward and hacking through armour, flesh and bone.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; axe of dismemberment. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of dismemberment | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Warp-sighted Butcher** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well. +- **Trophy Taker** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. + +**Keywords:** Chaos, Master of Executions, Grenades, Character, Infantry +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Master of Executions + +**Leader:** +Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders + +**Points:** +- 1 model: 80pts + +--- + +# Master Of Possession + +**Role:** Characters + +*Masters of Possession are psykers who specialise in channelling daemons into living hosts; they bolster their possessed kin with empyric energies that strengthen and reinvigorate such tainted unions. In battle, they unleash daemonic forces into the foe, ripping apart their souls to channel them to greater use.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Rite of Possession; staff of possession. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Rite of Possession – witchfire | 18 | 2 | 3 | 4 | -3 | 2 | anti-psyker 2+, pistol, precision, psychic | +| Rite of Possession – focused witchfire | 18 | 2 | 3 | 6 | -3 | 3 | anti-psyker 2+, hazardous, pistol, precision, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of possession | Melee | 4 | 3 | 6 | -1 | D3 | anti-psyker 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Daemonkin (Psychic)** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit. +- **Sacrificial Dagger** (Datasheet): Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Character, Infantry, Master of Possession, Chaos, Psyker +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Master of Possession + +**Leader:** +Can lead: Nemesis Claw, Legionaries, Possessed, Red Corsairs Raiders, Chosen + +**Points:** +- 1 model: 60pts + +--- + +# Masters of the Maelstrom + +**Role:** Other + +*These lieutenants of Huron Blackheart stand within the circle of their master’s trust, a position both privileged and dangerous. When they gather to fight in their lord’s shadow, they epitomise the cruelty, cunning and piratical tactics that have made the Red Corsairs such a mighty power in the Maelstrom and beyond.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GARLON SOULEATER, GARREON THE CORPSEMASTER, KATAR GARRIX | 6" | 4 | 3+ | 4 | 6+ | 1 | +| CAPTAIN SARGOTTA, THE ENFORCER | 6" | 3 | 4+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Garreon the Corpsemaster is equipped with:** absolvor bolt pistol; reductor array. + +**Garlon Souleater is equipped with:** Mind Wrench; force stave. + +**Katar Garrix is equipped with:** bolt pistol; Axe of Ending. + +**Captain Sargotta is equipped with:** laspistol; power sabre. + +**The Enforcer is equipped with:** Londaxi maimer; bionic gauntlet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | +| Bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Laspistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Londaxi maimer | 18 | 3 | 3 | 4 | -1 | 1 | assault | +| Mind Wrench | 12 | 1 | 2 | 6 | -2 | D6+1 | precision, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of Ending | Melee | 6 | 2 | 6 | -2 | 2 | anti-character 2+, precision | +| Bionic gauntlet | Melee | 1 | 2 | 6 | -2 | 2 | — | +| Force stave | Melee | 4 | 2 | 6 | -2 | 2 | psychic | +| Power sabre | Melee | 4 | 3 | 4 | -2 | 1 | — | +| Reductor array | Melee | 6 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Choice Samples** (Datasheet): While this unit’s Garreon the Corpsemaster is on the battlefield, in your Command phase, select one of the following: you can return 1 destroyed model (excluding CHARACTER models) to this unit, or, if one or more Heretic Astartes Infantry units from your army are below Starting Strength and within 3" of this unit, you gain 1CP. +- **Fleet Command** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield) select up to three HERETIC ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. +- **Plunder** (Datasheet): Once per battle, after this unit ends a Normal move, you can select one visible enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds. +- **MASTERS OF THE MAELSTROM** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this unit can join one of the following units. This unit then counts as part of that unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. +- Chosen, Legionaries, Red Corsairs Raiders +This unit cannot join an Attached unit, and only Huron Blackheart can join a unit this unit has joined. + +**Keywords:** Infantry, Epic Hero, Grenades, Chaos Undivided, Masters of the Maelstrom, Psyker, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Garreon the Corpsemaster – EPIC HERO +- 1 Garlon Souleater – EPIC HERO +- 1 Katar Garrix – EPIC HERO +- 1 Captain Sargotta – EPIC HERO +- 1 The Enforcer – EPIC HERO + +**Leader:** +Led By: Huron Blackheart + +**Points:** +- 5 models: 115pts + +--- + +# Mastodon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 14 | 2+ | 30 | 6+ | 12 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | +| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Titanic, Vehicle, Chaos, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Mastodon + +**Wargear Options:** +- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters +- 2 lascannons +- 2 volkite culverins +- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 volkite culverins + +**Transport:** +This model has a transport capacity of 45 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). + +**Points:** +- 1 model: 540pts + +--- + +# Maulerfiend + +**Role:** Other + +*Maulerfiends stalk the battlefield like immense hunting beasts. Once the enemy are in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at the prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and stabbing tendrils.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lasher tendrils; Maulerfiend fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magma cutters | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | +| Maulerfiend fists | Melee | 6 | 3 | 14 | -2 | D6+1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Siege Crawler** (Datasheet): You can ignore any or all modifiers to this model’s Move characteristic and to Advance and Charge rolls made for it. + +**Keywords:** Maulerfiend, Chaos, Walker, Vehicle, Daemon +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Maulerfiend + +**Wargear Options:** +- This model’s lasher tendrils can be replaced with 2 magma cutters. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Mutilators + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 2+ | 4 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** fleshmetal weapons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fleshmetal weapons – strike | Melee | 4 | 3 | 6 | -2 | 2 | — | +| Fleshmetal weapons – sweep | Melee | 8 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Death Frenzy** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **CULT OF DESTRUCTION** (Special (правая колонка)): For the purposes of embarking within Transports, each MUTILATOR model counts as one Obliterator model. + +**Keywords:** Mutilators, Infantry, Chaos, Daemon +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 3 Mutilators + +**Wargear Options:** +- None + +**Points:** +- 3 models: 185pts + +--- + +# Mutoid Vermin + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 2 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** diseased claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. + +**Keywords:** Chaos, Swarm, Mutoid Vermin, Nurgle, Damned +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 16 Mutoid Vermin + +**Wargear Options:** +- None + +**Points:** +- 16 models: 85pts + +--- + +# Negavolt Cultists + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** electro-goads. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Electro-goads | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Voltagheist Field** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **SERVANTS OF THE ABYSS** (Special (правая колонка)): If a unit from your army with the Leader ability can be attached to a Cultist Mob, it can be attached to this unit instead. + +**Keywords:** Infantry, Chaos, Damned, Negavolt Cultists +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 4 Negavolt Cultists + +**Wargear Options:** +- None + +**Leader:** +Led By: Rogue Psyker + +**Points:** +- 4 models: 55pts + +--- + +# Nemesis Claw + +**Role:** Other + +*Nemesis Claws are squads of Night Lords consumed by murderlust and sadism that are employed as terror troops by Chaos warlords the galaxy over. These psychopathic killers use an array of dread weaponry and ghoulish equipment to inflict fear, misery and violent death upon their foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Visionary is equipped with:** bolt pistol; Nostraman chainblade. + +**Each Legionary is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Nostraman chainblade | Melee | 5 | 3 | 4 | -1 | 1 | sustained hits 1 | +| Nostraman chainglaive | Melee | 4 | 3 | 8 | -2 | 1 | sustained hits 1 | +| Paired accursed weapons | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Visions of Suffering (Psychic)** (Datasheet): Each time a model in this unit makes an attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll. If that enemy unit is Below Half-strength, add 1 to the Wound roll as well. +- **Voice Eater** (Wargear): Enemy units (excluding MONSTERS and VEHICLES) cannot be targeted with Stratagems while they are within Engagement Range of the bearer’s unit. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability (excluding Epic Heroes) can be attached to a Legionaries unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Psyker, Chaos, Grenades, Nemesis Claw +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Visionary +- 4-9 Legionaries + +**Wargear Options:** +- The Visionary’s bolt pistol can be replaced with 1 plasma pistol. +- The Visionary’s Nostraman chainblade can be replaced with one of the following:- 1 accursed weapon +- 1 power fist +- Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword. +- If this unit contains 10 models, one Legionary’s boltgun can be replaced with one of the following:- 1 heavy bolter +- 1 missile launcher +- One Legionary’s boltgun can be replaced with one of the following:- 1 flamer +- 1 meltagun +- 1 plasma gun +- Up to four Legionaries can each have their boltgun replaced with one of the following (duplicates are not allowed):- 1 accursed weapon +- 1 Nostraman chainglaive +- 1 paired accursed weapons +- 1 voice eater and 1 Astartes chainsword + +**Leader:** +Led By: Master Of Possession, Master Of Executions, Exalted Champion, Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle, Red Corsairs Reave-Captain, Warpsmith + +**Points:** +- 5 models: 110pts +- 10 models: 190pts + +--- + +# Noctilith Crown + +**Role:** Fortifications + +*Wreathed in fluctuating, eldritch energies, Noctilith Crowns are ritual loci of empyric power. They draw in the raw energy of Chaos itself, forming nodal strongholds of the Dark Gods’ influence that empower their fell servants and wrack their enemies with lashes of baleful warp magicks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 11 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lashing warp energies. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashing warp energies | 6 | 8 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Malevolent Locus (Aura)** (Datasheet): While a friendly HERETIC ASTARTES model is wholly within 9" of this FORTIFICATION, improve that unit’s Leadership characteristic by 1. +- **Malign Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol weapon, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Noctilith Crown, Chaos, Fortification +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Noctilith Crown + +**Points:** +- 1 model: 125pts + +--- + +# Noise Marines + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** sonic blaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sonic blaster | 18 | 3 | 3 | 5 | -1 | 2 | ignores cover | +| Blastmaster – single frequency | 18 | 3 | 3 | 10 | -2 | 3 | ignores cover | +| Blastmaster – varied frequency | 18 | 6 | 3 | 6 | -2 | 1 | ignores cover | +| Screamer pistol | 12 | 3 | 3 | 5 | -1 | 2 | ignores cover, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Terrifying Crescendo** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 1 from that test. + +**Keywords:** Noise Marines, Slaanesh, Chaos, Infantry +**Faction Keywords:** Emperor’s Children, Heretic Astartes + +**Unit Composition:** +- 1 Disharmonist +- 5 Noise Marines + +**Wargear Options:** +- The Disharmonist’s sonic blaster can be replaced with 1 screamer pistol and 1 power sword. +- Up to 2 Noise Marines can each replace their sonic blaster with 1 blastmaster. + +**Points:** +- 6 models: 145pts + +--- + +# Obliterators + +**Role:** Other + +*Hulking, baroque meldings of Chaos Space Marine, daemon-infused armour and mutated weaponry, Obliterators are able to reshape their forms from moment to moment. Stepping directly from warp fissures into ideal firing positions, they sweep all before them with warp-tainted firestorms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 2+ | 5 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** fleshmetal guns; crushing fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fleshmetal guns – focused malice | 18 | D3 | 3 | 12 | -3 | 4 | melta 2 | +| Fleshmetal guns – ruinous salvo | 24 | D6 | 3 | 8 | -2 | 2 | blast | +| Fleshmetal guns – warp hail | 24 | D6+3 | 3 | 5 | -1 | 1 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing fists | Melee | 4 | 3 | 9 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Warp Rift Firepower** (Datasheet): Once per battle, during the shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [INDIRECT FIRE] ability. + +**Keywords:** Obliterators, Infantry, Daemon, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 2 Obliterators + +**Points:** +- 2 models: 160pts + +--- + +# Plague Marines + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; plague knives. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits | +| Blight launcher | 24 | D3 | 3 | 6 | -1 | 2 | blast, lethal hits | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | +| Plague belcher | 12 | D6 | N/A | 4 | 0 | 1 | anti-infantry 4+, ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bubotic weapons | Melee | 4 | 3 | 5 | -2 | 1 | lethal hits | +| Plague knives | Melee | 3 | 3 | 4 | 0 | 1 | lethal hits | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | lethal hits | +| Heavy plague weapon | Melee | 3 | 4 | 8 | -2 | 2 | lethal hits | + +**Abilities:** +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Infused with the Blessings of Nurgle** (Datasheet): In your Shooting phase, each time this unit is selected to shoot, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is Afflicted. +- **Icon of Despair (Aura)** (Wargear): While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. + +**Keywords:** Chaos, Grenades, Infantry, Battleline, Plague Marines, Nurgle +**Faction Keywords:** Death Guard, Heretic Astartes + +**Unit Composition:** +- 1 Plague Champion +- 4-9 Plague Marines + +**Wargear Options:** +- The Plague Champion’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 plasma gun +- 1 plasma pistol +- The Plague Champion’s plague knives can be replaced with one of the following:- 1 bubotic weapons +- 1 power fist +- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 blight launcher. +- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 plague spewer. +- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with one of the following:- 1 meltagun +- 1 plague belcher +- 1 plasma gun +- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 bubotic weapons. +- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 heavy plague weapon. +- One Plague Marine equipped with a boltgun can be equipped with 1 icon of despair. This model’s boltgun cannot be replaced. + +**Leader:** +Led By: Chaos Lord On Palanquin Of Nurgle, Sorcerer On Palanquin Of Nurgle + +**Points:** +- 5 models: 95pts +- 7 models: 130pts +- 10 models: 190pts + +--- + +# Possessed + +**Role:** Other + +*In blasphemous union with fell daemons of the Chaos Gods, Possessed are bestial slaughter incarnate. Warped and mutated by their empyric parasites, their armoured forms flow like wax. As talons, snapping maws and vestigial wings manifest, they unleash an unholy orgy of bloodshed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | 4 | 3 | 5 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Unholy Bloodshed** (Datasheet): Once per battle, when this unit makes a Dark Pact, until the end of the phase, weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. + +**Keywords:** Possessed, Daemon, Chaos, Infantry +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Possessed Champion +- 4-9 Possessed + +**Wargear Options:** +- 1 model can be equipped with 1 Chaos icon. + +**Leader:** +Led By: Master Of Possession + +**Points:** +- 5 models: 120pts +- 10 models: 240pts + +--- + +# Rapier Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Chaos, Rapier Carrier, Artillery, Vehicle, Chaos, Rapier Carrier, Artillery, Vehicle, Chaos, Rapier Carrier, Artillery, Vehicle, Chaos, Rapier Carrier, Vehicle, Artillery +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Rapier Carrier + +**Wargear Options:** +- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon +- 1 laser destroyer +- 1 quad launcher + +**Points:** +- 1 model: 90pts + +--- + +# Raptors + +**Role:** Other + +*A subculture of sky warriors that cuts across Legion boundaries, Raptors hunt like avian predators and are unified by the thrill of the chase. With screeching battle cries amplified to terrify their prey, they descend in meteoric charges, a flurry of reaping blades and intense, short-ranged firepower.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Mutations | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. +- **Terrifying Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. + +**Keywords:** Raptors, Chaos, Grenades, Jump Packs, Fly, Infantry +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Raptor Champion +- 4-9 Raptors + +**Wargear Options:** +- The Raptor Champion’s bolt pistol can be replaced with 1 plasma pistol. +- The Raptor Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon +- 1 heavy melee weapon +- For every 5 models in this unit, up to 2 Raptors can each have their bolt pistol replaced with 1 plasma pistol (these models’ Astartes chainswords cannot be replaced). +- For every 5 models in this unit, up to 2 Raptors can each have their Astartes chainsword replaced with 1 heavy melee weapon. +- For every 5 models in this unit, 1 Raptor can replace their Astartes chainsword with 1 mutations. +- Up to 2 Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon +- If this unit contains 10 models, up to 2 additional Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon + +**Leader:** +Led By: Haarken Worldclaimer, Chaos Lord with Jump Pack + +**Points:** +- 5 models: 110pts +- 10 models: 210pts + +--- + +# Red Corsairs Raiders + +**Role:** Other + +*Ruthless and cruel even by the standards of Renegade Space Marines, Red Corsairs Raiders excel in hit-and-run attacks. They fight with cunning brutality, maiming their victims to be taken as captives or looting dying foes even before their life blood has stopped jetting from their ragged wounds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Each model is equipped with:** boltgun; bolt pistol; reaver’s blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Reaver’s blade | Melee | 4 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Trophy Takers** (Datasheet): The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in this unit. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Legionaries unit, it can be attached to this unit instead. + +**Keywords:** Red Corsairs Raiders, Infantry, Grenades, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Red Corsairs Raider Champion +- 4-9 Red Corsairs Raiders + +**Wargear Options:** +- The Red Corsairs Raider Champion’s bolt pistol can be replaced with 1 hand flamer. +- For every 5 models in this unit:- 1 Red Corsairs Raider’s boltgun can be replaced with 1 meltagun +- 1 Red Corsairs Raider’s reaver’s blade can be replaced with 1 power fist + +**Leader:** +Led By: Master Of Possession, Fabius Bile, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle, Warpsmith, Huron Blackheart, Red Corsairs Reave-Captain, Chaos Lord, Master Of Executions, Sorcerer, Exalted Champion + +**Points:** +- 5 models: 110pts +- 10 models: 220pts + +--- + +# Red Corsairs Reave-Captain + +**Role:** Characters + +*Renegade warlords and lieutenants, the Reave Captains of the Red Corsairs are masters of underhanded warfare. Combining the strategic nous of loyalist Space Marine commanders with the viciousness of the Heretic Astartes, these merciless war leaders exploit their foes’ every weakness and leave none alive.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power maul | Melee | 5 | 2 | 5 | -2 | 2 | — | +| Power sword | Melee | 7 | 2 | 5 | -2 | 1 | sustained hits 1 | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Raider** (Datasheet): Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1. +- **Raider’s Due** (Datasheet): Each time this unit declares a Charge that targets one or more units that are within range of one or more objective markers, you can re-roll the Charge roll. + +**Keywords:** Red Corsairs Reave-captain, Chaos, Infantry, Character +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Red Corsairs Reave-Captain + +**Wargear Options:** +- This model’s power sword can be replaced with 1 power maul. +- This model can be equipped with 1 plasma pistol. + +**Leader:** +Can lead: Chosen, Red Corsairs Raiders, Nemesis Claw, Legionaries + +**Points:** +- 1 model: 75pts + +--- + +# Relic Contemptor Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy plasma cannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Dreadnought, Vehicle, Vehicle, Walker, Chaos, Relic Contemptor Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Walker, Chaos, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Dreadnought, Relic Contemptor Dreadnought, Dreadnought, Walker, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Chaos, Vehicle, Relic Contemptor Dreadnought, Chaos, Walker, Chaos, Dreadnought +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Relic Contemptor Dreadnought + +**Wargear Options:** +- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon +- 1 kheres-pattern assault cannon +- 1 multi-melta +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 twin volkite culverin +- 1 Dreadnought chainfist and 1 combi-bolter +- 1 Dreadnought combat weapon and 1 combi-bolter +- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster +- 1 heavy flamer +- 1 plasma blaster +- This model can be equipped with 1 cyclone missile launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Renegade Enforcer + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Enforcer pistol; Enforcer melee weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Enforcer pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Lasgun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | +| Shotgun | 12 | 2 | 3 | 4 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enforcer melee weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Example** (Datasheet): While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed. +- **Enforcer** (Datasheet): This model’s unit is eligible to declare a charge in a turn in which it Fell Back. + +**Keywords:** Renegade Enforcer, Damned, Character, Grenades, Infantry, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Renegade Enforcer + +**Wargear Options:** +- This model’s Enforcer pistol can be replaced with one of the following:- 1 autogun +- 1 lasgun +- 1 shotgun +- This model’s Enforcer melee weapon can be replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Traitor Guardsmen Squad, Renegade Heavy Weapons Squad + +**Points:** +- 1 model: 65pts + +--- + +# Renegade Heavy Weapons Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** renegade firearm; heavy stubber; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Renegade firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. +- **HEAVY WEAPONS TEAM** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Heavy Weapons Team model counts as two models. + +**Keywords:** Infantry, Chaos, Damned, Grenades, Renegade Heavy Weapons Squad +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 3 Renegade Heavy Weapons Teams + +**Wargear Options:** +- Any numbers of models’ heavy stubbers can each be replaced with one of the following:- 1 autocannon +- 1 heavy bolter +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Leader:** +Led By: Renegade Enforcer + +**Points:** +- 3 models: 75pts + +--- + +# Renegade Ogryn Beast Handler + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| OGRYN PACK MASTER | 6" | 6 | 5+ | 4 | 7+ | 1 | +| CHAOS MAULER HOUND | 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Ogryn Pack Master is equipped with:** mauler goad and ripper claw. + +**Every Chaos Mauler Hound is equipped with:** befouled claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Befouled claws and fangs | Melee | 2 | 3 | 5 | 0 | 1 | — | +| Mauler goad and ripper claw | Melee | 4 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Beastmaster** (Datasheet): While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1. + +**Keywords:** Beasts, Chaos, Renegade Ogryn Beast Handler, Damned +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Ogryn Pack Master +- 3 Chaos Mauler Hounds + +**Wargear Options:** +- None + +**Points:** +- 4 models: 40pts +- 7 models: 70pts + +--- + +# Renegade Ogryn Brutes + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ogryn weapon. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn power drill | Melee | 3 | 3 | 10 | -2 | 2 | — | +| Ogryn weapon | Melee | 3 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Ogryn Combat Stimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Ogryn Brute model counts as one TERMINATOR model. + +**Keywords:** Damned, Renegade Ogryn Brutes, Infantry, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 3 Renegade Ogryn Brutes + +**Wargear Options:** +- One model’s Ogryn weapon can be replaced with 1 Ogryn power drill. + +**Points:** +- 3 models: 95pts + +--- + +# Renegade Plague Ogryns + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ogryn plague claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn plague claws | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. +- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Plague Ogryn model counts as one TERMINATOR model. + +**Keywords:** Infantry, Chaos, Damned, Nurgle, Renegade Plague Ogryns +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 3 Renegade Plague Ogryns + +**Wargear Options:** +- None + +**Points:** +- 3 models: 95pts + +--- + +# Rogue Psyker + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** laspistol; Psychic Strike; Chaos stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Psychic Strike – focused witchfire | 12 | D6+3 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | +| Psychic Strike – witchfire | 12 | D6 | 3 | 6 | -2 | 1 | blast, devastating wounds, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chaos stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Cursed Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. + +**Keywords:** Infantry, Damned, Rogue Psyker, Character, Psyker, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Rogue Psyker + +**Wargear Options:** +- None + +**Leader:** +Can lead: Negavolt Cultists, Accursed Cultists, Cultist Mob + +**Points:** +- 1 model: 60pts + +--- + +# Rubric Marines + +**Role:** Battleline + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Rubric Marine | 6" | 4 | 3+ | 2 | 7+ | 2 | +| Aspiring Sorcerer | 6" | 4 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Aspiring Sorcerer is equipped with:** inferno bolt pistol; Malefic Curse; force weapon. + +**Every Rubric Marine is equipped with:** inferno boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inferno bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Warpflamer | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | +| Warpflame pistol | 12 | D6 | N/A | 3 | -1 | 1 | ignores cover, pistol, torrent | +| Soulreaper cannon | 24 | 6 | 3 | 6 | -2 | 1 | devastating wounds | +| Malefic Curse | 24 | 3 | 3 | 4 | -3 | 1 | anti-infantry 4+, devastating wounds, psychic | +| Inferno boltgun | 24 | 2 | 3 | 4 | -2 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 3 | 3 | 6 | -1 | D3 | psychic | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Bringers of Change** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If that attack targets a unit within range of an objective marker you do not control, you can re-roll the Wound roll instead. +- **Icon of Flame** (Wargear): Ranged weapons equipped by models in the bearer’s unit (excluding CHARACTERS) have the [IGNORES COVER] ability. + +**Keywords:** Rubricae, Rubric Marines, Infantry, Battleline, Chaos, Psyker, Tzeentch +**Faction Keywords:** Thousand Sons, Heretic Astartes + +**Unit Composition:** +- 1 Aspiring Sorcerer +- 4-9 Rubric Marines + +**Wargear Options:** +- The Aspiring Sorcerer’s inferno bolt pistol can be replaced with 1 warpflame pistol. +- 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon. +- Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer. +- 1 Rubric Marine can be equipped with 1 icon of flame. + +**Leader:** +Led By: Chaos Lord On Disc Of Tzeentch, Sorcerer On Disc Of Tzeentch + +**Points:** +- 5 models: 100pts +- 10 models: 190pts + +--- + +# Sicaran Battle Tank + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Sicaran Battle Tank, Smoke, Chaos, Vehicle, Chaos, Sicaran Battle Tank, Smoke, Chaos, Vehicle, Sicaran Battle Tank, Chaos, Vehicle, Sicaran Battle Tank, Smoke +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sicaran Battle Tank + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Punisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Sicaran Punisher, Vehicle, Chaos, Smoke, Sicaran Punisher, Vehicle, Chaos, Sicaran Punisher, Vehicle, Chaos, Smoke, Sicaran Punisher, Vehicle, Chaos, Smoke +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sicaran Punisher + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Venator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Chaos, Smoke, Sicaran Venator, Vehicle, Chaos, Smoke, Sicaran Venator, Vehicle, Chaos, Smoke, Sicaran Venator, Vehicle, Chaos, Smoke, Sicaran Venator, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sicaran Venator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 180pts + +--- + +# Sokar-pattern Stormbird + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 13 | 2+ | 40 | 6+ | 0 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Aircraft, Aircraft, Fly, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Titanic +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sokar-pattern Stormbird + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 55 Heretic Astartes Infantry or Heretic Astartes Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). + +**Points:** +- 1 model: 900pts + +--- + +# Sorcerer In Terminator Armour + +**Role:** Characters + +*The powers of a warband’s Sorcerers lend a sickening occult advantage to elite infantry spearheads. Girded in warsuits of sigil-etched Terminator armour, they are able to support gruelling boarding actions, assault through daemon-haunted labyrinths or fight on the front line against swarming, ignorant loyalists.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** combi-bolter; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Chaos Familiar** (Wargear): Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0. +- **Warptime (Psychic)** (Datasheet): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit. +- **Death Hex (Psychic)** (Datasheet): At the start of your Shooting phase, one Psyker with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Psyker, Sorcerer in Terminator Armour, Terminator, Infantry, Character, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer in Terminator Armour + +**Wargear Options:** +- This model’s combi-bolter can be replaced with 1 combi-weapon. +- This model can be equipped with 1 Chaos familiar. + +**Leader:** +Can lead: Chaos Terminator Squad + +**Points:** +- 1 model: 80pts + +--- + +# Sorcerer On Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; combi-bolter; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Unholy Power** (Datasheet): Each time this model’s unit makes a Dark Pact, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Wound roll. + +**Keywords:** Psyker, Chaos, Grenades, Mounted, Character, Sorcerer on Bike +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Chaos Bikers + +**Points:** +- 1 model: 75pts + +--- + +# Sorcerer On Disc Of Tzeentch + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Flames of Change (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. +- **Altered Reality (Psychic)** (Datasheet): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6. + +**Keywords:** Chaos, Sorcerer, Disc of Tzeentch, Psyker, Grenades, Character, Infantry, Fly, Tzeentch +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer on Disc of Tzeentch + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Rubric Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries + +**Points:** +- 1 model: 80pts + +--- + +# Sorcerer On Palanquin Of Nurgle + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Gift of Poxes (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. + +**Keywords:** Character, Infantry, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer on Palanquin of Nurgle + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Plague Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries + +**Points:** +- 1 model: 80pts + +--- + +# Sorcerer On Steed Of Slaanesh + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; lashing tongue. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Lashing tongue | Melee | 2 | 3 | 4 | 0 | 1 | extra attacks, lethal hits | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Dark Favour (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. +- **Infernal Speed** (Datasheet): While this model is leading a unit, change the Move characteristic of models in that unit to 14". + +**Keywords:** Slaanesh, Sorcerer, Grenades, Steed of Slaanesh, Mounted, Chaos, Character +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer on Steed of Slaanesh + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Chaos Bikers + +**Points:** +- 1 model: 85pts + +--- + +# Sorcerer + +**Role:** Characters + +*Sorcerers are the Heretic Astartes’ battle-psykers and warp-seers. Wielding terrifying empyric energies, with but a thought they can crush a foe’s skull, curse their enemies with abhorrent hexes or hurl coruscating bolts of soul-blasting psychic power that mutate those they touch.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Gift of Chaos (Psychic)** (Datasheet): Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds. + +**Keywords:** Grenades, Psyker, Chaos, Character, Infantry, Sorcerer +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Sorcerer + +**Leader:** +Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders + +**Points:** +- 1 model: 60pts + +--- + +# Spartan + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Vehicle, Spartan, Smoke, Transport, Chaos, Vehicle, Spartan, Smoke, Transport, Chaos, Spartan, Spartan, Smoke, Transport, Chaos, Vehicle, Transport, Smoke, Chaos, Smoke, Transport, Chaos, Vehicle, Spartan, Vehicle +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Spartan + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 28 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 300pts + +--- + +# Storm Eagle Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Storm Eagle Gunship + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta +- 1 typhoon missile launcher +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons + +**Transport:** +This model has a transport capacity of 22 Heretic Astartes Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 250pts + +--- + +# Terrax-pattern Termite + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Dedicated Transport, Transport, Chaos, Vehicle, Dedicated Transport, Chaos, Terrax-pattern Termite, Dedicated Transport, Transport, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Chaos, Vehicle, Terrax-pattern Termite, Transport, Chaos, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Chaos, Vehicle, Terrax-pattern Termite +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Terrax-pattern Termite + +**Wargear Options:** +- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers +- 2 twin volkite chargers + +**Transport:** +This model has a transport capacity of 12 Heretic Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 200pts + +--- + +# Traitor Enforcer + +**Role:** Characters + +*Whether petty tyrants who killed their way to dominance, or former officers brought low through corruption, Enforcers are now sadistic disciplinarians amongst the Militarum Traitoris. Some cement their position by exploiting savage Traitor Ogryns as living shields, crude line-breakers and added muscle to help impose their violent rule.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| TRAITOR ENFORCER | 6" | 3 | 5+ | 3 | 6+ | 1 | +| TRAITOR OGRYN | 6" | 6 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save (TRAITOR ENFORCER: 5)** +** Traitor Enforcer model only.* +**Invulnerable Save (TRAITOR OGRYN: -)** + +**Default Wargear:** +**The Traitor Enforcer is equipped with:** bolt pistol; power fist. + +**The Traitor Ogryn is equipped with:** Ogryn weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ogryn weapons | Melee | 5 | 3 | 7 | -1 | 2 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Brutal Example** (Datasheet): Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed. +- **Mutated Bodyguard** (Datasheet): While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability. + +**Keywords:** Traitor Enforcer, Character, Damned, Chaos, Infantry, Grenades +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Traitor Enforcer +- 1 Traitor Ogryn + +**Wargear Options:** +- None + +**Leader:** +Can lead: Traitor Guardsmen Squad + +**Points:** +- 2 models: 55pts + +--- + +# Traitor Guardsmen Squad + +**Role:** Other + +*Amongst the mortal followers of the Heretic Astartes are warbands of Traitor Guardsmen. These heretics turn mass-produced lasguns and more specialised weapons upon the Imperium they once served, while their military training combines with bitterness and hate to render them a potent threat.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Traitor Sergeant is equipped with:** corrupted pistol; close combat weapon. + +**Every Traitor Guardsman is equipped with:** lasgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Corrupted pistol | 12 | 1 | 4 | 4 | -1 | 1 | pistol | +| Cultist grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Cultist grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Cultist sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Twisted Defence Force** (Datasheet): While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack. + +**Keywords:** Grenades, Infantry, Traitor Guardsmen Squad, Damned, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Traitor Sergeant +- 9 Traitor Guardsmen + +**Wargear Options:** +- Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):- 1 Cultist grenade launcher +- 1 flamer +- 1 meltagun +- 1 plasma gun +- 1 Cultist sniper rifle +- The Traitor Sergeant’s close combat weapon can be replaced with one of the following:- 1 chainsword +- 1 power weapon +- The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun. + +**Leader:** +Led By: Traitor Enforcer, Renegade Enforcer + +**Points:** +- 10 models: 70pts + +--- + +# Typhon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** dreadhammer siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). + +**Keywords:** Chaos, Typhon, Smoke, Vehicle, Chaos, Typhon, Vehicle, Smoke, Chaos, Vehicle, Typhon, Smoke, Chaos, Vehicle, Typhon, Smoke +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Typhon + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 320pts + +--- + +# Vashtorr The Arkifane + +**Role:** Characters + +*Vashtorr is a horror of pallid flesh stretched over infernal mechanisms. He soars to battle amidst a cloud of dark lightning and smog, dealing destruction and unleashing techno-gheist curses upon the foe even as he fashions enhancements for his indentured Daemon Engines from the raw stuff of realspace.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 2+ | 14 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Vashtorr’s claw; Vashtorr’s hammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vashtorr’s claw | 12 | D6 | N/A | 5 | -2 | 1 | anti-vehicle 4+, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vashtorr’s hammer – strike | Melee | 6 | 2 | 14 | -3 | 3 | anti-vehicle 4+, devastating wounds | +| Vashtorr’s hammer – sweep | Melee | 12 | 2 | 8 | -1 | 2 | anti-vehicle 4+, devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Unholy Mechanisms (Aura)** (Datasheet): While a friendly Daemon Vehicle unit is within 6" of this model, add 2 to the Strength characteristic of weapons equipped by models in that unit. +- **Reorder Reality** (Datasheet): Each time an enemy unit within 18" of this model targets this model, subtract 1 from the Hit roll and, until the end of the phase, that enemy unit’s ranged weapons have the [HAZARDOUS] ability. +- **Indentured Daemon Engines** (Datasheet): While this model is within 3" of one or more friendly Daemon Vehicle units, this model has the Lone Operative ability. + +**Keywords:** Daemon, Vashtorr the Arkifane, Chaos, Monster, Character, Epic Hero, Fly +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Vashtorr the Arkifane – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 175pts + +--- + +# Venomcrawler + +**Role:** Other + +*These arachnoid amalgams of daemon flesh, cursed iron and malignant sentience pound across war zones in search of bodies to tear and spirits to consume. After butchering the prey with their excruciator cannons, claws and lashing tendrils, they draw the souls of the slain into their abdomens.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 9 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 excruciator cannons; soulflayer tendrils and claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Excruciator cannon | 36 | 6 | 3 | 6 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Soulflayer tendrils and claws | Melee | 6 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Soul Eater** (Datasheet): At the end of the Fight phase, if one or more attacks made by this model this phase destroyed one or more enemy units, until the end of the battle, add 1 to the Attacks characteristic of this model’s weapons. + +**Keywords:** Daemon, Venomcrawler, Vehicle, Walker, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Venomcrawler + +**Points:** +- 1 model: 110pts + +--- + +# Warp Talons + +**Role:** Other + +*Often appearing from the Immaterium, wreathed in unholy fire and with their armour warped into daemonic likenesses, Warp Talons are tainted warriors who have fallen further than most. They are skyborne assassins, their flaming talons equally adept at slicing through armour or tearing through the fabric of realspace.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** warp claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Warp Strike** (Datasheet): At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. + +**Keywords:** Jump Packs, Fly, Infantry, Chaos, Daemon, Warp Talons, Grenades +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Warp Talon Champion +- 4-9 Warp Talons + +**Wargear Options:** +- None + +**Points:** +- 5 models: 125pts +- 10 models: 270pts + +--- + +# Warpsmith + +**Role:** Characters + +*With outlawed knowledge of the deeper mysteries of the machine, Warpsmiths maintain their warband’s arsenal of armoured vehicles, and violate enemy war engines with utterances of corrupted code. Fused with a writhing nest of semi-sentient mechatendrils, they seek not only to employ technology, but to subjugate it.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** flamer tendril; melta tendril; plasma pistol; forge weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer tendril | 12 | D6 | N/A | 3 | 0 | 1 | pistol, torrent, ignores cover | +| Melta tendril | 6 | 1 | 2 | 8 | -4 | D3 | pistol, melta 2 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Forge weapon | Melee | 4 | 3 | 6 | -2 | 2 | Anti-Vehicle 4+ | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Warpsmith** (Datasheet): While this model is within 3" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability. +- **Master of Mechanisms** (Datasheet): In your Command phase, select one friendly Heretic Astartes Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase. +- **Enrage Machine Spirits** (Datasheet): At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. That unit must take a Battle-shock test. + +**Keywords:** Grenades, Infantry, Warpsmith, Chaos, Character +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Warpsmith + +**Leader:** +Can lead: Havocs, Legionaries, Red Corsairs Raiders, Chosen, Nemesis Claw + +**Points:** +- 1 model: 70pts + +--- + +# Whirlwind Scorpius + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Scorpius multi-launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Whirlwind Scorpius, Vehicle, Vehicle, Smoke, Chaos, Vehicle, Smoke, Chaos, Whirlwind Scorpius, Smoke, Chaos, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Whirlwind Scorpius +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Whirlwind Scorpius + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 115pts + +--- + +# Xiphon Interceptor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: +- [LETHAL HITS] +- [SUSTAINED HITS 1] +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Chaos, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Xiphon Interceptor, Fly, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Vehicle, Aircraft, Chaos, Xiphon Interceptor, Vehicle, Vehicle, Xiphon Interceptor, Fly, Aircraft, Fly, Aircraft, Chaos +**Faction Keywords:** Heretic Astartes + +**Unit Composition:** +- 1 Xiphon Interceptor + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/abaddon-the-despoiler.md b/cogitator/factions/chaos-space-marines/datasheets/abaddon-the-despoiler.md deleted file mode 100644 index be65b0f..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/abaddon-the-despoiler.md +++ /dev/null @@ -1,71 +0,0 @@ -# Abaddon The Despoiler - -**Role:** Characters - -*The Warmaster of Chaos is the greatest threat to the Imperium. He rules his Black Legion with an iron-taloned fist and stands as the embodiment of the Long War. Clad in Terminator armour and wielding his howling daemon sword, Drach’nyen, Abaddon slays any weakling champions sent to challenge him.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 9 | 5+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Talon of Horus; Drach’nyen. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Talon of Horus | 24 | 4 | 2 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drach’nyen | Melee | 8 | 2 | 14 | -4 | 3 | devastating wounds | -| Talon of Horus | Melee | 14 | 2 | 7 | -3 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **The Warmaster** (Datasheet): In your Command phase, select one Warmaster ability (see left). Until the start of your next Command phase, this model has that ability. -- **Dark Destiny** (Datasheet): Each time this model's unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 7+, you gain 1CP. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. -- **Paragon of Hatred (Aura)** (Primarch): While a friendly HERETIC ASTARTES unit is within 6" (excluding DAMNED units) of this model, each time a model in that unit makes an attack, you can re-roll the Hit roll. -- **Mark of Chaos Ascendant (Aura)** (Primarch): While a friendly Heretic Astartes Infantry or Heretic Astartes Mounted unit (excluding DAMNED units) is within 6" of this model, models in that unit have a 4+ invulnerable save. -- **Lord of the Traitor Legions (Aura)** (Primarch): While a friendly HERETIC ASTARTES unit (excluding DAMNED units) is within 6" of this model, you can re-roll Leadership and Battle-shock tests taken for that unit. - -**Keywords:** Character, Infantry, Abaddon the Despoiler, Chaos, Chaos Undivided, Terminator, Epic Hero -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Abaddon the Despoiler – EPIC HERO - -**Leader:** -Can lead: Chosen, Chaos Terminator Squad - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/accursed-cultists.md b/cogitator/factions/chaos-space-marines/datasheets/accursed-cultists.md deleted file mode 100644 index e855a37..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/accursed-cultists.md +++ /dev/null @@ -1,60 +0,0 @@ -# Accursed Cultists - -**Role:** Other - -*Whether born of dark ritual, empyric experimentation or the predations of malign entities, Accursed Cultists have diverse, terrifying origins. Driven towards the foe, Mutants flail and lash at the enemy with claws or tendrils, while horribly warped Torments pounce with bestial hunger.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| MUTANT | 6" | 4 | 6+ | 1 | 7+ | 1 | -| TORMENT | 6" | 4 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Torment is equipped with:** hideous mutations. - -**Every Mutant is equipped with:** blasphemous appendages. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blasphemous appendages | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Accursed Horde** (Datasheet): Each time an enemy unit has shot, if one or more models from this unit were destroyed as a result of those attacks, this unit can make a Horde move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Horde move while it is Battle-shocked. - -**Keywords:** Infantry, Chaos, Damned, Accursed Cultists -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 3-6 Torments -- 5-10 Mutants - -**Leader:** -Led By: Rogue Psyker, Dark Commune, Fabius Bile, Dark Apostle, Cultist Firebrand - -**Points:** -- 8 models: 90pts -- 16 models: 195pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/blood-slaughterer.md b/cogitator/factions/chaos-space-marines/datasheets/blood-slaughterer.md deleted file mode 100644 index e09bb87..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/blood-slaughterer.md +++ /dev/null @@ -1,50 +0,0 @@ -# Blood Slaughterer - -**Role:** Other - -*The Blood Slaughterer is a monstrous, gore-splattered Daemon Engine of brass and iron, forged for the sole purpose of wreaking carnage amongst the enemy. Once awoken by dreadful sacrifice rituals, Blood Slaughterers rend and kill indiscriminately, their every attack an act of profane worship to Khorne.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** impaler harpoon; slaughter blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Impaler harpoon | 12 | 1 | 3 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, impaled | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | — | -| Twin slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Scuttling Gait** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **Impaled** (Wargear profile): Each time this weapon scores a hit against an enemy MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer - -**Keywords:** Vehicle, Walker, Chaos, Khorne, Daemon, Blood Slaughterer -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Blood Slaughterer - -**Wargear Options:** -- This model’s impaler harpoon and slaughter blade can be replaced with 1 twin slaughter blade. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/cerberus.md b/cogitator/factions/chaos-space-marines/datasheets/cerberus.md deleted file mode 100644 index 5470936..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/cerberus.md +++ /dev/null @@ -1,56 +0,0 @@ -# Cerberus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. - -**Keywords:** Chaos, Vehicle, Smoke, Vehicle, Chaos, Cerberus, Smoke, Cerberus, Smoke, Chaos, Vehicle, Cerberus, Cerberus, Smoke, Chaos, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Cerberus - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-bikers.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-bikers.md deleted file mode 100644 index 627b25c..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-bikers.md +++ /dev/null @@ -1,67 +0,0 @@ -# Chaos Bikers - -**Role:** Other - -*Vicious long-range hunters as adept in reconnaissance as they are in bloody chases, Chaos Bikers ride powerful, growling machines whose combi-bolters spew explosive death. In rapid assaults, they smash through enemy defence lines, before circling back like a pack of predators to cut down survivors in bloody melee.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; combi-bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Outmanoeuvre** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength characteristic of that attack by 1. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Chaos Bikers, Chaos, Grenades, Mounted -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Biker Champion -- 2-5 Chaos Bikers - -**Wargear Options:** -- The Biker Champion’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist -- Any number of Chaos Bikers can each have their bolt pistol replaced with 1 Astartes chainsword. -- Up to 2 Chaos Bikers can each have their combi-bolter replaced with 1 combi-weapon, or can be equipped with one of the following:- 1 flamer -- 1 meltagun -- 1 plasma gun -- 1 model can be equipped with 1 Chaos icon. - -**Leader:** -Led By: Chaos Lord On Bike, Chaos Lord On Juggernaut, Chaos Lord On Steed Of Slaanesh, Sorcerer On Bike, Sorcerer On Steed Of Slaanesh - -**Points:** -- 3 models: 70pts -- 6 models: 130pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-deimos-predator.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-deimos-predator.md deleted file mode 100644 index 6fd1e79..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-deimos-predator.md +++ /dev/null @@ -1,68 +0,0 @@ -# Chaos Deimos Predator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasma destroyer; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Infernus cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Magna-melta cannon | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | -| Plasma destroyer – standard | 36 | D3 | 3 | 8 | -2 | 2 | blast | -| Plasma destroyer – supercharge | 36 | D3 | 3 | 9 | -3 | 3 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Chaos, Deimos Predator -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Deimos Predator - -**Wargear Options:** -- This model’s plasma destroyer can be replaced with one of the following:- 1 conversion beam cannon -- 1 infernus cannon -- 1 magna-melta cannon -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 lascannons -- This model can be equipped with 1 combi-bolter. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-land-raider.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-land-raider.md deleted file mode 100644 index a286b6b..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-land-raider.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaos Land Raider - -**Role:** Other - -*Chaos Land Raiders are massive armoured transports bristling with the heavy armaments of main line battle tanks and seething with a malevolent spirit. Strung with trophies taken from those slain by the elite warriors the tanks carry to the front line, Land Raiders are the spiked fists of many Heretic Astartes assaults.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Vehicle, Transport, Smoke, Chaos, Land Raider -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Land Raider - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 12 Heretic Astartes Infantry models (excluding Obliterator and Jump Pack models). Each Possessed and Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-in-terminator-armour.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-in-terminator-armour.md deleted file mode 100644 index 1af4de4..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-in-terminator-armour.md +++ /dev/null @@ -1,76 +0,0 @@ -# Chaos Lord In Terminator Armour - -**Role:** Characters - -*Chaos Lords’ underlings expect them to fight from the front, and few kinds of armour enable them to do so as effectively as archaic Terminator plate. Formidably resilient, such a suit protects the Lord against all but the most devastating firepower and enables him to deploy by teleportation right into the heart of the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** combi-bolter; exalted weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 5 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | -| Exalted weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | -| Paired accursed weapons | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Formidably Resilient** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. - -**Keywords:** Character, Chaos, Terminator, Chaos Lord in Terminator Armour, Infantry, Chaos Lord -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord in Terminator Armour - -**Wargear Options:** -- This model’s combi-bolter can be replaced with 1 combi-weapon. -- This model’s exalted weapon can be replaced with one of the following:- 1 chainfist -- 1 power fist -- This model’s combi-bolter and exalted weapon can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Chaos Terminator Squad - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-bike.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-bike.md deleted file mode 100644 index 6ab61ef..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-bike.md +++ /dev/null @@ -1,78 +0,0 @@ -# Chaos Lord On Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; combi-bolter; Astartes chainsword; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Swift Assault** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. - -**Keywords:** Chaos Lord on Bike, Mounted, Character, Grenades, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Chaos Bikers - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-disc-of-tzeentch.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-disc-of-tzeentch.md deleted file mode 100644 index c0c7ef2..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-disc-of-tzeentch.md +++ /dev/null @@ -1,79 +0,0 @@ -# Chaos Lord On Disc Of Tzeentch - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Lord of Fate** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. - -**Keywords:** Disc of Tzeentch, Chaos, Infantry, Character, Grenades, Tzeentch, Fly, Chaos Lord -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Disc of Tzeentch - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Rubric Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-juggernaut.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-juggernaut.md deleted file mode 100644 index 72880a1..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-juggernaut.md +++ /dev/null @@ -1,80 +0,0 @@ -# Chaos Lord On Juggernaut - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 2+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; bladed horn; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Bloody Stampede** (Datasheet): Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Khorne, Juggernaut, Chaos Lord, Chaos, Grenades, Character, Mounted -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Juggernaut - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Khorne Berzerkers, Chaos Bikers - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-palanquin-of-nurgle.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-palanquin-of-nurgle.md deleted file mode 100644 index fc8f3f9..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-palanquin-of-nurgle.md +++ /dev/null @@ -1,80 +0,0 @@ -# Chaos Lord On Palanquin Of Nurgle - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Revolting Regeneration** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. - -**Keywords:** Palanquin of Nurgle, Chaos Lord, Grenades, Character, Infantry, Chaos, Nurgle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Palanquin of Nurgle - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Plague Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-steed-of-slaanesh.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-steed-of-slaanesh.md deleted file mode 100644 index 050c6bb..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-on-steed-of-slaanesh.md +++ /dev/null @@ -1,80 +0,0 @@ -# Chaos Lord On Steed Of Slaanesh - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 5 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; lashing tongue. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Cut Off Their Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Steed of Slaanesh, Chaos Lord, Slaanesh, Chaos, Grenades, Character, Mounted -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord on Steed of Slaanesh - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Chaos Bikers - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-with-jump-pack.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-with-jump-pack.md deleted file mode 100644 index 03724ed..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord-with-jump-pack.md +++ /dev/null @@ -1,75 +0,0 @@ -# Chaos Lord with Jump Pack - -**Role:** Characters - -*Some Chaos Lords go to war equipped with jump packs, favouring the mobility these devices provide. Leading packs of Raptors, these cruel hunters descend upon their victims with savage hunger before bringing to bear an array of accursed weapons as they relentlessly pursue their quarry across the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | TWIN-LINKED | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Cruel Hunter** (Datasheet): While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3". - -**Keywords:** Infantry, Character, Fly, Jump Pack, Chaos, Chaos Lord, Grenades -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord - -**Wargear Options:** -- This model's bolt pistol can be replaced with 1 plasma pistol. -- This model’s accursed weapon can be replaced with 1 power fist. -- This model's bolt pistol and accursed weapon can be replaced with 1 twin lightning claws. - -**Leader:** -Can lead: Raptors - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-lord.md deleted file mode 100644 index 6fc01a4..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-lord.md +++ /dev/null @@ -1,70 +0,0 @@ -# Chaos Lord - -**Role:** Characters - -*Chaos Lords have spent countless spans of mortal lives leading their traitorous warriors, demanding nothing but utter ruthlessness from those they command. Each heretic aspires to this chilling mastery, knowing there is no prize beyond their Lord’s grasp and no enemy they cannot slay with pre-eminent skill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; daemon hammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Astartes chainblade | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Daemon hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Chance for Glory** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1. - -**Keywords:** Infantry, Grenades, Character, Chaos, Chaos Lord -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Lord - -**Wargear Options:** -- This model’s daemon hammer can be replaced with one of the following:- 1 accursed weapon -- 1 Astartes chainsword -- This model’s plasma pistol can be replaced with 1 power fist. - -**Leader:** -Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-predator-annihilator.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-predator-annihilator.md deleted file mode 100644 index b1454f5..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-predator-annihilator.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaos Predator Annihilator - -**Role:** Other - -*The traitorous crews of each Predator Annihilator liken their tank’s machine spirit to the animus of a stalking hunter. These tank-killing war machines unleash searing beams of energy from their lascannons, or thunder into front-line brawls to crack open bunkers housing the craven foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Annihilator** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll. - -**Keywords:** Vehicle, Chaos, Predator Annihilator, Smoke -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Predator Annihilator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 Havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-predator-destructor.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-predator-destructor.md deleted file mode 100644 index 12142f9..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-predator-destructor.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaos Predator Destructor - -**Role:** Other - -*Many Predator Destructors of the Heretic Astartes are ancient war engines whose rapid-firing heavy weaponry has unleashed destruction on battlefields dating back to the Horus Heresy. The thudding of their explosive shells resounds like a death knell as they scythe apart squads of infantry and light vehicles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Destructor** (Datasheet): Each time a ranged attack made by this model targets an enemy INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Smoke, Vehicle, Chaos, Predator Destructor -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Predator Destructor - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 Havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-rhino.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-rhino.md deleted file mode 100644 index f82d354..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-rhino.md +++ /dev/null @@ -1,60 +0,0 @@ -# Chaos Rhino - -**Role:** Dedicated Transports - -*Based upon ancient workhorse vehicles that have served Humanity for millennia, Chaos Rhinos are well adapted for battlefield transportation. Though encrusted with heretical icons and corrupted by the warp, they remain as rugged and reliable as ever, safely carrying their passengers over fire-swept battlefields.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** combi-bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. - -**Keywords:** Chaos, Smoke, Dedicated Transport, Transport, Rhino, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Rhino - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 12 Heretic Astartes Infantry models. It cannot transport Terminator, Jump Pack, Obliterator or Possessed models. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-spawn.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-spawn.md deleted file mode 100644 index 2086f83..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-spawn.md +++ /dev/null @@ -1,42 +0,0 @@ -# Chaos Spawn - -**Role:** Other - -*Becoming a Chaos Spawn is the fate of many upon the Path to Glory. Wracked with the endless gifts of the Dark Gods, they are mutated mounds of muscle, scaly hides, talons, eyes, teeth and far more. Chaos Spawn are herded towards their terrified foes, advancing in loping runs as they seek only to tear, crush and consume.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 4 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Mind-breaking Mutations (Aura)** (Datasheet): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit. - -**Keywords:** Beast, Chaos, Chaos Spawn -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 2 Chaos Spawn - -**Wargear Options:** -- None - -**Points:** -- 2 models: 70pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-terminator-squad.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-terminator-squad.md deleted file mode 100644 index 9464c86..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-terminator-squad.md +++ /dev/null @@ -1,63 +0,0 @@ -# Chaos Terminator Squad - -**Role:** Other - -*Clad in hulking, corrupted Terminator plate, each of these murderous brutes is akin to a walking tank. Spikes and horns give them a monstrous appearance, and their powerful array of heavy firepower and brutal melee weapons can tear through elite squads and war engines alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** combi-bolter; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Despoilers** (Datasheet): Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the Hit roll. - -**Keywords:** Infantry, Chaos, Terminator, Chaos Terminator Squad -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Terminator Champion -- 4-9 Chaos Terminators - -**Wargear Options:** -- For every 5 models in this unit, 1 Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer -- 1 reaper autocannon -- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. -- For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist. -- For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist. - -**Leader:** -Led By: Abaddon The Despoiler, Huron Blackheart, Chaos Lord In Terminator Armour, Sorcerer In Terminator Armour - -**Points:** -- 5 models: 180pts -- 10 models: 360pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-thunderhawk.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-thunderhawk.md deleted file mode 100644 index 526d723..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-thunderhawk.md +++ /dev/null @@ -1,66 +0,0 @@ -# Chaos Thunderhawk - -**Role:** Other - -*So often a symbol of hope and deliverance in the skies above Imperial worlds, Thunderhawk Gunships sworn to Chaos encapsulate the opposite. Sowing ruin with their cannons and missiles, the resilient craft descend like ruthless birds of prey, their fuselages loaded with Chaos Space Marines hungry for conquest and revenge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | -| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Aircraft, Vehicle, Titanic, Fly, Chaos, Thunderhawk, Transport -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Thunderhawk - -**Wargear Options:** -- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. -- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery - -**Transport:** -This model has a transport capacity of 30 Heretic Astartes Infantry or Heretic Astartes Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each Mounted model takes up the space of 4 models. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 840pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chaos-vindicator.md b/cogitator/factions/chaos-space-marines/datasheets/chaos-vindicator.md deleted file mode 100644 index 7be1cb0..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chaos-vindicator.md +++ /dev/null @@ -1,57 +0,0 @@ -# Chaos Vindicator - -**Role:** Other - -*Vindicators are brutal siege tanks, capable of single-handedly pulverising trench networks along with their defenders. A Vindicator’s demolisher cannon fires gigantic shells that can tear ragged holes in bastion walls, likened by its accompanying heretics to the crumbling faith of loyalists.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 11 | 2+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Siege Shield** (Datasheet): When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. - -**Keywords:** Vehicle, Smoke, Chaos, Vindicator -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chaos Vindicator - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 Havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/chosen.md b/cogitator/factions/chaos-space-marines/datasheets/chosen.md deleted file mode 100644 index e125559..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/chosen.md +++ /dev/null @@ -1,58 +0,0 @@ -# Chosen - -**Role:** Other - -*The power-hungry veterans known as Chosen are amongst the most experienced and ruthless fighters of the Heretic Astartes. Granted – or having seized – their warband’s most powerful weapons, these warriors undertake the most glorious and dangerous missions, and are the bane of all that lives.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; bolt pistol; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. -- **Chosen Marauders** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -**Keywords:** Chosen, Infantry, Grenades, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Chosen Champion -- 4-9 Chosen - -**Wargear Options:** -- For every 5 models in this unit, up to 2 models can each have their bolt pistol replaced with 1 plasma pistol. -- For every 5 models in this unit, up to 2 models can each have their boltgun replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 model’s boltgun and accursed weapon can be replaced with 1 paired accursed weapons. -- For every 5 models in this unit, 1 model equipped with a boltgun can have its accursed weapon replaced with 1 power fist. That model’s boltgun cannot be replaced. -- 1 model can be equipped with 1 Chaos icon. - -**Leader:** -Led By: Master Of Executions, Exalted Champion, Abaddon The Despoiler, Huron Blackheart, Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle, Warpsmith, Red Corsairs Reave-Captain, Dark Apostle, Fabius Bile, Master Of Possession - -**Points:** -- 5 models: 125pts -- 10 models: 250pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/cultist-firebrand.md b/cogitator/factions/chaos-space-marines/datasheets/cultist-firebrand.md deleted file mode 100644 index bd69527..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/cultist-firebrand.md +++ /dev/null @@ -1,61 +0,0 @@ -# Cultist Firebrand - -**Role:** Characters - -*Their bodies swollen with unholy power. Cultist Firebrands ore pyromaniacal champions of Chaos. Their very presence upon the battlefield infames the real of nearby cultists, driving them to ever-escalating acts of brutality and depravity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** balefire pike, close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balefire pike | 12 | D6+3 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fiery Faith** (Datasheet): While this model is leading a unit, you can re-roll Leadership tests taken for that unit. -- **Cursed Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Cultist Firebrand, Damned, Chaos, Character, Grenades, Infantry -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Cultist Firebrand - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/cultist-mob-with-firearms.md b/cogitator/factions/chaos-space-marines/datasheets/cultist-mob-with-firearms.md deleted file mode 100644 index 6c41f72..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/cultist-mob-with-firearms.md +++ /dev/null @@ -1,57 +0,0 @@ -# Cultist Mob with Firearms - -**Role:** Battleline - -*Chaos Cultists are the mortal devotees of the Dark Gods, ordinary men and women fallen to promises of temporal power who take to battle in huge numbers. Bearing a motley collection of improvised, stolen and makeshift weapons, they can overwhelm even determined enemies with sheer weight of numbers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cultist Champion is equipped with:** autopistol; brutal assault weapon. - -**Every Chaos Cultist is equipped with:** autopistol; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autogun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -**Keywords:** Grenades, Cultist Mob with Firearms, Damned, Chaos, Battleline, Infantry -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Cultist Champion -- 9-19 Chaos Cultists - -**Wargear Options:** -- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. -- Any number of models can each have their autogun and close combat weapon replaced with 1 autopistol and 1 brutal assault weapon. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 flamer. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 heavy stubber. -- For every 10 models in this unit, 1 Chaos Cultist’s autogun can be replaced with 1 grenade launcher. - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/cultist-mob.md b/cogitator/factions/chaos-space-marines/datasheets/cultist-mob.md deleted file mode 100644 index 0e35cda..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/cultist-mob.md +++ /dev/null @@ -1,48 +0,0 @@ -# Cultist Mob - -**Role:** Battleline - -*Chaos Cultists are the mortal devotees of the Dark Gods, ordinary men and women fallen to promises of temporal power who take to battle in huge numbers. Bearing a motley collection of improvised, stolen and makeshift weapons, they can overwhelm even determined enemies with sheer weight of numbers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **For the Dark Gods** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -**Keywords:** Damned, Chaos, Battleline, Cultist Mob, Infantry, Grenades -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Cultist Champion -- 9-19 Chaos Cultists - -**Wargear Options:** -- The Cultist Champion’s autopistol can be replaced with 1 bolt pistol. - -**Leader:** -Led By: Rogue Psyker, Dark Commune, Fabius Bile, Dark Apostle, Cultist Firebrand - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/cypher.md b/cogitator/factions/chaos-space-marines/datasheets/cypher.md deleted file mode 100644 index d4aa50d..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/cypher.md +++ /dev/null @@ -1,45 +0,0 @@ -# Cypher - -**Role:** Characters - -*Cypher is a mysterious agent of discord and insurrection, always one step ahead of capture, and strife blooms in his wake as violently as the detonations from his masterwork pistols. He is a lord of the hunted Fallen, though his true role as traitor or loyalist is as cryptic as the sword he carries but never wields.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Cypher’s bolt pistol; Cypher’s plasma pistol. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cypher’s bolt pistol | 12 | 6 | 2 | 4 | -1 | 1 | assault, pistol, sustained hits 1 | -| Cypher’s plasma pistol | 12 | 3 | 2 | 8 | -3 | 2 | assault, pistol, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cypher’s bolt pistol | Melee | 6 | 2 | 4 | -1 | 1 | sustained hits 1 | -| Cypher’s plasma pistol | Melee | 3 | 2 | 8 | -3 | 2 | EXTRA ATTACKS | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Agent of Discord (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem). -- **Guns Blazing** (Datasheet): Once per turn, in your opponent's Shooting phase, when an enemy unit makes a ranged attack that targets a friendly HERETIC ASTARTES unit within 3" of this model, after that enemy unit has shot, this model can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -**Keywords:** Character, Epic Hero, Chaos, Infantry, Fallen, Cypher -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Cypher – EPIC HERO - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/dark-apostle.md b/cogitator/factions/chaos-space-marines/datasheets/dark-apostle.md deleted file mode 100644 index 9264825..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/dark-apostle.md +++ /dev/null @@ -1,67 +0,0 @@ -# Dark Apostle - -**Role:** Characters - -*Dark Apostles are the high priests of the Dark Gods. They preach catechisms from blasphemous texts, issuing prayers that call down the Ruinous Powers’ wrath. As they crush skulls with blows from their accursed crozius, they roar profane blessings using their deadliest weapon: their voice.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| DARK APOSTLE | 6" | 4 | 3+ | 4 | 5+ | 1 | -| DARK DISCIPLE | 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Dark Apostle is equipped with:** bolt pistol; accursed crozius. - -**Every Dark Disciple is equipped with:** close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Zealotry** (Datasheet): While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Demagogue** (Datasheet): Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12" of this unit’s DARK APOSTLE model. That unit is no longer Battle-shocked. -- **Malign Sacrifice** (Datasheet): At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed. - -**Keywords:** Infantry, Grenades, Chaos, Character, Dark Apostle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Dark Apostle -- 2 Dark Disciples - -**Leader:** -Can lead: Legionaries, Nemesis Claw, Cultist Mob, Red Corsairs Raiders, Accursed Cultists, Chosen - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/dark-commune.md b/cogitator/factions/chaos-space-marines/datasheets/dark-commune.md deleted file mode 100644 index b5184d4..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/dark-commune.md +++ /dev/null @@ -1,76 +0,0 @@ -# Dark Commune - -**Role:** Characters - -*A pooling of evil at the head of a Chaos Cult, Dark Communes are led by Cult Demagogues who preach mantras of hate laced with promises of power. They command Mindwitches, whose psychic powers are bought at terrible cost, and Iconarchs, who carry foul sigils that spread the Dark Gods’ malefic influence.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CULT DEMAGOGUE | 6" | 3 | 6+ | 4 | 6+ | 1 | -| OTHER MODELS | 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cult Demagogue is equipped with:** autopistol; Commune stave. - -**The Mindwitch is equipped with:** Warp Curse; close combat weapon. - -**The Iconarch is equipped with:** autopistol; close combat weapon; Chaos icon. - -**Every Blessed Blade is equipped with:** Commune blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Warp Curse – witchfire | 18 | 3 | 3 | 4 | -1 | 2 | psychic | -| Warp Curse – focused witchfire | 18 | 3 | 3 | 5 | -1 | 2 | hazardous, psychic, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Commune blade | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Commune stave | Melee | 2 | 4 | 3 | 0 | D3 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Faithful Flock** (Datasheet): While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save. -- **Dark Ritual** (Datasheet): Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Infantry, Grenades, Damned, Dark Commune, Psyker, Character, Cult Demagogue, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Cult Demagogue -- 1 Mindwitch -- 1 Iconarch -- 2 Blessed Blades - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists - -**Points:** -- 5 models: 90pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/decimator.md b/cogitator/factions/chaos-space-marines/datasheets/decimator.md deleted file mode 100644 index 9a10506..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/decimator.md +++ /dev/null @@ -1,63 +0,0 @@ -# Decimator - -**Role:** Other - -*Decimators are horrific amalgamations of Human and xenos technology, brought to unholy life by the darkest warp sorceries and all but impossible to completely destroy. While some Decimators accompany Chaos warbands as siege engines, others mysteriously appear upon the bloodiest of battlefields, stepping from the warp to burn and slay.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 Decimator butcher cannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Decimator butcher cannon | 36 | 4 | 3 | 9 | -1 | 2 | — | -| Decimator conversion beamer | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Hellflamer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 4+, ignores cover, torrent | -| Soulburner petard | 24 | 4 | 3 | 2 | 0 | 1 | anti-infantry 3+, devastating wounds, hazardous | -| Storm laser | 36 | 8 | 3 | 6 | -1 | 1 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Decimator claw | Melee | 5 | 3 | 14 | -3 | 3 | — | -| Twin Decimator claws | Melee | 5 | 3 | 14 | -3 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Infernal Regeneration** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Chaos, Daemon, Decimator, Vehicle, Walker -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Decimator - -**Wargear Options:** -- Each of this model’s Decimator butcher cannons can be replaced with one of the following:- 1 Decimator conversion beamer -- 1 soulburner petard -- 1 storm laser -- 1 hellflamer and 1 Decimator claw -- Both of this model’s Decimator butcher cannons can be replaced with 1 twin Decimator claw and 2 hellflamers. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/defiler.md b/cogitator/factions/chaos-space-marines/datasheets/defiler.md deleted file mode 100644 index 8913f60..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/defiler.md +++ /dev/null @@ -1,66 +0,0 @@ -# Defiler - -**Role:** Other - -*Towering creations that stomp across the battlefield on piston-driven legs, their clanking claws easily capable of cutting a Space Marine in half, Defilers are Daemon Engines possessed by abominable entities. Foes are not safe at a distance either, as Defilers’ monstrous cannons and other heavy weapons can inflict a toll of carnage.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Defiler cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Defiler claws | Melee | 5 | 3 | 16 | -3 | D6+1 | — | -| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Daemonforge** (Datasheet): Once per Fight phase, one unit from your army with this ability can be targeted with the Counter-offensive Stratagem for 0CP, even if you have already targeted a different unit with that Stratagem this phase. -- **Scuttling Walker** (Datasheet): Each time this model makes a Normal or Advance move, it can be moved over friendly MONSTER and VEHICLE models as if they were not there. This model can move over terrain features that are 4" or less in height as if they were not there. - -**Keywords:** Walker, Vehicle, Chaos, Daemon, Defiler, Smoke -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Defiler - -**Wargear Options:** -- This model’s twin heavy flamer can be replaced with one of the following:- 1 Defiler scourge -- 1 havoc launcher -- This model’s reaper autocannon can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin lascannon -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/deredeo-dreadnought.md b/cogitator/factions/chaos-space-marines/datasheets/deredeo-dreadnought.md deleted file mode 100644 index 9c2ba9f..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/deredeo-dreadnought.md +++ /dev/null @@ -1,59 +0,0 @@ -# Deredeo Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | -| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | -| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | -| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Vehicle, Chaos, Walker, Smoke, Deredeo Dreadnought, Dreadnought, Smoke, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Deredeo Dreadnought - -**Wargear Options:** -- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery -- 1 hellfire plasma carronade -- 1 volkite falconet battery -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with one of the following:- 1 aiolos missile launcher -- 1 boreas air defence missiles - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/dreadclaw-drop-pod.md b/cogitator/factions/chaos-space-marines/datasheets/dreadclaw-drop-pod.md deleted file mode 100644 index ce38c29..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/dreadclaw-drop-pod.md +++ /dev/null @@ -1,51 +0,0 @@ -# Dreadclaw Drop Pod - -**Role:** Other - -*Since the dark days of the Horus Heresy, Dreadclaws have been a feared sight in void actions and planetary conflicts alike, their distinctive bladed hulls slicing through the flames of battle to disgorge elite Astartes assault troops. Though phased out by the loyalist Space Marine Chapters, Dreadclaws still form the spear-tip of many Heretic Astartes terror raids.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 3+ | 9 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** blade struts. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade struts | Melee | 8 | 4 | 6 | -2 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dreadclaw Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Vehicle, Chaos, Fly, Transport, Dreadclaw Drop Pod -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Dreadclaw Drop Pod - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 12 Heretic Astartes Infantry models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. This model can instead transport 1 Helbrute or Dreadnought model. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/exalted-champion.md b/cogitator/factions/chaos-space-marines/datasheets/exalted-champion.md deleted file mode 100644 index d678980..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/exalted-champion.md +++ /dev/null @@ -1,65 +0,0 @@ -# Exalted Champion - -**Role:** Characters - -*These murderous champions of the Dark Gods exhort their fellow traitors by example. The fell deeds they commit and the violent bloodbaths they unleash – ostensibly supporting their overlord’s strategies – are often wrought solely to further the Exalted Champion’s own goals as they aspire to even greater glory.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; combi-weapon; exalted weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exalted weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Champion** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Aspire to Glory** (Datasheet): Each time this model’s unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model. - -**Keywords:** Exalted Champion, Infantry, Character, Chaos, Grenades -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Exalted Champion - -**Wargear Options:** -- None - -**Leader:** -Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/fabius-bile.md b/cogitator/factions/chaos-space-marines/datasheets/fabius-bile.md deleted file mode 100644 index 51de7ae..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/fabius-bile.md +++ /dev/null @@ -1,73 +0,0 @@ -# Fabius Bile - -**Role:** Characters - -*A genius of arcane genetics, Fabius Bile enhances even the augmented biologies of his Heretic Astartes followers. With surgical precision, he wields the pain-inducing Rod of Torment in one hand, while with his other he fires toxic darts from the Xyclos Needler, as the arachnid arms of his Chirurgeon seal his own injuries.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| FABIUS BILE | 6" | 4 | 3+ | 5 | 6+ | 1 | -| SURGEON ACOLYTE | 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Fabius Bile is equipped with:** Xyclos Needler; Chirurgeon; Rod of Torment. - -**The Surgeon Acolyte is equipped with:** Surgeon Acolyte’s tools. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Xyclos Needler | 18 | 3 | 2 | 2 | -1 | 2 | anti-infantry 2+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chirurgeon | Melee | 2 | 2 | 4 | 0 | 1 | extra attacks | -| Rod of Torment | Melee | 6 | 2 | 5 | -1 | 3 | — | -| Surgeon Acolyte’s tools | Melee | 1 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Enhanced Warriors** (Datasheet): If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit. -- **Surgeon Acolyte** (Datasheet): Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE, you can change the Damage characteristic of that attack to 0. -- **Chirurgeon** (Datasheet): The first time this unit’s FABIUS BILE model is destroyed, at the end of the phase roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining. If that model was attached to a unit when it was destroyed, it must be set up attached to that unit. - -**Keywords:** Chaos, Infantry, Chaos Undivided, Character, Epic Hero, Fabius Bile -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Fabius Bile – EPIC HERO -- 1 Surgeon Acolyte - -**Leader:** -Can lead: Cultist Mob, Accursed Cultists, Legionaries, Red Corsairs Raiders, Chosen - -**Points:** -- 2 models: 100pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/falchion.md b/cogitator/factions/chaos-space-marines/datasheets/falchion.md deleted file mode 100644 index 6b1caaf..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/falchion.md +++ /dev/null @@ -1,59 +0,0 @@ -# Falchion - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Vehicle, Titanic, Chaos, Smoke, Falchion, Smoke, Vehicle, Titanic, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Falchion - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/fellblade.md b/cogitator/factions/chaos-space-marines/datasheets/fellblade.md deleted file mode 100644 index 68cca49..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/fellblade.md +++ /dev/null @@ -1,68 +0,0 @@ -# Fellblade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| | | 0 | 3 | - | 0 | - | — | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. - -**Keywords:** Chaos, Smoke, Fellblade, Fellblade, Vehicle, Titanic, Fellblade, Vehicle, Titanic, Chaos, Smoke, Fellblade, Vehicle, Titanic, Chaos, Smoke, Vehicle, Titanic, Chaos, Smoke, Vehicle, Titanic, Chaos, Smoke, Fellblade -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Fellblade - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers -- 2 quad heavy bolters -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/fellgor-beastmen.md b/cogitator/factions/chaos-space-marines/datasheets/fellgor-beastmen.md deleted file mode 100644 index 60b0e43..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/fellgor-beastmen.md +++ /dev/null @@ -1,54 +0,0 @@ -# Fellgor Beastmen - -**Role:** Other - -*Beastmen are savage and embittered mutants who despise the Imperium and the civilisation of Humanity. Gathering for war in brutish herds, each is an unruly mass of flesh, fur and teeth, bristling with bestial horns and proclaiming their devotion to the Dark Gods through braying war cries, swift slaughter and violent sacrifices.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Fellgor Champion is equipped with:** bolt pistol; chainsword. - -**Every Fellgor Beastman is equipped with:** autopistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Corrupted stave | 18 | D3 | 4 | 5 | -1 | 1 | devastating wounds, psychic | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Corrupted stave | Melee | 2 | 4 | 4 | -1 | D3 | devastating wounds, psychic | -| Great weapon | Melee | 2 | 5 | 8 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Bestial Raiders** (Datasheet): If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -**Keywords:** Fellgor Beastmen, Damned, Chaos, Grenades, Infantry -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Fellgor Champion -- 9 Fellgor Beastmen - -**Wargear Options:** -- The Fellgor Champion’s bolt pistol can be replaced with 1 plasma pistol. -- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 great weapon. -- 1 Fellgor Beastman’s close combat weapon can be replaced with 1 corrupted stave. - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/fire-raptor-gunship.md b/cogitator/factions/chaos-space-marines/datasheets/fire-raptor-gunship.md deleted file mode 100644 index fbba40c..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/fire-raptor-gunship.md +++ /dev/null @@ -1,56 +0,0 @@ -# Fire Raptor Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. - -**Keywords:** Fly, Vehicle, Fire Raptor Gunship, Vehicle, Chaos, Aircraft, Fly, Aircraft, Vehicle, Chaos, Fly, Aircraft, Chaos, Fire Raptor Gunship, Fly, Fire Raptor Gunship, Vehicle, Chaos, Fire Raptor Gunship, Aircraft, Fly, Vehicle, Vehicle, Fire Raptor Gunship, Chaos, Aircraft, Fly, Fire Raptor Gunship, Chaos, Aircraft -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Fire Raptor Gunship - -**Wargear Options:** -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons -- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/forgefiend.md b/cogitator/factions/chaos-space-marines/datasheets/forgefiend.md deleted file mode 100644 index 6c74b29..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/forgefiend.md +++ /dev/null @@ -1,55 +0,0 @@ -# Forgefiend - -**Role:** Other - -*Forgefiends are fused with enormous rotary cannons that fire fist-sized phosphor shells, or else with ancient artefact-ordnance perverted to vomit ectoplasma from the beasts’ own innards. With such weaponry they scythe down masses of enemy troops and blast glowing craters into the toughest opposition.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 Hades autocannons; Forgefiend jaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ectoplasma cannon | 36 | D3 | 3 | 10 | -3 | 3 | blast | -| Hades autocannon | 36 | 6 | 3 | 8 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured limbs | Melee | 2 | 3 | 6 | 0 | 2 | — | -| Forgefiend jaws | Melee | 5 | 3 | 7 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Daemonic Ordnance** (Datasheet): Each time this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its ranged weapons have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities. - -**Keywords:** Forgefiend, Daemon, Chaos, Walker, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Forgefiend - -**Wargear Options:** -- This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons. -- This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 armoured limbs. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/gellerpox-infected.md b/cogitator/factions/chaos-space-marines/datasheets/gellerpox-infected.md deleted file mode 100644 index 566c153..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/gellerpox-infected.md +++ /dev/null @@ -1,52 +0,0 @@ -# Gellerpox Infected - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | -| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Gellerpox Mutant is equipped with:** brutal weapons. - -**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. - -**Every other Nightmare Hulk is equipped with:** hideous mutations. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. - -**Keywords:** Infantry, Gellerpox Infected, Nurgle, Damned, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 4 Nightmare Hulks -- 3 Gellerpox Mutants - -**Wargear Options:** -- None - -**Points:** -- 7 models: 125pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/greater-blight-drone.md b/cogitator/factions/chaos-space-marines/datasheets/greater-blight-drone.md deleted file mode 100644 index 809cac7..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/greater-blight-drone.md +++ /dev/null @@ -1,54 +0,0 @@ -# Greater Blight Drone - -**Role:** Other - -*Blight Drones are nightmarish hovering killers, their weapons capable of sending swathes of enemy infantry to an unspeakably vile death. Often encountered in swarms on worlds falling to Chaos, Blight Drones act very much in the manner of carrion flies, drawn to ongoing bloodshed and concentrations of the dead.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bile maw; blightreaper cannon; greater plague probe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bile maw | 12 | 3 | 3 | 5 | 0 | 1 | lethal hits | -| Blightreaper cannon | 36 | 6 | 3 | 8 | -2 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Greater plague probe | Melee | 4 | 3 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Hovering Death** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Vehicle, Fly, Chaos, Nurgle, Daemon, Greater Blight Drone -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Greater Blight Drone - -**Wargear Options:** -- None - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/greater-brass-scorpion.md b/cogitator/factions/chaos-space-marines/datasheets/greater-brass-scorpion.md deleted file mode 100644 index 9bd2641..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/greater-brass-scorpion.md +++ /dev/null @@ -1,56 +0,0 @@ -# Greater Brass Scorpion - -**Role:** Other - -*More rampaging beasts than war machines, Brass Scorpions are monstrous fusions of armour plating and daemonic flesh that delight in destruction. Whether blasting apart the enemy at range with their scorpion cannon and soulburner cannon, or engulfing nearby targets with their hellmaw cannons, Brass Scorpions are terrifying embodiments of Khorne’s wrath.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Scorpion cannon; hellmaw flame cannons; hellcrusher claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Hellmaw flame cannons | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | -| Scorpion cannon | 36 | 15 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellcrusher claws – strike | Melee | 6 | 3 | 14 | -3 | 6 | — | -| Hellcrusher claws – sweep | Melee | 18 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Runes of the Blood God** (Datasheet): This model has the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. - -**Keywords:** Greater Brass Scorpion, Daemon, Khorne, Chaos, Walker, Titanic, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Greater Brass Scorpion - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 500pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/haarken-worldclaimer.md b/cogitator/factions/chaos-space-marines/datasheets/haarken-worldclaimer.md deleted file mode 100644 index 2459396..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/haarken-worldclaimer.md +++ /dev/null @@ -1,67 +0,0 @@ -# Haarken Worldclaimer - -**Role:** Characters - -*Haarken is the Herald of the Apocalypse and the mouthpiece of Abaddon. He declares his master’s dominion by driving his daemon touched Helspear into soon-to-be-conquered worlds, following up with vicious destruction as he leads hosts of Raptors in strikes that sow fear and confusion.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Helspear; Herald’s Talon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Helspear | 12 | 1 | 2 | 8 | -3 | 3 | assault, sustained hits d3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Herald’s Talon | Melee | 6 | 2 | 5 | -2 | 2 | precision | -| Helspear | Melee | 1 | 2 | 8 | -3 | 3 | extra attacks, lance, sustained hits d3 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Head Taker** (Datasheet): While this model is leading a unit, each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model’s unit and roll one D6 for each model in this models unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **Herald of the Apocalypse (Aura)** (Datasheet): While an enemy unit is within 6" of this model, in the Battle-shock step of your opponent’s Command phase, if that enemy unit is below its Starting Strength, it must take a Battle-shock test. This ability cannot cause a unit to take two Battle-shock tests in the same phase. - -**Keywords:** Haarken Worldclaimer, Jump Pack, Character, Epic Hero, Fly, Infantry, Chaos, Chaos Undivided -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Haarken Worldclaimer – EPIC HERO - -**Leader:** -Can lead: Raptors - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/havocs.md b/cogitator/factions/chaos-space-marines/datasheets/havocs.md deleted file mode 100644 index c0239ba..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/havocs.md +++ /dev/null @@ -1,77 +0,0 @@ -# Havocs - -**Role:** Other - -*With a preference for inflicting carnage at long range, Havocs imperiously touch every part of the battlefield with death and destruction. Their huge weapons are archaic patterns of those known to the Imperium, but often become fused with their wielder over the span of countless wars.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Havoc Champion is equipped with:** flamer; Astartes chainsword. - -**2 Havocs are equipped with:** Havoc autocannon; close combat weapon. - -**2 Havocs are equipped with:** Havoc lascannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Havoc autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Havoc heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Havoc lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Havoc missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Havoc missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Havoc reaper chaincannon | 24 | 8 | 3 | 5 | 0 | 1 | — | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Stabilisation Talons** (Datasheet): Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the Hit roll and any or all modifiers to the Ballistic Skill characteristic of that weapon. - -**Keywords:** Chaos, Infantry, Havocs -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Havoc Champion -- 4 Havocs - -**Wargear Options:** -- The Havoc Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon -- 1 power fist -- The Havoc Champion’s flamer can be replaced with one of the following:- 1 boltgun -- 1 meltagun -- 1 plasma gun -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- Any number of Havocs can each have their Havoc autocannon or Havoc lascannon replaced with one of the following:- 1 Havoc autocannon -- 1 Havoc heavy bolter -- 1 Havoc lascannon -- 1 Havoc missile launcher -- 1 Havoc reaper chaincannon - -**Leader:** -Led By: Warpsmith - -**Points:** -- 5 models: 125pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/helbrute.md b/cogitator/factions/chaos-space-marines/datasheets/helbrute.md deleted file mode 100644 index ec7adfe..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/helbrute.md +++ /dev/null @@ -1,69 +0,0 @@ -# Helbrute - -**Role:** Other - -*Helbrutes are walking engines of destruction and psychosis, their occupants kept alive in a state of agony and insanity. These infernal sarcophagi are fitted with a variety of powerful armaments to blast enemy armour open from afar, or cruel appendages with which to hack and crush with enormous strength at close range.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** missile launcher; multi-melta; close combat weapon - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Helbrute plasma cannon | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Helbrute fist | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Helbrute hammer | Melee | 5 | 4 | 14 | -3 | D6+1 | — | -| Power scourge | Melee | 8 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Ascension (Aura)** (Datasheet): While a friendly HERETIC ASTARTES unit is within 6" of this model, each time that unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that pact (instead of only one). -- **Devoted to Destruction** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. - -**Keywords:** Walker, Vehicle, Chaos, Helbrute -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Helbrute - -**Wargear Options:** -- This model’s multi-melta can be replaced with one of the following:- 1 Helbrute plasma cannon -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 Helbrute fist -- This model’s missile launcher can be replaced with one of the following:- 1 Helbrute fist -- 1 Helbrute hammer -- 1 power scourge -- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 combi-bolter -- 1 heavy flamer - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/heldrake.md b/cogitator/factions/chaos-space-marines/datasheets/heldrake.md deleted file mode 100644 index b6d44b8..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/heldrake.md +++ /dev/null @@ -1,58 +0,0 @@ -# Heldrake - -**Role:** Other - -*Like vast, draconic predators of myth, Heldrakes spear suddenly out of the sky. These airborne Daemon Engines excel at intercepting the enemy’s aerial assets, tearing them from the air and incinerating their crew. Once their dominance of the sky is complete, they turn their claws and weapons against those on the ground.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Hades autocannon; Heldrake claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | -| Hades autocannon | 36 | 6 | 3 | 8 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heldrake claws | Melee | 5 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Airborne Predator** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Vehicle, Heldrake, Daemon, Chaos, Aircraft, Fly -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Heldrake - -**Wargear Options:** -- This model’s Hades autocannon can be replaced with 1 baleflamer. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 205pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/hell-blade.md b/cogitator/factions/chaos-space-marines/datasheets/hell-blade.md deleted file mode 100644 index 8c87bf6..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/hell-blade.md +++ /dev/null @@ -1,47 +0,0 @@ -# Hell Blade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 twin autocannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Vehicle, Chaos, Aircraft, Fly, Hell Blade -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Hell Blade - -**Wargear Options:** -- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/hell-talon.md b/cogitator/factions/chaos-space-marines/datasheets/hell-talon.md deleted file mode 100644 index 8488ce5..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/hell-talon.md +++ /dev/null @@ -1,52 +0,0 @@ -# Hell Talon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** autocannon; twin lascannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. - -**Keywords:** Chaos, Aircraft, Fly, Hell Talon, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Hell Talon - -**Wargear Options:** -- This model’s autocannon can be replaced with 1 havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/heretic-astartes-daemon-prince-with-wings.md b/cogitator/factions/chaos-space-marines/datasheets/heretic-astartes-daemon-prince-with-wings.md deleted file mode 100644 index 54403d7..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/heretic-astartes-daemon-prince-with-wings.md +++ /dev/null @@ -1,57 +0,0 @@ -# Heretic Astartes Daemon Prince With Wings - -**Role:** Characters - -*The final form of those who give up their souls to the Dark Gods can be infinite in variety. From some, dark wings burst from their churning flesh, a hideous blessing that enables these monstrous warrior-lords to hunt down those who seek to flee their bestial wrath.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Daemonic Destruction** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each of this model’s remaining wounds: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). -- **Flying Horror** (Datasheet): Each time this model ends a Normal or Advance move, select one enemy unit it moved over during that move. That unit must take a Battle-shock test. -- **Daemonic Allegiance** (Primarch): When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the characteristic modifier stated for that keyword below. -- **Khorne** (Primarch): Add 2 to the Strength characteristic of this model's hellforged weapons. -- **Tzeentch** (Primarch): Add 3 to the Attacks characteristic of its infernal cannon. -- **Nurgle** (Primarch): Add 1 to its Toughness characteristic. -- **Slaanesh** (Primarch): Add 2" to its Move characteristic. - -**Keywords:** Daemon Prince with Wings, Daemon, Monster, Fly, Character, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Heretic Astartes Daemon Prince with Wings - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/heretic-astartes-daemon-prince.md b/cogitator/factions/chaos-space-marines/datasheets/heretic-astartes-daemon-prince.md deleted file mode 100644 index 28d18e0..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/heretic-astartes-daemon-prince.md +++ /dev/null @@ -1,53 +0,0 @@ -# Heretic Astartes Daemon Prince - -**Role:** Characters - -*Infernal beasts whose Path to Glory has elevated them to daemonhood, Daemon Princes are paragons of evil. Warped and corrupted by Chaos, they lead their warbands in devastating assaults, striding through their mortal enemies’ attacks and unleashing monstrous blows and blasts of sorcery against all before them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Blessing (Aura)** (Datasheet): While a friendly Heretic Astartes Infantry unit is within 6" of this model, each time a ranged attack is allocated to a model in that unit, that model has the Benefit of Cover against that attack. -- **Ascended Daemon** (Datasheet): Each time this model shoot or fights, while resolving those attacks, you can re-roll one Hit roll and you can re-roll one Wound roll. -- **Lord of Chaos** (Datasheet): While this model is within 3" of one or more friendly Heretic Astartes Infantry units, this model has the Lone Operative ability. -- **Daemonic Allegiance** (Primarch): When you select this model to include in your army, you must select one of the keywords below. Until the end of the battle, this model has that keyword and the characteristic modifier stated for that keyword below. -- **Khorne** (Primarch): Add 2 to the Strength characteristic of this model's hellforged weapons. -- **Tzeentch** (Primarch): Add 3 to the Attacks characteristic of its infernal cannon. -- **Nurgle** (Primarch): Add 1 to its Toughness characteristic. -- **Slaanesh** (Primarch): Add 2" to its Move characteristic. - -**Keywords:** Daemon Prince, Monster, Character, Chaos, Daemon -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Heretic Astartes Daemon Prince - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/huron-blackheart.md b/cogitator/factions/chaos-space-marines/datasheets/huron-blackheart.md deleted file mode 100644 index 84a61bb..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/huron-blackheart.md +++ /dev/null @@ -1,74 +0,0 @@ -# Huron Blackheart - -**Role:** Characters - -*Reviled as the Tyrant of Badab, Huron directs the pitiless reaving of his Red Corsairs with the ruthlessness of a pirate king, while accompanied by his esoteric Hamadrya. His Tyrant’s Claw is a bionic relic whose crackling talons tear through armour before the inbuilt incineration unit unleashes gouts of sulphurous fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Tyrant’s Claw heavy flamer; Tyrant’s Claw and exalted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tyrant’s Claw heavy flamer | 12 | D6+2 | N/A | 6 | -1 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tyrant’s Claw and exalted power weapon | Melee | 6 | 2 | 8 | -3 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Lord of Badab (Aura)** (Datasheet): While a friendly Heretic Astartes Infantry unit (excluding Battle-shocked units and Damned units) is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit. -- **Hamadrya’s Knowledge (Psychic)** (Datasheet): Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". - -**Keywords:** Huron Blackheart, Chaos, Epic Hero, Character, Infantry, Chaos Undivided -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Huron Blackheart – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Chaos Terminator Squad, Chosen, Red Corsairs Raiders, Masters of the Maelstrom, Legionaries - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/kharybdis-assault-claw.md b/cogitator/factions/chaos-space-marines/datasheets/kharybdis-assault-claw.md deleted file mode 100644 index a518cb6..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/kharybdis-assault-claw.md +++ /dev/null @@ -1,62 +0,0 @@ -# Kharybdis Assault Claw - -**Role:** Other - -*The Kharybdis is a powerful ship-to-ship assault pod able to insert a large complement of Heretic Astartes warriors into enemy vessels or war zones on the ground. Far more than a simple shuttle, the Kharybdis is also a threat in its own right, capable of showering target areas with its storm launchers or even ramming enemy vehicles and burning through thick steel and ceramite with melta cutters designed to breach starships.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 20 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 5 Kharybdis storm launchers; blade struts; melta array. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kharybdis storm launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Kharybdis storm launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade struts | Melee | 12 | 4 | 8 | -2 | 1 | — | -| Melta array | Melee | 1 | 4 | 12 | -4 | D6+2 | extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Kharybdis Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Transport, Titanic, Vehicle, Fly, Chaos, Kharybdis Assault Claw -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Kharybdis Assault Claw - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 22 Heretic Astartes Infantry models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. This model can instead transport 1 Helbrute or Dreadnought model. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/khorne-berzerkers.md b/cogitator/factions/chaos-space-marines/datasheets/khorne-berzerkers.md deleted file mode 100644 index 295069b..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/khorne-berzerkers.md +++ /dev/null @@ -1,75 +0,0 @@ -# Khorne Berzerkers - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; chainblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainblade | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Khornate eviscerator | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Blood Surge** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Blood Surge move. To do so, roll one D6 and add 2 to the roll: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Blood Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Blood Surge move per phase. -- **Icon of Khorne** (Wargear): If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost. - -**Keywords:** Infantry, Berzerkers, Khorne, Chaos, Grenades, Battleline -**Faction Keywords:** World Eaters, Heretic Astartes - -**Unit Composition:** -- 1 Khorne Berzerker Champion -- 9-19 Khorne Berzerkers - -**Wargear Options:** -- The Khorne Berzerker Champion’s bolt pistol can be replaced with 1 plasma pistol. -- For every 5 models in this unit, 1 Khorne Berzerker’s bolt pistol can be replaced with 1 plasma pistol. -- For every 5 models in this unit, 1 Khorne Berzerker’s chainblade can be replaced with 1 Khornate eviscerator. -- 1 model can be equipped with 1 icon of Khorne. - -**Leader:** -Led By: Chaos Lord On Juggernaut - -**Points:** -- 10 models: 180pts -- 20 models: 360pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/khorne-lord-of-skulls.md b/cogitator/factions/chaos-space-marines/datasheets/khorne-lord-of-skulls.md deleted file mode 100644 index 2a49b88..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/khorne-lord-of-skulls.md +++ /dev/null @@ -1,59 +0,0 @@ -# Khorne Lord Of Skulls - -**Role:** Other - -*Lords of Skulls are insane, monolithic creations fuelled by boiling blood and dedicated to slaughtering in the name of Khorne. They plough through the enemy’s ranks, crushing infantry beneath their tracks, hacking tanks into kindling with sweeps of their cleaver and hurling brazen projectiles or burning ichor at the survivors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 3+ | 24 | 6+ | 8 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** gorestorm cannon; Hades gatling cannon; great cleaver of Khorne. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemongore cannon | 18 | D6 | 3 | 14 | -4 | D6+2 | blast | -| Gorestorm cannon | 24 | D6+3 | 3 | 10 | -2 | 3 | blast | -| Hades gatling cannon | 48 | 12 | 3 | 8 | -2 | 2 | sustained hits 1 | -| Ichor cannon | 48 | 2D6 | 3 | 7 | -2 | 2 | blast | -| Skullhurler | 60 | 2D6 | 3 | 14 | -3 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Great cleaver of Khorne – strike | Melee | 5 | 3 | 16 | -4 | 8 | — | -| Great cleaver of Khorne – sweep | Melee | 15 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Plough Through the Enemy** (Datasheet): In the Fight phase, after this model has finished making its attacks, if this model destroyed one or more enemy units this phase, each enemy unit within 6" of this model must take a Battle-shock test. - -**Keywords:** Titanic, Vehicle, Lord of Skulls, Daemon, Khorne, Chaos, Towering -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Khorne Lord of Skulls - -**Wargear Options:** -- This model’s gorestorm cannon can be replaced with one of the following:- 1 daemongore cannon -- 1 ichor cannon -- This model’s Hades gatling cannon can be replaced with 1 skullhurler. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 450pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/kratos.md b/cogitator/factions/chaos-space-marines/datasheets/kratos.md deleted file mode 100644 index 902a152..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/kratos.md +++ /dev/null @@ -1,75 +0,0 @@ -# Kratos - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | -| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | -| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | -| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Kratos - -**Wargear Options:** -- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun -- 1 volkite cardanelle -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- 2 volkite calivers -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers -- 2 lascannons -- 2 volkite culverins -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 havoc launcher -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 twin boltgun -- This model can be equipped with 1 hunter killer missile - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/kytan-ravager.md b/cogitator/factions/chaos-space-marines/datasheets/kytan-ravager.md deleted file mode 100644 index 466a73e..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/kytan-ravager.md +++ /dev/null @@ -1,54 +0,0 @@ -# Kytan Ravager - -**Role:** Other - -*Forged by the most malign Warsmiths as an act of devotion to Khorne, Kytan Daemon Engines carve murderous paths across the battlefields of the 41st Millennium, their brazen hides slick with blood and gore. Kytan Ravagers’ thirst for slaughter is unquenchable, and they do not relent until they have eviscerated all who dare oppose them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 24 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Kytan gatling cannon; Kytan cleaver. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kytan gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kytan cleaver – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Kytan cleaver – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Bloodlust** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [SUSTAINED HITS 1] ability. In addition, once per battle, this model is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Daemon, Kytan Ravager, Khorne, Chaos, Walker, Titanic, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Kytan Ravager - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 400pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/land-raider-achilles.md b/cogitator/factions/chaos-space-marines/datasheets/land-raider-achilles.md deleted file mode 100644 index 9b0cb36..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/land-raider-achilles.md +++ /dev/null @@ -1,57 +0,0 @@ -# Land Raider Achilles - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Land Raider Achilles, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Smoke, Chaos, Smoke, Transport, Vehicle, Vehicle, Chaos, Vehicle, Land Raider Achilles, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Smoke, Transport, Transport, Chaos, Land Raider Achilles -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Land Raider Achilles - -**Wargear Options:** -- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/land-raider-proteus.md b/cogitator/factions/chaos-space-marines/datasheets/land-raider-proteus.md deleted file mode 100644 index faaeaea..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/land-raider-proteus.md +++ /dev/null @@ -1,63 +0,0 @@ -# Land Raider Proteus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Chaos, Vehicle, Transport, Chaos, Smoke, Vehicle, Land Raider Proteus, Vehicle, Transport, Smoke, Chaos, Land Raider Proteus, Land Raider Proteus, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Transport, Smoke -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Land Raider Proteus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 twin heavy bolter -- 1 twin heavy flamer -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 explorator augury web. - -**Transport:** -This model has a transport capacity of 12 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/legionaries.md b/cogitator/factions/chaos-space-marines/datasheets/legionaries.md deleted file mode 100644 index 68e3e63..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/legionaries.md +++ /dev/null @@ -1,86 +0,0 @@ -# Legionaries - -**Role:** Battleline - -*Against the onslaught of Chaos Legionaries, few can stand for long. Whether millennia-old veterans of the Long War or traitors from renegade warbands, Legionaries are deadly and adaptable warriors, unleashing streams of explosive bolts or venting their vicious hatred with swings of rending chainswords.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balefire tome | 18 | 2 | 3 | 5 | -1 | 1 | psychic | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Havoc autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Reaper chaincannon | 24 | 8 | 4 | 5 | 0 | 1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Veterans of the Long War** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Legionaries, Infantry, Battleline, Chaos, Grenades -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Aspiring Champion -- 4-9 Legionaries - -**Wargear Options:** -- The Aspiring Champion’s boltgun can be replaced with one of the following:- 1 plasma pistol* -- 1 accursed weapon -- 1 Astartes chainsword -- 1 heavy melee weapon -- The Aspiring Champion’s bolt pistol can be replaced with one of the following:- 1 plasma pistol* -- 1 accursed weapon -- 1 Astartes chainsword -- 1 heavy melee weapon -- 1 model can be equipped with 1 Chaos icon. -- Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword. -- One Legionary’s boltgun can be replaced with 1 heavy melee weapon. -- One Legionary’s boltgun can be replaced with 1 balefire tome. -- For every 5 models in this unit, 1 Legionary’s boltgun can be replaced with one of the following (duplicates are not allowed):- 1 plasma pistol and 1 Astartes chainsword -- 1 flamer -- 1 havoc autocannon -- 1 heavy bolter -- 1 lascannon -- 1 meltagun -- 1 missile launcher -- 1 plasma gun -- 1 reaper chaincannon -- * Maximum 1 per model. - -**Leader:** -Led By: Master Of Possession, Master Of Executions, Exalted Champion, Fabius Bile, Chaos Lord, Dark Apostle, Sorcerer, Warpsmith, Red Corsairs Reave-Captain, Huron Blackheart, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle - -**Points:** -- 5 models: 90pts -- 10 models: 170pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/leviathan-dreadnought.md b/cogitator/factions/chaos-space-marines/datasheets/leviathan-dreadnought.md deleted file mode 100644 index 65ea1e6..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/leviathan-dreadnought.md +++ /dev/null @@ -1,60 +0,0 @@ -# Leviathan Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | -| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | -| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Walker, Chaos, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Vehicle, Chaos, Walker, Walker, Chaos, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Smoke, Chaos, Dreadnought, Leviathan Dreadnought, Vehicle, Chaos, Smoke, Dreadnought, Leviathan Dreadnought, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Leviathan Dreadnought, Walker, Smoke, Dreadnought, Leviathan Dreadnought, Walker, Chaos, Chaos, Smoke, Dreadnought, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Leviathan Dreadnought - -**Wargear Options:** -- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance -- 1 storm cannon -- 1 meltagun and 1 Leviathan siege claw -- 1 meltagun and 1 Leviathan siege drill -- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. -- This model can be equipped with 3 hunter-killer missiles. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/lord-discordant-on-helstalker.md b/cogitator/factions/chaos-space-marines/datasheets/lord-discordant-on-helstalker.md deleted file mode 100644 index f8c2f50..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/lord-discordant-on-helstalker.md +++ /dev/null @@ -1,49 +0,0 @@ -# Lord Discordant On Helstalker - -**Role:** Characters - -*Technocrats and spirit-thieves, Lords Discordant hunt the foe’s war engines. Atop daemonic Helstalkers, these heretics cut through enemy infantry before lunging at their quarry with saw-toothed polearms. Each mount tears its mechanical prey open as the Lord Discordant siphons off the victim’s spirit to reinvigorate other Daemon Engines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 2+ | 10 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Helstalker autocannon; techno-virus injector; bladed limbs; impaler chainglaive. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Helstalker autocannon | 48 | 3 | 2 | 9 | -1 | 3 | — | -| Magma cutter | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladed limbs | Melee | 4 | 3 | 6 | -1 | 2 | extra attacks | -| Impaler chainglaive | Melee | 5 | 2 | 8 | -3 | 3 | lance | -| Techno-virus injector | Melee | 1 | 3 | 3 | -3 | 2 | anti-vehicle 2+, extra attacks | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Corrupt Machine Spirits** (Datasheet): At the start of your Shooting phase, select one visible enemy VEHICLE unit within 12" of this model and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. -- **Spirit Thief** (Datasheet): At the start of your Shooting phase, select one visible enemy VEHICLE unit. Until the end of the phase, each time a friendly HERETIC ASTARTES model makes an attack that targets that unit, re-roll a Wound roll of 1. - -**Keywords:** Lord Discordant, Daemon, Chaos, Character, Mounted -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Lord Discordant on Helstalker - -**Wargear Options:** -- This model’s Helstalker autocannon can be replaced with 1 baleflamer. -- This model’s techno-virus injector can be replaced with 1 magma cutter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/master-of-executions.md b/cogitator/factions/chaos-space-marines/datasheets/master-of-executions.md deleted file mode 100644 index b72ecb8..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/master-of-executions.md +++ /dev/null @@ -1,61 +0,0 @@ -# Master Of Executions - -**Role:** Characters - -*These corrupted axemen are the executioners of Heretic Astartes warbands. Able to perceive the empyric soul-stuff of the foe’s greatest champions, they single-mindedly seek them out in battle, bellowing a fatal decree before crashing forward and hacking through armour, flesh and bone.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; axe of dismemberment. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of dismemberment | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Warp-sighted Butcher** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well. -- **Trophy Taker** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. - -**Keywords:** Chaos, Master of Executions, Grenades, Character, Infantry -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Master of Executions - -**Leader:** -Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/master-of-possession.md b/cogitator/factions/chaos-space-marines/datasheets/master-of-possession.md deleted file mode 100644 index 45488f1..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/master-of-possession.md +++ /dev/null @@ -1,63 +0,0 @@ -# Master Of Possession - -**Role:** Characters - -*Masters of Possession are psykers who specialise in channelling daemons into living hosts; they bolster their possessed kin with empyric energies that strengthen and reinvigorate such tainted unions. In battle, they unleash daemonic forces into the foe, ripping apart their souls to channel them to greater use.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Rite of Possession; staff of possession. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Rite of Possession – witchfire | 18 | 2 | 3 | 4 | -3 | 2 | anti-psyker 2+, pistol, precision, psychic | -| Rite of Possession – focused witchfire | 18 | 2 | 3 | 6 | -3 | 3 | anti-psyker 2+, hazardous, pistol, precision, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of possession | Melee | 4 | 3 | 6 | -1 | D3 | anti-psyker 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Daemonkin (Psychic)** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit. -- **Sacrificial Dagger** (Datasheet): Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model’s unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Character, Infantry, Master of Possession, Chaos, Psyker -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Master of Possession - -**Leader:** -Can lead: Nemesis Claw, Legionaries, Possessed, Red Corsairs Raiders, Chosen - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/masters-of-the-maelstrom.md b/cogitator/factions/chaos-space-marines/datasheets/masters-of-the-maelstrom.md deleted file mode 100644 index 7aad564..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/masters-of-the-maelstrom.md +++ /dev/null @@ -1,68 +0,0 @@ -# Masters of the Maelstrom - -**Role:** Other - -*These lieutenants of Huron Blackheart stand within the circle of their master’s trust, a position both privileged and dangerous. When they gather to fight in their lord’s shadow, they epitomise the cruelty, cunning and piratical tactics that have made the Red Corsairs such a mighty power in the Maelstrom and beyond.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GARLON SOULEATER, GARREON THE CORPSEMASTER, KATAR GARRIX | 6" | 4 | 3+ | 4 | 6+ | 1 | -| CAPTAIN SARGOTTA, THE ENFORCER | 6" | 3 | 4+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Garreon the Corpsemaster is equipped with:** absolvor bolt pistol; reductor array. - -**Garlon Souleater is equipped with:** Mind Wrench; force stave. - -**Katar Garrix is equipped with:** bolt pistol; Axe of Ending. - -**Captain Sargotta is equipped with:** laspistol; power sabre. - -**The Enforcer is equipped with:** Londaxi maimer; bionic gauntlet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | -| Bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Laspistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Londaxi maimer | 18 | 3 | 3 | 4 | -1 | 1 | assault | -| Mind Wrench | 12 | 1 | 2 | 6 | -2 | D6+1 | precision, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of Ending | Melee | 6 | 2 | 6 | -2 | 2 | anti-character 2+, precision | -| Bionic gauntlet | Melee | 1 | 2 | 6 | -2 | 2 | — | -| Force stave | Melee | 4 | 2 | 6 | -2 | 2 | psychic | -| Power sabre | Melee | 4 | 3 | 4 | -2 | 1 | — | -| Reductor array | Melee | 6 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Choice Samples** (Datasheet): While this unit’s Garreon the Corpsemaster is on the battlefield, in your Command phase, select one of the following: you can return 1 destroyed model (excluding CHARACTER models) to this unit, or, if one or more Heretic Astartes Infantry units from your army are below Starting Strength and within 3" of this unit, you gain 1CP. -- **Fleet Command** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield) select up to three HERETIC ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. -- **Plunder** (Datasheet): Once per battle, after this unit ends a Normal move, you can select one visible enemy unit within 12" of it and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds. -- **MASTERS OF THE MAELSTROM** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this unit can join one of the following units. This unit then counts as part of that unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. -- Chosen, Legionaries, Red Corsairs Raiders -This unit cannot join an Attached unit, and only Huron Blackheart can join a unit this unit has joined. - -**Keywords:** Infantry, Epic Hero, Grenades, Chaos Undivided, Masters of the Maelstrom, Psyker, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Garreon the Corpsemaster – EPIC HERO -- 1 Garlon Souleater – EPIC HERO -- 1 Katar Garrix – EPIC HERO -- 1 Captain Sargotta – EPIC HERO -- 1 The Enforcer – EPIC HERO - -**Leader:** -Led By: Huron Blackheart - -**Points:** -- 5 models: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/mastodon.md b/cogitator/factions/chaos-space-marines/datasheets/mastodon.md deleted file mode 100644 index 2dee007..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/mastodon.md +++ /dev/null @@ -1,59 +0,0 @@ -# Mastodon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 14 | 2+ | 30 | 6+ | 12 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | -| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Titanic, Vehicle, Chaos, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Titanic, Vehicle, Mastodon, Smoke, Transport, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Mastodon - -**Wargear Options:** -- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters -- 2 lascannons -- 2 volkite culverins -- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 volkite culverins - -**Transport:** -This model has a transport capacity of 45 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). - -**Points:** -- 1 model: 540pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/maulerfiend.md b/cogitator/factions/chaos-space-marines/datasheets/maulerfiend.md deleted file mode 100644 index 141f69c..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/maulerfiend.md +++ /dev/null @@ -1,53 +0,0 @@ -# Maulerfiend - -**Role:** Other - -*Maulerfiends stalk the battlefield like immense hunting beasts. Once the enemy are in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at the prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and stabbing tendrils.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lasher tendrils; Maulerfiend fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magma cutters | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | -| Maulerfiend fists | Melee | 6 | 3 | 14 | -2 | D6+1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Siege Crawler** (Datasheet): You can ignore any or all modifiers to this model’s Move characteristic and to Advance and Charge rolls made for it. - -**Keywords:** Maulerfiend, Chaos, Walker, Vehicle, Daemon -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Maulerfiend - -**Wargear Options:** -- This model’s lasher tendrils can be replaced with 2 magma cutters. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/mutilators.md b/cogitator/factions/chaos-space-marines/datasheets/mutilators.md deleted file mode 100644 index 9569c66..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/mutilators.md +++ /dev/null @@ -1,42 +0,0 @@ -# Mutilators - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 2+ | 4 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** fleshmetal weapons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fleshmetal weapons – strike | Melee | 4 | 3 | 6 | -2 | 2 | — | -| Fleshmetal weapons – sweep | Melee | 8 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Death Frenzy** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **CULT OF DESTRUCTION** (Special (правая колонка)): For the purposes of embarking within Transports, each MUTILATOR model counts as one Obliterator model. - -**Keywords:** Mutilators, Infantry, Chaos, Daemon -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 3 Mutilators - -**Wargear Options:** -- None - -**Points:** -- 3 models: 185pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/mutoid-vermin.md b/cogitator/factions/chaos-space-marines/datasheets/mutoid-vermin.md deleted file mode 100644 index a9404a4..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/mutoid-vermin.md +++ /dev/null @@ -1,40 +0,0 @@ -# Mutoid Vermin - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 2 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** diseased claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. - -**Keywords:** Chaos, Swarm, Mutoid Vermin, Nurgle, Damned -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 16 Mutoid Vermin - -**Wargear Options:** -- None - -**Points:** -- 16 models: 85pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/negavolt-cultists.md b/cogitator/factions/chaos-space-marines/datasheets/negavolt-cultists.md deleted file mode 100644 index 88d5538..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/negavolt-cultists.md +++ /dev/null @@ -1,44 +0,0 @@ -# Negavolt Cultists - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** electro-goads. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Electro-goads | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Voltagheist Field** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **SERVANTS OF THE ABYSS** (Special (правая колонка)): If a unit from your army with the Leader ability can be attached to a Cultist Mob, it can be attached to this unit instead. - -**Keywords:** Infantry, Chaos, Damned, Negavolt Cultists -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 4 Negavolt Cultists - -**Wargear Options:** -- None - -**Leader:** -Led By: Rogue Psyker - -**Points:** -- 4 models: 55pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/nemesis-claw.md b/cogitator/factions/chaos-space-marines/datasheets/nemesis-claw.md deleted file mode 100644 index 81cbd68..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/nemesis-claw.md +++ /dev/null @@ -1,82 +0,0 @@ -# Nemesis Claw - -**Role:** Other - -*Nemesis Claws are squads of Night Lords consumed by murderlust and sadism that are employed as terror troops by Chaos warlords the galaxy over. These psychopathic killers use an array of dread weaponry and ghoulish equipment to inflict fear, misery and violent death upon their foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Visionary is equipped with:** bolt pistol; Nostraman chainblade. - -**Each Legionary is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Nostraman chainblade | Melee | 5 | 3 | 4 | -1 | 1 | sustained hits 1 | -| Nostraman chainglaive | Melee | 4 | 3 | 8 | -2 | 1 | sustained hits 1 | -| Paired accursed weapons | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Visions of Suffering (Psychic)** (Datasheet): Each time a model in this unit makes an attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll. If that enemy unit is Below Half-strength, add 1 to the Wound roll as well. -- **Voice Eater** (Wargear): Enemy units (excluding MONSTERS and VEHICLES) cannot be targeted with Stratagems while they are within Engagement Range of the bearer’s unit. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability (excluding Epic Heroes) can be attached to a Legionaries unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Psyker, Chaos, Grenades, Nemesis Claw -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Visionary -- 4-9 Legionaries - -**Wargear Options:** -- The Visionary’s bolt pistol can be replaced with 1 plasma pistol. -- The Visionary’s Nostraman chainblade can be replaced with one of the following:- 1 accursed weapon -- 1 power fist -- Any number of Legionaries can each have their boltgun replaced with 1 Astartes chainsword. -- If this unit contains 10 models, one Legionary’s boltgun can be replaced with one of the following:- 1 heavy bolter -- 1 missile launcher -- One Legionary’s boltgun can be replaced with one of the following:- 1 flamer -- 1 meltagun -- 1 plasma gun -- Up to four Legionaries can each have their boltgun replaced with one of the following (duplicates are not allowed):- 1 accursed weapon -- 1 Nostraman chainglaive -- 1 paired accursed weapons -- 1 voice eater and 1 Astartes chainsword - -**Leader:** -Led By: Master Of Possession, Master Of Executions, Exalted Champion, Chaos Lord, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Sorcerer, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle, Red Corsairs Reave-Captain, Warpsmith - -**Points:** -- 5 models: 110pts -- 10 models: 190pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/noctilith-crown.md b/cogitator/factions/chaos-space-marines/datasheets/noctilith-crown.md deleted file mode 100644 index 147c537..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/noctilith-crown.md +++ /dev/null @@ -1,44 +0,0 @@ -# Noctilith Crown - -**Role:** Fortifications - -*Wreathed in fluctuating, eldritch energies, Noctilith Crowns are ritual loci of empyric power. They draw in the raw energy of Chaos itself, forming nodal strongholds of the Dark Gods’ influence that empower their fell servants and wrack their enemies with lashes of baleful warp magicks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 11 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lashing warp energies. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashing warp energies | 6 | 8 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Malevolent Locus (Aura)** (Datasheet): While a friendly HERETIC ASTARTES model is wholly within 9" of this FORTIFICATION, improve that unit’s Leadership characteristic by 1. -- **Malign Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol weapon, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Noctilith Crown, Chaos, Fortification -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Noctilith Crown - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/noise-marines.md b/cogitator/factions/chaos-space-marines/datasheets/noise-marines.md deleted file mode 100644 index ae569a9..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/noise-marines.md +++ /dev/null @@ -1,46 +0,0 @@ -# Noise Marines - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** sonic blaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sonic blaster | 18 | 3 | 3 | 5 | -1 | 2 | ignores cover | -| Blastmaster – single frequency | 18 | 3 | 3 | 10 | -2 | 3 | ignores cover | -| Blastmaster – varied frequency | 18 | 6 | 3 | 6 | -2 | 1 | ignores cover | -| Screamer pistol | 12 | 3 | 3 | 5 | -1 | 2 | ignores cover, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Terrifying Crescendo** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 1 from that test. - -**Keywords:** Noise Marines, Slaanesh, Chaos, Infantry -**Faction Keywords:** Emperor’s Children, Heretic Astartes - -**Unit Composition:** -- 1 Disharmonist -- 5 Noise Marines - -**Wargear Options:** -- The Disharmonist’s sonic blaster can be replaced with 1 screamer pistol and 1 power sword. -- Up to 2 Noise Marines can each replace their sonic blaster with 1 blastmaster. - -**Points:** -- 6 models: 145pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/obliterators.md b/cogitator/factions/chaos-space-marines/datasheets/obliterators.md deleted file mode 100644 index 928ff87..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/obliterators.md +++ /dev/null @@ -1,46 +0,0 @@ -# Obliterators - -**Role:** Other - -*Hulking, baroque meldings of Chaos Space Marine, daemon-infused armour and mutated weaponry, Obliterators are able to reshape their forms from moment to moment. Stepping directly from warp fissures into ideal firing positions, they sweep all before them with warp-tainted firestorms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 2+ | 5 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** fleshmetal guns; crushing fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fleshmetal guns – focused malice | 18 | D3 | 3 | 12 | -3 | 4 | melta 2 | -| Fleshmetal guns – ruinous salvo | 24 | D6 | 3 | 8 | -2 | 2 | blast | -| Fleshmetal guns – warp hail | 24 | D6+3 | 3 | 5 | -1 | 1 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing fists | Melee | 4 | 3 | 9 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Warp Rift Firepower** (Datasheet): Once per battle, during the shooting phase, this unit can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [INDIRECT FIRE] ability. - -**Keywords:** Obliterators, Infantry, Daemon, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 2 Obliterators - -**Points:** -- 2 models: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/plague-marines.md b/cogitator/factions/chaos-space-marines/datasheets/plague-marines.md deleted file mode 100644 index f1b99e9..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/plague-marines.md +++ /dev/null @@ -1,91 +0,0 @@ -# Plague Marines - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; plague knives. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits | -| Blight launcher | 24 | D3 | 3 | 6 | -1 | 2 | blast, lethal hits | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | -| Plague belcher | 12 | D6 | N/A | 4 | 0 | 1 | anti-infantry 4+, ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bubotic weapons | Melee | 4 | 3 | 5 | -2 | 1 | lethal hits | -| Plague knives | Melee | 3 | 3 | 4 | 0 | 1 | lethal hits | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | lethal hits | -| Heavy plague weapon | Melee | 3 | 4 | 8 | -2 | 2 | lethal hits | - -**Abilities:** -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Infused with the Blessings of Nurgle** (Datasheet): In your Shooting phase, each time this unit is selected to shoot, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is Afflicted. -- **Icon of Despair (Aura)** (Wargear): While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. - -**Keywords:** Chaos, Grenades, Infantry, Battleline, Plague Marines, Nurgle -**Faction Keywords:** Death Guard, Heretic Astartes - -**Unit Composition:** -- 1 Plague Champion -- 4-9 Plague Marines - -**Wargear Options:** -- The Plague Champion’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 plasma gun -- 1 plasma pistol -- The Plague Champion’s plague knives can be replaced with one of the following:- 1 bubotic weapons -- 1 power fist -- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 blight launcher. -- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 plague spewer. -- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with one of the following:- 1 meltagun -- 1 plague belcher -- 1 plasma gun -- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 bubotic weapons. -- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 heavy plague weapon. -- One Plague Marine equipped with a boltgun can be equipped with 1 icon of despair. This model’s boltgun cannot be replaced. - -**Leader:** -Led By: Chaos Lord On Palanquin Of Nurgle, Sorcerer On Palanquin Of Nurgle - -**Points:** -- 5 models: 95pts -- 7 models: 130pts -- 10 models: 190pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/possessed.md b/cogitator/factions/chaos-space-marines/datasheets/possessed.md deleted file mode 100644 index e74cd09..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/possessed.md +++ /dev/null @@ -1,43 +0,0 @@ -# Possessed - -**Role:** Other - -*In blasphemous union with fell daemons of the Chaos Gods, Possessed are bestial slaughter incarnate. Warped and mutated by their empyric parasites, their armoured forms flow like wax. As talons, snapping maws and vestigial wings manifest, they unleash an unholy orgy of bloodshed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | 4 | 3 | 5 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Unholy Bloodshed** (Datasheet): Once per battle, when this unit makes a Dark Pact, until the end of the phase, weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **Chaos Icon** (Wargear): Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test. - -**Keywords:** Possessed, Daemon, Chaos, Infantry -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Possessed Champion -- 4-9 Possessed - -**Wargear Options:** -- 1 model can be equipped with 1 Chaos icon. - -**Leader:** -Led By: Master Of Possession - -**Points:** -- 5 models: 120pts -- 10 models: 240pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/rapier-carrier.md b/cogitator/factions/chaos-space-marines/datasheets/rapier-carrier.md deleted file mode 100644 index b51d430..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/rapier-carrier.md +++ /dev/null @@ -1,47 +0,0 @@ -# Rapier Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Chaos, Rapier Carrier, Artillery, Vehicle, Chaos, Rapier Carrier, Artillery, Vehicle, Chaos, Rapier Carrier, Artillery, Vehicle, Chaos, Rapier Carrier, Vehicle, Artillery -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Rapier Carrier - -**Wargear Options:** -- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon -- 1 laser destroyer -- 1 quad launcher - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/raptors.md b/cogitator/factions/chaos-space-marines/datasheets/raptors.md deleted file mode 100644 index 7640bbe..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/raptors.md +++ /dev/null @@ -1,74 +0,0 @@ -# Raptors - -**Role:** Other - -*A subculture of sky warriors that cuts across Legion boundaries, Raptors hunt like avian predators and are unified by the thrill of the chase. With screeching battle cries amplified to terrify their prey, they descend in meteoric charges, a flurry of reaping blades and intense, short-ranged firepower.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Heavy melee weapon | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Mutations | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. -- **Terrifying Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. - -**Keywords:** Raptors, Chaos, Grenades, Jump Packs, Fly, Infantry -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Raptor Champion -- 4-9 Raptors - -**Wargear Options:** -- The Raptor Champion’s bolt pistol can be replaced with 1 plasma pistol. -- The Raptor Champion’s Astartes chainsword can be replaced with one of the following:- 1 accursed weapon -- 1 heavy melee weapon -- For every 5 models in this unit, up to 2 Raptors can each have their bolt pistol replaced with 1 plasma pistol (these models’ Astartes chainswords cannot be replaced). -- For every 5 models in this unit, up to 2 Raptors can each have their Astartes chainsword replaced with 1 heavy melee weapon. -- For every 5 models in this unit, 1 Raptor can replace their Astartes chainsword with 1 mutations. -- Up to 2 Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon -- If this unit contains 10 models, up to 2 additional Raptors can each have their Astartes chainsword replaced with one of the following options (you cannot select the same option more than once):- 1 flamer and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon - -**Leader:** -Led By: Haarken Worldclaimer, Chaos Lord with Jump Pack - -**Points:** -- 5 models: 110pts -- 10 models: 210pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/red-corsairs-raiders.md b/cogitator/factions/chaos-space-marines/datasheets/red-corsairs-raiders.md deleted file mode 100644 index b353b68..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/red-corsairs-raiders.md +++ /dev/null @@ -1,57 +0,0 @@ -# Red Corsairs Raiders - -**Role:** Other - -*Ruthless and cruel even by the standards of Renegade Space Marines, Red Corsairs Raiders excel in hit-and-run attacks. They fight with cunning brutality, maiming their victims to be taken as captives or looting dying foes even before their life blood has stopped jetting from their ragged wounds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Each model is equipped with:** boltgun; bolt pistol; reaver’s blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Reaver’s blade | Melee | 4 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Trophy Takers** (Datasheet): The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in this unit. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Legionaries unit, it can be attached to this unit instead. - -**Keywords:** Red Corsairs Raiders, Infantry, Grenades, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Red Corsairs Raider Champion -- 4-9 Red Corsairs Raiders - -**Wargear Options:** -- The Red Corsairs Raider Champion’s bolt pistol can be replaced with 1 hand flamer. -- For every 5 models in this unit:- 1 Red Corsairs Raider’s boltgun can be replaced with 1 meltagun -- 1 Red Corsairs Raider’s reaver’s blade can be replaced with 1 power fist - -**Leader:** -Led By: Master Of Possession, Fabius Bile, Chaos Lord On Disc Of Tzeentch, Chaos Lord On Palanquin Of Nurgle, Dark Apostle, Sorcerer On Disc Of Tzeentch, Sorcerer On Palanquin Of Nurgle, Warpsmith, Huron Blackheart, Red Corsairs Reave-Captain, Chaos Lord, Master Of Executions, Sorcerer, Exalted Champion - -**Points:** -- 5 models: 110pts -- 10 models: 220pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/red-corsairs-reave-captain.md b/cogitator/factions/chaos-space-marines/datasheets/red-corsairs-reave-captain.md deleted file mode 100644 index dd878a8..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/red-corsairs-reave-captain.md +++ /dev/null @@ -1,71 +0,0 @@ -# Red Corsairs Reave-Captain - -**Role:** Characters - -*Renegade warlords and lieutenants, the Reave Captains of the Red Corsairs are masters of underhanded warfare. Combining the strategic nous of loyalist Space Marine commanders with the viciousness of the Heretic Astartes, these merciless war leaders exploit their foes’ every weakness and leave none alive.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power maul | Melee | 5 | 2 | 5 | -2 | 2 | — | -| Power sword | Melee | 7 | 2 | 5 | -2 | 1 | sustained hits 1 | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Raider** (Datasheet): Each time this model’s unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1. -- **Raider’s Due** (Datasheet): Each time this unit declares a Charge that targets one or more units that are within range of one or more objective markers, you can re-roll the Charge roll. - -**Keywords:** Red Corsairs Reave-captain, Chaos, Infantry, Character -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Red Corsairs Reave-Captain - -**Wargear Options:** -- This model’s power sword can be replaced with 1 power maul. -- This model can be equipped with 1 plasma pistol. - -**Leader:** -Can lead: Chosen, Red Corsairs Raiders, Nemesis Claw, Legionaries - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/relic-contemptor-dreadnought.md b/cogitator/factions/chaos-space-marines/datasheets/relic-contemptor-dreadnought.md deleted file mode 100644 index 07eba4b..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/relic-contemptor-dreadnought.md +++ /dev/null @@ -1,76 +0,0 @@ -# Relic Contemptor Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy plasma cannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Dreadnought, Vehicle, Vehicle, Walker, Chaos, Relic Contemptor Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Walker, Chaos, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Dreadnought, Relic Contemptor Dreadnought, Dreadnought, Walker, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Chaos, Vehicle, Relic Contemptor Dreadnought, Chaos, Walker, Chaos, Dreadnought -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Relic Contemptor Dreadnought - -**Wargear Options:** -- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon -- 1 kheres-pattern assault cannon -- 1 multi-melta -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 twin volkite culverin -- 1 Dreadnought chainfist and 1 combi-bolter -- 1 Dreadnought combat weapon and 1 combi-bolter -- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster -- 1 heavy flamer -- 1 plasma blaster -- This model can be equipped with 1 cyclone missile launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/renegade-enforcer.md b/cogitator/factions/chaos-space-marines/datasheets/renegade-enforcer.md deleted file mode 100644 index ab135bf..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/renegade-enforcer.md +++ /dev/null @@ -1,71 +0,0 @@ -# Renegade Enforcer - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Enforcer pistol; Enforcer melee weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autogun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Enforcer pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Lasgun | 24 | 1 | 3 | 3 | 0 | 1 | rapid fire 1 | -| Shotgun | 12 | 2 | 3 | 4 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enforcer melee weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Example** (Datasheet): While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed. -- **Enforcer** (Datasheet): This model’s unit is eligible to declare a charge in a turn in which it Fell Back. - -**Keywords:** Renegade Enforcer, Damned, Character, Grenades, Infantry, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Renegade Enforcer - -**Wargear Options:** -- This model’s Enforcer pistol can be replaced with one of the following:- 1 autogun -- 1 lasgun -- 1 shotgun -- This model’s Enforcer melee weapon can be replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Traitor Guardsmen Squad, Renegade Heavy Weapons Squad - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/renegade-heavy-weapons-squad.md b/cogitator/factions/chaos-space-marines/datasheets/renegade-heavy-weapons-squad.md deleted file mode 100644 index c752173..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/renegade-heavy-weapons-squad.md +++ /dev/null @@ -1,55 +0,0 @@ -# Renegade Heavy Weapons Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** renegade firearm; heavy stubber; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Heavy stubber | 36 | 4 | 5 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Renegade firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. -- **HEAVY WEAPONS TEAM** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Heavy Weapons Team model counts as two models. - -**Keywords:** Infantry, Chaos, Damned, Grenades, Renegade Heavy Weapons Squad -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 3 Renegade Heavy Weapons Teams - -**Wargear Options:** -- Any numbers of models’ heavy stubbers can each be replaced with one of the following:- 1 autocannon -- 1 heavy bolter -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Leader:** -Led By: Renegade Enforcer - -**Points:** -- 3 models: 75pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/renegade-ogryn-beast-handler.md b/cogitator/factions/chaos-space-marines/datasheets/renegade-ogryn-beast-handler.md deleted file mode 100644 index fef042b..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/renegade-ogryn-beast-handler.md +++ /dev/null @@ -1,41 +0,0 @@ -# Renegade Ogryn Beast Handler - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| OGRYN PACK MASTER | 6" | 6 | 5+ | 4 | 7+ | 1 | -| CHAOS MAULER HOUND | 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Ogryn Pack Master is equipped with:** mauler goad and ripper claw. - -**Every Chaos Mauler Hound is equipped with:** befouled claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Befouled claws and fangs | Melee | 2 | 3 | 5 | 0 | 1 | — | -| Mauler goad and ripper claw | Melee | 4 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Beastmaster** (Datasheet): While this unit contains an Ogryn Pack Master model, you can re-roll Charge rolls made for this unit, and each time a Chaos Mauler Hound model in this unit makes an attack, re-roll a Hit roll of 1. - -**Keywords:** Beasts, Chaos, Renegade Ogryn Beast Handler, Damned -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Ogryn Pack Master -- 3 Chaos Mauler Hounds - -**Wargear Options:** -- None - -**Points:** -- 4 models: 40pts -- 7 models: 70pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/renegade-ogryn-brutes.md b/cogitator/factions/chaos-space-marines/datasheets/renegade-ogryn-brutes.md deleted file mode 100644 index b94ad91..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/renegade-ogryn-brutes.md +++ /dev/null @@ -1,37 +0,0 @@ -# Renegade Ogryn Brutes - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ogryn weapon. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn power drill | Melee | 3 | 3 | 10 | -2 | 2 | — | -| Ogryn weapon | Melee | 3 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Ogryn Combat Stimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Ogryn Brute model counts as one TERMINATOR model. - -**Keywords:** Damned, Renegade Ogryn Brutes, Infantry, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 3 Renegade Ogryn Brutes - -**Wargear Options:** -- One model’s Ogryn weapon can be replaced with 1 Ogryn power drill. - -**Points:** -- 3 models: 95pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/renegade-plague-ogryns.md b/cogitator/factions/chaos-space-marines/datasheets/renegade-plague-ogryns.md deleted file mode 100644 index ba2aaaa..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/renegade-plague-ogryns.md +++ /dev/null @@ -1,41 +0,0 @@ -# Renegade Plague Ogryns - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ogryn plague claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn plague claws | Melee | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Wall of Muscle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. -- **OGRYNS** (Special (правая колонка)): For the purposes of embarking within Transports, each Renegade Plague Ogryn model counts as one TERMINATOR model. - -**Keywords:** Infantry, Chaos, Damned, Nurgle, Renegade Plague Ogryns -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 3 Renegade Plague Ogryns - -**Wargear Options:** -- None - -**Points:** -- 3 models: 95pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/rogue-psyker.md b/cogitator/factions/chaos-space-marines/datasheets/rogue-psyker.md deleted file mode 100644 index 2efbb9e..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/rogue-psyker.md +++ /dev/null @@ -1,64 +0,0 @@ -# Rogue Psyker - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** laspistol; Psychic Strike; Chaos stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Psychic Strike – focused witchfire | 12 | D6+3 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | -| Psychic Strike – witchfire | 12 | D6 | 3 | 6 | -2 | 1 | blast, devastating wounds, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chaos stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Cursed Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. - -**Keywords:** Infantry, Damned, Rogue Psyker, Character, Psyker, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Rogue Psyker - -**Wargear Options:** -- None - -**Leader:** -Can lead: Negavolt Cultists, Accursed Cultists, Cultist Mob - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/rubric-marines.md b/cogitator/factions/chaos-space-marines/datasheets/rubric-marines.md deleted file mode 100644 index d269748..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/rubric-marines.md +++ /dev/null @@ -1,76 +0,0 @@ -# Rubric Marines - -**Role:** Battleline - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Rubric Marine | 6" | 4 | 3+ | 2 | 7+ | 2 | -| Aspiring Sorcerer | 6" | 4 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Aspiring Sorcerer is equipped with:** inferno bolt pistol; Malefic Curse; force weapon. - -**Every Rubric Marine is equipped with:** inferno boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inferno bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Warpflamer | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | -| Warpflame pistol | 12 | D6 | N/A | 3 | -1 | 1 | ignores cover, pistol, torrent | -| Soulreaper cannon | 24 | 6 | 3 | 6 | -2 | 1 | devastating wounds | -| Malefic Curse | 24 | 3 | 3 | 4 | -3 | 1 | anti-infantry 4+, devastating wounds, psychic | -| Inferno boltgun | 24 | 2 | 3 | 4 | -2 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 3 | 3 | 6 | -1 | D3 | psychic | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Bringers of Change** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If that attack targets a unit within range of an objective marker you do not control, you can re-roll the Wound roll instead. -- **Icon of Flame** (Wargear): Ranged weapons equipped by models in the bearer’s unit (excluding CHARACTERS) have the [IGNORES COVER] ability. - -**Keywords:** Rubricae, Rubric Marines, Infantry, Battleline, Chaos, Psyker, Tzeentch -**Faction Keywords:** Thousand Sons, Heretic Astartes - -**Unit Composition:** -- 1 Aspiring Sorcerer -- 4-9 Rubric Marines - -**Wargear Options:** -- The Aspiring Sorcerer’s inferno bolt pistol can be replaced with 1 warpflame pistol. -- 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon. -- Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer. -- 1 Rubric Marine can be equipped with 1 icon of flame. - -**Leader:** -Led By: Chaos Lord On Disc Of Tzeentch, Sorcerer On Disc Of Tzeentch - -**Points:** -- 5 models: 100pts -- 10 models: 190pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sicaran-battle-tank.md b/cogitator/factions/chaos-space-marines/datasheets/sicaran-battle-tank.md deleted file mode 100644 index 23f00b2..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sicaran-battle-tank.md +++ /dev/null @@ -1,54 +0,0 @@ -# Sicaran Battle Tank - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Sicaran Battle Tank, Smoke, Chaos, Vehicle, Chaos, Sicaran Battle Tank, Smoke, Chaos, Vehicle, Sicaran Battle Tank, Chaos, Vehicle, Sicaran Battle Tank, Smoke -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sicaran Battle Tank - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sicaran-punisher.md b/cogitator/factions/chaos-space-marines/datasheets/sicaran-punisher.md deleted file mode 100644 index 45f4565..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sicaran-punisher.md +++ /dev/null @@ -1,54 +0,0 @@ -# Sicaran Punisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Sicaran Punisher, Vehicle, Chaos, Smoke, Sicaran Punisher, Vehicle, Chaos, Sicaran Punisher, Vehicle, Chaos, Smoke, Sicaran Punisher, Vehicle, Chaos, Smoke -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sicaran Punisher - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sicaran-venator.md b/cogitator/factions/chaos-space-marines/datasheets/sicaran-venator.md deleted file mode 100644 index de1c1df..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sicaran-venator.md +++ /dev/null @@ -1,54 +0,0 @@ -# Sicaran Venator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Chaos, Smoke, Sicaran Venator, Vehicle, Chaos, Smoke, Sicaran Venator, Vehicle, Chaos, Smoke, Sicaran Venator, Vehicle, Chaos, Smoke, Sicaran Venator, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sicaran Venator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sokar-pattern-stormbird.md b/cogitator/factions/chaos-space-marines/datasheets/sokar-pattern-stormbird.md deleted file mode 100644 index 87b181d..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sokar-pattern-stormbird.md +++ /dev/null @@ -1,57 +0,0 @@ -# Sokar-pattern Stormbird - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 13 | 2+ | 40 | 6+ | 0 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Aircraft, Aircraft, Fly, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Transport, Titanic -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sokar-pattern Stormbird - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 55 Heretic Astartes Infantry or Heretic Astartes Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). - -**Points:** -- 1 model: 900pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-in-terminator-armour.md b/cogitator/factions/chaos-space-marines/datasheets/sorcerer-in-terminator-armour.md deleted file mode 100644 index d19c7ef..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-in-terminator-armour.md +++ /dev/null @@ -1,74 +0,0 @@ -# Sorcerer In Terminator Armour - -**Role:** Characters - -*The powers of a warband’s Sorcerers lend a sickening occult advantage to elite infantry spearheads. Girded in warsuits of sigil-etched Terminator armour, they are able to support gruelling boarding actions, assault through daemon-haunted labyrinths or fight on the front line against swarming, ignorant loyalists.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** combi-bolter; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Chaos Familiar** (Wargear): Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0. -- **Warptime (Psychic)** (Datasheet): While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit. -- **Death Hex (Psychic)** (Datasheet): At the start of your Shooting phase, one Psyker with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Psyker, Sorcerer in Terminator Armour, Terminator, Infantry, Character, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer in Terminator Armour - -**Wargear Options:** -- This model’s combi-bolter can be replaced with 1 combi-weapon. -- This model can be equipped with 1 Chaos familiar. - -**Leader:** -Can lead: Chaos Terminator Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-bike.md b/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-bike.md deleted file mode 100644 index af61490..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-bike.md +++ /dev/null @@ -1,76 +0,0 @@ -# Sorcerer On Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; combi-bolter; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Unholy Power** (Datasheet): Each time this model’s unit makes a Dark Pact, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Wound roll. - -**Keywords:** Psyker, Chaos, Grenades, Mounted, Character, Sorcerer on Bike -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Chaos Bikers - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-disc-of-tzeentch.md b/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-disc-of-tzeentch.md deleted file mode 100644 index b1ddd7d..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-disc-of-tzeentch.md +++ /dev/null @@ -1,76 +0,0 @@ -# Sorcerer On Disc Of Tzeentch - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Flames of Change (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. -- **Altered Reality (Psychic)** (Datasheet): Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6. - -**Keywords:** Chaos, Sorcerer, Disc of Tzeentch, Psyker, Grenades, Character, Infantry, Fly, Tzeentch -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer on Disc of Tzeentch - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Rubric Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-palanquin-of-nurgle.md b/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-palanquin-of-nurgle.md deleted file mode 100644 index 8fd9dff..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-palanquin-of-nurgle.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sorcerer On Palanquin Of Nurgle - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Gift of Poxes (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. - -**Keywords:** Character, Infantry, Grenades, Chaos, Psyker, Nurgle, Sorcerer, Palanquin of Nurgle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer on Palanquin of Nurgle - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Plague Marines, Nemesis Claw, Red Corsairs Raiders, Chosen, Legionaries - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-steed-of-slaanesh.md b/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-steed-of-slaanesh.md deleted file mode 100644 index a592bdd..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sorcerer-on-steed-of-slaanesh.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sorcerer On Steed Of Slaanesh - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; lashing tongue. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Lashing tongue | Melee | 2 | 3 | 4 | 0 | 1 | extra attacks, lethal hits | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Dark Favour (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. -- **Infernal Speed** (Datasheet): While this model is leading a unit, change the Move characteristic of models in that unit to 14". - -**Keywords:** Slaanesh, Sorcerer, Grenades, Steed of Slaanesh, Mounted, Chaos, Character -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer on Steed of Slaanesh - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Chaos Bikers - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/sorcerer.md b/cogitator/factions/chaos-space-marines/datasheets/sorcerer.md deleted file mode 100644 index d089bf1..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/sorcerer.md +++ /dev/null @@ -1,63 +0,0 @@ -# Sorcerer - -**Role:** Characters - -*Sorcerers are the Heretic Astartes’ battle-psykers and warp-seers. Wielding terrifying empyric energies, with but a thought they can crush a foe’s skull, curse their enemies with abhorrent hexes or hurl coruscating bolts of soul-blasting psychic power that mutate those they touch.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Gift of Chaos (Psychic)** (Datasheet): Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds. - -**Keywords:** Grenades, Psyker, Chaos, Character, Infantry, Sorcerer -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Sorcerer - -**Leader:** -Can lead: Nemesis Claw, Legionaries, Chosen, Red Corsairs Raiders - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/spartan.md b/cogitator/factions/chaos-space-marines/datasheets/spartan.md deleted file mode 100644 index 2c9eeda..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/spartan.md +++ /dev/null @@ -1,61 +0,0 @@ -# Spartan - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Vehicle, Spartan, Smoke, Transport, Chaos, Vehicle, Spartan, Smoke, Transport, Chaos, Spartan, Spartan, Smoke, Transport, Chaos, Vehicle, Transport, Smoke, Chaos, Smoke, Transport, Chaos, Vehicle, Spartan, Vehicle -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Spartan - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 28 Heretic Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/storm-eagle-gunship.md b/cogitator/factions/chaos-space-marines/datasheets/storm-eagle-gunship.md deleted file mode 100644 index fb19e22..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/storm-eagle-gunship.md +++ /dev/null @@ -1,62 +0,0 @@ -# Storm Eagle Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Storm Eagle Gunship - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta -- 1 typhoon missile launcher -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons - -**Transport:** -This model has a transport capacity of 22 Heretic Astartes Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/terrax-pattern-termite.md b/cogitator/factions/chaos-space-marines/datasheets/terrax-pattern-termite.md deleted file mode 100644 index 7a93839..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/terrax-pattern-termite.md +++ /dev/null @@ -1,58 +0,0 @@ -# Terrax-pattern Termite - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Dedicated Transport, Transport, Chaos, Vehicle, Dedicated Transport, Chaos, Terrax-pattern Termite, Dedicated Transport, Transport, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Chaos, Vehicle, Terrax-pattern Termite, Transport, Chaos, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Chaos, Vehicle, Terrax-pattern Termite -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Terrax-pattern Termite - -**Wargear Options:** -- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers -- 2 twin volkite chargers - -**Transport:** -This model has a transport capacity of 12 Heretic Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/traitor-enforcer.md b/cogitator/factions/chaos-space-marines/datasheets/traitor-enforcer.md deleted file mode 100644 index 54a566f..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/traitor-enforcer.md +++ /dev/null @@ -1,71 +0,0 @@ -# Traitor Enforcer - -**Role:** Characters - -*Whether petty tyrants who killed their way to dominance, or former officers brought low through corruption, Enforcers are now sadistic disciplinarians amongst the Militarum Traitoris. Some cement their position by exploiting savage Traitor Ogryns as living shields, crude line-breakers and added muscle to help impose their violent rule.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| TRAITOR ENFORCER | 6" | 3 | 5+ | 3 | 6+ | 1 | -| TRAITOR OGRYN | 6" | 6 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save (TRAITOR ENFORCER: 5)** -** Traitor Enforcer model only.* -**Invulnerable Save (TRAITOR OGRYN: -)** - -**Default Wargear:** -**The Traitor Enforcer is equipped with:** bolt pistol; power fist. - -**The Traitor Ogryn is equipped with:** Ogryn weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ogryn weapons | Melee | 5 | 3 | 7 | -1 | 2 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Brutal Example** (Datasheet): Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed. -- **Mutated Bodyguard** (Datasheet): While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability. - -**Keywords:** Traitor Enforcer, Character, Damned, Chaos, Infantry, Grenades -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Traitor Enforcer -- 1 Traitor Ogryn - -**Wargear Options:** -- None - -**Leader:** -Can lead: Traitor Guardsmen Squad - -**Points:** -- 2 models: 55pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/traitor-guardsmen-squad.md b/cogitator/factions/chaos-space-marines/datasheets/traitor-guardsmen-squad.md deleted file mode 100644 index 8d59eed..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/traitor-guardsmen-squad.md +++ /dev/null @@ -1,66 +0,0 @@ -# Traitor Guardsmen Squad - -**Role:** Other - -*Amongst the mortal followers of the Heretic Astartes are warbands of Traitor Guardsmen. These heretics turn mass-produced lasguns and more specialised weapons upon the Imperium they once served, while their military training combines with bitterness and hate to render them a potent threat.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Traitor Sergeant is equipped with:** corrupted pistol; close combat weapon. - -**Every Traitor Guardsman is equipped with:** lasgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Corrupted pistol | 12 | 1 | 4 | 4 | -1 | 1 | pistol | -| Cultist grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Cultist grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Cultist sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Twisted Defence Force** (Datasheet): While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that attack. - -**Keywords:** Grenades, Infantry, Traitor Guardsmen Squad, Damned, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Traitor Sergeant -- 9 Traitor Guardsmen - -**Wargear Options:** -- Up to 3 Traitor Guardsmen can each have their lasgun replaced with one of the following (duplicates are not allowed):- 1 Cultist grenade launcher -- 1 flamer -- 1 meltagun -- 1 plasma gun -- 1 Cultist sniper rifle -- The Traitor Sergeant’s close combat weapon can be replaced with one of the following:- 1 chainsword -- 1 power weapon -- The Traitor Sergeant’s corrupted pistol can be replaced with 1 boltgun. - -**Leader:** -Led By: Traitor Enforcer, Renegade Enforcer - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/typhon.md b/cogitator/factions/chaos-space-marines/datasheets/typhon.md deleted file mode 100644 index fac18ce..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/typhon.md +++ /dev/null @@ -1,56 +0,0 @@ -# Typhon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** dreadhammer siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). - -**Keywords:** Chaos, Typhon, Smoke, Vehicle, Chaos, Typhon, Vehicle, Smoke, Chaos, Vehicle, Typhon, Smoke, Chaos, Vehicle, Typhon, Smoke -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Typhon - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/vashtorr-the-arkifane.md b/cogitator/factions/chaos-space-marines/datasheets/vashtorr-the-arkifane.md deleted file mode 100644 index 298f233..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/vashtorr-the-arkifane.md +++ /dev/null @@ -1,57 +0,0 @@ -# Vashtorr The Arkifane - -**Role:** Characters - -*Vashtorr is a horror of pallid flesh stretched over infernal mechanisms. He soars to battle amidst a cloud of dark lightning and smog, dealing destruction and unleashing techno-gheist curses upon the foe even as he fashions enhancements for his indentured Daemon Engines from the raw stuff of realspace.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 2+ | 14 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Vashtorr’s claw; Vashtorr’s hammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vashtorr’s claw | 12 | D6 | N/A | 5 | -2 | 1 | anti-vehicle 4+, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vashtorr’s hammer – strike | Melee | 6 | 2 | 14 | -3 | 3 | anti-vehicle 4+, devastating wounds | -| Vashtorr’s hammer – sweep | Melee | 12 | 2 | 8 | -1 | 2 | anti-vehicle 4+, devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Unholy Mechanisms (Aura)** (Datasheet): While a friendly Daemon Vehicle unit is within 6" of this model, add 2 to the Strength characteristic of weapons equipped by models in that unit. -- **Reorder Reality** (Datasheet): Each time an enemy unit within 18" of this model targets this model, subtract 1 from the Hit roll and, until the end of the phase, that enemy unit’s ranged weapons have the [HAZARDOUS] ability. -- **Indentured Daemon Engines** (Datasheet): While this model is within 3" of one or more friendly Daemon Vehicle units, this model has the Lone Operative ability. - -**Keywords:** Daemon, Vashtorr the Arkifane, Chaos, Monster, Character, Epic Hero, Fly -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Vashtorr the Arkifane – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 175pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/venomcrawler.md b/cogitator/factions/chaos-space-marines/datasheets/venomcrawler.md deleted file mode 100644 index e37dbf0..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/venomcrawler.md +++ /dev/null @@ -1,45 +0,0 @@ -# Venomcrawler - -**Role:** Other - -*These arachnoid amalgams of daemon flesh, cursed iron and malignant sentience pound across war zones in search of bodies to tear and spirits to consume. After butchering the prey with their excruciator cannons, claws and lashing tendrils, they draw the souls of the slain into their abdomens.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 9 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 excruciator cannons; soulflayer tendrils and claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Excruciator cannon | 36 | 6 | 3 | 6 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Soulflayer tendrils and claws | Melee | 6 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Soul Eater** (Datasheet): At the end of the Fight phase, if one or more attacks made by this model this phase destroyed one or more enemy units, until the end of the battle, add 1 to the Attacks characteristic of this model’s weapons. - -**Keywords:** Daemon, Venomcrawler, Vehicle, Walker, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Venomcrawler - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/warp-talons.md b/cogitator/factions/chaos-space-marines/datasheets/warp-talons.md deleted file mode 100644 index 585b2fe..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/warp-talons.md +++ /dev/null @@ -1,44 +0,0 @@ -# Warp Talons - -**Role:** Other - -*Often appearing from the Immaterium, wreathed in unholy fire and with their armour warped into daemonic likenesses, Warp Talons are tainted warriors who have fallen further than most. They are skyborne assassins, their flaming talons equally adept at slicing through armour or tearing through the fabric of realspace.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** warp claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Warp Strike** (Datasheet): At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. - -**Keywords:** Jump Packs, Fly, Infantry, Chaos, Daemon, Warp Talons, Grenades -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Warp Talon Champion -- 4-9 Warp Talons - -**Wargear Options:** -- None - -**Points:** -- 5 models: 125pts -- 10 models: 270pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/warpsmith.md b/cogitator/factions/chaos-space-marines/datasheets/warpsmith.md deleted file mode 100644 index 618fd46..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/warpsmith.md +++ /dev/null @@ -1,65 +0,0 @@ -# Warpsmith - -**Role:** Characters - -*With outlawed knowledge of the deeper mysteries of the machine, Warpsmiths maintain their warband’s arsenal of armoured vehicles, and violate enemy war engines with utterances of corrupted code. Fused with a writhing nest of semi-sentient mechatendrils, they seek not only to employ technology, but to subjugate it.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** flamer tendril; melta tendril; plasma pistol; forge weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer tendril | 12 | D6 | N/A | 3 | 0 | 1 | pistol, torrent, ignores cover | -| Melta tendril | 6 | 1 | 2 | 8 | -4 | D3 | pistol, melta 2 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | pistol, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Forge weapon | Melee | 4 | 3 | 6 | -2 | 2 | Anti-Vehicle 4+ | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Warpsmith** (Datasheet): While this model is within 3" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability. -- **Master of Mechanisms** (Datasheet): In your Command phase, select one friendly Heretic Astartes Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase. -- **Enrage Machine Spirits** (Datasheet): At the end of your Movement phase, select one enemy VEHICLE unit within 12" of this model. That unit must take a Battle-shock test. - -**Keywords:** Grenades, Infantry, Warpsmith, Chaos, Character -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Warpsmith - -**Leader:** -Can lead: Havocs, Legionaries, Red Corsairs Raiders, Chosen, Nemesis Claw - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/whirlwind-scorpius.md b/cogitator/factions/chaos-space-marines/datasheets/whirlwind-scorpius.md deleted file mode 100644 index 6523a68..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/whirlwind-scorpius.md +++ /dev/null @@ -1,50 +0,0 @@ -# Whirlwind Scorpius - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Scorpius multi-launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Whirlwind Scorpius, Vehicle, Vehicle, Smoke, Chaos, Vehicle, Smoke, Chaos, Whirlwind Scorpius, Smoke, Chaos, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Whirlwind Scorpius -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Whirlwind Scorpius - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/datasheets/xiphon-interceptor.md b/cogitator/factions/chaos-space-marines/datasheets/xiphon-interceptor.md deleted file mode 100644 index 84e60b0..0000000 --- a/cogitator/factions/chaos-space-marines/datasheets/xiphon-interceptor.md +++ /dev/null @@ -1,47 +0,0 @@ -# Xiphon Interceptor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Dark Pacts** (Faction): If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: -- [LETHAL HITS] -- [SUSTAINED HITS 1] -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Chaos, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Xiphon Interceptor, Fly, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Vehicle, Aircraft, Chaos, Xiphon Interceptor, Vehicle, Vehicle, Xiphon Interceptor, Fly, Aircraft, Fly, Aircraft, Chaos -**Faction Keywords:** Heretic Astartes - -**Unit Composition:** -- 1 Xiphon Interceptor - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/chaos-space-marines/detachments.md b/cogitator/factions/chaos-space-marines/detachments.md new file mode 100644 index 0000000..9e2d9c4 --- /dev/null +++ b/cogitator/factions/chaos-space-marines/detachments.md @@ -0,0 +1,1436 @@ +# Chaos Space Marines Detachments + +# Cabal of Chaos + +*Even a single Chaos Space Marine Sorcerer is a powerful champion of the Dark Gods, capable of channelling the energies of the Warp into blasts of infernal flame and nightmarish curses of mutation. When multiple Sorcerers gather, their powers are magnified. Reality itself convulses at their command. Enemy warriors are torn asunder by storms of empyric power, as the battlefield writhes in unnatural mutation. While a lone Sorcerer often acts as the advisor to a powerful Chaos Lord, cabals such as this possess the combined might and forbidden knowledge to rule over armies or even entire worlds. Accompanied by their chosen lieutenants and defended by those they consider their servants, the Sorcerers unleash their hosts to conquer unsuspecting worlds, ransack ancient repositories of knowledge, and expand their malevolent powers even more.* + +## Abilities + +### Empyric Wellspring +Each time a unit from your army makes a Dark Pact, select one of the following abilities. Your unit has that ability until the end of the phase.Leaping Warpflame + +While this unit is within 9" of one or more friendly HERETIC ASTARTES PSYKER models, improve the Strength characteristic of ranged weapons equipped by models in this unit by 1. + +Monstrous Manifestation + +While this unit is within 9" of one or more friendly HERETIC ASTARTES DAEMON PRINCE or a HERETIC ASTARTES DAEMON PRINCE WITH WINGS models, improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1. + +## Stratagems + +### BALEFUL BLESSING — 1CP +**Type:** Cabal of Chaos – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. + +### MUTATION’S CURSE — 1CP +**Type:** Cabal of Chaos – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Heretic Astartes Psyker unit from your army. + +**EFFECT:** Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds. + +### NO REST IN DEATH — 1CP +**Type:** Cabal of Chaos – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Heretic Astartes unit from your army within 9" of a Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army. + +**EFFECT:** One model in your unit regains up to D3+1 lost wounds. If your unit has the Battleline keyword, you can return up to D3 destroyed models (excluding Character models) to your unit with their full wounds remaining, instead. + +### SHROUD OF CHAOS — 1CP +**Type:** Cabal of Chaos – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your opponent’s Shooting phase. + +**TARGET:** One Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army. + +**EFFECT:** Until the end of the phase, your unit has the following ability: + +**Shroud of Chaos (Aura):** Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability. + +### SOULSEEKERS — 1CP +**Type:** Cabal of Chaos – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Heretic Astartes unit from your army that has not been selected to shoot that phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. + +### UNHOLY HASTE — 1CP +**Type:** Cabal of Chaos – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to charge that phase. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +## Enhancements + +### Eyes of Z’desh — 25pts +*This splintered crystal shows possible futures, affording its bearer the chance to act before all others.* +HERETIC ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. + +### Infernal Avatar — 20pts +*This dread being is not only a Daemon Prince but also a dark sorcerer of immense power, able to augment their physical might with even greater empyric puissance.* +Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, and improve the Armour Penetration characteristic of those weapons by 1. + +### Mind Blade — 25pts +*This Sorcerer has been blessed with the ability to channel all their hatred and cruelty into the weapons of their warriors.* +Psyker model only. Melee weapons equipped by models in the bearer’s unit have the [LANCE] ability. + +### Touched by the Warp — 10pts +*Not all Sorcerers begin as psykers. Some are gifted their mystic powers by the gods of the Warp.* +HERETIC ASTARTES model only (excluding Khorne models). The bearer gains the Psyker keyword. + +--- + +# Champions of Chaos + +***Every Chaos Lord has a cadre of chosen warriors and dread lieutenants to enforce their will. When the mightiest enemy flagships must be taken, or the bridge of their own vessel held at all costs, it is these chosen champions of the Chaos Gods who step forth to fight.*** + +## Abilities + +### Dark Purpose +Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency. + +## Stratagems + +### AGGRESSIVE STRIKE — 1CP +**Type:** Champions of Chaos – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your Movement phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. + +### IMPERIOUS ADVANCE — 1CP +**Type:** Champions of Chaos – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HERETIc ASTARTES TERMINATOR unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. + +### INFERNAL PATRONS — 1CP +**Type:** Champions of Chaos – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after your opponent targets a unit from their army with a Stratagem. + +**TARGET:** One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit. + +**EFFECT:** That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase). + +### MALIGN WILL — 1CP +**Type:** Champions of Chaos – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army. + +## Enhancements + +### Dark Majesty — 0pts +*The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientates and dismays the foe.* +Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +### Manifest Vengeance — 0pts +*A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who ended their path to glory.* +When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. + +--- + +# Chaos Cult + +## Abilities + +### Desperate Devotion +Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit. + +Desperate Pacts +Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved. + +### KEYWORDS +TRAITOR GUARDSMEN SQUAD units from your army gain the BATTLELINE keyword. + +## Stratagems + +### CHOSEN FOR GLORY — 1CP +**Type:** Chaos Cult – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One DAMNED unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well. + +### CRAZED FOCUS — 1CP +**Type:** Chaos Cult – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One DAMNED unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well. + +### INFERNAL SACRIFICE — 1CP +**Type:** Chaos Cult – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One DAMNED unit from your army that has not been selected to fight this phase. + +**EFFECT:** Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well. + +### MORTAL THRALLS — 1CP +**Type:** Chaos Cult – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected ts targets. + +**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking units attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit. + +**EFFECT:** Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack. + +### RECKLESS HASTE — 1CP +**Type:** Chaos Cult – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase + +**TARGET:** One DAMNED unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. + +### SELFLESS DEMISE — 1CP +**Type:** Chaos Cult – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DAMNED unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. + +## Enhancements + +### Amulet of Tainted Vigour — 20pts +*Containing the motive energy of Human sacrifices, this device can restore life to the fallen.* +DARK APOSTLE model only. In your Command phase, you can return up to D3 destroyed DAMNED models (excluding CHARACTER models) to the bearer’s unit. + +### Cultist’s Brand — 20pts +*The masters of heretic cults are given to branding their underlings with arcane sigils of command.* +DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit. + +### Incendiary Goad — 15pts +*The bearer of this baleflame-wreathed implement may use its searing touch to incite their followers to acts of violent savagery.* +DARK APOSTLE or DAMNED model only. While the bearer’s unit is below its Starting Strength, add 1 to the Strength characteristic of melee weapons equipped by DAMNED models in that unit, and while that unit is Below Half-strength, add 1 to the Attacks characteristic of those weapons as well. + +### Warped Foresight — 10pts +*The priesthood of the Chaos pantheon use their sorcerous gifts to reveal the future and position their followers accordingly.* +DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6" ability, every model in the bearer’s unit has the Scouts 6" ability. + +--- + +# Creations of Bile + +*Comprising abhorrent warbands of augmented Chaos Space Marines, the varied creations of Bile display the depths of the Primogenitor’s dark genius. Whether devoted to Bile’s search for prize specimens and forbidden knowledge or bartered to ambitious warlords in return for great riches, these altered warriors expand the web of the Spider’s sinister influence. Each new experiment the Clonefather undertakes is intended to improve upon the works of the Corpse-Emperor and render the transhuman form of a Space Marine more lethal. In battle, his creations utilise their enhanced strength, speed, aggression and endurance to weather fields of killing fire, plunge into the midst of the enemy and tear their victims apart, even as the genetic mutations induced by the Clonefather begin to overwhelm their altered forms.* + +## Abilities + +### Experimental Augmentations +At the start of the battle, select which augmentations are active for Heretic Astartes Infantry models (excluding Damned models) from your army until the end of the battle. To do so, either select one from the list below, or randomly determine two by rolling two D6. If Fabius Bile is your WARLORD, when randomly determining your augmentations, you can re-roll one or both of the dice. Duplicated augmentations have no additional effect. + +**Cholinergic Accelerants:** Add 1 to the Attacks characteristic of melee weapons equipped by this model.**Hyperadrenal Infusion:** Add 2" to the Move characteristic of this model.**Paraneural Reactions:** Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.**Supracutaneous Chitination:** Improve the Toughness characteristic of this model by 1.**Macrotensile Sinews:** Add 1 to the Strength characteristic of melee weapons equipped by this model.**Ophthalmic Enhancement:** Improve the Ballistic Skill characteristic of ranged weapons equipped by this model by 1. + +## Stratagems + +### AUTOSTIMULANTS — 1CP +**Type:** Creations of Bile – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your Charge phase. + +**TARGET:** One Heretic Astartes Infantry unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. + +### DELAYED MUTATIONS — 2CP +**Type:** Creations of Bile – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Heretic Astartes Infantry unit (excluding Damned units) from your army. + +**EFFECT:** Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have. + +### DIABOLIC REGENERATION — 1CP +**Type:** Creations of Bile – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Heretic Astartes Infantry unit (excluding Damned units) from your army. + +**EFFECT:** One destroyed model (excluding Character models) is returned to your unit. If your unit is a Battleline unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead. + +### MASTERS ARE WATCHING — 1CP +**Type:** Creations of Bile – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a Damned unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### MONSTROUS VISAGES — 1CP +**Type:** Creations of Bile – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### SPECIMENS FOR THE SPIDER — 2CP +**Type:** Creations of Bile – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead. + +## Enhancements + +### Helm of All-seeing — 25pts +*This baroque helm sports numerous additional sensors, requiring various disfiguring organ augmentations to process the information.* +Heretic Astartes Infantry model (excluding Damned models) only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer. + +### Living Carapace — 15pts +*With a thought, the wearer can compel this bioarmour to thicken, further increasing their formidable resistance.* +Chaos Lord model only. Add 1 to the bearer’s Wounds characteristic and the bearer has the Feel No Pain 5+ ability. + +### Prime Test Subject — 35pts +*Only the strongest will survive the rampant cell transformations associated with Bile’s mysterious bioalchemy.* +Heretic Astartes Infantry model (excluding Damned models) only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. Each time the bearer makes a melee attack, you can re-roll the Hit roll. + +### Surgical Precision — 10pts +*A student of Fabius Bile’s dread craft, this champion of Chaos wields their weapons with the same precision a master chirurgeon would wield a scalpel.* +HERETIC ASTARTES model (excluding Damned models) only. The bearer’s melee weapons have the [PRECISION] ability. + +--- + +# Deceptors + +## Abilities + +### Masters of Misdirection +In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army: +until the end of the battle, those units, and any CHARACTER units attached to them (excluding EPIC HEROES), have the Infiltrators ability. The maximum number of units you can select in this way depends on the battle size, as shown below. +**BATTLE SIZE****NUMBER OF UNITS****LEGIONARIES****CULTIST MOBS**Incursion **Up to 2 units ****Up to 2 units **Strike Force**Up to 3 units ****Up to 3 units **Onslaught**Up to 4 units ****Up to 4 units ** + +## Stratagems + +### COILS OF DECEPTION — 1CP +**Type:** Deceptors – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back + +### DETONATOR — 1CP +**Type:** Deceptors – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed + +**TARGET:** One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed. + +**EFFECT:** Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal). + +### FROM ALL SIDES — 1CP +**Type:** Deceptors – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your Charge phase. + +**TARGET:** One HERETIC ASTARTES unit from your army. + +**EFFECT:** Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3) + +### PICK THEM OFF — 1CP +**Type:** Deceptors – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well. + +### RELENTLESS PURSUIT — 1CP +**Type:** Deceptors – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### SCRAMBLED COORDINATES — 1CP +**Type:** Deceptors – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of the Reinforcements step of your opponent’s Movement phase. + +**TARGET:** One HERETIC ASTARTES unit from your army. + +**EFFECT:** Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit. + +## Enhancements + +### Cursed Fang — 10pts +*This xenos weapon is perfect in the hands of assassins.* +HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability. + +### Falsehood — 10pts +*This leader conceals their presence upon the battlefield.* +CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases, you can select one model in a friendly Legionaries or Chosen unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader. + +### Shroud of Obfuscation — 15pts +*Made from warp-beast skin, this cloak obscures all.* +HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities. + +### Soul Link — 5pts +*With a whispered incantation this champion projects their consciousness into the body of a willing ally.* +HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected. + +--- + +# Dread Talons + +## Abilities + +### Terror Descends (Aura) +In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test. + +Each time an enemy unit within 12" of one or more HERETIC ASTARTES units from your army takes a Battle-shock test, subtract 1 from the result. + +Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase. + +## Stratagems + +### BLOODY EXAMPLE — 1CP +**Type:** Dread Talons – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Each enemy unit within 12" of and visible to your unit must take a Battle-shock test. + +### DEPTHLESS CRUELTY — 1CP +**Type:** Dread Talons – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase + +**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1. + +### MERCILESS PURSUIT — 1CP +**Type:** Dread Talons – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your opponent’s Movement phase. + +**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement range of one or more enemy units. + +**EFFECT:** Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +### PITILESS HUNTERS — 1CP +**Type:** Dread Talons – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### RELENTLESS TERROR — 1CP +**Type:** Dread Talons – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back. + +**TARGET:** That HERETIC ASTARTES INFANTRY unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. + +### SCREAMING DESCENT — 1CP +**Type:** Dread Talons – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Reinforcements step of your Movement phase, from the second battle round onwards. + +**TARGET:** One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves. + +**EFFECT:** Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test. + +## Enhancements + +### Eater of Dread — 15pts +*As ripples of terror spread through the ranks of the enemy, so does this champion draw power from the fear of their victims.* +HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP. + +### Night’s Shroud — 20pts +*This cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness.* +CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability. + +### Warp-fuelled Thrusters — 20pts +*Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment's notice.* +JUMP PACK CHAOS LORD model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. + +### Willbreaker — 10pts +*This daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terror to grip their hearts.* +HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. + +--- + +# Fellhammer Siege-host + +## Abilities + +### Iron Fortitude +Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +## Stratagems + +### BRUTAL ATTRITION — 1CP +**Type:** Fellhammer Siege-Host – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound. + +### PERSISTENT ASSAILANTS — 1CP +**Type:** Fellhammer Siege-Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well. + +### PITILESS CANNONADE — 1CP +**Type:** Fellhammer Siege-Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit + +### POINT-BLANK DESTRUCTION — 1CP +**Type:** Fellhammer Siege-Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase + +**TARGET:** One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability. + +### SIEGECRAFT — 1CP +**Type:** Fellhammer Siege-Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponents Charge phase. + +**TARGET:** One HERETIC ASTARTES unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). + +### STEADFAST DETERMINATION — 1CP +**Type:** Fellhammer Siege-Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +## Enhancements + +### Bastion Plate — 10pts +*Despite the pits and dents that mar its surface, this suit of relic armour is as resilient as the walls of any grand bastion.* +CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0. + +### Iron Artifice — 10pts +*Forged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the immaterium.* +HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities. + +### Ironbound Enmity — 15pts +*A siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat until the enemy has been cast from trench line and rampart.* +HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll. + +### Warp Tracer — 20pts +*Crafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp energies that act as a beacon to the targeting systems of Heretic Astartes.* +HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. + +--- + +# Huron’s Marauders + +*When the Red Corsairs go to war, they are aware that Huron Blackheart is always watching, whether in person or through the eyes of his agents. Fear of failure and incurring Tyrant’s wrath are potent motivators. Crimson-clad Raiders go to great lengths to earn their tyrannical commander’s approval, hurling themselves into the foe with savage vigour and seizing myriad treasures to swell his coffers. Should the Tyrant’s gaze fall upon them, Red Corsair warriors are impelled to redouble their efforts, for those who fail Huron Blackheart are sure to meet an agonising end. Mortal soldiers and ragtag pirate crews engage the enemy with rabid devotion. Transhuman Renegades bellow war cries and dedications to their commander as they wade into battle, hewing down rank after rank of enemy infantry. All give their utmost to slaughter the enemy and secure plunder on behalf of their cruel master. The wrath of Huron Blackheart is terrifying enough to ensure that death is preferable to failure.* + +## Abilities + +### Tyrannical Motivation +In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities.Huron’s Elite + +Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms. + +Each time a model in this unit makes an attack, add 1 to the Hit roll. + +Mobile Marauders + +The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression. + +This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Designer’s Note:** *If a unit is gaining eligibility to shoot and declare a charge in a turn in which it Fell Back as a result of being visible to Huron Blackheart, but after making a Fall Back move it is no longer visible to Huron Blackheart, that unit will not be eligible to shoot in your Shooting phase or to declare a charge in your Charge phase unless it is visible again at the start of the respective phase.* + +## Stratagems + +### AT THE TYRANT’S COMMAND — 1CP +**Type:** Huron’s Marauders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +### ENCIRCLING SURGE — 1CP +**Type:** Huron’s Marauders – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### HARDENED KILLERS — 1CP +**Type:** Huron’s Marauders – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Damned unit from your army. + +**EFFECT:** Select one of the following effects: +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. +- Improve the Save characteristic of models in this unit by 1. +Until the start of your next turn, your unit has the benefit of that effect. + +### REAVERS’ FLURRY — 1CP +**Type:** Huron’s Marauders – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that made a Charge move this turn. + +**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit. + +### SEIZE THE PRIZE — 1CP +**Type:** Huron’s Marauders – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit. + +### TO THE FAVOURED THE SPOILS — 1CP +**Type:** Huron’s Marauders – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks. + +**EFFECT:** Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +## Enhancements + +### Dread Reputation — 25pts +*Such is this warrior’s infamy that their mere presence on the field of battle can overwhelm the foe with tyrannical intimidation.* +HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up on the battlefield, each enemy unit within 6" of the bearer’s unit (or within 12" if the bearer’s unit was set up using the Deep Strike ability) takes a Battle-shock test. + +### Eager for Bloodshed — 30pts +*Desperate to lock weapons with the foe, this warrior is always at the fore, fighting in the vanguard of Huron Blackheart’s forces.* +HERETIC ASTARTES model only. The bearer has the Infiltrators ability. + +### Raid Leader — 20pts +*Rapid mechanised assaults are a preferred tactic of the Red Corsairs, and this champion excels at them.* +HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up after disembarking from a Transport that has made a Normal move this turn, the bearer’s unit is still eligible to declare a charge. + +### Voice of the Tyrant — 25pts +*This champion is a valued commander, and speaks with the authority of Huron himself.* +HERETIC ASTARTES model only (excluding Damned models). The bearer’s unit has both abilities from the Tyrannical Motivation Detachment rule. + +--- + +# Infernal Reavers + +***Many Chaos Space Marines warbands ply established void routes, preying upon passing shipping. These cruel raiders excel in shipboard combat, seizing plunder and slaughtering entire crews as bloody offerings to their Dark Gods.*** + +## Abilities + +### Dark Rewards +Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP. + +## Stratagems + +### CRUEL EXECUTION — 1CP +**Type:** Infernal Reavers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units). + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. + +### INVETERATE MURDERERS — 1CP +**Type:** Infernal Reavers – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +### LOW CUNNING — 1CP +**Type:** Infernal Reavers – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +### NEXT PRIZE — 1CP +**Type:** Infernal Reavers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on. + +## Enhancements + +### Swollen with Power — 0pts +*The dark power of the warp runs through this warriors twisted veins, enhancing their already transhuman physique to lend them grotesque strength and resilience.* +Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result. + +### Voice of the Octed — 0pts +*Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually fervent and potent.* +Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one). + +--- + +# Nightmare Hunt + +*Many warbands of the Traitor Legions embrace shock assaults of limitless cruelty and terror. The tactics of a Nightmare Hunt have been employed to fuel sorcerous rituals with their victims’ fear, to sow discord and dread amongst the enemy, or to serve as reminders to circling rivals of a warband’s superiority. For some Heretic Astartes, however, murder and misery-making for their own sake provide a sadistic delight. Such warriors steal onto the battlefield, darkness their ally as they prowl closer to their prey. Howling horrors plummet from dark skies or tear their way into reality, ready to rend the foe apart in gruesome spectacles. Every panicked error their quarry makes is another vulnerability that a Nightmare Hunt’s predators gladly sink their talons into.* + +## Abilities + +### Terror Made Manifest +In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase. + +Each time a HERETIC ASTARTES model from your army makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll. + +Each time an attack targets a HERETIC ASTARTES unit from your army, if the attacking model is Battle‐shocked, subtract 1 from the Hit roll. + +Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll. + +## Stratagems + +### HORRIFIC INCURSION — 1CP +**Type:** Nightmare Hunt – Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that arrived from Reserves this turn. + +**EFFECT:** Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result. + +### MALICIOUS SURGE — 1CP +**Type:** Nightmare Hunt – Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Heretic Astartes Infantry unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +### PREY ON THE WEAK — 1CP +**Type:** Nightmare Hunt – Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll. + +### RELENTLESS TERROR — 1CP +**Type:** Nightmare Hunt – Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### SADISTIC DISPLAY — 1CP +**Type:** Nightmare Hunt – Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit. + +**TARGET:** That HERETIC ASTARTES unit. + +**EFFECT:** Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test. + +### TALONS SUNK DEEP — 1CP +**Type:** Nightmare Hunt – Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1. + +## Enhancements + +### Greyveil Hex — 25pts +*Incised into this warrior’s battleplate is a runic curse which dims his form in the minds of his prey, until all they perceive is a mass of talons and shadow.* +Chaos Lord model only. Models in the bearer’s unit have the Stealth ability. + +While the bearer’s unit is within range of one or more objective markers you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### Sorrowscent Vulture — 35pts +*This champion demands to be in the vanguard of the hunt, their eagerness to inflict suffering manifesting in a daring lunge towards enemy lines.* +Chaos Lord Jump Pack model only. Models in the bearer’s unit have the Scouts 6" ability. In the Declare Battle Formations step, the bearer can be attached to a Warp Talons unit. + +### Terrorglut Parasite — 20pts +*A daemonic pact sealed in fear and dread allowed this entity to squirm into reality. Coiled tightly and invisibly about a warrior’s soul, the being wears away at the sanity of those he faces and feasts on their terror.* +HERETIC ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result. + +### Warp-fuelled Thrusters — 20pts +*Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment’s notice.* +Chaos Lord Jump Pack model only. At the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. + +--- + +# Pactbound Zealots + +## Abilities + +### Marks of Chaos +When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below. + +UNITS THAT GAINED [LETHAL HITS] +- KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. +- TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit. +- CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. + +UNITS THAT GAINED [SUSTAINED HITS 1] +- NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit. +- SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. +- CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. + +RESTRICTIONS +- You cannot select the KHORNE keyword for a Psyker unit. +- A Character unit can only be attached to a unit if both units share the same keyword from the list above. +- A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above. + +## Stratagems + +### ETERNAL HATE — 1CP +**Type:** Pactbound Zealots – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a Khorne unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +### EYE OF THE GODS — 1CP +**Type:** Pactbound Zealots – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit. + +**TARGET:** One HERETIC ASTARTES CHARACTER model in that unit. + +**EFFECT:** Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons. + +### FESTERING MIASMA — 1CP +**Type:** Pactbound Zealots – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a Nurgle unit, it can only be selected as the target of a ranged attack if the attacking model is within 18". + +### PROFANE ZEAL — 1CP +**Type:** Pactbound Zealots – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. + +### SKINSHIFT — 1CP +**Type:** Pactbound Zealots – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One HERETIC ASTARTES unit from your army. + +**EFFECT:** One model in your unit regains up to 3 lost wounds. In addition, if your unit is a Tzeentch unit below its Starting Strength, one destroyed model (excluding Character models) is returned to your unit with its full wounds remaining. + +### TORPEFYING REFRAIN — 1CP +**Type:** Pactbound Zealots – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One HERETIC ASTARTES unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Slaanesh unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +## Enhancements + +### Eye of Tzeentch — 15pts +*No secret is safe from Tzeentch’s searching gaze. To those who bear his favour, priceless knowledge may be revealed.* +Heretic Astartes Tzeentch model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP. + +### Intoxicating Elixir — 15pts +*This concoction fortifies the imbiber and causes them to emit a stultifying perfume that enthrals the foe.* +Heretic Astartes Slaanesh model only. The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test. + +### Orbs of Unlife — 15pts +*Nurgle's malignance fortifies his chosen and bestows upon them the gift of terrible contagion.* +Heretic Astartes Nurgle model only. At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds. + +### Talisman of Burning Blood — 15pts +*This crimson gem radiates malice, granting its bearer but a sliver of Khorne’s boundless fury.* +Heretic Astartes Khorne model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3: until the end of the phase, add the result to the Attacks and Strength characteristics of the bearers melee weapons instead. + +--- + +# Renegade Raiders + +## Abilities + +### Raiders and Reavers +Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. + +## Stratagems + +### OPPORTUNISTIC RAIDERS — 1CP +**Type:** Renegade Raiders – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase + +**TARGET:** One HERETIC ASTARTES unit from your army that was eligible to fight this phase. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn. + +### REAVERS’ HASTE — 1CP +**Type:** Renegade Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll. + +### RUINOUS RAID — 1CP +**Type:** Renegade Raiders – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or your Fight phase + +**TARGET:** One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### SCOUR AND SEIZE — 1CP +**Type:** Renegade Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability. + +### UNFAILINGLY OBDURATE — 1CP +**Type:** Renegade Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### WARPCHARGED ENGINES — 1CP +**Type:** Renegade Raiders – Wargear Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +## Enhancements + +### Despot’s Claim — 15pts +*This champion is a conqueror of worlds and will not rest until they have claimed their prize.* +HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP. + +### Dread Reaver — 15pts +*A corsair and raider of great renown, this champion of Chaos is pitiless in the pursuit of plunder and infamy.* +HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### Mark of the Hound — 25pts +*This unit of warriors act as their master's eyes and ears, seeking out targets of opportunity.* +HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability. + +### Tyrant’s Lash — 20pts +*Pain provides excellent motivation. The crack of this infernal whip sears the soul, driving the hesitant forwards with a vigour borne of anguish.* +HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back. + +--- + +# Renegade Warband + +*Warbands of transhuman traitors seek to ruthlessly exploit the indoctrinated strategies and tactics of their loyalist past, delighting in turning such skills against their enemies. These forces of embittered and vengeful killers are lethally effective, utilising decades or even centuries of combat experience to raid, despoil and slaughter. Led by despotic warlords and crazed killers, these vicious aggressors descend upon their unfortunate victims, twisting their intricate knowledge of the Codex Astartes to their merciless ends. Whether motivated by enmity for those who have wronged them or simply a thirst for power, these murderous raiders ambush supply convoys and attack frontier worlds, striking like a mailed fist to seize and secure that which they require. These Renegades possess towering intelligence and ferocity but are loosed from the strictures of their former lives. They are free to fully embrace their ingrained desire to wage unrestricted war against any foe they wish.* + +## Abilities + +### Slaves to None +HERETIC ASTARTES models from your army lose the Dark Pacts ability. + +Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability. + +When mustering your army, you cannot use the Cults of the Dark Gods rule. + +### Vendetta +At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding Damned models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll. + +### Twisted Doctrine +In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following: +- Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back. +- Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced. + +## Stratagems + +### CORRUPTED MUNITIONS — 1CP +**Type:** Renegade Warband – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HERETIC ASTARTES unit in your army that has just been selected to shoot. + +**EFFECT:** Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1. + +### NEVER OUTGUNNED — 1CP +**Type:** Renegade Warband – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight. + +**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability. + +### REAVERS’ REACTION — 1CP +**Type:** Renegade Warband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that was hit by one or more of those attacks. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +### RENEGADE CLAIM — 1CP +**Type:** Renegade Warband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase + +**TARGET:** One HERETIC ASTARTES unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### UNDYING HATRED — 1CP +**Type:** Renegade Warband – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### VENGEFUL DESTRUCTION — 1CP +**Type:** Renegade Warband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Heretic Astartes Infantry (excluding Damned units) or Heretic Astartes Mounted unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll. + +## Enhancements + +### Empyric Symbiote — 15pts +*This champion of ruin has been bonded with a warp-spawned symbiote. This malefic companion’s predatory senses sense the quickest route to the enemy.* +HERETIC ASTARTES model only. Add 1 to Advance and Charge rolls made for the bearer’s unit. + +### Eyes of the Hunter — 15pts +*Immersion within the mutagenic energies of the Warp has wrought changes upon this warrior’s eyes. Slit pupils and warp sight enable them to pick out their targets with unerring accuracy.* +HERETIC ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. + +### Fratricidal Trophies — 5pts +*The trophy racks of this warrior’s Terminator armour bear the skulls of former battle-brothers slain by his own hand. The warriors that fight at his side strive their hardest to avoid sharing the fate of their former comrades.* +Heretic Astartes Terminator model only. In a turn in which the bearer’s unit chose to Default to Doctrine, until the end of the turn, each time a model in this unit makes an attack, you can re-roll the Hit roll. + +### Weaponised Hatred — 35pts +*This champion’s bitterness has been tempered like a blade, and is wielded with the brutal efficacy to match.* +HERETIC ASTARTES model only. Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield, you can select one enemy unit visible to the bearer. That enemy unit becomes your Vendetta target until you select a new one. + +--- + +# Soulforged Warpack + +## Abilities + +### Debt to the Soul Forge +Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase: +- Each time a model in that unit makes a ranged attack, add 1 to the Wound roll. +- Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit. + +## Stratagems + +### DAEMONIC POSSESION — 1CP +**Type:** Soulforged Warpack – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One HERETIC ASTARTES VEHICLE unit from your army (excluding Daemon units). + +**EFFECT:** Until the end of the battle, your unit has the DAEMON keyword. + +### DESPERATE PLEDGE — 1CP +**Type:** Soulforged Warpack – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1. + +### FEEDING FRENZY — 1CP +**Type:** Soulforged Warpack – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back. + +**TARGET:** One HERETIC ASTARTES DAEMON VEHICLE or Vashtorr the Arkifane unit from your army that is within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests. + +### GLUT OF SOULS — 1CP +**Type:** Soulforged Warpack – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding Titanic units) that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound). + +### PREDATORY PURSUIT — 1CP +**Type:** Soulforged Warpack – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall back move. + +**TARGET:** One HERETIC ASTARTES VEHICLE or Vashtorr the Arkifane unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit. + +### UNSTOPPABLE RAMPAGE — 1CP +**Type:** Soulforged Warpack – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or Charge phase. + +**TARGET:** One Heretic Astartes Vehicle or Vashtorr the Arkifane unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there. + +## Enhancements + +### Forge’s Blessing — 20pts +*Such is this warriors mastery of techno-sorcery, that they may temper armour with but a gesture.* +HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability. + +### Invigorated Mechatendrils — 15pts +*Suffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling them forwards with unnatural speed.* +WARPSMITH model only. Add 4" to the bearer’s Move characteristic. + +### Soul Harvester — 15pts +*To stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their allies undertake a never-ending harvest.* +HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP. + +### Tempting Addendum — 25pts +*The Arkifane’s contracts are malleable by design. More power can be offered should the supplicant be willing to bear the debt in souls.* +HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer: +- If it suffers one or more mortal wounds as a result of that Dark Pact, add 1 to the number of mortal wounds it suffers. +- Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll. + +--- + +# Underdeck Uprising + +***It takes only the slightest seed of corruption to spread sedition and heresy through the downtrodden and desperate crew-serfs packed into many voidships’ bilges and gun decks. Whipped into a traitorous frenzy by demagogues promises of power, mutants and madmen rise up en masse to seize the ship.*** + +## Abilities + +### Fanatical Onslaught +In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn. + +## Stratagems + +### CRUDE SABOTAGE — 1CP +**Type:** Underdeck Uprising – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway. + +**RESTRICTIONS:** Until the end of the turn, your unit cannot attempt to operate a Hatchway again. + +### FLEETING MIGHT — 1CP +**Type:** Underdeck Uprising – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact. + +**TARGET:** That DAMNED unit. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. + +### INFERNAL ALTARS — 1CP +**Type:** Underdeck Uprising – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead. + +### STORM THE BRIDGE! — 1CP +**Type:** Underdeck Uprising – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One DAMNED or CHAOS SPAwN unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +## Enhancements + +### Rabble Rouser — 0pts +*This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy.* +Once per turn, when a friendly CULTiST MOb or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit. + +### Vox Malevolus — 0pts +*This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fills their followers with supernatural aggression and urgency.* +In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army. + +--- + +# Veterans of the Long War + +## Abilities + +### Focus of Hatred +At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll. + +## Stratagems + +### BLACK CRUSADE — 1CP +**Type:** Veterans of the Long War – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase + +**TARGET:** One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units). + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability. + +### BRINGERS OF DESPAIR — 2CP +**Type:** Veterans of the Long War – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred. + +**EFFECT:** Until the end of the phase, your unit has the Fights First ability. + +### CONTEMPTUOUS DISREGARD — 1CP +**Type:** Veterans of the Long War – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### ENDLESS IRE — 2CP +**Type:** Veterans of the Long War – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after your focus of hatred is destroyed. + +**TARGET:** One HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED units) + +**EFFECT:** Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred. + +### LET THE GALAXY BURN — 1CP +**Type:** Veterans of the Long War – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6. + +### MILLENNIA OF EXPERIENCE — 1CP +**Type:** Veterans of the Long War – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +## Enhancements + +### Eager for Vengeance — 20pts +*The desire for vengeance and bloodshed has festered within this warriors’ heart for millennia. The opportunity to unleash it upon the foe is eagerly embraced.* +HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll. + +### Eye of Abaddon — 15pts +*The Warmaster observes all. He bestows his favour only upon those who slaughter his most hated enemies.* +HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP. + +### Mark of Legend — 10pts +*This warrior has earned the patronage of a powerful daemonic entity and been rewarded with unholy powers.* +HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer. + +### Warmaster’s Gift — 15pts +*This warrior bears a daemonic weapon of great power, gifted unto to them by the Despoiler himself.* +CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound. diff --git a/cogitator/factions/chaos-space-marines/detachments/cabal-of-chaos.md b/cogitator/factions/chaos-space-marines/detachments/cabal-of-chaos.md deleted file mode 100644 index aa5097f..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/cabal-of-chaos.md +++ /dev/null @@ -1,96 +0,0 @@ -# Cabal of Chaos - -*Even a single Chaos Space Marine Sorcerer is a powerful champion of the Dark Gods, capable of channelling the energies of the Warp into blasts of infernal flame and nightmarish curses of mutation. When multiple Sorcerers gather, their powers are magnified. Reality itself convulses at their command. Enemy warriors are torn asunder by storms of empyric power, as the battlefield writhes in unnatural mutation. While a lone Sorcerer often acts as the advisor to a powerful Chaos Lord, cabals such as this possess the combined might and forbidden knowledge to rule over armies or even entire worlds. Accompanied by their chosen lieutenants and defended by those they consider their servants, the Sorcerers unleash their hosts to conquer unsuspecting worlds, ransack ancient repositories of knowledge, and expand their malevolent powers even more.* - -## Abilities - -### Empyric Wellspring -Each time a unit from your army makes a Dark Pact, select one of the following abilities. Your unit has that ability until the end of the phase.Leaping Warpflame - -While this unit is within 9" of one or more friendly HERETIC ASTARTES PSYKER models, improve the Strength characteristic of ranged weapons equipped by models in this unit by 1. - -Monstrous Manifestation - -While this unit is within 9" of one or more friendly HERETIC ASTARTES DAEMON PRINCE or a HERETIC ASTARTES DAEMON PRINCE WITH WINGS models, improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1. - -## Stratagems - -### BALEFUL BLESSING — 1CP -**Type:** Cabal of Chaos – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a Heretic Astartes unit from your army has a mortal wound allocated to it. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. - -### MUTATION’S CURSE — 1CP -**Type:** Cabal of Chaos – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Heretic Astartes Psyker unit from your army. - -**EFFECT:** Select one visible enemy unit within 12" of your unit. Roll one D6: on a 1, that enemy unit suffers 1 mortal wound; on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5-6, that enemy unit suffers 2D3 mortal wounds. - -### NO REST IN DEATH — 1CP -**Type:** Cabal of Chaos – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Heretic Astartes unit from your army within 9" of a Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army. - -**EFFECT:** One model in your unit regains up to D3+1 lost wounds. If your unit has the Battleline keyword, you can return up to D3 destroyed models (excluding Character models) to your unit with their full wounds remaining, instead. - -### SHROUD OF CHAOS — 1CP -**Type:** Cabal of Chaos – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your opponent’s Shooting phase. - -**TARGET:** One Heretic Astartes Psyker, Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings unit from your army. - -**EFFECT:** Until the end of the phase, your unit has the following ability: - -**Shroud of Chaos (Aura):** Models in friendly HERETIC ASTARTES units within 6" of this unit have the Stealth ability. - -### SOULSEEKERS — 1CP -**Type:** Cabal of Chaos – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Heretic Astartes unit from your army that has not been selected to shoot that phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. - -### UNHOLY HASTE — 1CP -**Type:** Cabal of Chaos – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to charge that phase. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -## Enhancements - -### Eyes of Z’desh — 25pts -*This splintered crystal shows possible futures, affording its bearer the chance to act before all others.* -HERETIC ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. - -### Infernal Avatar — 20pts -*This dread being is not only a Daemon Prince but also a dark sorcerer of immense power, able to augment their physical might with even greater empyric puissance.* -Heretic Astartes Daemon Prince or Heretic Astartes Daemon Prince with Wings model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, and improve the Armour Penetration characteristic of those weapons by 1. - -### Mind Blade — 25pts -*This Sorcerer has been blessed with the ability to channel all their hatred and cruelty into the weapons of their warriors.* -Psyker model only. Melee weapons equipped by models in the bearer’s unit have the [LANCE] ability. - -### Touched by the Warp — 10pts -*Not all Sorcerers begin as psykers. Some are gifted their mystic powers by the gods of the Warp.* -HERETIC ASTARTES model only (excluding Khorne models). The bearer gains the Psyker keyword. diff --git a/cogitator/factions/chaos-space-marines/detachments/champions-of-chaos.md b/cogitator/factions/chaos-space-marines/detachments/champions-of-chaos.md deleted file mode 100644 index 12cc2f8..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/champions-of-chaos.md +++ /dev/null @@ -1,62 +0,0 @@ -# Champions of Chaos - -***Every Chaos Lord has a cadre of chosen warriors and dread lieutenants to enforce their will. When the mightiest enemy flagships must be taken, or the bridge of their own vessel held at all costs, it is these chosen champions of the Chaos Gods who step forth to fight.*** - -## Abilities - -### Dark Purpose -Each time a HERETIC ASTARTES unit from your army Consolidates, if it is not within Engagement Range of one or more enemy units, then until the end of the phase, each time a model in that unit makes a Consolidation move, it can move towards the closest objective marker, but only if, after all models have done so, that unit is within range of that objective marker and in Unit Coherency. - -## Stratagems - -### AGGRESSIVE STRIKE — 1CP -**Type:** Champions of Chaos – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your Movement phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that arrived using the Deep Strike ability this turn. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. - -### IMPERIOUS ADVANCE — 1CP -**Type:** Champions of Chaos – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HERETIc ASTARTES TERMINATOR unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by the selected models, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. - -### INFERNAL PATRONS — 1CP -**Type:** Champions of Chaos – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after your opponent targets a unit from their army with a Stratagem. - -**TARGET:** One HERETIC ASTARTES unit from your army within 3" of and visible to that enemy unit. - -**EFFECT:** That enemy unit must take a Leadership test; if failed, that usage of that Stratagem has no effect (your opponent cannot use that Stratagem again this phase). - -### MALIGN WILL — 1CP -**Type:** Champions of Chaos – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time your unit takes a Leadership test for the Dark Pacts ability, subtract 1 from the result and, if passed, select one objective marker within 6" of your unit. If there are no enemy units within range of that objective marker (excluding Battle-shocked units], that objective marker is Secured by your army. - -## Enhancements - -### Dark Majesty — 0pts -*The unholy power of this warrior radiates from them in a dark and malevolent nimbus that disorientates and dismays the foe.* -Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it. Until the start of your next Charge phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -### Manifest Vengeance — 0pts -*A chosen warrior does not die easily, and rarely without striking a last spiteful blow at those who ended their path to glory.* -When the bearer is destroyed, if it has not shot or fought this phase, roll one D6, adding 1 to the result if it was destroyed by a melee attack: on a 4+, do not remove it from play. The bearer can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. diff --git a/cogitator/factions/chaos-space-marines/detachments/chaos-cult.md b/cogitator/factions/chaos-space-marines/detachments/chaos-cult.md deleted file mode 100644 index 46dfdff..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/chaos-cult.md +++ /dev/null @@ -1,92 +0,0 @@ -# Chaos Cult - -## Abilities - -### Desperate Devotion -Each time a DAMNED unit from your army with the Dark Pacts ability is selected to make a Normal or Advance move or declare a charge (excluding units that arrived from Reserves this turn), it can make a Desperate Pact (see below). If it does, until the end of the phase, add 2 to the Move characteristic of models in that unit and add 2 to Charge rolls made for that unit. - -Desperate Pacts -Each time a unit makes a Desperate Pact, it must first take a Leadership test; if that test is failed, that unit suffers D3 mortal wounds before any effects of that Desperate Pact are resolved. - -### KEYWORDS -TRAITOR GUARDSMEN SQUAD units from your army gain the BATTLELINE keyword. - -## Stratagems - -### CHOSEN FOR GLORY — 1CP -**Type:** Chaos Cult – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One DAMNED unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, you can re-roll the Wound roll as well. - -### CRAZED FOCUS — 1CP -**Type:** Chaos Cult – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One DAMNED unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Your unit can make a Desperate Pact. If it does, until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, improve the Strength characteristic of that attack by 1 as well. - -### INFERNAL SACRIFICE — 1CP -**Type:** Chaos Cult – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One DAMNED unit from your army that has not been selected to fight this phase. - -**EFFECT:** Your unit can make a Desperate Pact. If it does, your unit suffers D3 mortal wounds (in addition to any suffered for failing the resulting Leadership test), and until the end of the phase, add 1 to the Attacks characteristic of the melee weapons equipped by models in your unit, and if your unit did not fail the resulting Leadership test when making that Desperate Pact, until the end of the phase, improve the Strength characteristic of those weapons by 1 as well. - -### MORTAL THRALLS — 1CP -**Type:** Chaos Cult – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected ts targets. - -**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking units attacks, and one friendly DAMNED unit within 3" of your unit and visible to both your unit and the attacking unit. - -**EFFECT:** Until the end of the phase, while your DAMNED unit is on the battlefield, each time your opponent would make a Wound roll for an attack that targets your HERETIC ASTARTES unit, if your DAMNED unit is visible to the attacking model and is an eligible target for that attack, no roll is made; instead, your DAMNED unit suffers a number of mortal wounds equal to the Damage characteristic of that attack. - -### RECKLESS HASTE — 1CP -**Type:** Chaos Cult – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase - -**TARGET:** One DAMNED unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. - -### SELFLESS DEMISE — 1CP -**Type:** Chaos Cult – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DAMNED unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has resolved all of its attacks, each time a model in your unit is destroyed, roll one D6 on a 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. - -## Enhancements - -### Amulet of Tainted Vigour — 20pts -*Containing the motive energy of Human sacrifices, this device can restore life to the fallen.* -DARK APOSTLE model only. In your Command phase, you can return up to D3 destroyed DAMNED models (excluding CHARACTER models) to the bearer’s unit. - -### Cultist’s Brand — 20pts -*The masters of heretic cults are given to branding their underlings with arcane sigils of command.* -DARK APOSTLE or DAMNED model only. If every other model in the bearer’s unit (excluding Dark Disciples) is DAMNED, you can re-roll Advance and Charge rolls made for the bearer’s unit. - -### Incendiary Goad — 15pts -*The bearer of this baleflame-wreathed implement may use its searing touch to incite their followers to acts of violent savagery.* -DARK APOSTLE or DAMNED model only. While the bearer’s unit is below its Starting Strength, add 1 to the Strength characteristic of melee weapons equipped by DAMNED models in that unit, and while that unit is Below Half-strength, add 1 to the Attacks characteristic of those weapons as well. - -### Warped Foresight — 10pts -*The priesthood of the Chaos pantheon use their sorcerous gifts to reveal the future and position their followers accordingly.* -DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6" ability, every model in the bearer’s unit has the Scouts 6" ability. diff --git a/cogitator/factions/chaos-space-marines/detachments/creations-of-bile.md b/cogitator/factions/chaos-space-marines/detachments/creations-of-bile.md deleted file mode 100644 index e086b5a..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/creations-of-bile.md +++ /dev/null @@ -1,90 +0,0 @@ -# Creations of Bile - -*Comprising abhorrent warbands of augmented Chaos Space Marines, the varied creations of Bile display the depths of the Primogenitor’s dark genius. Whether devoted to Bile’s search for prize specimens and forbidden knowledge or bartered to ambitious warlords in return for great riches, these altered warriors expand the web of the Spider’s sinister influence. Each new experiment the Clonefather undertakes is intended to improve upon the works of the Corpse-Emperor and render the transhuman form of a Space Marine more lethal. In battle, his creations utilise their enhanced strength, speed, aggression and endurance to weather fields of killing fire, plunge into the midst of the enemy and tear their victims apart, even as the genetic mutations induced by the Clonefather begin to overwhelm their altered forms.* - -## Abilities - -### Experimental Augmentations -At the start of the battle, select which augmentations are active for Heretic Astartes Infantry models (excluding Damned models) from your army until the end of the battle. To do so, either select one from the list below, or randomly determine two by rolling two D6. If Fabius Bile is your WARLORD, when randomly determining your augmentations, you can re-roll one or both of the dice. Duplicated augmentations have no additional effect. - -**Cholinergic Accelerants:** Add 1 to the Attacks characteristic of melee weapons equipped by this model.**Hyperadrenal Infusion:** Add 2" to the Move characteristic of this model.**Paraneural Reactions:** Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1.**Supracutaneous Chitination:** Improve the Toughness characteristic of this model by 1.**Macrotensile Sinews:** Add 1 to the Strength characteristic of melee weapons equipped by this model.**Ophthalmic Enhancement:** Improve the Ballistic Skill characteristic of ranged weapons equipped by this model by 1. - -## Stratagems - -### AUTOSTIMULANTS — 1CP -**Type:** Creations of Bile – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your Charge phase. - -**TARGET:** One Heretic Astartes Infantry unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. - -### DELAYED MUTATIONS — 2CP -**Type:** Creations of Bile – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Heretic Astartes Infantry unit (excluding Damned units) from your army. - -**EFFECT:** Your unit suffers D3 mortal wounds. Then select one augmentation (see Experimental Augmentations). Until the start of your next Command phase, models in your unit have the selected augmentation in addition to any other augmentations they have. - -### DIABOLIC REGENERATION — 1CP -**Type:** Creations of Bile – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Heretic Astartes Infantry unit (excluding Damned units) from your army. - -**EFFECT:** One destroyed model (excluding Character models) is returned to your unit. If your unit is a Battleline unit, D3 destroyed models (excluding CHARACTER models) are returned to your unit instead. - -### MASTERS ARE WATCHING — 1CP -**Type:** Creations of Bile – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, subtracting 1 from the result if it is a Damned unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### MONSTROUS VISAGES — 1CP -**Type:** Creations of Bile – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Heretic Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### SPECIMENS FOR THE SPIDER — 2CP -**Type:** Creations of Bile – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll. After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test. If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead. - -## Enhancements - -### Helm of All-seeing — 25pts -*This baroque helm sports numerous additional sensors, requiring various disfiguring organ augmentations to process the information.* -Heretic Astartes Infantry model (excluding Damned models) only. Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer. - -### Living Carapace — 15pts -*With a thought, the wearer can compel this bioarmour to thicken, further increasing their formidable resistance.* -Chaos Lord model only. Add 1 to the bearer’s Wounds characteristic and the bearer has the Feel No Pain 5+ ability. - -### Prime Test Subject — 35pts -*Only the strongest will survive the rampant cell transformations associated with Bile’s mysterious bioalchemy.* -Heretic Astartes Infantry model (excluding Damned models) only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. Each time the bearer makes a melee attack, you can re-roll the Hit roll. - -### Surgical Precision — 10pts -*A student of Fabius Bile’s dread craft, this champion of Chaos wields their weapons with the same precision a master chirurgeon would wield a scalpel.* -HERETIC ASTARTES model (excluding Damned models) only. The bearer’s melee weapons have the [PRECISION] ability. diff --git a/cogitator/factions/chaos-space-marines/detachments/deceptors.md b/cogitator/factions/chaos-space-marines/detachments/deceptors.md deleted file mode 100644 index 493393f..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/deceptors.md +++ /dev/null @@ -1,88 +0,0 @@ -# Deceptors - -## Abilities - -### Masters of Misdirection -In the Declare Battle Formations step, you can select a number of LEGIONARIES and CULTIST MOB units from your army: -until the end of the battle, those units, and any CHARACTER units attached to them (excluding EPIC HEROES), have the Infiltrators ability. The maximum number of units you can select in this way depends on the battle size, as shown below. -**BATTLE SIZE****NUMBER OF UNITS****LEGIONARIES****CULTIST MOBS**Incursion **Up to 2 units ****Up to 2 units **Strike Force**Up to 3 units ****Up to 3 units **Onslaught**Up to 4 units ****Up to 4 units ** - -## Stratagems - -### COILS OF DECEPTION — 1CP -**Type:** Deceptors – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a HERETIC ASTARTES unit from your army Falls Back. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back - -### DETONATOR — 1CP -**Type:** Deceptors – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy model with the Deadly Demise ability (excluding TITANIC models) is destroyed - -**TARGET:** One HERETIC ASTARTES CHARACTER unit from your army that was within 18" of that enemy model when it was destroyed. - -**EFFECT:** Your opponent does not roll to determine whether mortal wounds are inflicted by their model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted (if that ability inflicts a random number of mortal wounds, your opponent rolls to determine that number as normal). - -### FROM ALL SIDES — 1CP -**Type:** Deceptors – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your Charge phase. - -**TARGET:** One HERETIC ASTARTES unit from your army. - -**EFFECT:** Until the end of the phase, add 1 to Charge rolls made for your unit for each other HERETIC ASTARTES unit from your army that made a Charge move this phase (to a maximum of +3) - -### PICK THEM OFF — 1CP -**Type:** Deceptors – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If the target is Below Half-strength, you can re-roll the Wound roll as well. - -### RELENTLESS PURSUIT — 1CP -**Type:** Deceptors – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### SCRAMBLED COORDINATES — 1CP -**Type:** Deceptors – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of the Reinforcements step of your opponent’s Movement phase. - -**TARGET:** One HERETIC ASTARTES unit from your army. - -**EFFECT:** Until the end of the phase, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" horizontally of your unit. - -## Enhancements - -### Cursed Fang — 10pts -*This xenos weapon is perfect in the hands of assassins.* -HERETIC ASTARTES INFANTRY model only. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1, and the bearer’s melee weapons have the [PRECISION] ability. - -### Falsehood — 10pts -*This leader conceals their presence upon the battlefield.* -CHAOS LORD model only (excluding TERMINATOR and JUMP PACK models). In the Declare Battle Formations step, you can set the bearer up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases, you can select one model in a friendly Legionaries or Chosen unit that has two or more models remaining and is on the battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set up as close as possible to where that model was destroyed and only within Engagement Range of any enemy units if the destroyed model was within Engagement Range of those units. The bearer now attaches to that unit as its Leader. - -### Shroud of Obfuscation — 15pts -*Made from warp-beast skin, this cloak obscures all.* -HERETIC ASTARTES INFANTRY model only. The bearer has the Stealth and Lone Operative abilities. - -### Soul Link — 5pts -*With a whispered incantation this champion projects their consciousness into the body of a willing ally.* -HERETIC ASTARTES INFANTRY model only. At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer’s datasheet abilities with the datasheet abilities of the CHARACTER you selected. diff --git a/cogitator/factions/chaos-space-marines/detachments/dread-talons.md b/cogitator/factions/chaos-space-marines/detachments/dread-talons.md deleted file mode 100644 index c4337bb..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/dread-talons.md +++ /dev/null @@ -1,90 +0,0 @@ -# Dread Talons - -## Abilities - -### Terror Descends (Aura) -In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test. - -Each time an enemy unit within 12" of one or more HERETIC ASTARTES units from your army takes a Battle-shock test, subtract 1 from the result. - -Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase. - -## Stratagems - -### BLOODY EXAMPLE — 1CP -**Type:** Dread Talons – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a HERETIC ASTARTES unit from your army destroys a CHARACTER unit. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Each enemy unit within 12" of and visible to your unit must take a Battle-shock test. - -### DEPTHLESS CRUELTY — 1CP -**Type:** Dread Talons – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase - -**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1. - -### MERCILESS PURSUIT — 1CP -**Type:** Dread Talons – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your opponent’s Movement phase. - -**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army that is not within Engagement range of one or more enemy units. - -**EFFECT:** Select one enemy unit that Fell Back this turn and is within 6" of your unit. Your unit can declare a charge as if it were your Charge phase. When doing so, you can only select that enemy unit as the target of that charge (and only if it is an eligible target). Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -### PITILESS HUNTERS — 1CP -**Type:** Dread Talons – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### RELENTLESS TERROR — 1CP -**Type:** Dread Talons – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a HERETIC ASTARTES INFANTRY unit from your army Falls Back. - -**TARGET:** That HERETIC ASTARTES INFANTRY unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. - -### SCREAMING DESCENT — 1CP -**Type:** Dread Talons – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Reinforcements step of your Movement phase, from the second battle round onwards. - -**TARGET:** One HERETIC ASTARTES JUMP PACK unit from your army that is in Reserves. - -**EFFECT:** Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit must take a Battle-shock test. - -## Enhancements - -### Eater of Dread — 15pts -*As ripples of terror spread through the ranks of the enemy, so does this champion draw power from the fear of their victims.* -HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result for each Battle-shocked enemy unit that is on the battlefield: on a 5+, you gain 1CP. - -### Night’s Shroud — 20pts -*This cape is as black as a moonless night and radiates an obfuscating aura of impenetrable darkness.* -CHAOS LORD model only (excluding TERMINATOR models). Models in the bearer’s unit have the Stealth ability. - -### Warp-fuelled Thrusters — 20pts -*Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment's notice.* -JUMP PACK CHAOS LORD model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. - -### Willbreaker — 10pts -*This daemonic weapon assails the psyches of those it strikes, causing the cold shock of abject terror to grip their hearts.* -HERETIC ASTARTES model only. In the Fight phase, after the bearer has made its attacks, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. diff --git a/cogitator/factions/chaos-space-marines/detachments/fellhammer-siege-host.md b/cogitator/factions/chaos-space-marines/detachments/fellhammer-siege-host.md deleted file mode 100644 index 8c01842..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/fellhammer-siege-host.md +++ /dev/null @@ -1,86 +0,0 @@ -# Fellhammer Siege-host - -## Abilities - -### Iron Fortitude -Each time a ranged attack targets a HERETIC ASTARTES unit from your army (excluding DAMNED units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. - -## Stratagems - -### BRUTAL ATTRITION — 1CP -**Type:** Fellhammer Siege-Host – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES INFANTRY unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a melee attack is allocated to your unit, after the attacking unit has finished making its attacks, roll one D6 (to maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound. - -### PERSISTENT ASSAILANTS — 1CP -**Type:** Fellhammer Siege-Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more attacks this phase and has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll, and if your unit is Below Half-strength you can re-roll the Wound roll as well. - -### PITILESS CANNONADE — 1CP -**Type:** Fellhammer Siege-Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Below Half-strength, a successful unmodified Hit roll of 5+ scores a Critical Hit - -### POINT-BLANK DESTRUCTION — 1CP -**Type:** Fellhammer Siege-Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase - -**TARGET:** One HERETIC ASTARTES unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, your unit’s ranged weapons (excluding Blast weapons) have the [PISTOL] ability. - -### SIEGECRAFT — 1CP -**Type:** Fellhammer Siege-Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponents Charge phase. - -**TARGET:** One HERETIC ASTARTES unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). - -### STEADFAST DETERMINATION — 1CP -**Type:** Fellhammer Siege-Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -## Enhancements - -### Bastion Plate — 10pts -*Despite the pits and dents that mar its surface, this suit of relic armour is as resilient as the walls of any grand bastion.* -CHAOS LORD model only (excluding JUMP PACK models). Once per battle round, when a saving throw is failed for the bearer’s unit, you can change the Damage characteristic of that attack to 0. - -### Iron Artifice — 10pts -*Forged in baleflame and witchfire, the bearer’s weapons are redolent with the entropic power of the immaterium.* -HERETIC ASTARTES INFANTRY model only. The bearers weapons have the [ANTI-VEHICLE 4+] and [ANTI-FORTIFICATION 4+] abilities. - -### Ironbound Enmity — 15pts -*A siegemaster of steadfast determination and pitiless wrath, this champion will not rest or retreat until the enemy has been cast from trench line and rampart.* -HERETIC ASTARTES model only. Each time the bearer makes an attack while within range of an objective marker, add 1 to the Wound roll. - -### Warp Tracer — 20pts -*Crafted by the dread Warpsmith Kradius, these shells contain writhing nanoworms redolent with warp energies that act as a beacon to the targeting systems of Heretic Astartes.* -HERETIC ASTARTES model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. diff --git a/cogitator/factions/chaos-space-marines/detachments/hurons-marauders.md b/cogitator/factions/chaos-space-marines/detachments/hurons-marauders.md deleted file mode 100644 index 169e17d..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/hurons-marauders.md +++ /dev/null @@ -1,104 +0,0 @@ -# Huron’s Marauders - -*When the Red Corsairs go to war, they are aware that Huron Blackheart is always watching, whether in person or through the eyes of his agents. Fear of failure and incurring Tyrant’s wrath are potent motivators. Crimson-clad Raiders go to great lengths to earn their tyrannical commander’s approval, hurling themselves into the foe with savage vigour and seizing myriad treasures to swell his coffers. Should the Tyrant’s gaze fall upon them, Red Corsair warriors are impelled to redouble their efforts, for those who fail Huron Blackheart are sure to meet an agonising end. Mortal soldiers and ragtag pirate crews engage the enemy with rabid devotion. Transhuman Renegades bellow war cries and dedications to their commander as they wade into battle, hewing down rank after rank of enemy infantry. All give their utmost to slaughter the enemy and secure plunder on behalf of their cruel master. The wrath of Huron Blackheart is terrifying enough to ensure that death is preferable to failure.* - -## Abilities - -### Tyrannical Motivation -In your Command phase, select one of the following abilities. Until the start of your next Command phase, each Heretic Astartes Infantry unit from your army has that ability. At the start of each phase, if such a unit is visible to a friendly Huron Blackheart model, until the end of the phase, it has both of the following abilities.Huron’s Elite - -Hand-picked by Huron Blackheart himself, these warriors strive to retain his favour with feats of arms. - -Each time a model in this unit makes an attack, add 1 to the Hit roll. - -Mobile Marauders - -The Red Corsairs utilise a highly mobile form of warfare and, under Huron’s watch, are relentless in their aggression. - -This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Designer’s Note:** *If a unit is gaining eligibility to shoot and declare a charge in a turn in which it Fell Back as a result of being visible to Huron Blackheart, but after making a Fall Back move it is no longer visible to Huron Blackheart, that unit will not be eligible to shoot in your Shooting phase or to declare a charge in your Charge phase unless it is visible again at the start of the respective phase.* - -## Stratagems - -### AT THE TYRANT’S COMMAND — 1CP -**Type:** Huron’s Marauders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -### ENCIRCLING SURGE — 1CP -**Type:** Huron’s Marauders – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more battlefield edges and not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### HARDENED KILLERS — 1CP -**Type:** Huron’s Marauders – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Damned unit from your army. - -**EFFECT:** Select one of the following effects: -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. -- Improve the Save characteristic of models in this unit by 1. -Until the start of your next turn, your unit has the benefit of that effect. - -### REAVERS’ FLURRY — 1CP -**Type:** Huron’s Marauders – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that made a Charge move this turn. - -**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristics of melee weapons equipped by models in your unit. - -### SEIZE THE PRIZE — 1CP -**Type:** Huron’s Marauders – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army has been selected to Advance. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Do not make an Advance roll for your unit. Instead, until the end of the phase add 6" to the Move characteristic of models in your unit. - -### TO THE FAVOURED THE SPOILS — 1CP -**Type:** Huron’s Marauders – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One HERETIC ASTARTES unit from your army that lost one or more wounds as a result of those attacks. - -**EFFECT:** Your unit can make a Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -## Enhancements - -### Dread Reputation — 25pts -*Such is this warrior’s infamy that their mere presence on the field of battle can overwhelm the foe with tyrannical intimidation.* -HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up on the battlefield, each enemy unit within 6" of the bearer’s unit (or within 12" if the bearer’s unit was set up using the Deep Strike ability) takes a Battle-shock test. - -### Eager for Bloodshed — 30pts -*Desperate to lock weapons with the foe, this warrior is always at the fore, fighting in the vanguard of Huron Blackheart’s forces.* -HERETIC ASTARTES model only. The bearer has the Infiltrators ability. - -### Raid Leader — 20pts -*Rapid mechanised assaults are a preferred tactic of the Red Corsairs, and this champion excels at them.* -HERETIC ASTARTES model only (excluding Damned models). Each time the bearer’s unit is set up after disembarking from a Transport that has made a Normal move this turn, the bearer’s unit is still eligible to declare a charge. - -### Voice of the Tyrant — 25pts -*This champion is a valued commander, and speaks with the authority of Huron himself.* -HERETIC ASTARTES model only (excluding Damned models). The bearer’s unit has both abilities from the Tyrannical Motivation Detachment rule. diff --git a/cogitator/factions/chaos-space-marines/detachments/infernal-reavers.md b/cogitator/factions/chaos-space-marines/detachments/infernal-reavers.md deleted file mode 100644 index a413c7a..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/infernal-reavers.md +++ /dev/null @@ -1,60 +0,0 @@ -# Infernal Reavers - -***Many Chaos Space Marines warbands ply established void routes, preying upon passing shipping. These cruel raiders excel in shipboard combat, seizing plunder and slaughtering entire crews as bloody offerings to their Dark Gods.*** - -## Abilities - -### Dark Rewards -Each lime a HERETIC ASTARTES unit from your army takes a Leadership test for the Dark Pacts ability, on a 9+, you gain 1CP. - -## Stratagems - -### CRUEL EXECUTION — 1CP -**Type:** Infernal Reavers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units). - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. - -### INVETERATE MURDERERS — 1CP -**Type:** Infernal Reavers – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -### LOW CUNNING — 1CP -**Type:** Infernal Reavers – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -### NEXT PRIZE — 1CP -**Type:** Infernal Reavers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase, just after a HERETIC ASTARTES unit from your army has Secured an objective marker, or your Movement phase, just after a HERETIC ASTARTES unit from your army has opened a Hatchway. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Your unit can make a Normal move of up to 3". If this Stratagem is used in your Movement phase, at least one model from your unit must end that move on the opposite side of the Hatchway from the one it started the phase on. - -## Enhancements - -### Swollen with Power — 0pts -*The dark power of the warp runs through this warriors twisted veins, enhancing their already transhuman physique to lend them grotesque strength and resilience.* -Add 1 to the bearers Toughness characteristic. Each time the bearer’s unit attempts to operate a Hatchway that an enemy unit is trying to prevent, and each time the bearer’s unit tries to prevent an enemy unit from operating a Hatchway, in the resulting roll off, you can re-roll your result. - -### Voice of the Octed — 0pts -*Voice booming out in fervent prayer to the Chaos Gods, this dark champion’s devotions are unusually fervent and potent.* -Each time the bearer’s unit makes a Dark Pact, until the end of the phase, weapons equipped by models in that unit gain both abilities conferred by that Dark Pact (instead of only one). diff --git a/cogitator/factions/chaos-space-marines/detachments/nightmare-hunt.md b/cogitator/factions/chaos-space-marines/detachments/nightmare-hunt.md deleted file mode 100644 index 43a4435..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/nightmare-hunt.md +++ /dev/null @@ -1,96 +0,0 @@ -# Nightmare Hunt - -*Many warbands of the Traitor Legions embrace shock assaults of limitless cruelty and terror. The tactics of a Nightmare Hunt have been employed to fuel sorcerous rituals with their victims’ fear, to sow discord and dread amongst the enemy, or to serve as reminders to circling rivals of a warband’s superiority. For some Heretic Astartes, however, murder and misery-making for their own sake provide a sadistic delight. Such warriors steal onto the battlefield, darkness their ally as they prowl closer to their prey. Howling horrors plummet from dark skies or tear their way into reality, ready to rend the foe apart in gruesome spectacles. Every panicked error their quarry makes is another vulnerability that a Nightmare Hunt’s predators gladly sink their talons into.* - -## Abilities - -### Terror Made Manifest -In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 12" of one or more HERETIC ASTARTES units from your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. Enemy units affected by this Detachment rule do not need to take any other Battle-shock tests in the same phase. - -Each time a HERETIC ASTARTES model from your army makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll. - -Each time an attack targets a HERETIC ASTARTES unit from your army, if the attacking model is Battle‐shocked, subtract 1 from the Hit roll. - -Each time a HERETIC ASTARTES model from your army makes an attack that targets a Battle‐shocked unit, add 1 to the Wound roll. - -## Stratagems - -### HORRIFIC INCURSION — 1CP -**Type:** Nightmare Hunt – Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that arrived from Reserves this turn. - -**EFFECT:** Select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of and visible to your unit: that unit must take a Battle-shock test, subtracting 1 from the result. - -### MALICIOUS SURGE — 1CP -**Type:** Nightmare Hunt – Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Heretic Astartes Infantry unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -### PREY ON THE WEAK — 1CP -**Type:** Nightmare Hunt – Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, you can re-roll the Hit roll. - -### RELENTLESS TERROR — 1CP -**Type:** Nightmare Hunt – Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Heretic Astartes Infantry unit from your army Falls Back. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### SADISTIC DISPLAY — 1CP -**Type:** Nightmare Hunt – Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a HERETIC ASTARTES unit from your army destroys an enemy unit. - -**TARGET:** That HERETIC ASTARTES unit. - -**EFFECT:** Each enemy unit within 6" of and visible to your unit (excluding MONSTER and VEHICLE units) must take a Battle-shock test. - -### TALONS SUNK DEEP — 1CP -**Type:** Nightmare Hunt – Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Heretic Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is Battle-shocked and/or Below Half-strength, improve the Armour Penetration characteristic of that attack by 1. - -## Enhancements - -### Greyveil Hex — 25pts -*Incised into this warrior’s battleplate is a runic curse which dims his form in the minds of his prey, until all they perceive is a mass of talons and shadow.* -Chaos Lord model only. Models in the bearer’s unit have the Stealth ability. - -While the bearer’s unit is within range of one or more objective markers you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### Sorrowscent Vulture — 35pts -*This champion demands to be in the vanguard of the hunt, their eagerness to inflict suffering manifesting in a daring lunge towards enemy lines.* -Chaos Lord Jump Pack model only. Models in the bearer’s unit have the Scouts 6" ability. In the Declare Battle Formations step, the bearer can be attached to a Warp Talons unit. - -### Terrorglut Parasite — 20pts -*A daemonic pact sealed in fear and dread allowed this entity to squirm into reality. Coiled tightly and invisibly about a warrior’s soul, the being wears away at the sanity of those he faces and feasts on their terror.* -HERETIC ASTARTES model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result. - -### Warp-fuelled Thrusters — 20pts -*Bathed in warp energies, this Lord’s jump pack tears rifts in reality, allowing them to withdraw at a moment’s notice.* -Chaos Lord Jump Pack model only. At the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove the bearer’s unit from the battlefield and place it into Strategic Reserves. diff --git a/cogitator/factions/chaos-space-marines/detachments/pactbound-zealots.md b/cogitator/factions/chaos-space-marines/detachments/pactbound-zealots.md deleted file mode 100644 index 99b6f07..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/pactbound-zealots.md +++ /dev/null @@ -1,101 +0,0 @@ -# Pactbound Zealots - -## Abilities - -### Marks of Chaos -When mustering your army, when you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already have one of the following keywords, you must select one for that unit and note it on your Army Roster: KHORNE. TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED. Each time a unit with one of these keywords gains a weapon ability as the result of a Dark Pact and does not fail the resulting Leadership test, until the end of the phase, that unit gains the associated ability below. - -UNITS THAT GAINED [LETHAL HITS] -- KHORNE: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. -- TZEENTCH: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit. -- CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. - -UNITS THAT GAINED [SUSTAINED HITS 1] -- NURGLE: Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit. -- SLAANESH: Each time a model in this unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. -- CHAOS UNDIVIDED: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. - -RESTRICTIONS -- You cannot select the KHORNE keyword for a Psyker unit. -- A Character unit can only be attached to a unit if both units share the same keyword from the list above. -- A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above. - -## Stratagems - -### ETERNAL HATE — 1CP -**Type:** Pactbound Zealots – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is a Khorne unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -### EYE OF THE GODS — 1CP -**Type:** Pactbound Zealots – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED, DAEMON and EPIC HERO units) destroys a enemy unit. - -**TARGET:** One HERETIC ASTARTES CHARACTER model in that unit. - -**EFFECT:** Until the end of the battle, add 1 to the Move, Toughness and Wounds characteristics of that CHARACTER model, and add 1 to the Attacks. Strength and Damage characteristics of that CHARACTER model’s melee weapons. - -### FESTERING MIASMA — 1CP -**Type:** Pactbound Zealots – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit has the Stealth ability. In addition, if your unit is a Nurgle unit, it can only be selected as the target of a ranged attack if the attacking model is within 18". - -### PROFANE ZEAL — 1CP -**Type:** Pactbound Zealots – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Heretic Astartes Chaos Undivided unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. - -### SKINSHIFT — 1CP -**Type:** Pactbound Zealots – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One HERETIC ASTARTES unit from your army. - -**EFFECT:** One model in your unit regains up to 3 lost wounds. In addition, if your unit is a Tzeentch unit below its Starting Strength, one destroyed model (excluding Character models) is returned to your unit with its full wounds remaining. - -### TORPEFYING REFRAIN — 1CP -**Type:** Pactbound Zealots – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One HERETIC ASTARTES unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Slaanesh unit, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -## Enhancements - -### Eye of Tzeentch — 15pts -*No secret is safe from Tzeentch’s searching gaze. To those who bear his favour, priceless knowledge may be revealed.* -Heretic Astartes Tzeentch model only. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 8 or more, you gain 1CP. - -### Intoxicating Elixir — 15pts -*This concoction fortifies the imbiber and causes them to emit a stultifying perfume that enthrals the foe.* -Heretic Astartes Slaanesh model only. The bearer has the Feel No Pain 5+ ability. Each time the bearer shoots or fights, if the bearer’s unit made a Dark Pact this phase and did not fail the resulting Leadership test, after the bearer has resolved those attacks, select one enemy unit that was hit by one or more of those attacks; that enemy unit must take a Battle-shock test. - -### Orbs of Unlife — 15pts -*Nurgle's malignance fortifies his chosen and bestows upon them the gift of terrible contagion.* -Heretic Astartes Nurgle model only. At the end of the Fight phase, roll one D6 for every enemy unit within 3" of the bearer, adding 1 to the result if the bearer’s unit made a Dark Pact that phase and did not fail the resulting Leadership test: on a 4+, that enemy unit suffers D3 mortal wounds. - -### Talisman of Burning Blood — 15pts -*This crimson gem radiates malice, granting its bearer but a sliver of Khorne’s boundless fury.* -Heretic Astartes Khorne model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. Each time the bearer’s unit makes a Dark Pact and does not fail the resulting Leadership test, roll one D3: until the end of the phase, add the result to the Attacks and Strength characteristics of the bearers melee weapons instead. diff --git a/cogitator/factions/chaos-space-marines/detachments/renegade-raiders.md b/cogitator/factions/chaos-space-marines/detachments/renegade-raiders.md deleted file mode 100644 index 2ce49a6..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/renegade-raiders.md +++ /dev/null @@ -1,86 +0,0 @@ -# Renegade Raiders - -## Abilities - -### Raiders and Reavers -Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. - -## Stratagems - -### OPPORTUNISTIC RAIDERS — 1CP -**Type:** Renegade Raiders – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase - -**TARGET:** One HERETIC ASTARTES unit from your army that was eligible to fight this phase. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6", or up to 12" if it is a MOUNTED unit. Otherwise, your unit can make a Fall Back move. It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn. - -### REAVERS’ HASTE — 1CP -**Type:** Renegade Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an objective marker as a target of that charge, add 1 to the Charge roll. - -### RUINOUS RAID — 1CP -**Type:** Renegade Raiders – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or your Fight phase - -**TARGET:** One HERETIC ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### SCOUR AND SEIZE — 1CP -**Type:** Renegade Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within range of an objective marker, that attack has the [PRECISION] ability. - -### UNFAILINGLY OBDURATE — 1CP -**Type:** Renegade Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### WARPCHARGED ENGINES — 1CP -**Type:** Renegade Raiders – Wargear Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One HERETIC ASTARTES TRANSPORT or HERETIC ASTARTES MOUNTED unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -## Enhancements - -### Despot’s Claim — 15pts -*This champion is a conqueror of worlds and will not rest until they have claimed their prize.* -HERETIC ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, roll one D6, adding 1 to the result if the bearer is wholly within 12" of your opponent’s deployment zone: on a 5+, you gain 1 CP. - -### Dread Reaver — 15pts -*A corsair and raider of great renown, this champion of Chaos is pitiless in the pursuit of plunder and infamy.* -HERETIC ASTARTES model only. Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent’s deployment zone, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### Mark of the Hound — 25pts -*This unit of warriors act as their master's eyes and ears, seeking out targets of opportunity.* -HERETIC ASTARTES model only. Models in the bearers unit have the Scouts 6" ability. - -### Tyrant’s Lash — 20pts -*Pain provides excellent motivation. The crack of this infernal whip sears the soul, driving the hesitant forwards with a vigour borne of anguish.* -HERETIC ASTARTES model only. You can re-roll Advance rolls made for the bearer’s unit, and the bearer’s unit is eligible to shoot in a turn in which it Fell Back. diff --git a/cogitator/factions/chaos-space-marines/detachments/renegade-warband.md b/cogitator/factions/chaos-space-marines/detachments/renegade-warband.md deleted file mode 100644 index 693895f..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/renegade-warband.md +++ /dev/null @@ -1,100 +0,0 @@ -# Renegade Warband - -*Warbands of transhuman traitors seek to ruthlessly exploit the indoctrinated strategies and tactics of their loyalist past, delighting in turning such skills against their enemies. These forces of embittered and vengeful killers are lethally effective, utilising decades or even centuries of combat experience to raid, despoil and slaughter. Led by despotic warlords and crazed killers, these vicious aggressors descend upon their unfortunate victims, twisting their intricate knowledge of the Codex Astartes to their merciless ends. Whether motivated by enmity for those who have wronged them or simply a thirst for power, these murderous raiders ambush supply convoys and attack frontier worlds, striking like a mailed fist to seize and secure that which they require. These Renegades possess towering intelligence and ferocity but are loosed from the strictures of their former lives. They are free to fully embrace their ingrained desire to wage unrestricted war against any foe they wish.* - -## Abilities - -### Slaves to None -HERETIC ASTARTES models from your army lose the Dark Pacts ability. - -Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability. - -When mustering your army, you cannot use the Cults of the Dark Gods rule. - -### Vendetta -At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Vendetta target. Each time a HERETIC ASTARTES model from your army (excluding Damned models) makes an attack that targets your Vendetta target, you can re-roll the Hit roll. - -### Twisted Doctrine -In your Movement phase, each time you set up or select a HERETIC ASTARTES unit (excluding Battle-shocked units) from your army to move, it can choose to Default to Doctrine. If it does, it must first take a Battle-shock test. Then, select one of the following: -- Until the end of the turn, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back. -- Until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced. - -## Stratagems - -### CORRUPTED MUNITIONS — 1CP -**Type:** Renegade Warband – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HERETIC ASTARTES unit in your army that has just been selected to shoot. - -**EFFECT:** Until the end of the phase, each time a model in this unit makes a ranged attack, improve the Armour Penetration of that attack by 1. - -### NEVER OUTGUNNED — 1CP -**Type:** Renegade Warband – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army that has just been selected to shoot or fight. - -**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have the selected ability. - -### REAVERS’ REACTION — 1CP -**Type:** Renegade Warband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One HERETIC ASTARTES unit (excluding Monsters and Vehicles) from your army that was hit by one or more of those attacks. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -### RENEGADE CLAIM — 1CP -**Type:** Renegade Warband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase - -**TARGET:** One HERETIC ASTARTES unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### UNDYING HATRED — 1CP -**Type:** Renegade Warband – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### VENGEFUL DESTRUCTION — 1CP -**Type:** Renegade Warband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Heretic Astartes Infantry (excluding Damned units) or Heretic Astartes Mounted unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes an attack that targets your Vendetta target, add 1 to the Wound roll. - -## Enhancements - -### Empyric Symbiote — 15pts -*This champion of ruin has been bonded with a warp-spawned symbiote. This malefic companion’s predatory senses sense the quickest route to the enemy.* -HERETIC ASTARTES model only. Add 1 to Advance and Charge rolls made for the bearer’s unit. - -### Eyes of the Hunter — 15pts -*Immersion within the mutagenic energies of the Warp has wrought changes upon this warrior’s eyes. Slit pupils and warp sight enable them to pick out their targets with unerring accuracy.* -HERETIC ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. - -### Fratricidal Trophies — 5pts -*The trophy racks of this warrior’s Terminator armour bear the skulls of former battle-brothers slain by his own hand. The warriors that fight at his side strive their hardest to avoid sharing the fate of their former comrades.* -Heretic Astartes Terminator model only. In a turn in which the bearer’s unit chose to Default to Doctrine, until the end of the turn, each time a model in this unit makes an attack, you can re-roll the Hit roll. - -### Weaponised Hatred — 35pts -*This champion’s bitterness has been tempered like a blade, and is wielded with the brutal efficacy to match.* -HERETIC ASTARTES model only. Once per battle round, after your Vendetta target is destroyed, if the bearer is on the battlefield, you can select one enemy unit visible to the bearer. That enemy unit becomes your Vendetta target until you select a new one. diff --git a/cogitator/factions/chaos-space-marines/detachments/soulforged-warpack.md b/cogitator/factions/chaos-space-marines/detachments/soulforged-warpack.md deleted file mode 100644 index f90937c..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/soulforged-warpack.md +++ /dev/null @@ -1,90 +0,0 @@ -# Soulforged Warpack - -## Abilities - -### Debt to the Soul Forge -Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army makes a Dark Pact, it can invoke its contract. If it does, subtract 1 from the resulting Leadership test when making that Dark Pact, and until the end of the phase: -- Each time a model in that unit makes a ranged attack, add 1 to the Wound roll. -- Add 2 to the Attacks characteristic of melee weapons equipped by models in that unit. - -## Stratagems - -### DAEMONIC POSSESION — 1CP -**Type:** Soulforged Warpack – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One HERETIC ASTARTES VEHICLE unit from your army (excluding Daemon units). - -**EFFECT:** Until the end of the battle, your unit has the DAEMON keyword. - -### DESPERATE PLEDGE — 1CP -**Type:** Soulforged Warpack – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One HERETIC ASTARTES DAEMON VEHICLE unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, if your unit invokes its contract, each time it makes an attack, improve the Armour Penetration characteristic of that attack by 1. - -### FEEDING FRENZY — 1CP -**Type:** Soulforged Warpack – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, when an enemy unit (excluding MONSTER and VEHICLES) is selected to Fall Back. - -**TARGET:** One HERETIC ASTARTES DAEMON VEHICLE or Vashtorr the Arkifane unit from your army that is within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of your units Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, of that enemy unit is Battle-shocked, substract 1 from each of those tests. - -### GLUT OF SOULS — 1CP -**Type:** Soulforged Warpack – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HERETIC ASTARTES DAEMON VEHICLE unit from your army (excluding Titanic units) that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, if your unit invokes its contract, each time it makes an attack that destroys an enemy model, roll one D6: on 5+, your unit regains 1 lost wound after all of its attacks have been resolved (to a maximum of 6 wound). - -### PREDATORY PURSUIT — 1CP -**Type:** Soulforged Warpack – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall back move. - -**TARGET:** One HERETIC ASTARTES VEHICLE or Vashtorr the Arkifane unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6", but must end that move as close as possible to that enemy unit. - -### UNSTOPPABLE RAMPAGE — 1CP -**Type:** Soulforged Warpack – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or Charge phase. - -**TARGET:** One Heretic Astartes Vehicle or Vashtorr the Arkifane unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes Normal, Advance or charge move, it can move horizontally through terrain features as if they were not there. - -## Enhancements - -### Forge’s Blessing — 20pts -*Such is this warriors mastery of techno-sorcery, that they may temper armour with but a gesture.* -HERETIC ASTARTES model only. In your Command phase, select one friendly HERETIC ASTARTES VEHICLE unit within 12" of the bearer. Until the start of your next Command phase, that unit has the Feel No Pain 6+ ability. - -### Invigorated Mechatendrils — 15pts -*Suffused with warp power, the bearer’s mechatendrils undulate with unsettling celerity, propelling them forwards with unnatural speed.* -WARPSMITH model only. Add 4" to the bearer’s Move characteristic. - -### Soul Harvester — 15pts -*To stoke the fires of a daemon forge requires a bounty of souls. Thus do the Warpsmiths and their allies undertake a never-ending harvest.* -HERETIC ASTARTES model only. While the bearer is on the battlefield, each time an enemy unit within 12" of the bearer is destroyed, roll one D6: on a 5+, you gain 1CP. - -### Tempting Addendum — 25pts -*The Arkifane’s contracts are malleable by design. More power can be offered should the supplicant be willing to bear the debt in souls.* -HERETIC ASTARTES model only. Each time a HERETIC ASTARTES DAEMON VEHICLE unit from your army invokes its contract while within 3" of the bearer: -- If it suffers one or more mortal wounds as a result of that Dark Pact, add 1 to the number of mortal wounds it suffers. -- Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll. diff --git a/cogitator/factions/chaos-space-marines/detachments/underdeck-uprising.md b/cogitator/factions/chaos-space-marines/detachments/underdeck-uprising.md deleted file mode 100644 index b1bd929..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/underdeck-uprising.md +++ /dev/null @@ -1,62 +0,0 @@ -# Underdeck Uprising - -***It takes only the slightest seed of corruption to spread sedition and heresy through the downtrodden and desperate crew-serfs packed into many voidships’ bilges and gun decks. Whipped into a traitorous frenzy by demagogues promises of power, mutants and madmen rise up en masse to seize the ship.*** - -## Abilities - -### Fanatical Onslaught -In your opponent’s Shooting phase, each time an enemy unit has shot, if one or more models from one or more HERETIC ASTARTES units from your army were destroyed as a result of those attacks, each such unit can make a Rush move. To do so, that unit can be moved up to 3", but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Rush move while it is Battle-shocked, and can only make one Rush move per turn. - -## Stratagems - -### CRUDE SABOTAGE — 1CP -**Type:** Underdeck Uprising – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One CULTIST MOB or DAMNED CHARAcTER unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one closed Hatchway within 1“ of your unit. Your unit can attempt to operate that Hatchway. - -**RESTRICTIONS:** Until the end of the turn, your unit cannot attempt to operate a Hatchway again. - -### FLEETING MIGHT — 1CP -**Type:** Underdeck Uprising – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a DAMNED unit from your army makes a Dark Pact. - -**TARGET:** That DAMNED unit. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. - -### INFERNAL ALTARS — 1CP -**Type:** Underdeck Uprising – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DAMNED unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if your unit is within range of an objective marker, models in your unit have the Feel No Pain 5+ ability against that attack. If your unit has the CULTIST MOB keyword, models in it have the Feel No Pain 4+ ability against that attack instead. - -### STORM THE BRIDGE! — 1CP -**Type:** Underdeck Uprising – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One DAMNED or CHAOS SPAwN unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -## Enhancements - -### Rabble Rouser — 0pts -*This warriors impassioned heretic oratory whips their dreg followers into a violent frenzy.* -Once per turn, when a friendly CULTiST MOb or FELLGOR BEASTMEN unit within 6" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of weapons equipped by models in that friendly unit. - -### Vox Malevolus — 0pts -*This grotesque biomechanoid helm amplifies its wearer’s words through a daemonic grille-maw that fills their followers with supernatural aggression and urgency.* -In the first battle round, if the bearer is on the battlefield, you can re-roll Advance rolls made for HERETIC ASTARTES units from your army. diff --git a/cogitator/factions/chaos-space-marines/detachments/veterans-of-the-long-war.md b/cogitator/factions/chaos-space-marines/detachments/veterans-of-the-long-war.md deleted file mode 100644 index 6d726c9..0000000 --- a/cogitator/factions/chaos-space-marines/detachments/veterans-of-the-long-war.md +++ /dev/null @@ -1,86 +0,0 @@ -# Veterans of the Long War - -## Abilities - -### Focus of Hatred -At the start of your Command phase, select one unit from your opponents army to be your focus of hatred. Until the start of your next Command phase, each time a HERETIC ASTARTES model from your army (excluding DAMNED models) makes an attack that targets your focus of hatred, you can re-roll the Hit roll. - -## Stratagems - -### BLACK CRUSADE — 1CP -**Type:** Veterans of the Long War – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase - -**TARGET:** One HERETIC ASTARTES INFANTRY unit or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units). - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back, and bolt pistols, boltguns and combi-bolters equipped by models in your unit have the [DEVASTATING WOUNDS] ability while your unit has not already inflicted 6 wounds this turn using that ability. - -### BRINGERS OF DESPAIR — 2CP -**Type:** Veterans of the Long War – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that is within Engagement Range of your focus of hatred. - -**EFFECT:** Until the end of the phase, your unit has the Fights First ability. - -### CONTEMPTUOUS DISREGARD — 1CP -**Type:** Veterans of the Long War – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponents Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding DAMNED units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### ENDLESS IRE — 2CP -**Type:** Veterans of the Long War – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after your focus of hatred is destroyed. - -**TARGET:** One HERETIC ASTARTES CHARACTER unit from your army (excluding DAMNED units) - -**EFFECT:** Select one enemy unit within 12" of and visible to your unit. Until the start of your next Command phase, that enemy unit is considered to be your focus of hatred. - -### LET THE GALAXY BURN — 1CP -**Type:** Veterans of the Long War – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HERETIC ASTARTES unit from your army (excluding TZEENTCH units) that has not been selected to shoot this phase - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and change the Attacks characteristic of Torrent weapons equipped by models in your unit to 6. - -### MILLENNIA OF EXPERIENCE — 1CP -**Type:** Veterans of the Long War – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit from your army (excluding DAMNED units) that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -## Enhancements - -### Eager for Vengeance — 20pts -*The desire for vengeance and bloodshed has festered within this warriors’ heart for millennia. The opportunity to unleash it upon the foe is eagerly embraced.* -HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll. - -### Eye of Abaddon — 15pts -*The Warmaster observes all. He bestows his favour only upon those who slaughter his most hated enemies.* -HERETIC ASTARTES model only (excluding DAMNED models). While the bearer is on the battlefield, each time your focus of hatred is destroyed, roll one D6: on a 4+, you gain 1CP. - -### Mark of Legend — 10pts -*This warrior has earned the patronage of a powerful daemonic entity and been rewarded with unholy powers.* -HERETIC ASTARTES model only (excluding DAMNED models). Once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for the bearer. - -### Warmaster’s Gift — 15pts -*This warrior bears a daemonic weapon of great power, gifted unto to them by the Despoiler himself.* -CHAOS LORD model only. Each time the bearer makes an attack that targets your focus of hatred, an unmodified successful Wound roll of 5+ scores a Critical Wound. diff --git a/cogitator/factions/death-guard/datasheets.md b/cogitator/factions/death-guard/datasheets.md new file mode 100644 index 0000000..8ce7dea --- /dev/null +++ b/cogitator/factions/death-guard/datasheets.md @@ -0,0 +1,5690 @@ +# Death Guard + +# Beasts of Nurgle + +**Role:** Other + +*Filled with dim-witted ebullience at odds with their diseased and nightmarish forms, Beasts of Nurgle heave themselves into battle like eager hounds. They are drawn instinctively to mortal playthings, whose desperate cries and frantic flight they mistake for participation, at least until their luckless new friends have twitched their last.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 6+ | 7 | 7+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** putrid appendages. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Putrid appendages | Melee | 6 | 4 | 6 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. +- **Grotesque Regeneration** (Datasheet): At the end of each phase, if a Beasts of Nurgle model in this unit has lost any wounds but is not destroyed, that model regains all of its lost wounds. + +**Keywords:** Beast, Nurgle, Daemon, Summoned, Beasts of Nurgle, Chaos +**Faction Keywords:** Plague Legions, + +**Unit Composition:** +- 1-2 Beasts of Nurgle + +**Points:** +- 1 model: 65pts +- 2 models: 130pts + +--- + +# Biologus Putrifier + +**Role:** Characters + +*Biologus Putrifiers take obscene delight in developing myriad plagues to spread in battle. They carry all manner of blight grenades, bloated with the latest strains of blossoming contagions. With their injector pistols, Biologus Putrifiers implant killing maladies into the enemy before extracting samples of their ruined flesh.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** hyper blight grenades; injector pistol; plague knives. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hyper blight grenades | 12 | D6 | 3 | 7 | -1 | 2 | assault, blast, lethal hits | +| Injector pistol | 3 | 1 | 3 | 4 | -1 | 3 | anti-infantry 2+, pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plague knives | Melee | 4 | 3 | 4 | 0 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Foul Infusion** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. +- **Extraction of Fresh Disease** (Datasheet): The first time this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, add 6 to the Objective Control characteristic of this model. + +**Keywords:** Biologus Putrifier, Nurgle, Chaos, Grenades, Character, Infantry +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Biologus Putrifier + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 60pts + +--- + +# Blightlord Terminators + +**Role:** Other + +*Blightlord Terminators are incredibly tough, thanks to their Cataphractii armour and Nurgle’s gifts, and they are experts in breach assaults, boarding actions and sudden teleport strikes. Due to long periods spent aboard pox-ridden warships, they are saturated with foulness, which pours off them to rot flesh and corrode metal.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** combi-bolter; bubotic blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blight launcher | 24 | D3 | 3 | 6 | -1 | 2 | blast, lethal hits | +| Сombi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bubotic blade | Melee | 3 | 3 | 5 | -2 | 2 | lethal hits | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Flail of corruption | Melee | 6 | 3 | 5 | -1 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Blistering Fusillade** (Datasheet): If this unit has a Starting Strength of 5 or more, or if a Character is leading this unit, then each time a model in this unit makes a ranged attack that targets an Afflicted unit, improve the Strength and Armour Penetration characteristics of that attack by 1. + +**Keywords:** Terminator, Nurgle, Infantry, Chaos, Blightlord Terminators +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Blightlord Champion +- 2-9 Blightlord Terminators + +**Wargear Options:** +- For every 5 models in this unit, up to 3 models' combi-bolters can each be replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 Blightlord Terminator’s combi-bolter and bubotic blade can be replaced with 1 flail of corruption. +- For every 5 models in this unit, 1 Blightlord Terminator’s combi-bolter can be replaced with 1 blight launcher. +- For every 5 models in this unit, 1 Blightlord Terminator's combi-bolter can be replaced with 1 reaper autocannon. +- For every 5 models in this unit, 1 Blightlord Terminator's combi-bolter can be replaced with 1 plague spewer. +- If this unit contains only 3 models, 1 Blightlord Terminator’s combi-bolter and bubotic blade can be replaced with 1 plague spewer and 1 close combat weapon. + +**Leader:** +Led By: Typhus, Lord of Contagion, Lord of Virulence, Death Guard Chaos Lord In Terminator Armour, Death Guard Sorcerer In Terminator Armour + +**Points:** +- 3 models: 115pts +- 5 models: 185pts +- 10 models: 370pts + +--- + +# Cerberus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. + +**Keywords:** Nurgle, Smoke, Vehicle, Chaos, Smoke, Vehicle, Cerberus, Cerberus, Nurgle, Smoke, Nurgle, Cerberus, Chaos, Nurgle, Smoke, Cerberus, Chaos, Vehicle, Vehicle, Chaos +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Cerberus + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 270pts + +--- + +# Chaos Land Raider + +**Role:** Other + +*Land Raiders are destructive and versatile vehicles equipped with a fearsome arsenal of weapons and a large transport capacity. Drenched in thick, stinking slime, Death Guard Land Raiders are host to various scratching and biting parasites and sprout throbbing growths emitting fogs of foetid gas.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Transport, Chaos, Vehicle, Land Raider, Smoke, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Chaos Land Raider + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 14 Death Guard Infantry models. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Chaos Lord On Palanquin Of Nurgle + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Revolting Regeneration** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. + +**Keywords:** Character, Infantry, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Grenades +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Chaos Lord on Palanquin of Nurgle + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 90pts + +--- + +# Chaos Predator Annihilator + +**Role:** Other + +*The Predator Annihilator is designed for hunting enemy battle tanks, monstrous beasts and other high-value targets. The Death Guard highly values these war engines, for they provide much-needed fire support for their infantry assaults. Bloated with contagion and crewed by mutant abominations, these tainted war engines spread Nurgle’s gifts with every volley.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Metalophagic Infection** (Datasheet): In your Shooting phase, after this model has shot, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Roll one D6, adding 1 to the result if that unit is Afflicted; on a 5+, that unit suffers D3 mortal wounds. + +**Keywords:** Vehicle, Smoke, Nurgle, Chaos, Predator Annihilator +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Chaos Predator Annihilator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 lascannons +- 2 heavy bolters +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 combi-bolter +- This model can be equipped with 1 havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Chaos Predator Destructor + +**Role:** Other + +*These pustule-covered battle tanks provide mobile armoured support for advancing Death Guard infantry. Maintaining a punishing rate of fire, whether lurking hull-down or ploughing in alongside the vectorium’s warriors, they riddle the enemy with diseased munitions that leave those not immediately slain weakened and withering before the might of Mortarion’s sons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** predator autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | lethal hits, rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Hail of Corrosive Disease** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of the phase, each time a friendly Death Guard unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. + +**Keywords:** Vehicle, Smoke, Nurgle, Chaos, Predator Destructor +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Chaos Predator Destructor + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Chaos Rhino + +**Role:** Dedicated Transports + +*Clad in a cocoon of slime-smeared armour plating, Death Guard Rhinos are ubiquitous and versatile armoured transports. They can move Death Guard squads rapidly across the battlefield in their festering holds, taking them to new battlefronts, bearing them through hostile terrain or supporting armoured offensives.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** combi-bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Vehicle, Smoke, Chaos, Nurgle, Transport, Dedicated Transport, Rhino +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Chaos Rhino + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 additional combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 12 Death Guard Infantry models. It cannot transport Terminator models. + +**Points:** +- 1 model: 85pts + +--- + +# Chaos Spawn + +**Role:** Other + +*Many of Nurgle’s gifts are metaphysical maladies, parasitic infestations or physical mutations. Some champions become so overburdened by these distorting changes that they degenerate into howling and mindless Chaos Spawn. Their putrefying bodies in constant flux, their sanity shattered by the horror of their fate, they now live only to rend, gnaw and ruin.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 7 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Lethal Ichor** (Datasheet): Each time a melee attack is allocated to a model in this unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound. + +**Keywords:** Chaos Spawn, Chaos, Beast, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 2 Chaos Spawn + +**Points:** +- 2 models: 80pts + +--- + +# Chaos Thunderhawk + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Aircraft, Vehicle, Titanic, Fly, Chaos, Thunderhawk, Transport +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Chaos Thunderhawk + +**Wargear Options:** +- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. +- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery + +**Transport:** +This model has a transport capacity of 30 Death Guard Infantry or Death Guard Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. + +**Points:** +- 1 model: 840pts + +--- + +# Daemon Prince of Nurgle with Wings + +**Role:** Characters + +*The wings that sprout from the backs of chosen Death Guard may resemble the buzzing appendages of bloated flies or take a pocked and diseased chiropteran form. Regardless of their shape, they bear the Daemon Prince aloft, allowing them to descend upon their luckless foes from above quickly and spread fearsome maladies over the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 7 | -1 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 7 | 2 | 8 | -2 | 3 | lethal hits | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Horrifying Visage** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it. That unit must take a Battle-shock test, subtracting 1 from that test. +- **Enfeebling Miasma (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this model, each time that unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Daemon Prince with Wings, Daemon, Nurgle, Fly, Character, Monster, Chaos +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Daemon Prince of Nurgle with Wings + +**Points:** +- 1 model: 180pts + +--- + +# Daemon Prince of Nurgle + +**Role:** Characters + +*Daemonhood is the ultimate goal for a great many Chaos Space Marines. Those Nurgle worshippers who attain this dark apotheosis are lumbering monstrosities with formidable resilience, corroded armour and bloated flesh. They command sepsis cohorts and vectoriums, having retained all their tactical acumen and martial skill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 7 | 2 | 8 | -2 | 3 | lethal hits | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Death Guard Defenders** (Datasheet): While this model is within 3" of one or more friendly Death Guard Infantry units, this model has the Lone Operative ability. +- **Fevered Strategist** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly Death Guard unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. +- **Miasma of Pestilence (Aura)** (Datasheet): While a friendly Death Guard unit is within 6" of this model, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that attack. + +**Keywords:** Nurgle, Chaos, Character, Daemon, Daemon Prince, Monster +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Daemon Prince of Nurgle + +**Points:** +- 1 model: 195pts + +--- + +# Death Guard Chaos Lord In Terminator Armour + +**Role:** Characters + +*Every Death Guard lord is a formidable opponent, dripping with infectious disease and armed to the teeth with toxin-smeared weaponry. Those clad in diseased Terminator armour are yet more deadly. Their nigh on impregnable plate is fused with their flesh, bulging and hardened thanks to Nurgle’s blessings, making them even more durable.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 6 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plague combi-bolter; plague-encrusted exalted weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plague combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | lethal hits, rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 5 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | +| Plague fist | Melee | 5 | 2 | 8 | -2 | 2 | lethal hits | +| Plague-encrusted exalted weapon | Melee | 6 | 2 | 5 | -2 | 1 | lethal hits | +| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Chaos Lord** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1. +- **Desiccation Conduit (Aura)** (Datasheet): While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. + +**Keywords:** Chaos Lord, Infantry, Character, Chaos, Nurgle, Terminator +**Faction Keywords:** + +**Unit Composition:** +- 1 Death Guard Chaos Lord in Terminator Armour + +**Wargear Options:** +- This model’s plague combi-bolter can be replaced with one of the following:- 1 combi-weapon +- 1 plague-encrusted exalted weapon +- This model’s plague-encrusted exalted weapon can be replaced with one of the following:- 1 chainfist +- 1 plague fist +- This model’s plague combi-bolter and plague-encrusted exalted weapon can be replaced with 1 twin lighting claws. + +**Leader:** +Can lead: Blightlord Terminators, Deathshroud Terminators + +**Points:** +- 1 model: 85pts + +--- + +# Death Guard Chaos Lord + +**Role:** Characters + +*Death Guard Lords hold positions of command throughout the Legion’s structure. All are powerful warriors, proving their right to rule through acts of destruction, corruption and endurance. They combine all the tactical nous of a Space Marine champion with a deep-seated desire to spread Grandfather Nurgle’s blessings.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plague bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 2 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plague bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | lethal hits, pistol | +| Plague combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Plague fist | Melee | 5 | 3 | 8 | -2 | 2 | lethal hits | +| Plague-encrusted exalted weapon | Melee | 6 | 2 | 5 | -2 | 1 | lethal hits | +| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Chaos Lord** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1. +- **Desiccation Conduit (Aura)** (Datasheet): While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. + +**Keywords:** Character, Grenades, Infantry, Chaos Lord, Nurgle, Chaos +**Faction Keywords:** + +**Unit Composition:** +- 1 Death Guard Chaos Lord + +**Wargear Options:** +- This model’s plague bolt pistol can be replaced with one of the following:- 1 combi-weapon +- 1 plague combi-bolter +- 1 plague fist +- 1 plague-encrusted exalted weapon +- 1 plasma pistol +- This model’s Astartes chainsword can be replaced with one of the following:- 1 plague fist +- 1 plague-encrusted exalted weapon +- This model’s plague bolt pistol and Astartes chainsword can be replaced with 1 twin lighting claws. + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 65pts + +--- + +# Death Guard Cultists + +**Role:** Other + +*On every Human world there is disease. Therefore the potential for cults of Nurgle to arise is ever present, the worshippers taking a perverse pride in their maladies and disfigurements. When these Cultists strike their enemies, they do so in massed numbers, inured to pain and deranged by their fevered minds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Cultist firearm; brutal assault weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cultist firearm | 24 | 1 | 4 | 3 | 0 | 1 | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Heavy stubber | 36 | 3 | 5 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). + +**Keywords:** Infantry, Chaos, Nurgle, Cultists +**Faction Keywords:** + +**Unit Composition:** +- 1 Death Guard Cultist Champion +- 9-19 Death Guard Cultists + +**Wargear Options:** +- For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 flamer. +- For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 heavy stubber. +- For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 grenade launcher. + +**Points:** +- 10 models: 50pts +- 20 models: 100pts + +--- + +# Death Guard Possessed + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +Each model is equipped with: hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | 4 | 3 | 5 | -1 | 2 | — | + +**Abilities:** +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Diseased Icon** (Wargear): Melee weapons in the bearer’s unit have the [LETHAL HITS] ability. +- **Infectious Bloodshed** (Datasheet): Each time this unit makes a Charge move, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. +- **POSSESSED** (Special (правая колонка)): For the purposes of embarking within Transports, each DEATH GUARD POSSESSED model counts as one Terminator model. + +**Keywords:** Possessed, Infantry, Chaos, Daemon +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Possessed Champion +- 4-9 Possessed + +**Wargear Options:** +- 1 model can be equipped with 1 diseased icon. + +**Points:** +- 5 models: 155pts +- 10 models: 310pts + +--- + +# Death Guard Sorcerer In Terminator Armour + +**Role:** Characters + +*Powerful Sorcerers are able to equip themselves with highly durable, diseased Terminator armour. Able to teleport strike alongside Blightlord or Deathshroud Terminators, these Sorcerers curse their foes immediately upon arrival on the battlefield, weakening and draining them of life within seconds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 6 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Curse of the Leper; plague combi-bolter; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Curse of the Leper – witchfire | 24 | D6 | 3 | 6 | -1 | 1 | psychic | +| Curse of the Leper – focused witchfire | 24 | 2D6 | 3 | 6 | -2 | 1 | hazardous, psychic | +| Plague combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Plague fist | Melee | 3 | 3 | 8 | -2 | 2 | lethal hits | +| Plague-encrusted exalted weapon | Melee | 4 | 3 | 5 | -2 | 1 | lethal hits | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Putrescent Vitality (Psychic)** (Datasheet): At the start of the Fight phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, each time an attack is allocated to a model in this PSYKER’s unit, subtract 1 from the Damage characteristic of that attack. +- **Pestilent Familiar (Psychic)** (Datasheet): Once per battle, after selecting targets for a Psychic weapon equipped by this model, until the end of the phase, improve the Strength and Damage characteristics of that weapon by 2. + +**Designer’s Note:** *Place a Pestilent Familiar token next to this model, removing it once this ability has been used.* + +**Keywords:** Chaos, Infantry, Character, Psyker, Nurgle, Terminator, Sorcerer +**Faction Keywords:** + +**Unit Composition:** +- 1 Death Guard Sorcerer in Terminator Armour + +**Wargear Options:** +- This model’s plague combi-bolter can be replaced with one of the following:- 1 combi-weapon +- 1 plague-encrusted exalted weapon +- This model’s force weapon can be replaced with one of the following:- 1 chainfist +- 1 plague fist +- 1 plague-encrusted exalted weapon +- This model’s plague combi-bolter and force weapon can be replaced with 1 twin lighting claws. + +**Leader:** +Can lead: Blightlord Terminators, Deathshroud Terminators + +**Points:** +- 1 model: 70pts + +--- + +# Deathshroud Terminators + +**Role:** Other + +*Deathshroud Terminators are swollen with the rotten powers of their diseased patron. With every swing of their giant scythes, they decapitate and disembowel their foes, their speed belied by their bloated mass. They fight in ominous silence, embodying the inevitable onset of their enemies’ death and the inescapable judgement of Mortarion himself.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** plaguespurt gauntlet; manreaper. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plaguespurt gauntlet | 12 | D6 | N/A | 3 | 0 | 1 | anti-infantry 4+, ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Manreaper – strike | Melee | 4 | 2 | 8 | -2 | 2 | lethal hits | +| Manreaper – sweep | Melee | 8 | 3 | 4 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Silent Bodyguard** (Datasheet): While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability. +- **Death Approaches** (Datasheet): In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all Afflicted enemy units, and more than 9" horizontally away from all other enemy units. +- **Icon of Despair (Aura)** (Wargear): While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. + +**Keywords:** Deathshroud Terminators, Terminator, Nurgle, Infantry, Chaos +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Deathshroud Champion +- 2-5 Deathshroud Terminators + +**Wargear Options:** +- The Deathshroud Champion can be equipped with 1 additional plaguespurt gauntlet. +- The Deathshroud Champion can be equipped with 1 icon of despair. + +**Leader:** +Led By: Typhus, Lord of Contagion, Lord of Virulence, Death Guard Chaos Lord In Terminator Armour, Death Guard Sorcerer In Terminator Armour + +**Points:** +- 3 models: 160pts +- 6 models: 320pts + +--- + +# Defiler + +**Role:** Other + +*Huge arachnoid Daemon Engines, Defilers are potent whether bombarding the foe from range or tearing through them at close quarters with piston-driven talons and claws. Those possessed by daemons of Nurgle fire grotesquely diseased projectiles that detonate in choking miasmic clouds or rains of corrosive slop, driving their targets from cover and rendering them easy prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 14 | 6+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** battle cannon; reaper autocannon; twin heavy flamer; Defiler claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battle cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast, lethal hits | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Defiler claws | Melee | 5 | 3 | 16 | -3 | D6+1 | — | +| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly MONSTER and VEHICLE models and terrain features that are 4" or less in height. +- **Barrage of Filth** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. + +**Keywords:** Defiler, Nurgle, Daemon, Vehicle, Walker, Smoke, Chaos +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Defiler + +**Wargear Options:** +- This model’s twin heavy flamer can be replaced with one of the following:- 1 Defiler scourge +- 1 havoc launcher +- This model’s reaper autocannon can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin lascannon +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 165pts + +--- + +# Deredeo Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | +| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | +| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Chaos, Nurgle, Dreadnought, Deredeo Dreadnought, Vehicle, Walker, Chaos, Nurgle, Smoke, Dreadnought, Deredeo Dreadnought, Smoke, Vehicle, Walker, Chaos, Nurgle, Smoke, Dreadnought, Deredeo Dreadnought, Vehicle, Walker, Chaos, Nurgle, Smoke, Dreadnought, Deredeo Dreadnought, Walker, Vehicle, Dreadnought, Deredeo Dreadnought, Smoke, Walker, Chaos, Nurgle, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Nurgle, Vehicle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Deredeo Dreadnought + +**Wargear Options:** +- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery +- 1 hellfire plasma carronade +- 1 volkite falconet battery +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with one of the following:- 1 aiolos missile launcher +- 1 boreas air defence missiles + +**Points:** +- 1 model: 160pts + +--- + +# Falchion + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Titanic, Chaos, Nurgle, Smoke, Falchion, Vehicle, Titanic, Chaos, Nurgle, Smoke, Falchion, Vehicle, Titanic, Chaos, Nurgle, Smoke, Falchion, Smoke, Titanic, Chaos, Nurgle, Vehicle, Falchion, Vehicle, Titanic, Chaos, Nurgle, Smoke, Falchion, Vehicle +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Falchion + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 420pts + +--- + +# Fellblade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| | | 0 | 3 | - | 0 | - | — | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | +| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. + +**Keywords:** Titanic, Vehicle, Fellblade, Smoke, Titanic, Chaos, Nurgle, Smoke, Fellblade, Chaos, Fellblade, Nurgle, Chaos, Titanic, Vehicle, Smoke, Vehicle, Nurgle, Smoke, Fellblade, Vehicle, Titanic, Chaos, Nurgle, Smoke, Fellblade, Vehicle, Titanic, Chaos, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Fellblade + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers +- 2 quad heavy bolters +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 480pts + +--- + +# Fire Raptor Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. + +**Keywords:** Chaos, Nurgle, Fire Raptor Gunship, Vehicle, Aircraft, Chaos, Nurgle, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Nurgle, Fire Raptor Gunship, Chaos, Nurgle, Fire Raptor Gunship, Vehicle, Fly, Fly, Fly, Aircraft, Aircraft, Vehicle, Chaos, Nurgle, Fly, Aircraft, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Nurgle, Fire Raptor Gunship, Vehicle +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Fire Raptor Gunship + +**Wargear Options:** +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons +- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. + +**Points:** +- 1 model: 290pts + +--- + +# Foetid Bloat-drone with Heavy Blight Launcher + +**Role:** Other + +*Some Foetid Bloat-drones carry heavy blight launchers and the bulky ammo hoppers required to feed them. Thrumming ponderously into firing positions, these airborne monsters bombard the enemy with volleys of explosive shells. Each detonation unleashes swift-spreading blights that chew through flesh, rust metal and even corrode souls.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** heavy blight launcher; plague probe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy blight launcher | 36 | D6+2 | 3 | 10 | -2 | 3 | blast, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plague probe | Melee | 3 | 3 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Explosive Blight** (Datasheet): In your Shooting phase, each time this model makes an attack that destroys an enemy unit, before removing the last model in that unit from play, roll a D6, adding 1 to the result if that unit is Afflicted: on a 5+, each enemy unit within 6" of that model is Afflicted until the start of your next turn. + +**Keywords:** Foetid Bloat-drone with Heavy Blight Launcher, Vehicle, Fly, Chaos, Nurgle, Daemon +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Foetid Bloat-drone + +**Points:** +- 1 model: 120pts + +--- + +# Foetid Bloat-drone + +**Role:** Other + +*Foetid Bloat-drones are Daemon Engines that skim across the battlefield on clattering turbines. Adept at providing point support wherever needed, some mount grisly fleshmowers that allow them to charge the enemy lines in a blizzard of mangled flesh. Others are fitted with plaguespitters, sucking up battlefield filth before spewing it in diseased gouts across the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** fleshmower; plague probe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plaguespitter | 12 | D6 | N/A | 6 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fleshmower | Melee | 10 | 3 | 7 | -1 | 2 | lethal hits | +| Plague probe | Melee | 3 | 3 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Hovering Death** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Chaos, Fly, Vehicle, Nurgle, Daemon, Foetid Bloat-drone +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Foetid Bloat-drone + +**Wargear Options:** +- This model’s fleshmower can be replaced with 2 plaguespitters. + +**Points:** +- 1 model: 100pts + +--- + +# Foul Blightspawn + +**Role:** Characters + +*Embedded into a Foul Blightspawn’s body is a malignant churn. As he cranks its rusted handle, he mixes a foul concoction of bubbling diseases and pollutants. Once satisfied his burbling blend of choking stew is ready, he levels his plague sprayer at the foe. Out his mixture surges like projectile vomit, melting whatever it touches.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plague sprayer; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plague sprayer | 12 | D6 | N/A | 7 | -2 | 2 | anti-infantry 2+, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Blinding Spray** (Datasheet): In the Fight phase, you can select one model from your army with this ability to use this ability. If you do, until the end of the phase, that model’s unit has the Fights First ability. Each model can only be selected for this ability once per battle. +- **Putrefying Stink** (Datasheet): Enemy models cannot start or end an Advance move within 9" of this model. + +**Keywords:** Chaos, Infantry, Character, Nurgle, Grenades, Foul Blightspawn +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Foul Blightspawn + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 75pts + +--- + +# Gellerpox Infected + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | +| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Gellerpox Mutant is equipped with:** brutal weapons. + +**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. + +**Every other Nightmare Hulk is equipped with:** hideous mutations. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. + +**Keywords:** Infantry, Chaos, Damned, Nurgle, Gellerpox Infected +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 4 Nightmare Hulks +- 3 Gellerpox Mutants + +**Wargear Options:** +- None + +**Points:** +- 7 models: 125pts + +--- + +# Great Unclean One + +**Role:** Characters + +*These greater daemons possess the same boundless energy and drive to corrupt as a swift-spreading virus. Their booming voices roll across the battlefield, their cruel jollity and the perverse pride they take in their underlings’ achievements horribly at odds with the misery and disease they spread.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 12 | 5+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plague flail; putrid vomit; bilesword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plague flail | 6 | D6+1 | 3 | 7 | -2 | 2 | — | +| Putrid vomit | 12 | D6+3 | N/A | 5 | -2 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bileblade | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks, lethal hits | +| Bilesword – strike | Melee | 6 | 2 | 10 | -2 | D6+1 | lethal hits | +| Bilesword – sweep | Melee | 12 | 2 | 7 | -1 | 1 | lethal hits | +| Doomsday bell | Melee | 6 | 2 | 7 | -1 | 2 | lethal hits, Reverberating summons | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. +- **Daemon Lord of Nurgle (Aura)** (Datasheet): While a friendly Plague Legions unit is within 6" of this model, add 1 to the Toughness characteristic of models in that unit. +- **Nurgle’s Rot (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, that unit is rotted. While a unit is rotted, subtract 1 from the Toughness characteristic of models in that unit. +- **Reverberating Summons** (Wargear profile): Each time a model is destroyed by this weapon, you can select one friendly Plaguebearers unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit. + +**Keywords:** Chaos, Great Unclean One, Summoned, Daemon, Character, Psyker, Nurgle, Monster +**Faction Keywords:** , Plague Legions + +**Unit Composition:** +- 1 Great Unclean One + +**Wargear Options:** +- This model’s plague flail can be replaced with 1 bileblade. +- This model’s bilesword can be replaced with 1 doomsday bell. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Greater Blight Drone + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bile maw; blightreaper cannon; greater plague probe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blightreaper cannon | 36 | 6 | 3 | 8 | -2 | 2 | lethal hits | +| Bile maw | 12 | 3 | 3 | 5 | 0 | 1 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Greater plague probe | Melee | 4 | 3 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Hovering Death** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Vehicle, Greater Blight Drone, Daemon, Nurgle, Fly, Chaos +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Greater Blight Drone + +**Wargear Options:** +- None + +**Points:** +- 1 model: 150pts + +--- + +# Helbrute + +**Role:** Other + +*The most terribly wounded of Nurgle’s champions are interred within the armoured sarcophagus of a Helbrute. Plague Surgeons take deep pleasure in sealing rivals and superiors inside these madness-inducing and agony-inflicting shells. In battle, they are living, enraged, battering rams, flushed with the blessings of Nurgle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** multi-melta; Helbrute fist; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, lethal hits | +| Plasma cannon | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous, lethal hits | +| Twin autocannon | 48 | 2 | 3 | 10 | -1 | 3 | twin-linked, lethal hits | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Helbrute fist | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Helbrute hammer | Melee | 4 | 3 | 14 | -3 | D6+1 | — | +| Power scourge | Melee | 8 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Diseased Malice** (Datasheet): Each time this model makes an attack that targets an Afflicted unit, add 1 to the Wound roll. +- **Froth-spattered Frenzy** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. + +**Keywords:** Chaos, Nurgle, Helbrute, Walker, Vehicle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Helbrute + +**Wargear Options:** +- This model’s multi-melta can be replaced with one of the following:- 1 plasma cannon +- 1 twin autocannon +- 1 twin lascannon +- 1 twin heavy bolter +- 1 additional Helbrute fist +- 1 of this model’s Helbrute fists can be replaced with 1 missile launcher +- 1 of this model’s Helbrute fists can be replaced with one of the following:- 1 Helbrute hammer +- 1 power scourge +- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 combi-bolter* +- 1 heavy flamer* +- * That Helbrute fist cannot then be replaced. + +**Points:** +- 1 model: 115pts + +--- + +# Hell Blade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 twin autocannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Nurgle, Hell Blade, Aircraft, Nurgle, Hell Blade, Vehicle, Vehicle, Aircraft, Vehicle, Chaos, Fly, Fly, Fly, Nurgle, Hell Blade, Vehicle, Chaos, Aircraft, Chaos, Nurgle, Hell Blade, Chaos, Aircraft, Fly, Nurgle, Hell Blade, Vehicle, Chaos, Aircraft, Fly +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Hell Blade + +**Wargear Options:** +- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. + +**Points:** +- 1 model: 115pts + +--- + +# Hell Talon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** autocannon; twin lascannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. + +**Keywords:** Nurgle, Aircraft, Fly, Nurgle, Hell Talon, Vehicle, Fly, Chaos, Aircraft, Fly, Aircraft, Fly, Vehicle, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Nurgle, Hell Talon, Chaos, Chaos, Vehicle, Nurgle, Hell Talon, Aircraft, Nurgle, Hell Talon, Vehicle, Chaos +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Hell Talon + +**Wargear Options:** +- This model’s autocannon can be replaced with 1 havoc launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Icon Bearer + +**Role:** Characters + +*The icons borne by the Death Guard are rusted and corrupted dedications to Nurgle, forged into the shapes of the Grandfather’s symbols or those of the Legion itself. So wreathed in disease are these banners that nearby enemies are rapidly afflicted, dying agonising deaths as their convulsing bodies are reduced to slop.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; plague knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plague knife | Melee | 4 | 3 | 4 | 0 | 1 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Unclean Icon** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Blessed Icon of Disease** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Death Guard unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Chaos, Character, Infantry, Grenades, Icon Bearer, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Icon Bearer + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 45pts + +--- + +# Kratos + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | +| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | +| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Nurgle, Smoke, Kratos, Vehicle, Chaos, Nurgle, Smoke, Kratos, Vehicle, Chaos, Nurgle, Kratos, Smoke, Vehicle, Chaos, Nurgle, Smoke, Kratos, Vehicle, Chaos +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Kratos + +**Wargear Options:** +- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun +- 1 volkite cardanelle +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- 2 volkite calivers +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers +- 2 lascannons +- 2 volkite culverins +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 havoc launcher +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 twin boltgun +- This model can be equipped with 1 hunter killer missile + +**Points:** +- 1 model: 240pts + +--- + +# Land Raider Achilles + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Nurgle, Vehicle, Transport, Smoke, Chaos, Transport, Smoke, Nurgle, Land Raider Achilles, Vehicle, Transport, Smoke, Chaos, Land Raider Achilles, Nurgle, Transport, Smoke, Chaos, Chaos, Nurgle, Land Raider Achilles, Chaos, Vehicle, Land Raider Achilles, Nurgle, Smoke, Transport, Vehicle, Land Raider Achilles, Vehicle +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Land Raider Achilles + +**Wargear Options:** +- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 230pts + +--- + +# Land Raider Proteus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Transport, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Transport, Vehicle, Transport, Land Raider Proteus, Nurgle, Chaos +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Land Raider Proteus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 twin heavy bolter +- 1 twin heavy flamer +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 explorator augury web. + +**Transport:** +This model has a transport capacity of 12 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 220pts + +--- + +# Leviathan Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | +| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Nurgle, Smoke, Walker, Dreadnought, Chaos, Chaos, Chaos, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Leviathan Dreadnought, Walker, Nurgle, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Leviathan Dreadnought + +**Wargear Options:** +- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance +- 1 storm cannon +- 1 meltagun and 1 Leviathan siege claw +- 1 meltagun and 1 Leviathan siege drill +- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. +- This model can be equipped with 3 hunter-killer missiles. + +**Points:** +- 1 model: 160pts + +--- + +# Lord of Contagion + +**Role:** Characters + +*Lords of Contagion are the most aggressive of Nurgle’s champions. Their tactics are as brutal and blunt as they are effective. Striding unharmed through torrents of enemy fire in their nigh-impregnable Cataphractii plate, they sweep aside foes in violent bursts of gore with their snarl-toothed and corroded blades.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** manreaper. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Manreaper – strike | Melee | 5 | 2 | 9 | -2 | 3 | lethal hits | +| Manreaper – sweep | Melee | 10 | 2 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Vector of Disease** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [LANCE] abilities. +- **Unholy Resilience** (Datasheet): The first time a model with this ability is destroyed in a battle round, roll one D6 at the end of the phase. On a 2+, set that model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. Each model can only be set up in this way once per battle. + +**Keywords:** Infantry, Lord of Contagion, Terminator, Nurgle, Chaos, Grenades, Character +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Lord of Contagion + +**Leader:** +Can lead: Deathshroud Terminators, Blightlord Terminators + +**Points:** +- 1 model: 120pts + +--- + +# Lord of Poxes + +**Role:** Characters + +*The Lord of Poxes lumbers into battle amidst a churning cloud of spore-thick plague smog. These foul fumes wheeze from the miasmic turbine borne upon this monstrous champion’s shoulders and cannot only veil advancing Death Guard warriors from harm but also send foes crumpling to the ground as they claw at swollen throats and drown on their dissolving lungs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; great plague blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Great plague blade | Melee | 6 | 2 | 8 | -2 | 2 | devastating wounds, lethal Hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Gift of Poxes** (Datasheet): Add 3" to the range of this model’s Contagion Range. +- **Shroud of Disease** (Datasheet): While this model is leading a unit, that unit cannot be targeted by ranged attacks unless the attacking model is within 18". + +**Keywords:** Character, Grenades, Chaos, Nurgle, Lord of Poxes, Infantry +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Lord of Poxes + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 75pts + +--- + +# Lord of Virulence + +**Role:** Characters + +*Lords of Virulence are powerful commanders whose grim oversight and plagueridden gifts bolster the marksmanship of nearby Death Guard forces. Coupled with the foulness that gushes from the barrels of their twin plague spewers and the vicious might of their slime-dripping power fists, they are formidable warriors indeed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** twin plague spewer; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Virulent Aura** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Wound roll. +- **Blight Bombardment** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this model. Until the end of the phase, each time a friendly Death Guard model makes a ranged attack that targets that unit, re-roll a Hit roll of 1 (if that attack is made with a Blast weapon, you can re-roll the Hit roll instead). + +**Keywords:** Infantry, Character, Chaos, Nurgle, Terminator, Lord of Virulence +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Lord of Virulence + +**Leader:** +Can lead: Deathshroud Terminators, Blightlord Terminators + +**Points:** +- 1 model: 100pts + +--- + +# Malignant Plaguecaster + +**Role:** Characters + +*Every foetid fibre of a Malignant Plaguecaster’s body is rotted and decayed. They are living conduits for Nurgle’s miasmas and maladies. Foul blights reside within their roiling, bloated frames, and when they are unleashed in an eruption of vomit and gases, they liquefy metal, stone andflesh.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Plague Wind; corrupted staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | +| Plague Wind – witchfire | 12 | D6 | N/A | 4 | -1 | D3 | psychic, torrent | +| Plague Wind – focused witchfire | 12 | D6+3 | N/A | 6 | -2 | D3 | hazardous, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Corrupted staff | Melee | 4 | 3 | 6 | -1 | D3 | lethal hits, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Gift of Contagion (Psychic)** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Afflicted, that attack has the [SUSTAINED HITS 1] ability. +- **Pestilent Fallout (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with its Plague Wind. Until the end of your opponent’s next turn, that unit is enfeebled. While a unit is enfeebled, subtract 2" from the Move characteristic of models in that unit. + +**Keywords:** Infantry, Character, Psyker, Chaos, Nurgle, Malignant Plaguecaster +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Malignant Plaguecaster + +**Leader:** +Can lead: Plague Marines, Poxwalkers + +**Points:** +- 1 model: 60pts + +--- + +# Mastodon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 14 | 2+ | 30 | 6+ | 12 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Transport, Nurgle, Chaos, Titanic, Vehicle, Mastodon, Smoke, Nurgle, Nurgle, Chaos, Titanic, Vehicle, Mastodon, Mastodon, Transport, Transport, Nurgle, Chaos, Titanic, Vehicle, Smoke, Transport, Nurgle, Chaos, Titanic, Vehicle, Transport, Smoke, Mastodon, Vehicle, Titanic, Chaos, Nurgle, Transport, Smoke, Mastodon, Smoke, Chaos, Titanic, Vehicle, Mastodon, Smoke +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Mastodon + +**Wargear Options:** +- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters +- 2 lascannons +- 2 volkite culverins +- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 volkite culverins + +**Transport:** +This model has a transport capacity of 45 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). + +**Points:** +- 1 model: 540pts + +--- + +# Miasmic Malignifier + +**Role:** Fortifications + +*Festooned with swaying plague censers and tainted bells, Miasmic Malignifiers belch thick fumes from their rusted chimneys. Sown like spores across worlds, they are parasites that suck filth from the ground and latch themselves onto local infrastructure, polluting a planet on every level.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 10 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** miasmic gouts. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Miasmic gouts | 9 | 2D6 | N/A | 3 | 0 | 1 | ignores cover, torrent | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Putrescent Fog (Aura)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. +- **Diseased Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **DEPLOYMENT** (Fortification (левая колонка)): Both parts of this FORTIFICATION must be set up within 1" of each other. Both parts are then treated as a single model for all rules purposes. + +**Keywords:** Miasmic Malignifier, Chaos, Fortification, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Miasmic Malignifier + +**Points:** +- 1 model: 105pts + +--- + +# Mortarion + +**Role:** Characters + +*To stand in Mortarion’s presence is lethal, such is the pestilential aura that surrounds him. Wielding his gigantic scythe, Silence, he cuts apart entire enemy squads in seconds. With furious blasts of Lantern, his devastating sidearm of unknown provenance, he disintegrates heavy infantry and armour alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 5+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lantern; Rotwind; Silence. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lantern | 24 | 1 | 2 | 10 | -3 | 3 | pistol, sustained hits d3 | +| Rotwind | 24 | D6+3 | 2 | 7 | -2 | 1 | blast, devastating wounds, lethal hits, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Silence – strike | Melee | 5 | 2 | 14 | -3 | D6+1 | devastating wounds, lethal hits | +| Silence – sweep | Melee | 15 | 2 | 8 | -2 | 2 | lethal hits, sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Lord of the Death Guard** (Datasheet): Once per turn, this model can use one of the Lord of the Death Guard abilities (see left). +- **Host of Plagues** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model, adding 1 to the result if that enemy unit is Afflicted: on a 3+, that enemy unit suffers D3 mortal wounds. +- **Diseased Influence** (Primarch): Just after an enemy unit ends a Normal, Advance or Fall Back move within 9" of a friendly Death Guard unit that is within 6" of this model, if that DEATH GUARD unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 5". +- **Boon of Death** (Primarch): In the Fight phase, when a friendly DEATH GUARD unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, until the end of the phase, each time a model in that DEATH GUARD unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. +- **Inflamed Reprisal** (Primarch): In your opponent’s Shooting phase, when a friendly DEATH GUARD unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after the attacking unit has finished making its attacks, that Death Guard unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). +- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. + +**Keywords:** Character, Fly, Epic Hero, Grenades, Chaos, Daemon, Primarch, Mortarion, Nurgle, Psyker, Monster +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Mortarion – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 380pts + +--- + +# Mutoid Vermin + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 2 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** diseased claws and fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. + +**Keywords:** Mutoid Vermin, Nurgle, Swarm, Chaos, Damned +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 16 Mutoid Vermin + +**Wargear Options:** +- None + +**Points:** +- 16 models: 85pts + +--- + +# Myphitic Blight-hauler + +**Role:** Other + +*Belching stinking gases that hang thick in the air, Myphitic Blight-haulers use their all-terrain mobility and heavy armaments to hunt down the enemy’s tanks and provide fire support even in the most dangerous environments. Should the enemy get too close, these Daemon Engines pounce with fanged maws and sprays of bile.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** bile spurt; missile launcher; multi-melta; gnashing maw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bile spurt | 12 | 3 | 3 | 5 | 0 | 1 | lethal hits | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gnashing maw | Melee | 4 | 3 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Tank Hunters** (Datasheet): In your Shooting phase, each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Myphitic Blight-hauler, Daemon, Nurgle, Chaos, Smoke, Vehicle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1-2 Myphitic Blight-hulers + +**Points:** +- 1 model: 100pts +- 2 models: 200pts + +--- + +# Noxious Blightbringer + +**Role:** Characters + +*Tocsins of misery and cursed plague bells tolling, Noxious Blightbringers sow weakness among the enemy. Each rippling sound wave erodes the enemy’s will to fight, shatters bone and metal alike, and spawns metaphysical maggots in the minds of psykers. To the Death Guard, every distorted peal is invigorating, and upon hearing them, they surge eagerly into the fray.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasma pistol; cursed plague bell. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | pistol, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cursed plague bell | Melee | 5 | 3 | 4 | 0 | 2 | anti-psyker 2+, lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Sickening Vitality** (Datasheet): While this model is leading a unit, add 1" to the Move characteristic of models in that unit and you can re-roll Advance and Charge rolls made for that unit. +- **Tocsin of Misery (Aura)** (Datasheet): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of this model, that enemy unit must take a Battle-shock test, subtracting 1 from that test if it is a PSYKER unit. + +**Keywords:** Chaos, Noxious Blightbringer, Nurgle, Character, Infantry +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Noxious Blightbringer + +**Leader:** +Can lead: Plague Marines, Poxwalkers + +**Points:** +- 1 model: 50pts + +--- + +# Nurglings + +**Role:** Other + +*Nurglings are malicious plague mites that pour across the battlefield in giggling masses. These foul imps might seem almost amusing from a distance, yet the illusion is shattered as the Nurglings spill forth to engulf their screaming victims in a rancid avalanche of needle fangs, filthy talons and bloated flesh.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 3 | 7+ | 4 | 8+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** diseased claws and teeth. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Diseased claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. +- **Mischief Makers** (Datasheet): Each time an enemy unit (excluding TITAN units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll. + +**Keywords:** Chaos, Swarm, Nurgle, Daemon, Summoned, Nurglings +**Faction Keywords:** Plague Legions, + +**Unit Composition:** +- 3-6 Nurgling Swarms + +**Points:** +- 3 models: 40pts +- 6 models: 70pts + +--- + +# Plague Drones + +**Role:** Other + +*Plague Drones ride monstrous rot flies to war. These vile steeds scrabble and rip at their prey, impaling them on dripping proboscis orbiting off the heads of their victims. The finest stolen craniums are recovered and fashioned into filth-swollen projectiles - death’s heads - for the daemonic riders to hurl at their foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 6+ | 5 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** death’s heads; foul mouthparts; plaguesword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death’s heads | 12 | D3 | 4 | 4 | 0 | 1 | blast, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Foul mouthparts | Melee | 2 | 4 | 5 | -1 | 2 | extra attacks, lethal hits | +| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. +- **Death’s Heads** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Plague Legions unit makes an attack that targets that unit, you can re-roll the Wound roll. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Summoned, Plague Drones, Mounted, Fly, Chaos, Nurgle, Daemon +**Faction Keywords:** , Plague Legions + +**Unit Composition:** +- 1 Plaguebringer +- 2-5 Plague Drones + +**Wargear Options:** +- 1 Plague Drone that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Plague Drone that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 3 models: 115pts +- 6 models: 230pts + +--- + +# Plague Marines + +**Role:** Battleline + +*The mainstay of vectoriums, Plague Marines excel in gruelling firefights and relentless assaults that grind the enemy down. They are tactically astute, deploying plague spewers to drown hordes of enemies in toxic slime and blight launchers to release crippling ironblight into armoured vehicles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; plague knives. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blight launcher | 24 | D3 | 3 | 6 | -1 | 2 | blast, lethal hits | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plague belcher | 12 | D6 | N/A | 4 | 0 | 1 | anti-infantry 4+, ignores cover, torrent | +| Plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bubotic weapons | Melee | 4 | 3 | 5 | -2 | 1 | lethal hits | +| Heavy plague weapon | Melee | 3 | 4 | 8 | -2 | 2 | lethal hits | +| Plague knives | Melee | 3 | 3 | 4 | 0 | 1 | lethal hits | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | lethal hits | + +**Abilities:** +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Infused with the Blessings of Nurgle** (Datasheet): In your Shooting phase, each time this unit is selected to shoot, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is Afflicted. +- **Icon of Despair (Aura)** (Wargear): While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. + +**Keywords:** Plague Marines, Chaos, Nurgle, Infantry, Battleline, Grenades +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Plague Champion +- 4-9 Plague Marines + +**Wargear Options:** +- The Plague Champion’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 plasma gun +- 1 plasma pistol +- The Plague Champion’s plague knives can be replaced with one of the following:- 1 bubotic weapons +- 1 power fist +- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 blight launcher. +- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 plague spewer. +- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with one of the following:- 1 meltagun +- 1 plague belcher +- 1 plasma gun +- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 bubotic weapons. +- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 heavy plague weapon. +- One Plague Marine equipped with a boltgun can be equipped with 1 icon of despair. This model’s boltgun cannot be replaced. + +**Leader:** +Led By: Tallyman, Malignant Plaguecaster, Noxious Blightbringer, Foul Blightspawn, Biologus Putrifier, Plague Surgeon, Icon Bearer, Chaos Lord On Palanquin Of Nurgle, Sorcerer On Palanquin Of Nurgle, Lord of Poxes, Death Guard Chaos Lord + +**Points:** +- 5 models: 95pts +- 7 models: 130pts +- 10 models: 190pts + +--- + +# Plague Surgeon + +**Role:** Characters + +*Equipped with tainted, grime-smeared nartheciums and dripping baleswords, Plague Surgeons also carry vials and alembics full of boosters and stimulants for countless plagues. By such means do they give the Death Guard renewed strength and resilience while inflaming the enemy’s infections to unbearable degrees.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; balesword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Balesword | Melee | 4 | 3 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Tainted Narthecium** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. +- **Inflamed Infections** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time this model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. If that unit is Below Half-strength, an unmodified Hit roll of 4+ scores a Critical Hit instead. + +**Keywords:** Plague Surgeon, Chaos, Character, Infantry, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Plague Surgeon + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 50pts + +--- + +# Plaguebearers + +**Role:** Battleline + +*Born from the souls of those who die of Nurgle’s Rot, Plaguebearers are the foot soldiers of the Plague God. They wield plagueswords that drip with infectious slime and are surrounded by the endless drone of counting as they pursue their hopeless and eternal task of tallying each new outbreak of their master’s many diseases.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 7+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** plaguesword. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. +- **Infected Outbreak** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Summoned, Daemon, Nurgle, Battleline, Infantry, Chaos, Plaguebearers +**Faction Keywords:** , Plague Legions + +**Unit Composition:** +- 1 Plagueridden +- 9 Plaguebearers + +**Wargear Options:** +- 1 Plaguebearer that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Plaguebearer that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 10 models: 110pts + +--- + +# Plagueburst Crawler + +**Role:** Other + +*The brainchild of Mortarion himself, the Plagueburst Crawler is a hulking Daemon Engine with a giant ram-blade and thick armour plating that renders it incredibly resilient. Equipped with a Plagueburst mortar, the engine launches hideously powerful explosive shells that unleash clouds of corrosive spores upon detonation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 entropy cannons; heavy slugger; Plagueburst mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Entropy cannon | 36 | 1 | 3 | 10 | -3 | D6+1 | lethal hits | +| Heavy slugger | 36 | 4 | 3 | 5 | -1 | 1 | lethal hits | +| Plagueburst mortar | 48 | D6+3 | 3 | 8 | -1 | 2 | blast, indirect fire, lethal hits | +| Plaguespitter | 12 | D6 | N/A | 6 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | +| Rothail volley gun | 36 | 3 | 3 | 5 | 0 | 1 | lethal hits, rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Spore-laced Shock Waves** (Datasheet): In your Shooting phase, each time you select a target for this model’s Plagueburst mortar, roll one D6 for the target unit and every other enemy unit within 3" of the target unit, adding 1 to that roll if the unit being rolled for is Afflicted. On a 6+, the unit being rolled for is struck by spores; after resolving all of this model’s attacks against the target unit, each unit struck by spores suffers D3 mortal wounds. + +**Keywords:** Nurgle, Vehicle, Chaos, Plagueburst Crawler, Daemon +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Plagueburst Crawler + +**Wargear Options:** +- This model’s 2 entropy cannons can be replaced with 2 plaguespitters. +- This model’s heavy slugger can be replaced with 1 rothail volley gun. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts + +--- + +# Poxwalkers + +**Role:** Other + +*Poxwalkers are victims of walking pox, a cruel virulence that rots the infected almost to death while keeping them conscious. They are terror troops, their ceaseless groaning the vector by which they infect the truly living. In battle, they drown their foes in a sea of decaying flesh, clawing hands and gnashing teeth.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 7+ | 1 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** improvised weapon. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Improvised weapon | Melee | 2 | 5 | 3 | 0 | 1 | lethal hits | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Curse of the Walking Pox** (Datasheet): Each time a POXWALKER model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), after this unit has resolved its attacks, you can return one destroyed POXWALKER model to this unit. + +While Typhus is leading this unit, enemy models destroyed as a result of TYPHUS’ Eater Plague ability count as enemy models destroyed by an attack made by a POXWALKER model in this unit for the purposes of this ability. + +**Keywords:** Chaos, Nurgle, Infantry, Poxwalkers +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 10-20 Poxwalkers + +**Leader:** +Led By: Typhus, Malignant Plaguecaster, Noxious Blightbringer + +**Points:** +- 10 models: 65pts +- 20 models: 130pts + +--- + +# Rapier Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery, Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery, Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery, Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Rapier Carrier + +**Wargear Options:** +- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon +- 1 laser destroyer +- 1 quad launcher + +**Points:** +- 1 model: 90pts + +--- + +# Relic Contemptor Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy plasma cannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | +| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | +| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | +| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Nurgle, Dreadnought, Relic Contemptor Dreadnought, Dreadnought, Nurgle, Chaos, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Nurgle, Dreadnought, Relic Contemptor Dreadnought, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Vehicle, Vehicle, Chaos, Walker, Chaos, Chaos, Nurgle, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Nurgle, Walker, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Nurgle, Chaos, Walker +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Relic Contemptor Dreadnought + +**Wargear Options:** +- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon +- 1 kheres-pattern assault cannon +- 1 multi-melta +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 twin volkite culverin +- 1 Dreadnought chainfist and 1 combi-bolter +- 1 Dreadnought combat weapon and 1 combi-bolter +- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster +- 1 heavy flamer +- 1 plasma blaster +- This model can be equipped with 1 cyclone missile launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Rotigus + +**Role:** Characters + +*Rotigus Rainfather lumbers into battle, vomiting rivers of corrosive, plague-laden filth across all who stand in its path. In its bloated fist, it clutches a gnarlrod while an endless and infectious downpour accompanies the daemon, a fecund flood fit to drown, corrupt and mutate all it touches.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 12 | 5+ | 22 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** streams of brackish filth; gnarlrod. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Streams of brackish filth | 12 | 2D6 | N/A | 8 | -2 | 1 | devastating wounds, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gnarlrod – strike | Melee | 7 | 2 | 10 | -3 | 3 | lethal hits, psychic | +| Gnarlrod – sweep | Melee | 14 | 2 | 8 | -1 | 1 | lethal hits, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. +- **Virulent Blessing (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 24" and visible to this model. Until the end of the phase, each time an attack made by a Plague Legions model is allocated to a model in that unit, add 1 to the Damage characteristic of that attack. +- **Deluge of Nurgle (Aura)** (Datasheet): While an enemy unit is within 6" of this model, subtract 2 from the Move characteristic and subtract 1 from the Objective Control characteristic of models in that unit. + +**Keywords:** Summoned, Daemon, Nurgle, Chaos, Psyker, Epic Hero, Character, Monster, Rotigus +**Faction Keywords:** , Plague Legions + +**Unit Composition:** +- 1 Rotigus – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 265pts + +--- + +# Sicaran Battle Tank + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Sicaran Battle Tank, Nurgle, Vehicle, Sicaran Battle Tank, Smoke, Nurgle, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Nurgle, Chaos, Sicaran Battle Tank, Chaos, Vehicle, Vehicle, Chaos, Smoke, Nurgle +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Sicaran Battle Tank + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Punisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Nurgle, Vehicle, Chaos, Sicaran Punisher, Nurgle, Smoke, Sicaran Punisher, Vehicle, Chaos, Nurgle, Smoke, Vehicle, Chaos, Sicaran Punisher, Smoke, Sicaran Punisher, Vehicle, Chaos, Nurgle +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Sicaran Punisher + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Venator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Chaos, Nurgle, Smoke, Sicaran Venator, Chaos, Nurgle, Smoke, Sicaran Venator, Vehicle, Chaos, Nurgle, Smoke, Sicaran Venator, Vehicle, Chaos, Nurgle, Smoke, Sicaran Venator, Vehicle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Sicaran Venator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 180pts + +--- + +# Sokar-pattern Stormbird + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 13 | 2+ | 40 | 6+ | 0 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Sokar-pattern Stormbird + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 55 Death Guard Infantry or Death Guard Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). + +**Points:** +- 1 model: 900pts + +--- + +# Sorcerer On Palanquin Of Nurgle + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Gift of Poxes (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. + +**Keywords:** Infantry, Character, Grenades, Chaos, Psyker, Palanquin of Nurgle, Sorcerer, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Sorcerer on Palanquin of Nurgle + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 Astartes chainsword +- 1 power fist + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 80pts + +--- + +# Spartan + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Spartan + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 28 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 300pts + +--- + +# Storm Eagle Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Storm Eagle Gunship + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta +- 1 typhoon missile launcher +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons + +**Transport:** +This model has a transport capacity of 22 Death Guard Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 250pts + +--- + +# Tallyman + +**Role:** Characters + +*The Tallymen are the preachers of Nurgle’s sevenfold doctrine. They are bedecked with rotten scrolls covered in frenzied scrawls and tallies. Nurglings crawl around them, bearing more tomes and parchments. Through gigantic vox-speakers, Tallymen bellow sacred chants of the three and of the seven, spurring on the Death Guard.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasma pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Malicious Calculations** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll. +- **Sevenfold Chant** (Datasheet): In your Command phase, if this model is on the battlefield, roll 2D6: on a 7+, you gain 1CP. + +**Keywords:** Nurgle, Tallyman, Chaos, Character, Infantry +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Tallyman + +**Leader:** +Can lead: Plague Marines + +**Points:** +- 1 model: 50pts + +--- + +# Terrax-pattern Termite + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | +| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Chaos, Vehicle, Chaos, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos +**Faction Keywords:** Death Guard, + +**Unit Composition:** +- 1 Terrax-pattern Termite + +**Wargear Options:** +- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers +- 2 twin volkite chargers + +**Transport:** +This model has a transport capacity of 12 Death Guard Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 200pts + +--- + +# Typhon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** dreadhammer siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). + +**Keywords:** Typhon, Vehicle, Chaos, Nurgle, Smoke, Typhon, Vehicle, Chaos, Nurgle, Smoke, Vehicle, Chaos, Nurgle, Smoke, Typhon, Vehicle, Chaos, Nurgle, Smoke, Typhon +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Typhon + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 320pts + +--- + +# Typhus + +**Role:** Characters + +*Host of the Destroyer Hive, for millennia Typhus has travelled the galaxy, spreading Nurgle’s Rot and killing billions. When he takes to the field, he slices apart countless foes with his filth-encrusted power scythe and unleashes the swarming horror of his Destroyer Hive to engulf them in murderous plague flies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lakrimae. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lakrimae – strike | Melee | 6 | 2 | 9 | -2 | 3 | lethal hits | +| Lakrimae – sweep | Melee | 12 | 2 | 6 | -1 | 1 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **The Destroyer Hive** (Datasheet): While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll. +- **Eater Plague (Psychic)** (Datasheet): In your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Character, Infantry, Terminator, Nurgle, Chaos, Epic Hero, Psyker, Typhus +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Typhus – EPIC HERO + +**Leader:** +Can lead: Deathshroud Terminators, Poxwalkers, Blightlord Terminators + +**Points:** +- 1 model: 100pts + +--- + +# Whirlwind Scorpius + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Scorpius multi-launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Nurgle, Chaos, Smoke, Vehicle, Whirlwind Scorpius, Nurgle, Chaos, Smoke, Vehicle, Chaos, Smoke, Vehicle, Smoke, Whirlwind Scorpius, Whirlwind Scorpius, Nurgle, Chaos, Vehicle, Whirlwind Scorpius, Nurgle +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Whirlwind Scorpius + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 115pts + +--- + +# Xiphon Interceptor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). + +CONTAGION RANGE +Contagion Range changes over the course of the battle: + +AFFLICTED +During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight + +This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. + +Each time a model in this unit makes an attack, subtract 1 from the Hit roll. + +Rattlejoint Ague + +Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. + +Worsen the Save characteristic of models in this unit by 1. + +Scabrous Soulrot + +Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. + +Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Nurgle, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Fly, Xiphon Interceptor, Vehicle, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor +**Faction Keywords:** , Death Guard + +**Unit Composition:** +- 1 Xiphon Interceptor + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts diff --git a/cogitator/factions/death-guard/datasheets/beasts-of-nurgle.md b/cogitator/factions/death-guard/datasheets/beasts-of-nurgle.md deleted file mode 100644 index 4828049..0000000 --- a/cogitator/factions/death-guard/datasheets/beasts-of-nurgle.md +++ /dev/null @@ -1,56 +0,0 @@ -# Beasts of Nurgle - -**Role:** Other - -*Filled with dim-witted ebullience at odds with their diseased and nightmarish forms, Beasts of Nurgle heave themselves into battle like eager hounds. They are drawn instinctively to mortal playthings, whose desperate cries and frantic flight they mistake for participation, at least until their luckless new friends have twitched their last.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 6+ | 7 | 7+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** putrid appendages. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Putrid appendages | Melee | 6 | 4 | 6 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. -- **Grotesque Regeneration** (Datasheet): At the end of each phase, if a Beasts of Nurgle model in this unit has lost any wounds but is not destroyed, that model regains all of its lost wounds. - -**Keywords:** Beast, Nurgle, Daemon, Summoned, Beasts of Nurgle, Chaos -**Faction Keywords:** Plague Legions, - -**Unit Composition:** -- 1-2 Beasts of Nurgle - -**Points:** -- 1 model: 65pts -- 2 models: 130pts diff --git a/cogitator/factions/death-guard/datasheets/biologus-putrifier.md b/cogitator/factions/death-guard/datasheets/biologus-putrifier.md deleted file mode 100644 index 4dbb56d..0000000 --- a/cogitator/factions/death-guard/datasheets/biologus-putrifier.md +++ /dev/null @@ -1,88 +0,0 @@ -# Biologus Putrifier - -**Role:** Characters - -*Biologus Putrifiers take obscene delight in developing myriad plagues to spread in battle. They carry all manner of blight grenades, bloated with the latest strains of blossoming contagions. With their injector pistols, Biologus Putrifiers implant killing maladies into the enemy before extracting samples of their ruined flesh.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** hyper blight grenades; injector pistol; plague knives. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hyper blight grenades | 12 | D6 | 3 | 7 | -1 | 2 | assault, blast, lethal hits | -| Injector pistol | 3 | 1 | 3 | 4 | -1 | 3 | anti-infantry 2+, pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plague knives | Melee | 4 | 3 | 4 | 0 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Foul Infusion** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. -- **Extraction of Fresh Disease** (Datasheet): The first time this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, add 6 to the Objective Control characteristic of this model. - -**Keywords:** Biologus Putrifier, Nurgle, Chaos, Grenades, Character, Infantry -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Biologus Putrifier - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/death-guard/datasheets/blightlord-terminators.md b/cogitator/factions/death-guard/datasheets/blightlord-terminators.md deleted file mode 100644 index e43cff8..0000000 --- a/cogitator/factions/death-guard/datasheets/blightlord-terminators.md +++ /dev/null @@ -1,84 +0,0 @@ -# Blightlord Terminators - -**Role:** Other - -*Blightlord Terminators are incredibly tough, thanks to their Cataphractii armour and Nurgle’s gifts, and they are experts in breach assaults, boarding actions and sudden teleport strikes. Due to long periods spent aboard pox-ridden warships, they are saturated with foulness, which pours off them to rot flesh and corrode metal.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** combi-bolter; bubotic blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blight launcher | 24 | D3 | 3 | 6 | -1 | 2 | blast, lethal hits | -| Сombi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bubotic blade | Melee | 3 | 3 | 5 | -2 | 2 | lethal hits | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Flail of corruption | Melee | 6 | 3 | 5 | -1 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Blistering Fusillade** (Datasheet): If this unit has a Starting Strength of 5 or more, or if a Character is leading this unit, then each time a model in this unit makes a ranged attack that targets an Afflicted unit, improve the Strength and Armour Penetration characteristics of that attack by 1. - -**Keywords:** Terminator, Nurgle, Infantry, Chaos, Blightlord Terminators -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Blightlord Champion -- 2-9 Blightlord Terminators - -**Wargear Options:** -- For every 5 models in this unit, up to 3 models' combi-bolters can each be replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 Blightlord Terminator’s combi-bolter and bubotic blade can be replaced with 1 flail of corruption. -- For every 5 models in this unit, 1 Blightlord Terminator’s combi-bolter can be replaced with 1 blight launcher. -- For every 5 models in this unit, 1 Blightlord Terminator's combi-bolter can be replaced with 1 reaper autocannon. -- For every 5 models in this unit, 1 Blightlord Terminator's combi-bolter can be replaced with 1 plague spewer. -- If this unit contains only 3 models, 1 Blightlord Terminator’s combi-bolter and bubotic blade can be replaced with 1 plague spewer and 1 close combat weapon. - -**Leader:** -Led By: Typhus, Lord of Contagion, Lord of Virulence, Death Guard Chaos Lord In Terminator Armour, Death Guard Sorcerer In Terminator Armour - -**Points:** -- 3 models: 115pts -- 5 models: 185pts -- 10 models: 370pts diff --git a/cogitator/factions/death-guard/datasheets/cerberus.md b/cogitator/factions/death-guard/datasheets/cerberus.md deleted file mode 100644 index dc1be3b..0000000 --- a/cogitator/factions/death-guard/datasheets/cerberus.md +++ /dev/null @@ -1,76 +0,0 @@ -# Cerberus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. - -**Keywords:** Nurgle, Smoke, Vehicle, Chaos, Smoke, Vehicle, Cerberus, Cerberus, Nurgle, Smoke, Nurgle, Cerberus, Chaos, Nurgle, Smoke, Cerberus, Chaos, Vehicle, Vehicle, Chaos -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Cerberus - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-land-raider.md b/cogitator/factions/death-guard/datasheets/chaos-land-raider.md deleted file mode 100644 index 498ac74..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-land-raider.md +++ /dev/null @@ -1,81 +0,0 @@ -# Chaos Land Raider - -**Role:** Other - -*Land Raiders are destructive and versatile vehicles equipped with a fearsome arsenal of weapons and a large transport capacity. Drenched in thick, stinking slime, Death Guard Land Raiders are host to various scratching and biting parasites and sprout throbbing growths emitting fogs of foetid gas.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Transport, Chaos, Vehicle, Land Raider, Smoke, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Chaos Land Raider - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 14 Death Guard Infantry models. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-lord-on-palanquin-of-nurgle.md b/cogitator/factions/death-guard/datasheets/chaos-lord-on-palanquin-of-nurgle.md deleted file mode 100644 index 590a493..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-lord-on-palanquin-of-nurgle.md +++ /dev/null @@ -1,100 +0,0 @@ -# Chaos Lord On Palanquin Of Nurgle - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon; Nurgling's claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Revolting Regeneration** (Datasheet): At the start of your Command phase, this model regains up to D3 lost wounds. - -**Keywords:** Character, Infantry, Chaos, Nurgle, Chaos Lord, Palanquin of Nurgle, Grenades -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Chaos Lord on Palanquin of Nurgle - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-predator-annihilator.md b/cogitator/factions/death-guard/datasheets/chaos-predator-annihilator.md deleted file mode 100644 index 51f6353..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-predator-annihilator.md +++ /dev/null @@ -1,81 +0,0 @@ -# Chaos Predator Annihilator - -**Role:** Other - -*The Predator Annihilator is designed for hunting enemy battle tanks, monstrous beasts and other high-value targets. The Death Guard highly values these war engines, for they provide much-needed fire support for their infantry assaults. Bloated with contagion and crewed by mutant abominations, these tainted war engines spread Nurgle’s gifts with every volley.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Metalophagic Infection** (Datasheet): In your Shooting phase, after this model has shot, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Roll one D6, adding 1 to the result if that unit is Afflicted; on a 5+, that unit suffers D3 mortal wounds. - -**Keywords:** Vehicle, Smoke, Nurgle, Chaos, Predator Annihilator -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Chaos Predator Annihilator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 lascannons -- 2 heavy bolters -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 combi-bolter -- This model can be equipped with 1 havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-predator-destructor.md b/cogitator/factions/death-guard/datasheets/chaos-predator-destructor.md deleted file mode 100644 index 76d24d9..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-predator-destructor.md +++ /dev/null @@ -1,81 +0,0 @@ -# Chaos Predator Destructor - -**Role:** Other - -*These pustule-covered battle tanks provide mobile armoured support for advancing Death Guard infantry. Maintaining a punishing rate of fire, whether lurking hull-down or ploughing in alongside the vectorium’s warriors, they riddle the enemy with diseased munitions that leave those not immediately slain weakened and withering before the might of Mortarion’s sons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** predator autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | lethal hits, rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Hail of Corrosive Disease** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of the phase, each time a friendly Death Guard unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. - -**Keywords:** Vehicle, Smoke, Nurgle, Chaos, Predator Destructor -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Chaos Predator Destructor - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-rhino.md b/cogitator/factions/death-guard/datasheets/chaos-rhino.md deleted file mode 100644 index b250224..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-rhino.md +++ /dev/null @@ -1,80 +0,0 @@ -# Chaos Rhino - -**Role:** Dedicated Transports - -*Clad in a cocoon of slime-smeared armour plating, Death Guard Rhinos are ubiquitous and versatile armoured transports. They can move Death Guard squads rapidly across the battlefield in their festering holds, taking them to new battlefronts, bearing them through hostile terrain or supporting armoured offensives.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** combi-bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Vehicle, Smoke, Chaos, Nurgle, Transport, Dedicated Transport, Rhino -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Chaos Rhino - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 additional combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 12 Death Guard Infantry models. It cannot transport Terminator models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-spawn.md b/cogitator/factions/death-guard/datasheets/chaos-spawn.md deleted file mode 100644 index af0b1a1..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-spawn.md +++ /dev/null @@ -1,77 +0,0 @@ -# Chaos Spawn - -**Role:** Other - -*Many of Nurgle’s gifts are metaphysical maladies, parasitic infestations or physical mutations. Some champions become so overburdened by these distorting changes that they degenerate into howling and mindless Chaos Spawn. Their putrefying bodies in constant flux, their sanity shattered by the horror of their fate, they now live only to rend, gnaw and ruin.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 7 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Lethal Ichor** (Datasheet): Each time a melee attack is allocated to a model in this unit, after the attacking unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound. - -**Keywords:** Chaos Spawn, Chaos, Beast, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 2 Chaos Spawn - -**Points:** -- 2 models: 80pts diff --git a/cogitator/factions/death-guard/datasheets/chaos-thunderhawk.md b/cogitator/factions/death-guard/datasheets/chaos-thunderhawk.md deleted file mode 100644 index f3196b7..0000000 --- a/cogitator/factions/death-guard/datasheets/chaos-thunderhawk.md +++ /dev/null @@ -1,80 +0,0 @@ -# Chaos Thunderhawk - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Aircraft, Vehicle, Titanic, Fly, Chaos, Thunderhawk, Transport -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Chaos Thunderhawk - -**Wargear Options:** -- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. -- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery - -**Transport:** -This model has a transport capacity of 30 Death Guard Infantry or Death Guard Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. - -**Points:** -- 1 model: 840pts diff --git a/cogitator/factions/death-guard/datasheets/daemon-prince-of-nurgle-with-wings.md b/cogitator/factions/death-guard/datasheets/daemon-prince-of-nurgle-with-wings.md deleted file mode 100644 index 49e7020..0000000 --- a/cogitator/factions/death-guard/datasheets/daemon-prince-of-nurgle-with-wings.md +++ /dev/null @@ -1,72 +0,0 @@ -# Daemon Prince of Nurgle with Wings - -**Role:** Characters - -*The wings that sprout from the backs of chosen Death Guard may resemble the buzzing appendages of bloated flies or take a pocked and diseased chiropteran form. Regardless of their shape, they bear the Daemon Prince aloft, allowing them to descend upon their luckless foes from above quickly and spread fearsome maladies over the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 7 | -1 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 7 | 2 | 8 | -2 | 3 | lethal hits | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Horrifying Visage** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it. That unit must take a Battle-shock test, subtracting 1 from that test. -- **Enfeebling Miasma (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this model, each time that unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Daemon Prince with Wings, Daemon, Nurgle, Fly, Character, Monster, Chaos -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Daemon Prince of Nurgle with Wings - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/death-guard/datasheets/daemon-prince-of-nurgle.md b/cogitator/factions/death-guard/datasheets/daemon-prince-of-nurgle.md deleted file mode 100644 index 204fb8c..0000000 --- a/cogitator/factions/death-guard/datasheets/daemon-prince-of-nurgle.md +++ /dev/null @@ -1,68 +0,0 @@ -# Daemon Prince of Nurgle - -**Role:** Characters - -*Daemonhood is the ultimate goal for a great many Chaos Space Marines. Those Nurgle worshippers who attain this dark apotheosis are lumbering monstrosities with formidable resilience, corroded armour and bloated flesh. They command sepsis cohorts and vectoriums, having retained all their tactical acumen and martial skill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 7 | 2 | 8 | -2 | 3 | lethal hits | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Death Guard Defenders** (Datasheet): While this model is within 3" of one or more friendly Death Guard Infantry units, this model has the Lone Operative ability. -- **Fevered Strategist** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly Death Guard unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. -- **Miasma of Pestilence (Aura)** (Datasheet): While a friendly Death Guard unit is within 6" of this model, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that attack. - -**Keywords:** Nurgle, Chaos, Character, Daemon, Daemon Prince, Monster -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Daemon Prince of Nurgle - -**Points:** -- 1 model: 195pts diff --git a/cogitator/factions/death-guard/datasheets/death-guard-chaos-lord-in-terminator-armour.md b/cogitator/factions/death-guard/datasheets/death-guard-chaos-lord-in-terminator-armour.md deleted file mode 100644 index e581f68..0000000 --- a/cogitator/factions/death-guard/datasheets/death-guard-chaos-lord-in-terminator-armour.md +++ /dev/null @@ -1,97 +0,0 @@ -# Death Guard Chaos Lord In Terminator Armour - -**Role:** Characters - -*Every Death Guard lord is a formidable opponent, dripping with infectious disease and armed to the teeth with toxin-smeared weaponry. Those clad in diseased Terminator armour are yet more deadly. Their nigh on impregnable plate is fused with their flesh, bulging and hardened thanks to Nurgle’s blessings, making them even more durable.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 6 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plague combi-bolter; plague-encrusted exalted weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plague combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | lethal hits, rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 5 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | -| Plague fist | Melee | 5 | 2 | 8 | -2 | 2 | lethal hits | -| Plague-encrusted exalted weapon | Melee | 6 | 2 | 5 | -2 | 1 | lethal hits | -| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Chaos Lord** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1. -- **Desiccation Conduit (Aura)** (Datasheet): While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. - -**Keywords:** Chaos Lord, Infantry, Character, Chaos, Nurgle, Terminator -**Faction Keywords:** - -**Unit Composition:** -- 1 Death Guard Chaos Lord in Terminator Armour - -**Wargear Options:** -- This model’s plague combi-bolter can be replaced with one of the following:- 1 combi-weapon -- 1 plague-encrusted exalted weapon -- This model’s plague-encrusted exalted weapon can be replaced with one of the following:- 1 chainfist -- 1 plague fist -- This model’s plague combi-bolter and plague-encrusted exalted weapon can be replaced with 1 twin lighting claws. - -**Leader:** -Can lead: Blightlord Terminators, Deathshroud Terminators - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/death-guard/datasheets/death-guard-chaos-lord.md b/cogitator/factions/death-guard/datasheets/death-guard-chaos-lord.md deleted file mode 100644 index 58da206..0000000 --- a/cogitator/factions/death-guard/datasheets/death-guard-chaos-lord.md +++ /dev/null @@ -1,98 +0,0 @@ -# Death Guard Chaos Lord - -**Role:** Characters - -*Death Guard Lords hold positions of command throughout the Legion’s structure. All are powerful warriors, proving their right to rule through acts of destruction, corruption and endurance. They combine all the tactical nous of a Space Marine champion with a deep-seated desire to spread Grandfather Nurgle’s blessings.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plague bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 2 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plague bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | lethal hits, pistol | -| Plague combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Plague fist | Melee | 5 | 3 | 8 | -2 | 2 | lethal hits | -| Plague-encrusted exalted weapon | Melee | 6 | 2 | 5 | -2 | 1 | lethal hits | -| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Chaos Lord** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1. -- **Desiccation Conduit (Aura)** (Datasheet): While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. - -**Keywords:** Character, Grenades, Infantry, Chaos Lord, Nurgle, Chaos -**Faction Keywords:** - -**Unit Composition:** -- 1 Death Guard Chaos Lord - -**Wargear Options:** -- This model’s plague bolt pistol can be replaced with one of the following:- 1 combi-weapon -- 1 plague combi-bolter -- 1 plague fist -- 1 plague-encrusted exalted weapon -- 1 plasma pistol -- This model’s Astartes chainsword can be replaced with one of the following:- 1 plague fist -- 1 plague-encrusted exalted weapon -- This model’s plague bolt pistol and Astartes chainsword can be replaced with 1 twin lighting claws. - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/death-guard/datasheets/death-guard-cultists.md b/cogitator/factions/death-guard/datasheets/death-guard-cultists.md deleted file mode 100644 index c83ba52..0000000 --- a/cogitator/factions/death-guard/datasheets/death-guard-cultists.md +++ /dev/null @@ -1,81 +0,0 @@ -# Death Guard Cultists - -**Role:** Other - -*On every Human world there is disease. Therefore the potential for cults of Nurgle to arise is ever present, the worshippers taking a perverse pride in their maladies and disfigurements. When these Cultists strike their enemies, they do so in massed numbers, inured to pain and deranged by their fevered minds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Cultist firearm; brutal assault weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cultist firearm | 24 | 1 | 4 | 3 | 0 | 1 | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Heavy stubber | 36 | 3 | 5 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal assault weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). - -**Keywords:** Infantry, Chaos, Nurgle, Cultists -**Faction Keywords:** - -**Unit Composition:** -- 1 Death Guard Cultist Champion -- 9-19 Death Guard Cultists - -**Wargear Options:** -- For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 flamer. -- For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 heavy stubber. -- For every 10 models in the unit, 1 Death Guard Cultist’s Cultist firearm can be replaced with 1 grenade launcher. - -**Points:** -- 10 models: 50pts -- 20 models: 100pts diff --git a/cogitator/factions/death-guard/datasheets/death-guard-possessed.md b/cogitator/factions/death-guard/datasheets/death-guard-possessed.md deleted file mode 100644 index 5173253..0000000 --- a/cogitator/factions/death-guard/datasheets/death-guard-possessed.md +++ /dev/null @@ -1,59 +0,0 @@ -# Death Guard Possessed - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -Each model is equipped with: hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | 4 | 3 | 5 | -1 | 2 | — | - -**Abilities:** -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Diseased Icon** (Wargear): Melee weapons in the bearer’s unit have the [LETHAL HITS] ability. -- **Infectious Bloodshed** (Datasheet): Each time this unit makes a Charge move, until the end of the turn, weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. -- **POSSESSED** (Special (правая колонка)): For the purposes of embarking within Transports, each DEATH GUARD POSSESSED model counts as one Terminator model. - -**Keywords:** Possessed, Infantry, Chaos, Daemon -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Possessed Champion -- 4-9 Possessed - -**Wargear Options:** -- 1 model can be equipped with 1 diseased icon. - -**Points:** -- 5 models: 155pts -- 10 models: 310pts diff --git a/cogitator/factions/death-guard/datasheets/death-guard-sorcerer-in-terminator-armour.md b/cogitator/factions/death-guard/datasheets/death-guard-sorcerer-in-terminator-armour.md deleted file mode 100644 index f5d749d..0000000 --- a/cogitator/factions/death-guard/datasheets/death-guard-sorcerer-in-terminator-armour.md +++ /dev/null @@ -1,103 +0,0 @@ -# Death Guard Sorcerer In Terminator Armour - -**Role:** Characters - -*Powerful Sorcerers are able to equip themselves with highly durable, diseased Terminator armour. Able to teleport strike alongside Blightlord or Deathshroud Terminators, these Sorcerers curse their foes immediately upon arrival on the battlefield, weakening and draining them of life within seconds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 6 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Curse of the Leper; plague combi-bolter; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Curse of the Leper – witchfire | 24 | D6 | 3 | 6 | -1 | 1 | psychic | -| Curse of the Leper – focused witchfire | 24 | 2D6 | 3 | 6 | -2 | 1 | hazardous, psychic | -| Plague combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Plague fist | Melee | 3 | 3 | 8 | -2 | 2 | lethal hits | -| Plague-encrusted exalted weapon | Melee | 4 | 3 | 5 | -2 | 1 | lethal hits | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Putrescent Vitality (Psychic)** (Datasheet): At the start of the Fight phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, each time an attack is allocated to a model in this PSYKER’s unit, subtract 1 from the Damage characteristic of that attack. -- **Pestilent Familiar (Psychic)** (Datasheet): Once per battle, after selecting targets for a Psychic weapon equipped by this model, until the end of the phase, improve the Strength and Damage characteristics of that weapon by 2. - -**Designer’s Note:** *Place a Pestilent Familiar token next to this model, removing it once this ability has been used.* - -**Keywords:** Chaos, Infantry, Character, Psyker, Nurgle, Terminator, Sorcerer -**Faction Keywords:** - -**Unit Composition:** -- 1 Death Guard Sorcerer in Terminator Armour - -**Wargear Options:** -- This model’s plague combi-bolter can be replaced with one of the following:- 1 combi-weapon -- 1 plague-encrusted exalted weapon -- This model’s force weapon can be replaced with one of the following:- 1 chainfist -- 1 plague fist -- 1 plague-encrusted exalted weapon -- This model’s plague combi-bolter and force weapon can be replaced with 1 twin lighting claws. - -**Leader:** -Can lead: Blightlord Terminators, Deathshroud Terminators - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/death-guard/datasheets/deathshroud-terminators.md b/cogitator/factions/death-guard/datasheets/deathshroud-terminators.md deleted file mode 100644 index 6df78e5..0000000 --- a/cogitator/factions/death-guard/datasheets/deathshroud-terminators.md +++ /dev/null @@ -1,76 +0,0 @@ -# Deathshroud Terminators - -**Role:** Other - -*Deathshroud Terminators are swollen with the rotten powers of their diseased patron. With every swing of their giant scythes, they decapitate and disembowel their foes, their speed belied by their bloated mass. They fight in ominous silence, embodying the inevitable onset of their enemies’ death and the inescapable judgement of Mortarion himself.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** plaguespurt gauntlet; manreaper. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plaguespurt gauntlet | 12 | D6 | N/A | 3 | 0 | 1 | anti-infantry 4+, ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Manreaper – strike | Melee | 4 | 2 | 8 | -2 | 2 | lethal hits | -| Manreaper – sweep | Melee | 8 | 3 | 4 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Silent Bodyguard** (Datasheet): While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability. -- **Death Approaches** (Datasheet): In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all Afflicted enemy units, and more than 9" horizontally away from all other enemy units. -- **Icon of Despair (Aura)** (Wargear): While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. - -**Keywords:** Deathshroud Terminators, Terminator, Nurgle, Infantry, Chaos -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Deathshroud Champion -- 2-5 Deathshroud Terminators - -**Wargear Options:** -- The Deathshroud Champion can be equipped with 1 additional plaguespurt gauntlet. -- The Deathshroud Champion can be equipped with 1 icon of despair. - -**Leader:** -Led By: Typhus, Lord of Contagion, Lord of Virulence, Death Guard Chaos Lord In Terminator Armour, Death Guard Sorcerer In Terminator Armour - -**Points:** -- 3 models: 160pts -- 6 models: 320pts diff --git a/cogitator/factions/death-guard/datasheets/defiler.md b/cogitator/factions/death-guard/datasheets/defiler.md deleted file mode 100644 index b1e214c..0000000 --- a/cogitator/factions/death-guard/datasheets/defiler.md +++ /dev/null @@ -1,86 +0,0 @@ -# Defiler - -**Role:** Other - -*Huge arachnoid Daemon Engines, Defilers are potent whether bombarding the foe from range or tearing through them at close quarters with piston-driven talons and claws. Those possessed by daemons of Nurgle fire grotesquely diseased projectiles that detonate in choking miasmic clouds or rains of corrosive slop, driving their targets from cover and rendering them easy prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 14 | 6+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** battle cannon; reaper autocannon; twin heavy flamer; Defiler claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battle cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast, lethal hits | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Defiler claws | Melee | 5 | 3 | 16 | -3 | D6+1 | — | -| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly MONSTER and VEHICLE models and terrain features that are 4" or less in height. -- **Barrage of Filth** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. - -**Keywords:** Defiler, Nurgle, Daemon, Vehicle, Walker, Smoke, Chaos -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Defiler - -**Wargear Options:** -- This model’s twin heavy flamer can be replaced with one of the following:- 1 Defiler scourge -- 1 havoc launcher -- This model’s reaper autocannon can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin lascannon -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/death-guard/datasheets/deredeo-dreadnought.md b/cogitator/factions/death-guard/datasheets/deredeo-dreadnought.md deleted file mode 100644 index 1f08e91..0000000 --- a/cogitator/factions/death-guard/datasheets/deredeo-dreadnought.md +++ /dev/null @@ -1,79 +0,0 @@ -# Deredeo Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | -| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | -| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Chaos, Nurgle, Dreadnought, Deredeo Dreadnought, Vehicle, Walker, Chaos, Nurgle, Smoke, Dreadnought, Deredeo Dreadnought, Smoke, Vehicle, Walker, Chaos, Nurgle, Smoke, Dreadnought, Deredeo Dreadnought, Vehicle, Walker, Chaos, Nurgle, Smoke, Dreadnought, Deredeo Dreadnought, Walker, Vehicle, Dreadnought, Deredeo Dreadnought, Smoke, Walker, Chaos, Nurgle, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Nurgle, Vehicle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Deredeo Dreadnought - -**Wargear Options:** -- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery -- 1 hellfire plasma carronade -- 1 volkite falconet battery -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with one of the following:- 1 aiolos missile launcher -- 1 boreas air defence missiles - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/death-guard/datasheets/falchion.md b/cogitator/factions/death-guard/datasheets/falchion.md deleted file mode 100644 index a83d5a1..0000000 --- a/cogitator/factions/death-guard/datasheets/falchion.md +++ /dev/null @@ -1,79 +0,0 @@ -# Falchion - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Titanic, Chaos, Nurgle, Smoke, Falchion, Vehicle, Titanic, Chaos, Nurgle, Smoke, Falchion, Vehicle, Titanic, Chaos, Nurgle, Smoke, Falchion, Smoke, Titanic, Chaos, Nurgle, Vehicle, Falchion, Vehicle, Titanic, Chaos, Nurgle, Smoke, Falchion, Vehicle -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Falchion - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/death-guard/datasheets/fellblade.md b/cogitator/factions/death-guard/datasheets/fellblade.md deleted file mode 100644 index c85ced5..0000000 --- a/cogitator/factions/death-guard/datasheets/fellblade.md +++ /dev/null @@ -1,88 +0,0 @@ -# Fellblade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| | | 0 | 3 | - | 0 | - | — | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | -| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. - -**Keywords:** Titanic, Vehicle, Fellblade, Smoke, Titanic, Chaos, Nurgle, Smoke, Fellblade, Chaos, Fellblade, Nurgle, Chaos, Titanic, Vehicle, Smoke, Vehicle, Nurgle, Smoke, Fellblade, Vehicle, Titanic, Chaos, Nurgle, Smoke, Fellblade, Vehicle, Titanic, Chaos, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Fellblade - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers -- 2 quad heavy bolters -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/death-guard/datasheets/fire-raptor-gunship.md b/cogitator/factions/death-guard/datasheets/fire-raptor-gunship.md deleted file mode 100644 index ef44389..0000000 --- a/cogitator/factions/death-guard/datasheets/fire-raptor-gunship.md +++ /dev/null @@ -1,76 +0,0 @@ -# Fire Raptor Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. - -**Keywords:** Chaos, Nurgle, Fire Raptor Gunship, Vehicle, Aircraft, Chaos, Nurgle, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Nurgle, Fire Raptor Gunship, Chaos, Nurgle, Fire Raptor Gunship, Vehicle, Fly, Fly, Fly, Aircraft, Aircraft, Vehicle, Chaos, Nurgle, Fly, Aircraft, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Nurgle, Fire Raptor Gunship, Vehicle -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Fire Raptor Gunship - -**Wargear Options:** -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons -- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/death-guard/datasheets/foetid-bloat-drone-with-heavy-blight-launcher.md b/cogitator/factions/death-guard/datasheets/foetid-bloat-drone-with-heavy-blight-launcher.md deleted file mode 100644 index 0f195e0..0000000 --- a/cogitator/factions/death-guard/datasheets/foetid-bloat-drone-with-heavy-blight-launcher.md +++ /dev/null @@ -1,65 +0,0 @@ -# Foetid Bloat-drone with Heavy Blight Launcher - -**Role:** Other - -*Some Foetid Bloat-drones carry heavy blight launchers and the bulky ammo hoppers required to feed them. Thrumming ponderously into firing positions, these airborne monsters bombard the enemy with volleys of explosive shells. Each detonation unleashes swift-spreading blights that chew through flesh, rust metal and even corrode souls.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** heavy blight launcher; plague probe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy blight launcher | 36 | D6+2 | 3 | 10 | -2 | 3 | blast, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plague probe | Melee | 3 | 3 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Explosive Blight** (Datasheet): In your Shooting phase, each time this model makes an attack that destroys an enemy unit, before removing the last model in that unit from play, roll a D6, adding 1 to the result if that unit is Afflicted: on a 5+, each enemy unit within 6" of that model is Afflicted until the start of your next turn. - -**Keywords:** Foetid Bloat-drone with Heavy Blight Launcher, Vehicle, Fly, Chaos, Nurgle, Daemon -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Foetid Bloat-drone - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/death-guard/datasheets/foetid-bloat-drone.md b/cogitator/factions/death-guard/datasheets/foetid-bloat-drone.md deleted file mode 100644 index c678501..0000000 --- a/cogitator/factions/death-guard/datasheets/foetid-bloat-drone.md +++ /dev/null @@ -1,69 +0,0 @@ -# Foetid Bloat-drone - -**Role:** Other - -*Foetid Bloat-drones are Daemon Engines that skim across the battlefield on clattering turbines. Adept at providing point support wherever needed, some mount grisly fleshmowers that allow them to charge the enemy lines in a blizzard of mangled flesh. Others are fitted with plaguespitters, sucking up battlefield filth before spewing it in diseased gouts across the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** fleshmower; plague probe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plaguespitter | 12 | D6 | N/A | 6 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fleshmower | Melee | 10 | 3 | 7 | -1 | 2 | lethal hits | -| Plague probe | Melee | 3 | 3 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Hovering Death** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Chaos, Fly, Vehicle, Nurgle, Daemon, Foetid Bloat-drone -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Foetid Bloat-drone - -**Wargear Options:** -- This model’s fleshmower can be replaced with 2 plaguespitters. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/death-guard/datasheets/foul-blightspawn.md b/cogitator/factions/death-guard/datasheets/foul-blightspawn.md deleted file mode 100644 index adcb628..0000000 --- a/cogitator/factions/death-guard/datasheets/foul-blightspawn.md +++ /dev/null @@ -1,81 +0,0 @@ -# Foul Blightspawn - -**Role:** Characters - -*Embedded into a Foul Blightspawn’s body is a malignant churn. As he cranks its rusted handle, he mixes a foul concoction of bubbling diseases and pollutants. Once satisfied his burbling blend of choking stew is ready, he levels his plague sprayer at the foe. Out his mixture surges like projectile vomit, melting whatever it touches.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plague sprayer; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plague sprayer | 12 | D6 | N/A | 7 | -2 | 2 | anti-infantry 2+, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Blinding Spray** (Datasheet): In the Fight phase, you can select one model from your army with this ability to use this ability. If you do, until the end of the phase, that model’s unit has the Fights First ability. Each model can only be selected for this ability once per battle. -- **Putrefying Stink** (Datasheet): Enemy models cannot start or end an Advance move within 9" of this model. - -**Keywords:** Chaos, Infantry, Character, Nurgle, Grenades, Foul Blightspawn -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Foul Blightspawn - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/death-guard/datasheets/gellerpox-infected.md b/cogitator/factions/death-guard/datasheets/gellerpox-infected.md deleted file mode 100644 index f661fd6..0000000 --- a/cogitator/factions/death-guard/datasheets/gellerpox-infected.md +++ /dev/null @@ -1,72 +0,0 @@ -# Gellerpox Infected - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NIGHTMARE HULK | 5" | 5 | 6+ | 4 | 7+ | 1 | -| GELLERPOX MUTANTS | 5" | 5 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Gellerpox Mutant is equipped with:** brutal weapons. - -**One Nightmare Hulk is equipped with:** belly-flamer; hideous mutations. - -**Every other Nightmare Hulk is equipped with:** hideous mutations. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Belly-flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutal weapons | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Hideous mutations | Melee | 4 | 4 | 6 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Fearsome (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. - -**Keywords:** Infantry, Chaos, Damned, Nurgle, Gellerpox Infected -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 4 Nightmare Hulks -- 3 Gellerpox Mutants - -**Wargear Options:** -- None - -**Points:** -- 7 models: 125pts diff --git a/cogitator/factions/death-guard/datasheets/great-unclean-one.md b/cogitator/factions/death-guard/datasheets/great-unclean-one.md deleted file mode 100644 index 6d68856..0000000 --- a/cogitator/factions/death-guard/datasheets/great-unclean-one.md +++ /dev/null @@ -1,67 +0,0 @@ -# Great Unclean One - -**Role:** Characters - -*These greater daemons possess the same boundless energy and drive to corrupt as a swift-spreading virus. Their booming voices roll across the battlefield, their cruel jollity and the perverse pride they take in their underlings’ achievements horribly at odds with the misery and disease they spread.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 12 | 5+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plague flail; putrid vomit; bilesword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plague flail | 6 | D6+1 | 3 | 7 | -2 | 2 | — | -| Putrid vomit | 12 | D6+3 | N/A | 5 | -2 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bileblade | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks, lethal hits | -| Bilesword – strike | Melee | 6 | 2 | 10 | -2 | D6+1 | lethal hits | -| Bilesword – sweep | Melee | 12 | 2 | 7 | -1 | 1 | lethal hits | -| Doomsday bell | Melee | 6 | 2 | 7 | -1 | 2 | lethal hits, Reverberating summons | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. -- **Daemon Lord of Nurgle (Aura)** (Datasheet): While a friendly Plague Legions unit is within 6" of this model, add 1 to the Toughness characteristic of models in that unit. -- **Nurgle’s Rot (Psychic)** (Datasheet): At the end of your Movement phase, you can select one enemy unit within 12" of this model. Until the start of your next Movement phase, that unit is rotted. While a unit is rotted, subtract 1 from the Toughness characteristic of models in that unit. -- **Reverberating Summons** (Wargear profile): Each time a model is destroyed by this weapon, you can select one friendly Plaguebearers unit within 12" of the bearer and return 1 destroyed Plaguebearer model to that unit. - -**Keywords:** Chaos, Great Unclean One, Summoned, Daemon, Character, Psyker, Nurgle, Monster -**Faction Keywords:** , Plague Legions - -**Unit Composition:** -- 1 Great Unclean One - -**Wargear Options:** -- This model’s plague flail can be replaced with 1 bileblade. -- This model’s bilesword can be replaced with 1 doomsday bell. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/death-guard/datasheets/greater-blight-drone.md b/cogitator/factions/death-guard/datasheets/greater-blight-drone.md deleted file mode 100644 index fe15f23..0000000 --- a/cogitator/factions/death-guard/datasheets/greater-blight-drone.md +++ /dev/null @@ -1,72 +0,0 @@ -# Greater Blight Drone - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bile maw; blightreaper cannon; greater plague probe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blightreaper cannon | 36 | 6 | 3 | 8 | -2 | 2 | lethal hits | -| Bile maw | 12 | 3 | 3 | 5 | 0 | 1 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Greater plague probe | Melee | 4 | 3 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Hovering Death** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Vehicle, Greater Blight Drone, Daemon, Nurgle, Fly, Chaos -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Greater Blight Drone - -**Wargear Options:** -- None - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/death-guard/datasheets/helbrute.md b/cogitator/factions/death-guard/datasheets/helbrute.md deleted file mode 100644 index 3267558..0000000 --- a/cogitator/factions/death-guard/datasheets/helbrute.md +++ /dev/null @@ -1,90 +0,0 @@ -# Helbrute - -**Role:** Other - -*The most terribly wounded of Nurgle’s champions are interred within the armoured sarcophagus of a Helbrute. Plague Surgeons take deep pleasure in sealing rivals and superiors inside these madness-inducing and agony-inflicting shells. In battle, they are living, enraged, battering rams, flushed with the blessings of Nurgle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** multi-melta; Helbrute fist; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, lethal hits | -| Plasma cannon | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous, lethal hits | -| Twin autocannon | 48 | 2 | 3 | 10 | -1 | 3 | twin-linked, lethal hits | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | lethal hits, sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Helbrute fist | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Helbrute hammer | Melee | 4 | 3 | 14 | -3 | D6+1 | — | -| Power scourge | Melee | 8 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Diseased Malice** (Datasheet): Each time this model makes an attack that targets an Afflicted unit, add 1 to the Wound roll. -- **Froth-spattered Frenzy** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. - -**Keywords:** Chaos, Nurgle, Helbrute, Walker, Vehicle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Helbrute - -**Wargear Options:** -- This model’s multi-melta can be replaced with one of the following:- 1 plasma cannon -- 1 twin autocannon -- 1 twin lascannon -- 1 twin heavy bolter -- 1 additional Helbrute fist -- 1 of this model’s Helbrute fists can be replaced with 1 missile launcher -- 1 of this model’s Helbrute fists can be replaced with one of the following:- 1 Helbrute hammer -- 1 power scourge -- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 combi-bolter* -- 1 heavy flamer* -- * That Helbrute fist cannot then be replaced. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/death-guard/datasheets/hell-blade.md b/cogitator/factions/death-guard/datasheets/hell-blade.md deleted file mode 100644 index bfe73fb..0000000 --- a/cogitator/factions/death-guard/datasheets/hell-blade.md +++ /dev/null @@ -1,67 +0,0 @@ -# Hell Blade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 twin autocannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Nurgle, Hell Blade, Aircraft, Nurgle, Hell Blade, Vehicle, Vehicle, Aircraft, Vehicle, Chaos, Fly, Fly, Fly, Nurgle, Hell Blade, Vehicle, Chaos, Aircraft, Chaos, Nurgle, Hell Blade, Chaos, Aircraft, Fly, Nurgle, Hell Blade, Vehicle, Chaos, Aircraft, Fly -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Hell Blade - -**Wargear Options:** -- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/death-guard/datasheets/hell-talon.md b/cogitator/factions/death-guard/datasheets/hell-talon.md deleted file mode 100644 index 0e3af5c..0000000 --- a/cogitator/factions/death-guard/datasheets/hell-talon.md +++ /dev/null @@ -1,68 +0,0 @@ -# Hell Talon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** autocannon; twin lascannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. - -**Keywords:** Nurgle, Aircraft, Fly, Nurgle, Hell Talon, Vehicle, Fly, Chaos, Aircraft, Fly, Aircraft, Fly, Vehicle, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Nurgle, Hell Talon, Chaos, Chaos, Vehicle, Nurgle, Hell Talon, Aircraft, Nurgle, Hell Talon, Vehicle, Chaos -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Hell Talon - -**Wargear Options:** -- This model’s autocannon can be replaced with 1 havoc launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/death-guard/datasheets/icon-bearer.md b/cogitator/factions/death-guard/datasheets/icon-bearer.md deleted file mode 100644 index 0fe5bfc..0000000 --- a/cogitator/factions/death-guard/datasheets/icon-bearer.md +++ /dev/null @@ -1,81 +0,0 @@ -# Icon Bearer - -**Role:** Characters - -*The icons borne by the Death Guard are rusted and corrupted dedications to Nurgle, forged into the shapes of the Grandfather’s symbols or those of the Legion itself. So wreathed in disease are these banners that nearby enemies are rapidly afflicted, dying agonising deaths as their convulsing bodies are reduced to slop.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; plague knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plague knife | Melee | 4 | 3 | 4 | 0 | 1 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Unclean Icon** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Blessed Icon of Disease** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Death Guard unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Chaos, Character, Infantry, Grenades, Icon Bearer, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Icon Bearer - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/death-guard/datasheets/kratos.md b/cogitator/factions/death-guard/datasheets/kratos.md deleted file mode 100644 index 5b61486..0000000 --- a/cogitator/factions/death-guard/datasheets/kratos.md +++ /dev/null @@ -1,95 +0,0 @@ -# Kratos - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | -| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | -| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Nurgle, Smoke, Kratos, Vehicle, Chaos, Nurgle, Smoke, Kratos, Vehicle, Chaos, Nurgle, Kratos, Smoke, Vehicle, Chaos, Nurgle, Smoke, Kratos, Vehicle, Chaos -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Kratos - -**Wargear Options:** -- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun -- 1 volkite cardanelle -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- 2 volkite calivers -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers -- 2 lascannons -- 2 volkite culverins -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 havoc launcher -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 twin boltgun -- This model can be equipped with 1 hunter killer missile - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/death-guard/datasheets/land-raider-achilles.md b/cogitator/factions/death-guard/datasheets/land-raider-achilles.md deleted file mode 100644 index 3825424..0000000 --- a/cogitator/factions/death-guard/datasheets/land-raider-achilles.md +++ /dev/null @@ -1,77 +0,0 @@ -# Land Raider Achilles - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Nurgle, Vehicle, Transport, Smoke, Chaos, Transport, Smoke, Nurgle, Land Raider Achilles, Vehicle, Transport, Smoke, Chaos, Land Raider Achilles, Nurgle, Transport, Smoke, Chaos, Chaos, Nurgle, Land Raider Achilles, Chaos, Vehicle, Land Raider Achilles, Nurgle, Smoke, Transport, Vehicle, Land Raider Achilles, Vehicle -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Land Raider Achilles - -**Wargear Options:** -- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/death-guard/datasheets/land-raider-proteus.md b/cogitator/factions/death-guard/datasheets/land-raider-proteus.md deleted file mode 100644 index d159b65..0000000 --- a/cogitator/factions/death-guard/datasheets/land-raider-proteus.md +++ /dev/null @@ -1,83 +0,0 @@ -# Land Raider Proteus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Transport, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Nurgle, Chaos, Smoke, Transport, Vehicle, Transport, Land Raider Proteus, Nurgle, Chaos -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Land Raider Proteus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 twin heavy bolter -- 1 twin heavy flamer -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 explorator augury web. - -**Transport:** -This model has a transport capacity of 12 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/death-guard/datasheets/leviathan-dreadnought.md b/cogitator/factions/death-guard/datasheets/leviathan-dreadnought.md deleted file mode 100644 index e0f4827..0000000 --- a/cogitator/factions/death-guard/datasheets/leviathan-dreadnought.md +++ /dev/null @@ -1,80 +0,0 @@ -# Leviathan Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | -| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Nurgle, Smoke, Walker, Dreadnought, Chaos, Chaos, Chaos, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Chaos, Walker, Vehicle, Leviathan Dreadnought, Walker, Nurgle, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Nurgle, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Leviathan Dreadnought - -**Wargear Options:** -- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance -- 1 storm cannon -- 1 meltagun and 1 Leviathan siege claw -- 1 meltagun and 1 Leviathan siege drill -- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. -- This model can be equipped with 3 hunter-killer missiles. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/death-guard/datasheets/lord-of-contagion.md b/cogitator/factions/death-guard/datasheets/lord-of-contagion.md deleted file mode 100644 index e31cee8..0000000 --- a/cogitator/factions/death-guard/datasheets/lord-of-contagion.md +++ /dev/null @@ -1,82 +0,0 @@ -# Lord of Contagion - -**Role:** Characters - -*Lords of Contagion are the most aggressive of Nurgle’s champions. Their tactics are as brutal and blunt as they are effective. Striding unharmed through torrents of enemy fire in their nigh-impregnable Cataphractii plate, they sweep aside foes in violent bursts of gore with their snarl-toothed and corroded blades.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** manreaper. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Manreaper – strike | Melee | 5 | 2 | 9 | -2 | 3 | lethal hits | -| Manreaper – sweep | Melee | 10 | 2 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Vector of Disease** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [LANCE] abilities. -- **Unholy Resilience** (Datasheet): The first time a model with this ability is destroyed in a battle round, roll one D6 at the end of the phase. On a 2+, set that model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. Each model can only be set up in this way once per battle. - -**Keywords:** Infantry, Lord of Contagion, Terminator, Nurgle, Chaos, Grenades, Character -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Lord of Contagion - -**Leader:** -Can lead: Deathshroud Terminators, Blightlord Terminators - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/death-guard/datasheets/lord-of-poxes.md b/cogitator/factions/death-guard/datasheets/lord-of-poxes.md deleted file mode 100644 index ce1a614..0000000 --- a/cogitator/factions/death-guard/datasheets/lord-of-poxes.md +++ /dev/null @@ -1,82 +0,0 @@ -# Lord of Poxes - -**Role:** Characters - -*The Lord of Poxes lumbers into battle amidst a churning cloud of spore-thick plague smog. These foul fumes wheeze from the miasmic turbine borne upon this monstrous champion’s shoulders and cannot only veil advancing Death Guard warriors from harm but also send foes crumpling to the ground as they claw at swollen throats and drown on their dissolving lungs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; great plague blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Great plague blade | Melee | 6 | 2 | 8 | -2 | 2 | devastating wounds, lethal Hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Gift of Poxes** (Datasheet): Add 3" to the range of this model’s Contagion Range. -- **Shroud of Disease** (Datasheet): While this model is leading a unit, that unit cannot be targeted by ranged attacks unless the attacking model is within 18". - -**Keywords:** Character, Grenades, Chaos, Nurgle, Lord of Poxes, Infantry -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Lord of Poxes - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/death-guard/datasheets/lord-of-virulence.md b/cogitator/factions/death-guard/datasheets/lord-of-virulence.md deleted file mode 100644 index e808879..0000000 --- a/cogitator/factions/death-guard/datasheets/lord-of-virulence.md +++ /dev/null @@ -1,86 +0,0 @@ -# Lord of Virulence - -**Role:** Characters - -*Lords of Virulence are powerful commanders whose grim oversight and plagueridden gifts bolster the marksmanship of nearby Death Guard forces. Coupled with the foulness that gushes from the barrels of their twin plague spewers and the vicious might of their slime-dripping power fists, they are formidable warriors indeed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** twin plague spewer; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Virulent Aura** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Wound roll. -- **Blight Bombardment** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this model. Until the end of the phase, each time a friendly Death Guard model makes a ranged attack that targets that unit, re-roll a Hit roll of 1 (if that attack is made with a Blast weapon, you can re-roll the Hit roll instead). - -**Keywords:** Infantry, Character, Chaos, Nurgle, Terminator, Lord of Virulence -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Lord of Virulence - -**Leader:** -Can lead: Deathshroud Terminators, Blightlord Terminators - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/death-guard/datasheets/malignant-plaguecaster.md b/cogitator/factions/death-guard/datasheets/malignant-plaguecaster.md deleted file mode 100644 index 2946729..0000000 --- a/cogitator/factions/death-guard/datasheets/malignant-plaguecaster.md +++ /dev/null @@ -1,83 +0,0 @@ -# Malignant Plaguecaster - -**Role:** Characters - -*Every foetid fibre of a Malignant Plaguecaster’s body is rotted and decayed. They are living conduits for Nurgle’s miasmas and maladies. Foul blights reside within their roiling, bloated frames, and when they are unleashed in an eruption of vomit and gases, they liquefy metal, stone andflesh.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Plague Wind; corrupted staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | -| Plague Wind – witchfire | 12 | D6 | N/A | 4 | -1 | D3 | psychic, torrent | -| Plague Wind – focused witchfire | 12 | D6+3 | N/A | 6 | -2 | D3 | hazardous, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Corrupted staff | Melee | 4 | 3 | 6 | -1 | D3 | lethal hits, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Gift of Contagion (Psychic)** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Afflicted, that attack has the [SUSTAINED HITS 1] ability. -- **Pestilent Fallout (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with its Plague Wind. Until the end of your opponent’s next turn, that unit is enfeebled. While a unit is enfeebled, subtract 2" from the Move characteristic of models in that unit. - -**Keywords:** Infantry, Character, Psyker, Chaos, Nurgle, Malignant Plaguecaster -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Malignant Plaguecaster - -**Leader:** -Can lead: Plague Marines, Poxwalkers - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/death-guard/datasheets/mastodon.md b/cogitator/factions/death-guard/datasheets/mastodon.md deleted file mode 100644 index 6cb3ff1..0000000 --- a/cogitator/factions/death-guard/datasheets/mastodon.md +++ /dev/null @@ -1,79 +0,0 @@ -# Mastodon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 14 | 2+ | 30 | 6+ | 12 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Transport, Nurgle, Chaos, Titanic, Vehicle, Mastodon, Smoke, Nurgle, Nurgle, Chaos, Titanic, Vehicle, Mastodon, Mastodon, Transport, Transport, Nurgle, Chaos, Titanic, Vehicle, Smoke, Transport, Nurgle, Chaos, Titanic, Vehicle, Transport, Smoke, Mastodon, Vehicle, Titanic, Chaos, Nurgle, Transport, Smoke, Mastodon, Smoke, Chaos, Titanic, Vehicle, Mastodon, Smoke -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Mastodon - -**Wargear Options:** -- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters -- 2 lascannons -- 2 volkite culverins -- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 volkite culverins - -**Transport:** -This model has a transport capacity of 45 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). - -**Points:** -- 1 model: 540pts diff --git a/cogitator/factions/death-guard/datasheets/miasmic-malignifier.md b/cogitator/factions/death-guard/datasheets/miasmic-malignifier.md deleted file mode 100644 index 05b3eb8..0000000 --- a/cogitator/factions/death-guard/datasheets/miasmic-malignifier.md +++ /dev/null @@ -1,65 +0,0 @@ -# Miasmic Malignifier - -**Role:** Fortifications - -*Festooned with swaying plague censers and tainted bells, Miasmic Malignifiers belch thick fumes from their rusted chimneys. Sown like spores across worlds, they are parasites that suck filth from the ground and latch themselves onto local infrastructure, polluting a planet on every level.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 10 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** miasmic gouts. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Miasmic gouts | 9 | 2D6 | N/A | 3 | 0 | 1 | ignores cover, torrent | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Putrescent Fog (Aura)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. -- **Diseased Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **DEPLOYMENT** (Fortification (левая колонка)): Both parts of this FORTIFICATION must be set up within 1" of each other. Both parts are then treated as a single model for all rules purposes. - -**Keywords:** Miasmic Malignifier, Chaos, Fortification, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Miasmic Malignifier - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/death-guard/datasheets/mortarion.md b/cogitator/factions/death-guard/datasheets/mortarion.md deleted file mode 100644 index b905cca..0000000 --- a/cogitator/factions/death-guard/datasheets/mortarion.md +++ /dev/null @@ -1,86 +0,0 @@ -# Mortarion - -**Role:** Characters - -*To stand in Mortarion’s presence is lethal, such is the pestilential aura that surrounds him. Wielding his gigantic scythe, Silence, he cuts apart entire enemy squads in seconds. With furious blasts of Lantern, his devastating sidearm of unknown provenance, he disintegrates heavy infantry and armour alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 5+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lantern; Rotwind; Silence. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lantern | 24 | 1 | 2 | 10 | -3 | 3 | pistol, sustained hits d3 | -| Rotwind | 24 | D6+3 | 2 | 7 | -2 | 1 | blast, devastating wounds, lethal hits, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Silence – strike | Melee | 5 | 2 | 14 | -3 | D6+1 | devastating wounds, lethal hits | -| Silence – sweep | Melee | 15 | 2 | 8 | -2 | 2 | lethal hits, sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Lord of the Death Guard** (Datasheet): Once per turn, this model can use one of the Lord of the Death Guard abilities (see left). -- **Host of Plagues** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model, adding 1 to the result if that enemy unit is Afflicted: on a 3+, that enemy unit suffers D3 mortal wounds. -- **Diseased Influence** (Primarch): Just after an enemy unit ends a Normal, Advance or Fall Back move within 9" of a friendly Death Guard unit that is within 6" of this model, if that DEATH GUARD unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 5". -- **Boon of Death** (Primarch): In the Fight phase, when a friendly DEATH GUARD unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, until the end of the phase, each time a model in that DEATH GUARD unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. -- **Inflamed Reprisal** (Primarch): In your opponent’s Shooting phase, when a friendly DEATH GUARD unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after the attacking unit has finished making its attacks, that Death Guard unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). -- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. - -**Keywords:** Character, Fly, Epic Hero, Grenades, Chaos, Daemon, Primarch, Mortarion, Nurgle, Psyker, Monster -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Mortarion – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 380pts diff --git a/cogitator/factions/death-guard/datasheets/mutoid-vermin.md b/cogitator/factions/death-guard/datasheets/mutoid-vermin.md deleted file mode 100644 index 3a185ab..0000000 --- a/cogitator/factions/death-guard/datasheets/mutoid-vermin.md +++ /dev/null @@ -1,60 +0,0 @@ -# Mutoid Vermin - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 2 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** diseased claws and fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diseased claws and fangs | Melee | 2 | 4 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Mischief Makers (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this unit, each time a model in that unit makes a melee attack, subtract 1 from the Hit roll. - -**Keywords:** Mutoid Vermin, Nurgle, Swarm, Chaos, Damned -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 16 Mutoid Vermin - -**Wargear Options:** -- None - -**Points:** -- 16 models: 85pts diff --git a/cogitator/factions/death-guard/datasheets/myphitic-blight-hauler.md b/cogitator/factions/death-guard/datasheets/myphitic-blight-hauler.md deleted file mode 100644 index 0c034ae..0000000 --- a/cogitator/factions/death-guard/datasheets/myphitic-blight-hauler.md +++ /dev/null @@ -1,69 +0,0 @@ -# Myphitic Blight-hauler - -**Role:** Other - -*Belching stinking gases that hang thick in the air, Myphitic Blight-haulers use their all-terrain mobility and heavy armaments to hunt down the enemy’s tanks and provide fire support even in the most dangerous environments. Should the enemy get too close, these Daemon Engines pounce with fanged maws and sprays of bile.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** bile spurt; missile launcher; multi-melta; gnashing maw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bile spurt | 12 | 3 | 3 | 5 | 0 | 1 | lethal hits | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gnashing maw | Melee | 4 | 3 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Tank Hunters** (Datasheet): In your Shooting phase, each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Myphitic Blight-hauler, Daemon, Nurgle, Chaos, Smoke, Vehicle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1-2 Myphitic Blight-hulers - -**Points:** -- 1 model: 100pts -- 2 models: 200pts diff --git a/cogitator/factions/death-guard/datasheets/noxious-blightbringer.md b/cogitator/factions/death-guard/datasheets/noxious-blightbringer.md deleted file mode 100644 index 02fa8bf..0000000 --- a/cogitator/factions/death-guard/datasheets/noxious-blightbringer.md +++ /dev/null @@ -1,82 +0,0 @@ -# Noxious Blightbringer - -**Role:** Characters - -*Tocsins of misery and cursed plague bells tolling, Noxious Blightbringers sow weakness among the enemy. Each rippling sound wave erodes the enemy’s will to fight, shatters bone and metal alike, and spawns metaphysical maggots in the minds of psykers. To the Death Guard, every distorted peal is invigorating, and upon hearing them, they surge eagerly into the fray.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasma pistol; cursed plague bell. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | pistol, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cursed plague bell | Melee | 5 | 3 | 4 | 0 | 2 | anti-psyker 2+, lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Sickening Vitality** (Datasheet): While this model is leading a unit, add 1" to the Move characteristic of models in that unit and you can re-roll Advance and Charge rolls made for that unit. -- **Tocsin of Misery (Aura)** (Datasheet): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of this model, that enemy unit must take a Battle-shock test, subtracting 1 from that test if it is a PSYKER unit. - -**Keywords:** Chaos, Noxious Blightbringer, Nurgle, Character, Infantry -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Noxious Blightbringer - -**Leader:** -Can lead: Plague Marines, Poxwalkers - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/death-guard/datasheets/nurglings.md b/cogitator/factions/death-guard/datasheets/nurglings.md deleted file mode 100644 index 08b3458..0000000 --- a/cogitator/factions/death-guard/datasheets/nurglings.md +++ /dev/null @@ -1,41 +0,0 @@ -# Nurglings - -**Role:** Other - -*Nurglings are malicious plague mites that pour across the battlefield in giggling masses. These foul imps might seem almost amusing from a distance, yet the illusion is shattered as the Nurglings spill forth to engulf their screaming victims in a rancid avalanche of needle fangs, filthy talons and bloated flesh.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 3 | 7+ | 4 | 8+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** diseased claws and teeth. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Diseased claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. -- **Mischief Makers** (Datasheet): Each time an enemy unit (excluding TITAN units) within Engagement Range of one or more units with this ability is selected to fight, until the end of the phase, each time a model in that enemy unit makes a melee attack, subtract 1 from the Hit roll. - -**Keywords:** Chaos, Swarm, Nurgle, Daemon, Summoned, Nurglings -**Faction Keywords:** Plague Legions, - -**Unit Composition:** -- 3-6 Nurgling Swarms - -**Points:** -- 3 models: 40pts -- 6 models: 70pts diff --git a/cogitator/factions/death-guard/datasheets/plague-drones.md b/cogitator/factions/death-guard/datasheets/plague-drones.md deleted file mode 100644 index 56701d2..0000000 --- a/cogitator/factions/death-guard/datasheets/plague-drones.md +++ /dev/null @@ -1,51 +0,0 @@ -# Plague Drones - -**Role:** Other - -*Plague Drones ride monstrous rot flies to war. These vile steeds scrabble and rip at their prey, impaling them on dripping proboscis orbiting off the heads of their victims. The finest stolen craniums are recovered and fashioned into filth-swollen projectiles - death’s heads - for the daemonic riders to hurl at their foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 6+ | 5 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** death’s heads; foul mouthparts; plaguesword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death’s heads | 12 | D3 | 4 | 4 | 0 | 1 | blast, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Foul mouthparts | Melee | 2 | 4 | 5 | -1 | 2 | extra attacks, lethal hits | -| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. -- **Death’s Heads** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Plague Legions unit makes an attack that targets that unit, you can re-roll the Wound roll. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Summoned, Plague Drones, Mounted, Fly, Chaos, Nurgle, Daemon -**Faction Keywords:** , Plague Legions - -**Unit Composition:** -- 1 Plaguebringer -- 2-5 Plague Drones - -**Wargear Options:** -- 1 Plague Drone that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Plague Drone that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 3 models: 115pts -- 6 models: 230pts diff --git a/cogitator/factions/death-guard/datasheets/plague-marines.md b/cogitator/factions/death-guard/datasheets/plague-marines.md deleted file mode 100644 index 99b8f58..0000000 --- a/cogitator/factions/death-guard/datasheets/plague-marines.md +++ /dev/null @@ -1,93 +0,0 @@ -# Plague Marines - -**Role:** Battleline - -*The mainstay of vectoriums, Plague Marines excel in gruelling firefights and relentless assaults that grind the enemy down. They are tactically astute, deploying plague spewers to drown hordes of enemies in toxic slime and blight launchers to release crippling ironblight into armoured vehicles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; plague knives. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blight launcher | 24 | D3 | 3 | 6 | -1 | 2 | blast, lethal hits | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | lethal hits | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plague belcher | 12 | D6 | N/A | 4 | 0 | 1 | anti-infantry 4+, ignores cover, torrent | -| Plague spewer | 12 | D6 | N/A | 5 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bubotic weapons | Melee | 4 | 3 | 5 | -2 | 1 | lethal hits | -| Heavy plague weapon | Melee | 3 | 4 | 8 | -2 | 2 | lethal hits | -| Plague knives | Melee | 3 | 3 | 4 | 0 | 1 | lethal hits | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | lethal hits | - -**Abilities:** -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Infused with the Blessings of Nurgle** (Datasheet): In your Shooting phase, each time this unit is selected to shoot, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is Afflicted. -- **Icon of Despair (Aura)** (Wargear): While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. - -**Keywords:** Plague Marines, Chaos, Nurgle, Infantry, Battleline, Grenades -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Plague Champion -- 4-9 Plague Marines - -**Wargear Options:** -- The Plague Champion’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 plasma gun -- 1 plasma pistol -- The Plague Champion’s plague knives can be replaced with one of the following:- 1 bubotic weapons -- 1 power fist -- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 blight launcher. -- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with 1 plague spewer. -- For every 5 models in this unit, 1 Plague Marine’s boltgun can be replaced with one of the following:- 1 meltagun -- 1 plague belcher -- 1 plasma gun -- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 bubotic weapons. -- For every 5 models in this unit, up to 2 Plague Marines can each have their boltgun replaced with 1 heavy plague weapon. -- One Plague Marine equipped with a boltgun can be equipped with 1 icon of despair. This model’s boltgun cannot be replaced. - -**Leader:** -Led By: Tallyman, Malignant Plaguecaster, Noxious Blightbringer, Foul Blightspawn, Biologus Putrifier, Plague Surgeon, Icon Bearer, Chaos Lord On Palanquin Of Nurgle, Sorcerer On Palanquin Of Nurgle, Lord of Poxes, Death Guard Chaos Lord - -**Points:** -- 5 models: 95pts -- 7 models: 130pts -- 10 models: 190pts diff --git a/cogitator/factions/death-guard/datasheets/plague-surgeon.md b/cogitator/factions/death-guard/datasheets/plague-surgeon.md deleted file mode 100644 index e3bf67d..0000000 --- a/cogitator/factions/death-guard/datasheets/plague-surgeon.md +++ /dev/null @@ -1,81 +0,0 @@ -# Plague Surgeon - -**Role:** Characters - -*Equipped with tainted, grime-smeared nartheciums and dripping baleswords, Plague Surgeons also carry vials and alembics full of boosters and stimulants for countless plagues. By such means do they give the Death Guard renewed strength and resilience while inflaming the enemy’s infections to unbearable degrees.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; balesword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | lethal hits, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Balesword | Melee | 4 | 3 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Tainted Narthecium** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. -- **Inflamed Infections** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time this model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. If that unit is Below Half-strength, an unmodified Hit roll of 4+ scores a Critical Hit instead. - -**Keywords:** Plague Surgeon, Chaos, Character, Infantry, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Plague Surgeon - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/death-guard/datasheets/plaguebearers.md b/cogitator/factions/death-guard/datasheets/plaguebearers.md deleted file mode 100644 index 7daebfe..0000000 --- a/cogitator/factions/death-guard/datasheets/plaguebearers.md +++ /dev/null @@ -1,44 +0,0 @@ -# Plaguebearers - -**Role:** Battleline - -*Born from the souls of those who die of Nurgle’s Rot, Plaguebearers are the foot soldiers of the Plague God. They wield plagueswords that drip with infectious slime and are surrounded by the endless drone of counting as they pursue their hopeless and eternal task of tallying each new outbreak of their master’s many diseases.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 7+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** plaguesword. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plaguesword | Melee | 2 | 3 | 4 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. -- **Infected Outbreak** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Summoned, Daemon, Nurgle, Battleline, Infantry, Chaos, Plaguebearers -**Faction Keywords:** , Plague Legions - -**Unit Composition:** -- 1 Plagueridden -- 9 Plaguebearers - -**Wargear Options:** -- 1 Plaguebearer that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Plaguebearer that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/death-guard/datasheets/plagueburst-crawler.md b/cogitator/factions/death-guard/datasheets/plagueburst-crawler.md deleted file mode 100644 index a660af1..0000000 --- a/cogitator/factions/death-guard/datasheets/plagueburst-crawler.md +++ /dev/null @@ -1,77 +0,0 @@ -# Plagueburst Crawler - -**Role:** Other - -*The brainchild of Mortarion himself, the Plagueburst Crawler is a hulking Daemon Engine with a giant ram-blade and thick armour plating that renders it incredibly resilient. Equipped with a Plagueburst mortar, the engine launches hideously powerful explosive shells that unleash clouds of corrosive spores upon detonation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 entropy cannons; heavy slugger; Plagueburst mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Entropy cannon | 36 | 1 | 3 | 10 | -3 | D6+1 | lethal hits | -| Heavy slugger | 36 | 4 | 3 | 5 | -1 | 1 | lethal hits | -| Plagueburst mortar | 48 | D6+3 | 3 | 8 | -1 | 2 | blast, indirect fire, lethal hits | -| Plaguespitter | 12 | D6 | N/A | 6 | -1 | 1 | anti-infantry 2+, ignores cover, torrent | -| Rothail volley gun | 36 | 3 | 3 | 5 | 0 | 1 | lethal hits, rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Spore-laced Shock Waves** (Datasheet): In your Shooting phase, each time you select a target for this model’s Plagueburst mortar, roll one D6 for the target unit and every other enemy unit within 3" of the target unit, adding 1 to that roll if the unit being rolled for is Afflicted. On a 6+, the unit being rolled for is struck by spores; after resolving all of this model’s attacks against the target unit, each unit struck by spores suffers D3 mortal wounds. - -**Keywords:** Nurgle, Vehicle, Chaos, Plagueburst Crawler, Daemon -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Plagueburst Crawler - -**Wargear Options:** -- This model’s 2 entropy cannons can be replaced with 2 plaguespitters. -- This model’s heavy slugger can be replaced with 1 rothail volley gun. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/death-guard/datasheets/poxwalkers.md b/cogitator/factions/death-guard/datasheets/poxwalkers.md deleted file mode 100644 index fa2ced5..0000000 --- a/cogitator/factions/death-guard/datasheets/poxwalkers.md +++ /dev/null @@ -1,68 +0,0 @@ -# Poxwalkers - -**Role:** Other - -*Poxwalkers are victims of walking pox, a cruel virulence that rots the infected almost to death while keeping them conscious. They are terror troops, their ceaseless groaning the vector by which they infect the truly living. In battle, they drown their foes in a sea of decaying flesh, clawing hands and gnashing teeth.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 7+ | 1 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** improvised weapon. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Improvised weapon | Melee | 2 | 5 | 3 | 0 | 1 | lethal hits | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Curse of the Walking Pox** (Datasheet): Each time a POXWALKER model in this unit makes an attack that destroys an enemy model (excluding MONSTER and VEHICLE models), after this unit has resolved its attacks, you can return one destroyed POXWALKER model to this unit. - -While Typhus is leading this unit, enemy models destroyed as a result of TYPHUS’ Eater Plague ability count as enemy models destroyed by an attack made by a POXWALKER model in this unit for the purposes of this ability. - -**Keywords:** Chaos, Nurgle, Infantry, Poxwalkers -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 10-20 Poxwalkers - -**Leader:** -Led By: Typhus, Malignant Plaguecaster, Noxious Blightbringer - -**Points:** -- 10 models: 65pts -- 20 models: 130pts diff --git a/cogitator/factions/death-guard/datasheets/rapier-carrier.md b/cogitator/factions/death-guard/datasheets/rapier-carrier.md deleted file mode 100644 index 14874c6..0000000 --- a/cogitator/factions/death-guard/datasheets/rapier-carrier.md +++ /dev/null @@ -1,67 +0,0 @@ -# Rapier Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery, Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery, Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery, Vehicle, Chaos, Nurgle, Rapier Carrier, Artillery -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Rapier Carrier - -**Wargear Options:** -- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon -- 1 laser destroyer -- 1 quad launcher - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/death-guard/datasheets/relic-contemptor-dreadnought.md b/cogitator/factions/death-guard/datasheets/relic-contemptor-dreadnought.md deleted file mode 100644 index 4a7a70b..0000000 --- a/cogitator/factions/death-guard/datasheets/relic-contemptor-dreadnought.md +++ /dev/null @@ -1,96 +0,0 @@ -# Relic Contemptor Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy plasma cannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | -| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | -| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | -| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Nurgle, Dreadnought, Relic Contemptor Dreadnought, Dreadnought, Nurgle, Chaos, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Nurgle, Dreadnought, Relic Contemptor Dreadnought, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Vehicle, Vehicle, Chaos, Walker, Chaos, Chaos, Nurgle, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Nurgle, Walker, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Nurgle, Chaos, Walker -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Relic Contemptor Dreadnought - -**Wargear Options:** -- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon -- 1 kheres-pattern assault cannon -- 1 multi-melta -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 twin volkite culverin -- 1 Dreadnought chainfist and 1 combi-bolter -- 1 Dreadnought combat weapon and 1 combi-bolter -- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster -- 1 heavy flamer -- 1 plasma blaster -- This model can be equipped with 1 cyclone missile launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/death-guard/datasheets/rotigus.md b/cogitator/factions/death-guard/datasheets/rotigus.md deleted file mode 100644 index 511ea78..0000000 --- a/cogitator/factions/death-guard/datasheets/rotigus.md +++ /dev/null @@ -1,59 +0,0 @@ -# Rotigus - -**Role:** Characters - -*Rotigus Rainfather lumbers into battle, vomiting rivers of corrosive, plague-laden filth across all who stand in its path. In its bloated fist, it clutches a gnarlrod while an endless and infectious downpour accompanies the daemon, a fecund flood fit to drown, corrupt and mutate all it touches.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 12 | 5+ | 22 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** streams of brackish filth; gnarlrod. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Streams of brackish filth | 12 | 2D6 | N/A | 8 | -2 | 1 | devastating wounds, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gnarlrod – strike | Melee | 7 | 2 | 10 | -3 | 3 | lethal hits, psychic | -| Gnarlrod – sweep | Melee | 14 | 2 | 8 | -1 | 1 | lethal hits, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Pact of Decay** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction. -- **Virulent Blessing (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 24" and visible to this model. Until the end of the phase, each time an attack made by a Plague Legions model is allocated to a model in that unit, add 1 to the Damage characteristic of that attack. -- **Deluge of Nurgle (Aura)** (Datasheet): While an enemy unit is within 6" of this model, subtract 2 from the Move characteristic and subtract 1 from the Objective Control characteristic of models in that unit. - -**Keywords:** Summoned, Daemon, Nurgle, Chaos, Psyker, Epic Hero, Character, Monster, Rotigus -**Faction Keywords:** , Plague Legions - -**Unit Composition:** -- 1 Rotigus – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 265pts diff --git a/cogitator/factions/death-guard/datasheets/sicaran-battle-tank.md b/cogitator/factions/death-guard/datasheets/sicaran-battle-tank.md deleted file mode 100644 index bb998a4..0000000 --- a/cogitator/factions/death-guard/datasheets/sicaran-battle-tank.md +++ /dev/null @@ -1,74 +0,0 @@ -# Sicaran Battle Tank - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Sicaran Battle Tank, Nurgle, Vehicle, Sicaran Battle Tank, Smoke, Nurgle, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Nurgle, Chaos, Sicaran Battle Tank, Chaos, Vehicle, Vehicle, Chaos, Smoke, Nurgle -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Sicaran Battle Tank - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/death-guard/datasheets/sicaran-punisher.md b/cogitator/factions/death-guard/datasheets/sicaran-punisher.md deleted file mode 100644 index cdfad4e..0000000 --- a/cogitator/factions/death-guard/datasheets/sicaran-punisher.md +++ /dev/null @@ -1,74 +0,0 @@ -# Sicaran Punisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Nurgle, Vehicle, Chaos, Sicaran Punisher, Nurgle, Smoke, Sicaran Punisher, Vehicle, Chaos, Nurgle, Smoke, Vehicle, Chaos, Sicaran Punisher, Smoke, Sicaran Punisher, Vehicle, Chaos, Nurgle -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Sicaran Punisher - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/death-guard/datasheets/sicaran-venator.md b/cogitator/factions/death-guard/datasheets/sicaran-venator.md deleted file mode 100644 index 1607c12..0000000 --- a/cogitator/factions/death-guard/datasheets/sicaran-venator.md +++ /dev/null @@ -1,74 +0,0 @@ -# Sicaran Venator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Chaos, Nurgle, Smoke, Sicaran Venator, Chaos, Nurgle, Smoke, Sicaran Venator, Vehicle, Chaos, Nurgle, Smoke, Sicaran Venator, Vehicle, Chaos, Nurgle, Smoke, Sicaran Venator, Vehicle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Sicaran Venator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/death-guard/datasheets/sokar-pattern-stormbird.md b/cogitator/factions/death-guard/datasheets/sokar-pattern-stormbird.md deleted file mode 100644 index dbbe109..0000000 --- a/cogitator/factions/death-guard/datasheets/sokar-pattern-stormbird.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sokar-pattern Stormbird - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 13 | 2+ | 40 | 6+ | 0 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Titanic, Fly, Aircraft, Transport, Chaos, Nurgle, Sokar-pattern Stormbird, Vehicle, Titanic, Fly -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Sokar-pattern Stormbird - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 55 Death Guard Infantry or Death Guard Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). - -**Points:** -- 1 model: 900pts diff --git a/cogitator/factions/death-guard/datasheets/sorcerer-on-palanquin-of-nurgle.md b/cogitator/factions/death-guard/datasheets/sorcerer-on-palanquin-of-nurgle.md deleted file mode 100644 index d3b29fc..0000000 --- a/cogitator/factions/death-guard/datasheets/sorcerer-on-palanquin-of-nurgle.md +++ /dev/null @@ -1,97 +0,0 @@ -# Sorcerer On Palanquin Of Nurgle - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Infernal Gaze; force weapon; Nurgling's claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Infernal Gaze – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Infernal Gaze – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Nurgling’s claws and teeth | Melee | 4 | 5 | 2 | 0 | 1 | extra attacks, lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Gift of Poxes (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Feculent Despair (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test. - -**Keywords:** Infantry, Character, Grenades, Chaos, Psyker, Palanquin of Nurgle, Sorcerer, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Sorcerer on Palanquin of Nurgle - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 Astartes chainsword -- 1 power fist - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/death-guard/datasheets/spartan.md b/cogitator/factions/death-guard/datasheets/spartan.md deleted file mode 100644 index 4be77d3..0000000 --- a/cogitator/factions/death-guard/datasheets/spartan.md +++ /dev/null @@ -1,81 +0,0 @@ -# Spartan - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke, Spartan, Vehicle, Chaos, Nurgle, Transport, Smoke -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Spartan - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 28 Death Guard Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/death-guard/datasheets/storm-eagle-gunship.md b/cogitator/factions/death-guard/datasheets/storm-eagle-gunship.md deleted file mode 100644 index 4962721..0000000 --- a/cogitator/factions/death-guard/datasheets/storm-eagle-gunship.md +++ /dev/null @@ -1,82 +0,0 @@ -# Storm Eagle Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Nurgle, Storm Eagle Gunship -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Storm Eagle Gunship - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta -- 1 typhoon missile launcher -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons - -**Transport:** -This model has a transport capacity of 22 Death Guard Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/death-guard/datasheets/tallyman.md b/cogitator/factions/death-guard/datasheets/tallyman.md deleted file mode 100644 index 08b83dd..0000000 --- a/cogitator/factions/death-guard/datasheets/tallyman.md +++ /dev/null @@ -1,82 +0,0 @@ -# Tallyman - -**Role:** Characters - -*The Tallymen are the preachers of Nurgle’s sevenfold doctrine. They are bedecked with rotten scrolls covered in frenzied scrawls and tallies. Nurglings crawl around them, bearing more tomes and parchments. Through gigantic vox-speakers, Tallymen bellow sacred chants of the three and of the seven, spurring on the Death Guard.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasma pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Malicious Calculations** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll. -- **Sevenfold Chant** (Datasheet): In your Command phase, if this model is on the battlefield, roll 2D6: on a 7+, you gain 1CP. - -**Keywords:** Nurgle, Tallyman, Chaos, Character, Infantry -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Tallyman - -**Leader:** -Can lead: Plague Marines - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/death-guard/datasheets/terrax-pattern-termite.md b/cogitator/factions/death-guard/datasheets/terrax-pattern-termite.md deleted file mode 100644 index 3c56ceb..0000000 --- a/cogitator/factions/death-guard/datasheets/terrax-pattern-termite.md +++ /dev/null @@ -1,78 +0,0 @@ -# Terrax-pattern Termite - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | -| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Chaos, Vehicle, Chaos, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Nurgle, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos -**Faction Keywords:** Death Guard, - -**Unit Composition:** -- 1 Terrax-pattern Termite - -**Wargear Options:** -- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers -- 2 twin volkite chargers - -**Transport:** -This model has a transport capacity of 12 Death Guard Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/death-guard/datasheets/typhon.md b/cogitator/factions/death-guard/datasheets/typhon.md deleted file mode 100644 index 88c1630..0000000 --- a/cogitator/factions/death-guard/datasheets/typhon.md +++ /dev/null @@ -1,76 +0,0 @@ -# Typhon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** dreadhammer siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). - -**Keywords:** Typhon, Vehicle, Chaos, Nurgle, Smoke, Typhon, Vehicle, Chaos, Nurgle, Smoke, Vehicle, Chaos, Nurgle, Smoke, Typhon, Vehicle, Chaos, Nurgle, Smoke, Typhon -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Typhon - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/death-guard/datasheets/typhus.md b/cogitator/factions/death-guard/datasheets/typhus.md deleted file mode 100644 index 2632f1e..0000000 --- a/cogitator/factions/death-guard/datasheets/typhus.md +++ /dev/null @@ -1,82 +0,0 @@ -# Typhus - -**Role:** Characters - -*Host of the Destroyer Hive, for millennia Typhus has travelled the galaxy, spreading Nurgle’s Rot and killing billions. When he takes to the field, he slices apart countless foes with his filth-encrusted power scythe and unleashes the swarming horror of his Destroyer Hive to engulf them in murderous plague flies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lakrimae. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lakrimae – strike | Melee | 6 | 2 | 9 | -2 | 3 | lethal hits | -| Lakrimae – sweep | Melee | 12 | 2 | 6 | -1 | 1 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **The Destroyer Hive** (Datasheet): While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll. -- **Eater Plague (Psychic)** (Datasheet): In your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this PSYKER) and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Character, Infantry, Terminator, Nurgle, Chaos, Epic Hero, Psyker, Typhus -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Typhus – EPIC HERO - -**Leader:** -Can lead: Deathshroud Terminators, Poxwalkers, Blightlord Terminators - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/death-guard/datasheets/whirlwind-scorpius.md b/cogitator/factions/death-guard/datasheets/whirlwind-scorpius.md deleted file mode 100644 index 587f2bf..0000000 --- a/cogitator/factions/death-guard/datasheets/whirlwind-scorpius.md +++ /dev/null @@ -1,70 +0,0 @@ -# Whirlwind Scorpius - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Scorpius multi-launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Nurgle, Chaos, Smoke, Vehicle, Whirlwind Scorpius, Nurgle, Chaos, Smoke, Vehicle, Chaos, Smoke, Vehicle, Smoke, Whirlwind Scorpius, Whirlwind Scorpius, Nurgle, Chaos, Vehicle, Whirlwind Scorpius, Nurgle -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Whirlwind Scorpius - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/death-guard/datasheets/xiphon-interceptor.md b/cogitator/factions/death-guard/datasheets/xiphon-interceptor.md deleted file mode 100644 index 524ee74..0000000 --- a/cogitator/factions/death-guard/datasheets/xiphon-interceptor.md +++ /dev/null @@ -1,67 +0,0 @@ -# Xiphon Interceptor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Nurgle’s Gift (Aura)** (Faction): If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). - -CONTAGION RANGE -Contagion Range changes over the course of the battle: - -AFFLICTED -During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.Skullsquirm Blight - -This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. - -Each time a model in this unit makes an attack, subtract 1 from the Hit roll. - -Rattlejoint Ague - -Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. - -Worsen the Save characteristic of models in this unit by 1. - -Scabrous Soulrot - -Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. - -Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Nurgle, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Fly, Xiphon Interceptor, Vehicle, Aircraft, Chaos, Nurgle, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Nurgle, Xiphon Interceptor -**Faction Keywords:** , Death Guard - -**Unit Composition:** -- 1 Xiphon Interceptor - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/death-guard/detachments.md b/cogitator/factions/death-guard/detachments.md new file mode 100644 index 0000000..613b26d --- /dev/null +++ b/cogitator/factions/death-guard/detachments.md @@ -0,0 +1,855 @@ +# Death Guard Detachments + +# Arch-Contaminators + +***Spearheading assaults onto enemy voidships or digging in to defend the most vital of their own plague ships’ systems and chambers, these chosen of Mortarion are as indomitable as they are foul. No foe can long endure their feculent ferocity.*** + +## Abilities + +### Inescapable Corruption +Each time an enemy unit is selected to perform a Tactical Manoeuvre, if that unit is within Contagion Range of one or more units from your army, that enemy unit must take a Leadership test. If that test is failed, that Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and declare a charge this turn as normal). + +In addition, in your Command phase, roll one D6 for each objective marker that is within Contagion Range of one or more units from your army and is Secured by your opponent’s army: on a 5+, that objective marker is no longer Secured by your opponent’s army. + +## Stratagems + +### ALLIES OF ENTROPY — 1CP +**Type:** Arch-Contaminators – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### CLOUD OF FLIES — 1CP +**Type:** Arch-Contaminators – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll. + +### CORROSIVE CURSE — 1CP +**Type:** Arch-Contaminators – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army. + +**RESTRICTIONS:** You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge. + +### SEED OF CORRUPTION — 1CP +**Type:** Arch-Contaminators – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase. + +**EFFECT:** If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn. + +## Enhancements + +### Disgusting Reinvigoration — 0pts +*Grotesque maws and stabbing probosces burst from this champion’s bloated form to consume and corrupt the very life essence of their victims.* +Each time the bearer destroys an enemy model with a melee attack, roll one D6: on a 5+, the bearer regains one lost wound (to a maximum of two lost wounds per phase). + +### Miasmic Odour — 0pts +*An omnipresent reek of decay wreathes this dark champion, mingling with swarms of parasitic plague flies and turgid clouds of infectious spores.* +Add 3" to the Contagion Range of the bearer. + +--- + +# Champions of Contagion + +*There are many ways to worship Nurgle: the brewing of virulent plagues, the foul perversion of the surgeon’s craft, sharing the abundance of unfettered sickness with armies of foes; the champions of the Death Guard practise these and many other expressions of the Plague Lord’s faith. A vectorium rich in these diabolical madmen can unleash the full horror of the Legion’s alchemical, biological and sorcerous weapons. Foul Blightspawn lumber amidst their comrades, their excremental reek heralding the jetting corrosive sprays of their weapons. Noxious Blightbringers toll their tocsins of misery, battering the foe with entropic shock waves even as Biologus Putrifiers caper through their ranks to fling brittleglass alembics and jab the needles of their injector pistols into promising victims. All the while, the droning count of the Tallymen booms out through rusted vox-emitters, and Plague Surgeons ply their macabre trade, even as their fellow Plague Marines storm relentlessly forward over the withered and maddened remnants of the foe.* + +## Abilities + +### Manifold Maladies +At the start of the battle round, you can select one of the Plagues listed in Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague. + +## Stratagems + +### BLESSINGS OF FILTH — 1CP +**Type:** Champions of Contagion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### DEATH’S HEADS — 1CP +**Type:** Champions of Contagion – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Biologus Putrifier unit from your army that is not within Engagement Range of one or more enemy units and has not been selected to shoot this phase. + +**EFFECT:** Select one enemy unit (excluding VEHICLES) that is within 8" of and visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see Nurgle’s Gift). + +### GROTESQUE FORTITUDE — 1CP +**Type:** Champions of Contagion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, add 2 to the Toughness characteristic of models in your unit. + +### MALIGNANCE MAGNIFIED — 2CP +**Type:** Champions of Contagion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### MOBILE VECTOR — 1CP +**Type:** Champions of Contagion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, before the Reinforcements step. + +**TARGET:** One Death Guard Character unit from your army that is not leading a unit. + +**EFFECT:** Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly. + +### RABID INFUSION — 1CP +**Type:** Champions of Contagion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Death Guard unit from your army that includes two Character models. + +**EFFECT:** Until the end of the phase, your unit has the Fights First ability. + +## Enhancements + +### Cornucophagus — 35pts +*A plague bellows fashioned by daemonic smiths in a realm of pure putrescence, this rasping device exhales an endless cloying soup of lividly glowing plague motes.* +Lord of Poxes only. In the Declare Battle Formations step select one Plague. Until the end of the battle, while an enemy unit is within Contagion Range of the bearer, that enemy unit has the effect of that Plague in addition to any other. + +### Final Ingredient — 20pts +*Be it the eye of a Kroot or a Space Marine’s hearts, ground Ork tusk, or something unnameable wrenched from within a Tyranid’s corpse, this champion needs just one more ingredient to perfect a powerful new plague.* +Biologus Putrifier only. Once per battle, after the bearers unit has fought, if one or more CHARACTER models were destroyed as a result of those attacks, select one Plague. Until the end of the battle, while an enemy unit is Afflicted, that unit has the effect of the selected Plague in addition to any other. + +### Needle of Nurgle — 25pts +*This plague-saturated narthecium delivers generous doses of infernal maladies that restore life to even the most hideously mangled of Mortarion’s sons.* +Plague Surgeon only. Each time the bearer uses its Tainted Narthecium ability, you can return up to D3 destroyed models to the bearer’s unit (instead of 1). + +### Visions of Virulence — 15pts +*The touch of this sorcerer’s mind upon another triggers feverish visions of abundant foulness that erupt into physical manifestations as they reach their crescendo.* +Malignant Plaguecaster only. While an enemy unit is enfeebled by the bearer’s Pestilent Fallout ability, that unit is also Afflicted. + +--- + +# Death Lord’s Chosen + +*The mightiest champions of the Death Guard are as formidable in battle as they are bloated with the infectious blessings of Nurgle. When they congeal into a unified fighting force, these dread warriors become the grim and relentless will of Mortarion made manifest. Such a vectorium is quite capable of conquering an enemy flagship or command fortress, launching assassination strikes against crucial enemy personnel or breaking into the most heavily defended sacred sites. It is not unusual for Mortarion’s champions to turn the course of an entire war with a single shock onslaught or immovable defensive action; this is most likely when the Daemon Primarch leads in person. With their gene-sire’s jaundiced gaze weighing heavy upon them, bands of Deathshroud and Blightlord Terminators tear an unstoppable path through the foe. Supported by hand-picked squads of Plague Marines, bellowing Helbrutes and twisted champions, they sweep aside all who stand in their path.* + +## Abilities + +### Deadly Vectors +In your opponent’s Command phase, roll 2D6 for each Afflicted enemy unit, subtracting 1 from the result if that unit is Below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds. + +## Stratagems + +### BLOOMING PESTILENCE — 1CP +**Type:** Death Lord’s Chosen – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start of any phase. + +**TARGET:** One Terminator unit from your army. + +**EFFECT:** Until the end of the phase, add 3" to the Contagion Range of models in your unit. + +### GRIM REAPERS — 1CP +**Type:** Death Lord’s Chosen – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Terminator unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll. + +### MORTARION'S TEACHINGS — 1CP +**Type:** Death Lord’s Chosen – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Terminator unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities. + +### SICKENING IMPACT — 1CP +**Type:** Death Lord’s Chosen – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Terminator unit from your army ends a Charge move. + +**TARGET:** That TERMINATOR unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### SIGNAL POX — 1CP +**Type:** Death Lord’s Chosen – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Lord of Virulence model from your army. + +**EFFECT:** Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted. + +### UNDYING SPITE — 1CP +**Type:** Death Lord’s Chosen – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### Face of Death — 10pts +*So grotesque and monstrous is this champion’s aspect that it fills the enemy with unreasoning dread simply to look upon him.* +Terminator model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. + +### Helm of the Fly King — 20pts +*This armoured helm was crafted by the Daemon Prince Vermifulgus the Pestilent and carries his squirming enchantments. It manifests its wearer's will as roaring swarms of plump flies that whirl about their creator like an occluding shroud or descend on the foe to blind eyes, clog sensors and spread revolted panic.* +Terminator model only. While the bearer is leading a unit, models in that unit cannot be targeted by ranged attacks unless the attacking model is within 18". + +### Vile Vigour — 15pts +*A fanatical worshipper of Nurgle and a talented orator, this champion can infect their followers with the urgent need to forge into battle and spread the Plague God’s blessings to all.* +Terminator model only. While the bearer is leading a unit, add 1" to the Movement characteristic of models in that unit and you can re-roll Advance rolls made for that unit. + +### Warprot Talisman — 30pts +*By invoking the power of this ancient talisman, the bearer can rot a sagging rent in reality and step through the Warp to burst forth elsewhere amidst a gushing sluice of foul fluids.* +Terminator model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +--- + +# Flyblown Host + +*As the Death Guard stride inexorably towards their foes, the battlefield thrums and buzzes with the wingbeats of a trillion swollen flies. Bloated and mutated Plague Marines march beneath a pathogenic haze, striding forward slowly and purposefully, unleashing precise salvoes of diseased projectiles. The obscuring swarms foul the foe’s return fire, and whatever clots of contagion their desperate shots manage to clear away are filled moments later by yet more hovering vermin. Amidst the droning miasma, the Death Guard stride on, at one with the crawling and buzzing horror surrounding them. As the horrifying cloud washes over the enemy, their warriors retch and claw at their skin. The Plague Marines exploit the distraction ruthlessly, cutting down their stricken foes and leaving nothing but rotting corpses in their wake.* + +## Abilities + +### Verminous Haze +Death Guard Infantry units (excluding Poxwalkers units) from your army that are not embarked within a Transport have the Scouts 5" and Stealth abilities. + +## Stratagems + +### DRONING HORROR — 1CP +**Type:** Flyblown Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Death Guard Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead. + +### ENERVATING ONSLAUGHT — 1CP +**Type:** Flyblown Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move. + +**TARGET:** That Death Guard Infantry unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### EYE OF THE SWARM — 1CP +**Type:** Flyblown Host – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Death Guard Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability. + +### MYPHITIC INVIGORATION — 1CP +**Type:** Flyblown Host – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. + +### NAUSEATING PAROXYSMS — 1CP +**Type:** Flyblown Host – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result. + +### VERMIN CLOUD — 1CP +**Type:** Flyblown Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Death Guard Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +## Enhancements + +### Droning Chorus — 15pts +*Festering swarms follow this champion to battle, and the drone of a billion flies invigorates his warriors’ rotting bodies, lending them fresh focus.* +Death Guard Infantry model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability. + +### Insectile Murmuration — 20pts +*The buzzing swarms respond to this champion’s will, sweeping down upon his chosen target, their crawling, biting and droning enfeebling the horrified foe.* +Death Guard Infantry model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re-roll a Wound roll of 1. + +### Plagueveil — 25pts +*When this diseased pilgrim marches to sites of festering putrescence, Nurgle’s blessings manifest in a buzzing clot of darkness that falls like an enshrouding fog over them and their disciples.* +Death Guard Infantry model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### Rejuvenating Swarm — 10pts +*With a hacking prayer to Nurgle, this warrior calls upon the swarm. Buzzing clumps of plague‑bearing flies settle upon his bloated form and vomit streams of rejuvenating contagion into festering wounds.* +Death Guard Infantry model only. At the end of each phase, the bearer regains all of its lost wounds. + +--- + +# Mortarion’s Hammer + +*The armoured might of the Death Guard has warped and corroded over the millennia, but it remains prodigious. Formed into grinding spearheads and smog-belching batteries, squadrons of ancient battle tanks and Daemon Engines mass their blunt and brutish power before unleashing it on the foe. Their onslaught is heralded by a rain of rust-pocked artillery shells, alchemical munitions and brittleglass plague-spheres hurled from infernal field guns and towering Daemon Engines behind the lines. The foe cower beneath this explosive deluge, many torn apart by thunderous detonations or eaten away by whirling spore clouds. Amid the devastation surge reaper colonies of Plague Marines mounted in Rhinos and Land Raiders. These warriors are masters of capitalising upon their foes’ dismay and horror, tearing the guts out of the most formidable defence lines even as carrion-feeding war engines close in to finish off knots of resistance. Many a siege has been swiftly broken in this way by the fall of Mortarion’s Hammer.* + +## Abilities + +### Miasmic Bombardment +At the start of the battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below. + +**BATTLE SIZE****UNITS**Incursion**1**Strike Force**2**Onslaught**3** + +## Stratagems + +### BLIGHTED LAND — 2CP +**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your Movement phase. + +**TARGET:** One Death Guard Vehicle unit from your army. + +**EFFECT:** Select one terrain feature within 24" of and visible to your unit. Until the start of your next turn, enemy units are Afflicted while they are within 3" of that terrain feature. + +### DRAWN TO DESPAIR — 1CP +**Type:** Mortarion’s Hammer – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Death Guard unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll. + +### EYESTINGER STORM — 1CP +**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase. + +**TARGET:** One Death Guard Vehicle unit from your army. + +**EFFECT:** Select one objective marker visible to one or more models in your unit. Each Afflicted enemy unit within range of that objective marker must take a Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. + +### FONT OF FILTH — 1CP +**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Death Guard Vehicle unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. + +### RELENTLESS GRIND — 1CP +**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Death Guard Vehicle unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. + +### STINKING MIRE — 1CP +**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One Death Guard Vehicle unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). + +## Enhancements + +### Bilemaw Blight — 10pts +*This foul sorcerer has been blessed with a unique affliction that allows them to inflate their body like a repulsive bellows before vomiting forth a pressurised torrent of filth that would do any Great Unclean One proud.* +Malignant Plaguecaster only. At the start of your Shooting phase, until the end of the phase, add 12" to the Range characteristics of the bearer’s Plague Wind weapon. + +### Eye of Affliction — 20pts +*Peering at the world through this bloated yellow orb, the bearer of this vile gift sees the souls of the sickened burning bright as targeting flares no matter how their victims try to hide.* +DEATH GUARD model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability while targeting an Afflicted enemy unit. + +### Shriekworm Familiar — 15pts +*This daemonic familiar lives in the champion’s flesh and watches with bitter paranoia for enemy threats. Should it spot a counterattack from the foe, it bursts forth to scream its shrill warning.* +DEATH GUARD model only. Once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. + +### Tendrilous Emissions — 30pts +*This warrior has gained greater control of the vile fumes that billow from their armour, willing them forward like coiling tentacles to wreathe targets and guide in the fire of allied war engines.* +Lord of Virulence only. While the bearer is within 3" of one or more friendly Death Guard Vehicle units, the bearer has the Lone Operative ability, and each time one of those VEHICLE units makes a ranged attack that targets an enemy unit visible to the bearer, re-roll a Wound roll of 1. + +--- + +# Shamblerot Vectorium + +*Many vectoriums unleash heaving swarms of Poxwalkers to soften up and encircle their foes. The first the enemy knows of such an onslaught is the stink of diseased flesh upon the air, mingled with the agonised groans of countless plague-ridden mutants. Then they come - spilling from doorways and windows, boiling up from sewer outlets, trench networks and subterranean transit networks, crawling out of vehicle wrecks and rising from carrion heaps; thousands upon thousands of Poxwalkers converging on the foe at a stumbling yet relentless pace. Engulfed in a sea of grasping hands, biting maws and bloated flesh, even the finest strategies of the foe falter and fail. The enemy finds themselves forced into a battle for survival as they strive to fend off the Poxwalkers closing in from every side. It is at this point that the Death Guard themselves strike. Off balance, broken into desperate pockets and running low on ammunition, the foe has little hope of standing against this second, more punishing onslaught.* + +## Abilities + +### Numberless Horde +In your Command phase in each of the following battle rounds, depending on your chosen battle size, add a new Poxwalkers unit with a Starting Strength of 10 to your army, in Strategic Reserves. + +**BATTLE SIZE****BATTLE ROUNDS**Incursion**2,3**Strike Force**2, 3, 4**Onslaught**2, 3, 4, 5** +KEYWORDS +POXWALKERS units from your army gain the BATTLELINE keyword. + +## Stratagems + +### GNAWING HUNGER — 1CP +**Type:** Shamblerot Vectorium – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Poxwalkers unit from your army. + +**EFFECT:** Until the end of the turn, add 1 to the Move characteristic of models in your unit, and add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit. + +### GRIP OF THE WALKING POX — 1CP +**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Poxwalkers unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** After the attacking unit has fought, roll one D6 for each model from your unit that was destroyed as a result of those attacks: on a 6, the attacking unit suffers 1 mortal wound. If your unit is not destroyed after the attacking unit has fought, enemy models destroyed as a result of this Stratagem count as enemy models destroyed by an attack made by a model in your unit for the purposes of the Curse of the Walking Pox ability. + +### HIDDEN AMONGST THE DEAD — 1CP +**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** The Reinforcements step of your Movement phase. + +**TARGET:** One Poxwalkers unit from your army that is in Strategic Reserves and that is not an Attached unit. + +**EFFECT:** Until the end of the phase, models in that unit have the Deep Strike ability. + +### SHAMBLING WALL — 1CP +**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit. + +**EFFECT:** Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed. + +### SHOCK AND HORROR — 1CP +**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Death Guard unit from your army ends a Charge move. + +**TARGET:** That DEATH GUARD unit. + +**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test. + +### SMEARED WITH FILTH — 1CP +**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Poxwalkers unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. + +**EFFECT:** Select one enemy unit that made one or more attacks that targeted your unit this phase. Until the end of the battle, that enemy unit is Afflicted. + +## Enhancements + +### Lord of the Walking Pox — 15pts +*Gifted by Nurgle to be forever surrounded by shambling packs of Poxwalkers, this champion has become adept at leading their festering hordes into battle.* +DEATH GUARD model only. If the bearer is leading a Poxwalker unit, and is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round as the third battle round. + +### Sorrowsyphon — 10pts +*Parasitising the miserable scraps of soul within nearby Poxwalkers allows this sorcerer to belch even more malignant clouds of murderous foulness.* +Malignant Plaguecaster only. While the bearer is leading a Poxwalkers unit, add 1 to the Damage characteristic of the bearer’s Plague Wind weapon. Each time the bearer makes one or more attacks with a Plague Wind weapon, after the bearer’s unit has resolved its attacks, D3 Bodyguard models from the bearer’s unit are destroyed. + +### Talisman of Burgeoning — 25pts +*This mould-furred talisman is studded with teeth torn from Poxwalkers’ jaws. It bolsters the creatures’ putrid vitality, forcing them to stagger and fight even through grotesque wounds.* +DEATH GUARD model only. While the bearer is leading a unit, add 1 to the Toughness characteristic of Poxwalkers models in that unit. + +### Witherbone Pipes — 25pts +*This sinister artefact emits a reedy dirge to which Poxwalkers seem drawn and by whose mournful notes they appear energised and lent an echo of purpose.* +Noxious Blightbringer only. While the bearer is leading a Poxwalkers unit, add 1 to the Objective Control characteristic of models in that unit, and each time that unit takes a Battle-shock or Leadership test, add 1 to that test. + +--- + +# Tallyband Summoners + +*There are many ways for the daemons of Nurgle to burst the bounds of reality and fight alongside the Death Guard. Sometimes, they are conjured by the concentration of sickness and misery unleashed by Mortarion’s sons. At others, their Tally bands may be summoned by a champion of the Death Guard reading aloud from the mouldering pages of one of the seven Books of Woe or through a ritual offering of diseased or despairing souls. Regardless of how these entities find their way to the battlefield, they plague all living things. The mere sight of Great Unclean Ones a stomping into battle like swaying mountains of rotted flab can be enough to blast the sanity of the foe. The onset of gruesome Plaguebearers, fleshy avalanches of spiteful Nurglings, bounding packs of Beasts of Nurgle, and thrumming swarms of Plague Drones proves impossible for even the most resolute enemy to halt. Even should some brave victims stand their ground, they will not last long before the ferociously infectious attentions of these befouling entities.* + +## Abilities + +### Reverberant Rancidity +While a Plague Legions unit from your army is within 7" of one or more DEATH GUARD units from your army, that PLAGUE LEGIONS unit has the Nurgle’s Gift ability. + +While a Death Guard unit from your army is within 7" of one or more PLAGUE LEGIONS units from your army, add 3" to that DEATH GUARD units Contagion Range. + +PLAGUE LEGIONS +You can include Plague Legions units in your army, even though they do not have the DEATH GUARD Faction keyword. The combined points cost of such units you can include in your army is: +- **Incursion:** Up to 500 pts +- **Strike Force:** Up to 1000 pts +- **Onslaught:** Up to 1500 pts + +No PLAGUE LEGIONS models from your army can be your WARLORD. + +## Stratagems + +### ALL IS ROT — 1CP +**Type:** Tallyband Summoners – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Plague Legions unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks. + +### AVATARS OF DECAY — 1CP +**Type:** Tallyband Summoners – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Plague Legions unit from your army. + +**EFFECT:** Until the end of the phase, while an enemy unit is within 6" of your unit, that enemy unit is Afflicted. + +### CLUTCHING CORRUPTION — 1CP +**Type:** Tallyband Summoners – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Death Guard unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll. + +### FLESHY AVALANCHE — 1CP +**Type:** Tallyband Summoners – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Plague Legions Monster unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. + +### MIRESLICK — 1CP +**Type:** Tallyband Summoners – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. + +**TARGET:** One Plague Legions unit from your army that is within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, while an enemy unit is within Engagement Range of your unit, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. + +### PERSISTENT PESTS — 1CP +**Type:** Tallyband Summoners – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Nurglings unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. + +**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with its full wounds remaining. + +**RESTRICTIONS:** You can only use this Stratagem once per battle. + +## Enhancements + +### Beckoning Blight — 20pts +*This unclean gift infects its host with animaluminescent fungus. Once their spirit is riddled with incorporeal mycelia, it begins to glow. This sickly radiance acts like a guiding lantern to the daemons of Nurgle, who follow its glare into realspace.* +Death Guard model only. Each time a Plague Legions unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9". + +### Entropic Knell — 15pts +*Every booming peal of this cursed bell spreads rot, lesions and buboes across the foes’ bodies, sending them fleeing in terror and disgust.* +Great Unclean One only. In the Battle-shock step of your opponent’s Command phase, each enemy unit within 6" of the bearer that is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test. + +### Fell Harvester — 10pts +*This repugnant daemon weapon extrudes swaying tendrils with lamprey maws to strike at the foe.* +Death Guard model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. + +### Tome of Bounteous Blessings — 20pts +*The slurred and vomit-wet incantations from this malodorous tome bolster Nurgle’s daemons.* +Malignant Plaguecaster only. Each time a Plague Legions unit within 12" of the bearer takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a Battleline unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). + +--- + +# Unclean Uprising + +***Under the corrupting influence of Nurgle’s worshippers, voidships can sicken just like living bodies. Corridors awash with chanting, diseased cultists, chambers and vital systems clogged by rancid entities and plague-spawned filth, even the most redoubtable warship can sicken and die.*** + +## Abilities + +### Relentless Spread +Each time a DEATH GUARD unit from your army makes a Consolidation move: +- It can move up to D3+3" instead of up to 3". +- If it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction. + +## Stratagems + +### PATH OF PESTILENCE — 1CP +**Type:** Unclean Uprising – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One DEATH GUARD CULTISTS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one closed Hatchway within 1” of your unit. Your unit can attempt to operate that Hatchway. + +**RESTRICTIONS:** Until the end of the turn, your unit cannot attempt to operate a Hatchway again. + +### POX FLARE — 1CP +**Type:** Unclean Uprising – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One POXwALKERS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. + +### SHAMBLING ONSLAUGHT — 1CP +**Type:** Unclean Uprising – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent's Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One POXwALKERS unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** After that enemy unit ends that Fall Back move, if your unit is not within Engagement Range of one or more enemy units, your unit can make a Normal move. + +### THE DEAD RISE — 1CP +**Type:** Vectors of Decay – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. + +**TARGET:** One POXwALKERS unit from your army that is in Reserves. + +**EFFECT:** Until the end of the phase, your unit has the Deep Strike ability. + +**RESTRICTIONS:** You can only use this Stratagem once. + +## Enhancements + +### Hand of Nurgle — 0pts +*Foul and foetid is the touch of this blessed being, seeping filth and rust-blooming fungi spilling from everything they lay their hands upon.* +In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army + +### Pox-Bearer — 0pts +*This foul champion is a living vector for the spread of the walking plague, a suppurating nexus of filthy unlife that cannot be cleansed.* +Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly POxwALKERS unit within 9" of and visible to the bearer; return up to D3+2 destroyed models to that unit. + +--- + +# Vectors of Decay + +***The Death Guard are well-practised in shipboard warfare and punishing boarding actions. Spearing deep in the enemy vessel like the tendrils of some nightmare parasite, they spread corruption and entropy through foes and mechanical systems alike.*** + +## Abilities + +### Sevenfold Offerings +For every seven enemy models that have been destroyed, add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks. + +## Stratagems + +### CHINKS IN THE ARMOUR — 1CP +**Type:** Vectors of Decay – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. + +### GROTESQUE DEMISE — 1CP +**Type:** Vectors of Decay – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought. + +**TARGET:** That DEATH GUARD unit. + +**EFFECT:** Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test. + +### INFESTATION — 1CP +**Type:** Embarked Regiment – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured. + +**TARGET:** One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker. + +**EFFECT:** Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### SEEPING CORROSION — 1CP +**Type:** Vectors of Decay – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway. + +**TARGET:** That DEATH GUARD unit. + +**EFFECT:** Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result. + +## Enhancements + +### Foul Constitution — 0pts +*Rancid with might, feverish with unclean power, this warrior’s diseased body is as unnaturally resilient as it is unfeeling of pain.* +Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. + +### Fountaining Filth — 0pts +*Bloated fit to burst with noxious corruption, this champion’s straining body is like an overfilled pressure vessel ready to explode like a diseased warhead.* +When the bearer is destroyed, before removing it from the battlefield, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +--- + +# Virulent Vectorium + +*Many Death Guard vectoriums boast a mix of heavy infantry, armoured might and twisted champions of supernatural disease. Led by a mighty Lord of the Legion - or sometimes even a thrice-favoured Daemon Prince - such warbands accumulate the favour of the Plague God with every repulsive feat of conquest. Their festering star rises as they do, and the diseases that sing through their bloated bodies wax fat with power. Their weaponised maladies roll before them like a rancid flood, surging through the enemy ranks to leave the mightiest warriors shuddering and sweating as buboes erupt from their flesh. Even the battlefield itself sickens at the touch of such corrupt beings: greenery rots and runs into lakes of bubbling slime, mud churns with pus-moist larvae as long as a Human arm, ruins fur with mould and begin to crumble, while vehicle wrecks rust and the bodies of the fallen bloat and burst to spray infectious filth. Amidst such riotous putrefaction, the warriors of the Death Guard drone their praises to Nurgle and fight all the harder.* + +## Abilities + +### Worldblight +If you control an objective marker at the end of your Command phase and a Death Guard unit from your army (excluding Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Nurgle’s Gift ability as if it were a DEATH GUARD model from your army. + +## Stratagems + +### CREEPING BLIGHT — 1CP +**Type:** Virulent Vectorium – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Death Guard Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### DISGUSTINGLY RESILIENT — 2CP +**Type:** Virulent Vectorium – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### LEECHSPORE ERUPTION — 1CP +**Type:** Virulent Vectorium – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Death Guard model your army that has lost one or more wounds. + +**EFFECT:** Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds). + +### OVERWHELMING GENEROSITY — 1CP +**Type:** Virulent Vectorium – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One Death Guard Character unit from your army. + +**EFFECT:** Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes. + +### PLAGUESURGE — 2CP +**Type:** Virulent Vectorium – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Your Death Guard WARLORD that is on the battlefield. + +**EFFECT:** Until the start of your next Command phase, add 3" to the Contagion Range of models from your army. + +### PUTRID DETONATION — 1CP +**Type:** Virulent Vectorium – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Death Guard Vehicle or Death Guard Monster model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn. + +## Enhancements + +### Arch Contaminator — 25pts +*The unfettered energies of Nurgle’s realm gush from the Warp like foulness from a punctured boil, earthing themselves in the fabric of realspace through this champions repulsive body.* +DEATH GUARD model only. While the bearer’s unit is within range of an objective marker you control, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll. + +### Daemon Weapon of Nurgle — 10pts +*Be it the Seeping Blade, the Talon of Befoulment or even the dreaded Axe of Putrescence, this weapon contains a malevolent daemonic entity whose mere touch rots and sickens the foe.* +DEATH GUARD model only. Each time the bearer makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### Furnace of Plagues — 25pts +*This champion’s body blazes with fever as a cornucopia of supernatural diseases churn and roil within. Mere proximity to them is enough to trigger an infectious outbreak of daemonic viruses.* +DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearers melee weapons, and the bearer’s melee weapons have the [DEVASTATING WOUNDS] ability. + +### Revolting Regeneration — 20pts +*The more wounds blasted and gouged into this champion’s flesh, the more clotted matter, squirming vermin and gangrenous slime spurt forth to coagulate and seal the most grievous hurts.* +DEATH GUARD model only. The bearer has the Feel No Pain 5+ ability. diff --git a/cogitator/factions/death-guard/detachments/arch-contaminators.md b/cogitator/factions/death-guard/detachments/arch-contaminators.md deleted file mode 100644 index af21caa..0000000 --- a/cogitator/factions/death-guard/detachments/arch-contaminators.md +++ /dev/null @@ -1,64 +0,0 @@ -# Arch-Contaminators - -***Spearheading assaults onto enemy voidships or digging in to defend the most vital of their own plague ships’ systems and chambers, these chosen of Mortarion are as indomitable as they are foul. No foe can long endure their feculent ferocity.*** - -## Abilities - -### Inescapable Corruption -Each time an enemy unit is selected to perform a Tactical Manoeuvre, if that unit is within Contagion Range of one or more units from your army, that enemy unit must take a Leadership test. If that test is failed, that Tactical Manoeuvre has no effect (that enemy unit is still eligible to shoot and declare a charge this turn as normal). - -In addition, in your Command phase, roll one D6 for each objective marker that is within Contagion Range of one or more units from your army and is Secured by your opponent’s army: on a 5+, that objective marker is no longer Secured by your opponent’s army. - -## Stratagems - -### ALLIES OF ENTROPY — 1CP -**Type:** Arch-Contaminators – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### CLOUD OF FLIES — 1CP -**Type:** Arch-Contaminators – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One DEATH GUARD unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the turn, each time an attack targets your unit, subtract 1 from the Hit roll. - -### CORROSIVE CURSE — 1CP -**Type:** Arch-Contaminators – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One DEATH GUARD TERMINATOR unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one objective marker within Contagion Range of and visible to your unit. That objective marker is Secured by your army. - -**RESTRICTIONS:** You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to shoot or declare a charge. - -### SEED OF CORRUPTION — 1CP -**Type:** Arch-Contaminators – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One DEATH GUARD TERMINATOR unit from your army that has not been selected to shoot this phase. - -**EFFECT:** If your unit was set up on the battlefield this turn, it can perform a Tactical Manoeuvre this phase as if it was not set up on the battlefield this turn. - -## Enhancements - -### Disgusting Reinvigoration — 0pts -*Grotesque maws and stabbing probosces burst from this champion’s bloated form to consume and corrupt the very life essence of their victims.* -Each time the bearer destroys an enemy model with a melee attack, roll one D6: on a 5+, the bearer regains one lost wound (to a maximum of two lost wounds per phase). - -### Miasmic Odour — 0pts -*An omnipresent reek of decay wreathes this dark champion, mingling with swarms of parasitic plague flies and turgid clouds of infectious spores.* -Add 3" to the Contagion Range of the bearer. diff --git a/cogitator/factions/death-guard/detachments/champions-of-contagion.md b/cogitator/factions/death-guard/detachments/champions-of-contagion.md deleted file mode 100644 index 482399d..0000000 --- a/cogitator/factions/death-guard/detachments/champions-of-contagion.md +++ /dev/null @@ -1,88 +0,0 @@ -# Champions of Contagion - -*There are many ways to worship Nurgle: the brewing of virulent plagues, the foul perversion of the surgeon’s craft, sharing the abundance of unfettered sickness with armies of foes; the champions of the Death Guard practise these and many other expressions of the Plague Lord’s faith. A vectorium rich in these diabolical madmen can unleash the full horror of the Legion’s alchemical, biological and sorcerous weapons. Foul Blightspawn lumber amidst their comrades, their excremental reek heralding the jetting corrosive sprays of their weapons. Noxious Blightbringers toll their tocsins of misery, battering the foe with entropic shock waves even as Biologus Putrifiers caper through their ranks to fling brittleglass alembics and jab the needles of their injector pistols into promising victims. All the while, the droning count of the Tallymen booms out through rusted vox-emitters, and Plague Surgeons ply their macabre trade, even as their fellow Plague Marines storm relentlessly forward over the withered and maddened remnants of the foe.* - -## Abilities - -### Manifold Maladies -At the start of the battle round, you can select one of the Plagues listed in Nurgle’s Gift. Until the end of the battle, that is your chosen Plague instead of any previously chosen Plague. - -## Stratagems - -### BLESSINGS OF FILTH — 1CP -**Type:** Champions of Contagion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### DEATH’S HEADS — 1CP -**Type:** Champions of Contagion – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Biologus Putrifier unit from your army that is not within Engagement Range of one or more enemy units and has not been selected to shoot this phase. - -**EFFECT:** Select one enemy unit (excluding VEHICLES) that is within 8" of and visible to your unit. Until the start of your next turn, that unit has the effect of all Plagues (see Nurgle’s Gift). - -### GROTESQUE FORTITUDE — 1CP -**Type:** Champions of Contagion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Guard Attached unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, add 2 to the Toughness characteristic of models in your unit. - -### MALIGNANCE MAGNIFIED — 2CP -**Type:** Champions of Contagion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Death Guard Attached unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### MOBILE VECTOR — 1CP -**Type:** Champions of Contagion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, before the Reinforcements step. - -**TARGET:** One Death Guard Character unit from your army that is not leading a unit. - -**EFFECT:** Select one other friendly Death Guard unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly. - -### RABID INFUSION — 1CP -**Type:** Champions of Contagion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Death Guard unit from your army that includes two Character models. - -**EFFECT:** Until the end of the phase, your unit has the Fights First ability. - -## Enhancements - -### Cornucophagus — 35pts -*A plague bellows fashioned by daemonic smiths in a realm of pure putrescence, this rasping device exhales an endless cloying soup of lividly glowing plague motes.* -Lord of Poxes only. In the Declare Battle Formations step select one Plague. Until the end of the battle, while an enemy unit is within Contagion Range of the bearer, that enemy unit has the effect of that Plague in addition to any other. - -### Final Ingredient — 20pts -*Be it the eye of a Kroot or a Space Marine’s hearts, ground Ork tusk, or something unnameable wrenched from within a Tyranid’s corpse, this champion needs just one more ingredient to perfect a powerful new plague.* -Biologus Putrifier only. Once per battle, after the bearers unit has fought, if one or more CHARACTER models were destroyed as a result of those attacks, select one Plague. Until the end of the battle, while an enemy unit is Afflicted, that unit has the effect of the selected Plague in addition to any other. - -### Needle of Nurgle — 25pts -*This plague-saturated narthecium delivers generous doses of infernal maladies that restore life to even the most hideously mangled of Mortarion’s sons.* -Plague Surgeon only. Each time the bearer uses its Tainted Narthecium ability, you can return up to D3 destroyed models to the bearer’s unit (instead of 1). - -### Visions of Virulence — 15pts -*The touch of this sorcerer’s mind upon another triggers feverish visions of abundant foulness that erupt into physical manifestations as they reach their crescendo.* -Malignant Plaguecaster only. While an enemy unit is enfeebled by the bearer’s Pestilent Fallout ability, that unit is also Afflicted. diff --git a/cogitator/factions/death-guard/detachments/death-lords-chosen.md b/cogitator/factions/death-guard/detachments/death-lords-chosen.md deleted file mode 100644 index 527bcf3..0000000 --- a/cogitator/factions/death-guard/detachments/death-lords-chosen.md +++ /dev/null @@ -1,88 +0,0 @@ -# Death Lord’s Chosen - -*The mightiest champions of the Death Guard are as formidable in battle as they are bloated with the infectious blessings of Nurgle. When they congeal into a unified fighting force, these dread warriors become the grim and relentless will of Mortarion made manifest. Such a vectorium is quite capable of conquering an enemy flagship or command fortress, launching assassination strikes against crucial enemy personnel or breaking into the most heavily defended sacred sites. It is not unusual for Mortarion’s champions to turn the course of an entire war with a single shock onslaught or immovable defensive action; this is most likely when the Daemon Primarch leads in person. With their gene-sire’s jaundiced gaze weighing heavy upon them, bands of Deathshroud and Blightlord Terminators tear an unstoppable path through the foe. Supported by hand-picked squads of Plague Marines, bellowing Helbrutes and twisted champions, they sweep aside all who stand in their path.* - -## Abilities - -### Deadly Vectors -In your opponent’s Command phase, roll 2D6 for each Afflicted enemy unit, subtracting 1 from the result if that unit is Below Half-strength. If the result is 6 or less, that enemy unit suffers D3 mortal wounds. - -## Stratagems - -### BLOOMING PESTILENCE — 1CP -**Type:** Death Lord’s Chosen – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start of any phase. - -**TARGET:** One Terminator unit from your army. - -**EFFECT:** Until the end of the phase, add 3" to the Contagion Range of models in your unit. - -### GRIM REAPERS — 1CP -**Type:** Death Lord’s Chosen – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Terminator unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit (excluding MONSTERS and VEHICLES) you can re-roll the Hit roll. - -### MORTARION'S TEACHINGS — 1CP -**Type:** Death Lord’s Chosen – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Terminator unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [HEAVY] abilities. - -### SICKENING IMPACT — 1CP -**Type:** Death Lord’s Chosen – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Terminator unit from your army ends a Charge move. - -**TARGET:** That TERMINATOR unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 2+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### SIGNAL POX — 1CP -**Type:** Death Lord’s Chosen – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Lord of Virulence model from your army. - -**EFFECT:** Select one objective marker within 30" of and visible to your model. Until the start of your next turn, while an enemy unit is within range of that objective marker, that unit is Afflicted. - -### UNDYING SPITE — 1CP -**Type:** Death Lord’s Chosen – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Terminator unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### Face of Death — 10pts -*So grotesque and monstrous is this champion’s aspect that it fills the enemy with unreasoning dread simply to look upon him.* -Terminator model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. - -### Helm of the Fly King — 20pts -*This armoured helm was crafted by the Daemon Prince Vermifulgus the Pestilent and carries his squirming enchantments. It manifests its wearer's will as roaring swarms of plump flies that whirl about their creator like an occluding shroud or descend on the foe to blind eyes, clog sensors and spread revolted panic.* -Terminator model only. While the bearer is leading a unit, models in that unit cannot be targeted by ranged attacks unless the attacking model is within 18". - -### Vile Vigour — 15pts -*A fanatical worshipper of Nurgle and a talented orator, this champion can infect their followers with the urgent need to forge into battle and spread the Plague God’s blessings to all.* -Terminator model only. While the bearer is leading a unit, add 1" to the Movement characteristic of models in that unit and you can re-roll Advance rolls made for that unit. - -### Warprot Talisman — 30pts -*By invoking the power of this ancient talisman, the bearer can rot a sagging rent in reality and step through the Warp to burst forth elsewhere amidst a gushing sluice of foul fluids.* -Terminator model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. diff --git a/cogitator/factions/death-guard/detachments/flyblown-host.md b/cogitator/factions/death-guard/detachments/flyblown-host.md deleted file mode 100644 index a7645af..0000000 --- a/cogitator/factions/death-guard/detachments/flyblown-host.md +++ /dev/null @@ -1,88 +0,0 @@ -# Flyblown Host - -*As the Death Guard stride inexorably towards their foes, the battlefield thrums and buzzes with the wingbeats of a trillion swollen flies. Bloated and mutated Plague Marines march beneath a pathogenic haze, striding forward slowly and purposefully, unleashing precise salvoes of diseased projectiles. The obscuring swarms foul the foe’s return fire, and whatever clots of contagion their desperate shots manage to clear away are filled moments later by yet more hovering vermin. Amidst the droning miasma, the Death Guard stride on, at one with the crawling and buzzing horror surrounding them. As the horrifying cloud washes over the enemy, their warriors retch and claw at their skin. The Plague Marines exploit the distraction ruthlessly, cutting down their stricken foes and leaving nothing but rotting corpses in their wake.* - -## Abilities - -### Verminous Haze -Death Guard Infantry units (excluding Poxwalkers units) from your army that are not embarked within a Transport have the Scouts 5" and Stealth abilities. - -## Stratagems - -### DRONING HORROR — 1CP -**Type:** Flyblown Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Death Guard Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit within half range, you can re-roll the Hit roll instead. - -### ENERVATING ONSLAUGHT — 1CP -**Type:** Flyblown Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a DEATH GUARD INFANTRY unit from your army makes a Charge move. - -**TARGET:** That Death Guard Infantry unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit (excluding MONSTERS and VEHICLES). Roll one D6 for each model in your unit that is within Engagement Range of that unit, adding 1 to the result if that model is not a Cultist or Poxwalker model: for each 5+, the selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### EYE OF THE SWARM — 1CP -**Type:** Flyblown Host – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Death Guard Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit (excluding Blast weapons) have the [PISTOL] ability. - -### MYPHITIC INVIGORATION — 1CP -**Type:** Flyblown Host – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Guard Infantry unit from your army that is within 6" of one or more friendly Myphitic Blight-hauler units and that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. - -### NAUSEATING PAROXYSMS — 1CP -**Type:** Flyblown Host – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Death Guard Infantry unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit. That unit must take a Battle-shock test, subtracting 1 from the result. - -### VERMIN CLOUD — 1CP -**Type:** Flyblown Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Death Guard Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -## Enhancements - -### Droning Chorus — 15pts -*Festering swarms follow this champion to battle, and the drone of a billion flies invigorates his warriors’ rotting bodies, lending them fresh focus.* -Death Guard Infantry model only. Ranged weapons equipped by models in the bearer’s unit have the [ASSAULT] ability. - -### Insectile Murmuration — 20pts -*The buzzing swarms respond to this champion’s will, sweeping down upon his chosen target, their crawling, biting and droning enfeebling the horrified foe.* -Death Guard Infantry model only. Each time a model in the bearer’s unit makes an attack that targets a unit that is within Contagion Range of one or more DEATH GUARD units from your army, re-roll a Wound roll of 1. - -### Plagueveil — 25pts -*When this diseased pilgrim marches to sites of festering putrescence, Nurgle’s blessings manifest in a buzzing clot of darkness that falls like an enshrouding fog over them and their disciples.* -Death Guard Infantry model only. While the bearer’s unit is within range of one or more objective markers that you control, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### Rejuvenating Swarm — 10pts -*With a hacking prayer to Nurgle, this warrior calls upon the swarm. Buzzing clumps of plague‑bearing flies settle upon his bloated form and vomit streams of rejuvenating contagion into festering wounds.* -Death Guard Infantry model only. At the end of each phase, the bearer regains all of its lost wounds. diff --git a/cogitator/factions/death-guard/detachments/mortarions-hammer.md b/cogitator/factions/death-guard/detachments/mortarions-hammer.md deleted file mode 100644 index 3de5e5d..0000000 --- a/cogitator/factions/death-guard/detachments/mortarions-hammer.md +++ /dev/null @@ -1,90 +0,0 @@ -# Mortarion’s Hammer - -*The armoured might of the Death Guard has warped and corroded over the millennia, but it remains prodigious. Formed into grinding spearheads and smog-belching batteries, squadrons of ancient battle tanks and Daemon Engines mass their blunt and brutish power before unleashing it on the foe. Their onslaught is heralded by a rain of rust-pocked artillery shells, alchemical munitions and brittleglass plague-spheres hurled from infernal field guns and towering Daemon Engines behind the lines. The foe cower beneath this explosive deluge, many torn apart by thunderous detonations or eaten away by whirling spore clouds. Amid the devastation surge reaper colonies of Plague Marines mounted in Rhinos and Land Raiders. These warriors are masters of capitalising upon their foes’ dismay and horror, tearing the guts out of the most formidable defence lines even as carrion-feeding war engines close in to finish off knots of resistance. Many a siege has been swiftly broken in this way by the fall of Mortarion’s Hammer.* - -## Abilities - -### Miasmic Bombardment -At the start of the battle round, select a number of enemy units more than 12" away from every model from your army that is on the battlefield. Until the end of the battle round, those enemy units are Afflicted. The maximum number of units you can select in this way depends on the battle size, as shown below. - -**BATTLE SIZE****UNITS**Incursion**1**Strike Force**2**Onslaught**3** - -## Stratagems - -### BLIGHTED LAND — 2CP -**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your Movement phase. - -**TARGET:** One Death Guard Vehicle unit from your army. - -**EFFECT:** Select one terrain feature within 24" of and visible to your unit. Until the start of your next turn, enemy units are Afflicted while they are within 3" of that terrain feature. - -### DRAWN TO DESPAIR — 1CP -**Type:** Mortarion’s Hammer – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Death Guard unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a visible enemy unit (excluding AIRCRAFT) within your opponent’s deployment zone, you can re-roll the Hit roll. - -### EYESTINGER STORM — 1CP -**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase. - -**TARGET:** One Death Guard Vehicle unit from your army. - -**EFFECT:** Select one objective marker visible to one or more models in your unit. Each Afflicted enemy unit within range of that objective marker must take a Battle-shock test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. - -### FONT OF FILTH — 1CP -**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Death Guard Vehicle unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. - -### RELENTLESS GRIND — 1CP -**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Death Guard Vehicle unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. - -### STINKING MIRE — 1CP -**Type:** Mortarion’s Hammer – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One Death Guard Vehicle unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). - -## Enhancements - -### Bilemaw Blight — 10pts -*This foul sorcerer has been blessed with a unique affliction that allows them to inflate their body like a repulsive bellows before vomiting forth a pressurised torrent of filth that would do any Great Unclean One proud.* -Malignant Plaguecaster only. At the start of your Shooting phase, until the end of the phase, add 12" to the Range characteristics of the bearer’s Plague Wind weapon. - -### Eye of Affliction — 20pts -*Peering at the world through this bloated yellow orb, the bearer of this vile gift sees the souls of the sickened burning bright as targeting flares no matter how their victims try to hide.* -DEATH GUARD model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability while targeting an Afflicted enemy unit. - -### Shriekworm Familiar — 15pts -*This daemonic familiar lives in the champion’s flesh and watches with bitter paranoia for enemy threats. Should it spot a counterattack from the foe, it bursts forth to scream its shrill warning.* -DEATH GUARD model only. Once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. - -### Tendrilous Emissions — 30pts -*This warrior has gained greater control of the vile fumes that billow from their armour, willing them forward like coiling tentacles to wreathe targets and guide in the fire of allied war engines.* -Lord of Virulence only. While the bearer is within 3" of one or more friendly Death Guard Vehicle units, the bearer has the Lone Operative ability, and each time one of those VEHICLE units makes a ranged attack that targets an enemy unit visible to the bearer, re-roll a Wound roll of 1. diff --git a/cogitator/factions/death-guard/detachments/shamblerot-vectorium.md b/cogitator/factions/death-guard/detachments/shamblerot-vectorium.md deleted file mode 100644 index 4d1f9c3..0000000 --- a/cogitator/factions/death-guard/detachments/shamblerot-vectorium.md +++ /dev/null @@ -1,92 +0,0 @@ -# Shamblerot Vectorium - -*Many vectoriums unleash heaving swarms of Poxwalkers to soften up and encircle their foes. The first the enemy knows of such an onslaught is the stink of diseased flesh upon the air, mingled with the agonised groans of countless plague-ridden mutants. Then they come - spilling from doorways and windows, boiling up from sewer outlets, trench networks and subterranean transit networks, crawling out of vehicle wrecks and rising from carrion heaps; thousands upon thousands of Poxwalkers converging on the foe at a stumbling yet relentless pace. Engulfed in a sea of grasping hands, biting maws and bloated flesh, even the finest strategies of the foe falter and fail. The enemy finds themselves forced into a battle for survival as they strive to fend off the Poxwalkers closing in from every side. It is at this point that the Death Guard themselves strike. Off balance, broken into desperate pockets and running low on ammunition, the foe has little hope of standing against this second, more punishing onslaught.* - -## Abilities - -### Numberless Horde -In your Command phase in each of the following battle rounds, depending on your chosen battle size, add a new Poxwalkers unit with a Starting Strength of 10 to your army, in Strategic Reserves. - -**BATTLE SIZE****BATTLE ROUNDS**Incursion**2,3**Strike Force**2, 3, 4**Onslaught**2, 3, 4, 5** -KEYWORDS -POXWALKERS units from your army gain the BATTLELINE keyword. - -## Stratagems - -### GNAWING HUNGER — 1CP -**Type:** Shamblerot Vectorium – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Poxwalkers unit from your army. - -**EFFECT:** Until the end of the turn, add 1 to the Move characteristic of models in your unit, and add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in your unit. - -### GRIP OF THE WALKING POX — 1CP -**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Poxwalkers unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** After the attacking unit has fought, roll one D6 for each model from your unit that was destroyed as a result of those attacks: on a 6, the attacking unit suffers 1 mortal wound. If your unit is not destroyed after the attacking unit has fought, enemy models destroyed as a result of this Stratagem count as enemy models destroyed by an attack made by a model in your unit for the purposes of the Curse of the Walking Pox ability. - -### HIDDEN AMONGST THE DEAD — 1CP -**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** The Reinforcements step of your Movement phase. - -**TARGET:** One Poxwalkers unit from your army that is in Strategic Reserves and that is not an Attached unit. - -**EFFECT:** Until the end of the phase, models in that unit have the Deep Strike ability. - -### SHAMBLING WALL — 1CP -**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Poxwalkers unit within 3" of your unit and visible to both your unit and the attacking unit. - -**EFFECT:** Until the end of the phase, each time you would allocate an attack to a model in your DEATH GUARD unit, if your POXWALKERS unit is visible to the attacking model and is an eligible target for that attack, no saving throw is made for that attack; instead a number of POXWALKERS from your POXWALKERS unit equal to the Damage characteristic of that attack are destroyed. - -### SHOCK AND HORROR — 1CP -**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Death Guard unit from your army ends a Charge move. - -**TARGET:** That DEATH GUARD unit. - -**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test. - -### SMEARED WITH FILTH — 1CP -**Type:** Shamblerot Vectorium – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Poxwalkers unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. - -**EFFECT:** Select one enemy unit that made one or more attacks that targeted your unit this phase. Until the end of the battle, that enemy unit is Afflicted. - -## Enhancements - -### Lord of the Walking Pox — 15pts -*Gifted by Nurgle to be forever surrounded by shambling packs of Poxwalkers, this champion has become adept at leading their festering hordes into battle.* -DEATH GUARD model only. If the bearer is leading a Poxwalker unit, and is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round as the third battle round. - -### Sorrowsyphon — 10pts -*Parasitising the miserable scraps of soul within nearby Poxwalkers allows this sorcerer to belch even more malignant clouds of murderous foulness.* -Malignant Plaguecaster only. While the bearer is leading a Poxwalkers unit, add 1 to the Damage characteristic of the bearer’s Plague Wind weapon. Each time the bearer makes one or more attacks with a Plague Wind weapon, after the bearer’s unit has resolved its attacks, D3 Bodyguard models from the bearer’s unit are destroyed. - -### Talisman of Burgeoning — 25pts -*This mould-furred talisman is studded with teeth torn from Poxwalkers’ jaws. It bolsters the creatures’ putrid vitality, forcing them to stagger and fight even through grotesque wounds.* -DEATH GUARD model only. While the bearer is leading a unit, add 1 to the Toughness characteristic of Poxwalkers models in that unit. - -### Witherbone Pipes — 25pts -*This sinister artefact emits a reedy dirge to which Poxwalkers seem drawn and by whose mournful notes they appear energised and lent an echo of purpose.* -Noxious Blightbringer only. While the bearer is leading a Poxwalkers unit, add 1 to the Objective Control characteristic of models in that unit, and each time that unit takes a Battle-shock or Leadership test, add 1 to that test. diff --git a/cogitator/factions/death-guard/detachments/tallyband-summoners.md b/cogitator/factions/death-guard/detachments/tallyband-summoners.md deleted file mode 100644 index a2dcc55..0000000 --- a/cogitator/factions/death-guard/detachments/tallyband-summoners.md +++ /dev/null @@ -1,100 +0,0 @@ -# Tallyband Summoners - -*There are many ways for the daemons of Nurgle to burst the bounds of reality and fight alongside the Death Guard. Sometimes, they are conjured by the concentration of sickness and misery unleashed by Mortarion’s sons. At others, their Tally bands may be summoned by a champion of the Death Guard reading aloud from the mouldering pages of one of the seven Books of Woe or through a ritual offering of diseased or despairing souls. Regardless of how these entities find their way to the battlefield, they plague all living things. The mere sight of Great Unclean Ones a stomping into battle like swaying mountains of rotted flab can be enough to blast the sanity of the foe. The onset of gruesome Plaguebearers, fleshy avalanches of spiteful Nurglings, bounding packs of Beasts of Nurgle, and thrumming swarms of Plague Drones proves impossible for even the most resolute enemy to halt. Even should some brave victims stand their ground, they will not last long before the ferociously infectious attentions of these befouling entities.* - -## Abilities - -### Reverberant Rancidity -While a Plague Legions unit from your army is within 7" of one or more DEATH GUARD units from your army, that PLAGUE LEGIONS unit has the Nurgle’s Gift ability. - -While a Death Guard unit from your army is within 7" of one or more PLAGUE LEGIONS units from your army, add 3" to that DEATH GUARD units Contagion Range. - -PLAGUE LEGIONS -You can include Plague Legions units in your army, even though they do not have the DEATH GUARD Faction keyword. The combined points cost of such units you can include in your army is: -- **Incursion:** Up to 500 pts -- **Strike Force:** Up to 1000 pts -- **Onslaught:** Up to 1500 pts - -No PLAGUE LEGIONS models from your army can be your WARLORD. - -## Stratagems - -### ALL IS ROT — 1CP -**Type:** Tallyband Summoners – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Plague Legions unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, enemy units are not considered to be within Engagement Range of your unit for the purposes of selecting targets of ranged weapons. Until the end of the phase, each time an enemy model loses a wound, while that model’s unit is within Engagement Range of your unit, roll one D6: on a 5+, your unit suffers 1 mortal wound after the attacking unit has finished making its attacks. - -### AVATARS OF DECAY — 1CP -**Type:** Tallyband Summoners – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Plague Legions unit from your army. - -**EFFECT:** Until the end of the phase, while an enemy unit is within 6" of your unit, that enemy unit is Afflicted. - -### CLUTCHING CORRUPTION — 1CP -**Type:** Tallyband Summoners – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Death Guard unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is within Engagement Range of one or more Plague Legions units from your army, you can re-roll the Hit roll. - -### FLESHY AVALANCHE — 1CP -**Type:** Tallyband Summoners – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Plague Legions Monster unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. - -### MIRESLICK — 1CP -**Type:** Tallyband Summoners – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, when an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. - -**TARGET:** One Plague Legions unit from your army that is within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, while an enemy unit is within Engagement Range of your unit, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. - -### PERSISTENT PESTS — 1CP -**Type:** Tallyband Summoners – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Nurglings unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed. - -**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with its full wounds remaining. - -**RESTRICTIONS:** You can only use this Stratagem once per battle. - -## Enhancements - -### Beckoning Blight — 20pts -*This unclean gift infects its host with animaluminescent fungus. Once their spirit is riddled with incorporeal mycelia, it begins to glow. This sickly radiance acts like a guiding lantern to the daemons of Nurgle, who follow its glare into realspace.* -Death Guard model only. Each time a Plague Legions unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 9". - -### Entropic Knell — 15pts -*Every booming peal of this cursed bell spreads rot, lesions and buboes across the foes’ bodies, sending them fleeing in terror and disgust.* -Great Unclean One only. In the Battle-shock step of your opponent’s Command phase, each enemy unit within 6" of the bearer that is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test. - -### Fell Harvester — 10pts -*This repugnant daemon weapon extrudes swaying tendrils with lamprey maws to strike at the foe.* -Death Guard model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. - -### Tome of Bounteous Blessings — 20pts -*The slurred and vomit-wet incantations from this malodorous tome bolster Nurgle’s daemons.* -Malignant Plaguecaster only. Each time a Plague Legions unit within 12" of the bearer takes a Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a Battleline unit and that test is passed, up to D3 destroyed models can be returned to that unit instead). diff --git a/cogitator/factions/death-guard/detachments/unclean-uprising.md b/cogitator/factions/death-guard/detachments/unclean-uprising.md deleted file mode 100644 index 3e55854..0000000 --- a/cogitator/factions/death-guard/detachments/unclean-uprising.md +++ /dev/null @@ -1,66 +0,0 @@ -# Unclean Uprising - -***Under the corrupting influence of Nurgle’s worshippers, voidships can sicken just like living bodies. Corridors awash with chanting, diseased cultists, chambers and vital systems clogged by rancid entities and plague-spawned filth, even the most redoubtable warship can sicken and die.*** - -## Abilities - -### Relentless Spread -Each time a DEATH GUARD unit from your army makes a Consolidation move: -- It can move up to D3+3" instead of up to 3". -- If it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction. - -## Stratagems - -### PATH OF PESTILENCE — 1CP -**Type:** Unclean Uprising – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One DEATH GUARD CULTISTS unit from your army that has not been selected to move this phase and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one closed Hatchway within 1” of your unit. Your unit can attempt to operate that Hatchway. - -**RESTRICTIONS:** Until the end of the turn, your unit cannot attempt to operate a Hatchway again. - -### POX FLARE — 1CP -**Type:** Unclean Uprising – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One POXwALKERS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. - -### SHAMBLING ONSLAUGHT — 1CP -**Type:** Unclean Uprising – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent's Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One POXwALKERS unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** After that enemy unit ends that Fall Back move, if your unit is not within Engagement Range of one or more enemy units, your unit can make a Normal move. - -### THE DEAD RISE — 1CP -**Type:** Vectors of Decay – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. - -**TARGET:** One POXwALKERS unit from your army that is in Reserves. - -**EFFECT:** Until the end of the phase, your unit has the Deep Strike ability. - -**RESTRICTIONS:** You can only use this Stratagem once. - -## Enhancements - -### Hand of Nurgle — 0pts -*Foul and foetid is the touch of this blessed being, seeping filth and rust-blooming fungi spilling from everything they lay their hands upon.* -In your Command phase, select one objective marker that you control and is within range of the bearer. Roll one D6: on a 2+, that objective marker is Secured by your army - -### Pox-Bearer — 0pts -*This foul champion is a living vector for the spread of the walking plague, a suppurating nexus of filthy unlife that cannot be cleansed.* -Once per battle, at the end of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly POxwALKERS unit within 9" of and visible to the bearer; return up to D3+2 destroyed models to that unit. diff --git a/cogitator/factions/death-guard/detachments/vectors-of-decay.md b/cogitator/factions/death-guard/detachments/vectors-of-decay.md deleted file mode 100644 index b67067b..0000000 --- a/cogitator/factions/death-guard/detachments/vectors-of-decay.md +++ /dev/null @@ -1,62 +0,0 @@ -# Vectors of Decay - -***The Death Guard are well-practised in shipboard warfare and punishing boarding actions. Spearing deep in the enemy vessel like the tendrils of some nightmare parasite, they spread corruption and entropy through foes and mechanical systems alike.*** - -## Abilities - -### Sevenfold Offerings -For every seven enemy models that have been destroyed, add 2" to the Contagion Range of units from your army. Note that any increase to the Contagion Range of units from your army as a result of this rule does not take place while a unit from your army is attacking. In such an event, the increase will take effect after such a unit has finished making its attacks. - -## Stratagems - -### CHINKS IN THE ARMOUR — 1CP -**Type:** Vectors of Decay – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One DEATH GUARD unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within Contagion Range of one or more units from your army, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. - -### GROTESQUE DEMISE — 1CP -**Type:** Vectors of Decay – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) has shot or fought. - -**TARGET:** That DEATH GUARD unit. - -**EFFECT:** Select one enemy unit that had one or more models destroyed as a result of those attacks. That enemy unit must take a Battle-shock test. - -### INFESTATION — 1CP -**Type:** Embarked Regiment – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start or end of any turn, when an enemy unit attempts to Seize an objective marker you have Secured. - -**TARGET:** One DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) within Contagion Range of that objective marker. - -**EFFECT:** Roll one D6: on a 5+, until the end of your next turn, that objective marker remains Secured by your army and you are considered to control it, regardless of how many enemy models are within range of it. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### SEEPING CORROSION — 1CP -**Type:** Vectors of Decay – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, when a DEATH GUARD unit from your army (excluding CULTISTS and POXwALKERS units) attempts to open a Hatchway. - -**TARGET:** That DEATH GUARD unit. - -**EFFECT:** Select one enemy unit within 1" of your unit and on the opposite side of that Hatchway from your unit, and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. Until the end of the phase, if an enemy unit attempts to prevent that Hatchway from being opened, when rolling off, you can re-roll your result. - -## Enhancements - -### Foul Constitution — 0pts -*Rancid with might, feverish with unclean power, this warrior’s diseased body is as unnaturally resilient as it is unfeeling of pain.* -Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. - -### Fountaining Filth — 0pts -*Bloated fit to burst with noxious corruption, this champion’s straining body is like an overfilled pressure vessel ready to explode like a diseased warhead.* -When the bearer is destroyed, before removing it from the battlefield, select one enemy unit within Engagement Range of the bearer and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers 2 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. diff --git a/cogitator/factions/death-guard/detachments/virulent-vectorium.md b/cogitator/factions/death-guard/detachments/virulent-vectorium.md deleted file mode 100644 index a4b21b5..0000000 --- a/cogitator/factions/death-guard/detachments/virulent-vectorium.md +++ /dev/null @@ -1,88 +0,0 @@ -# Virulent Vectorium - -*Many Death Guard vectoriums boast a mix of heavy infantry, armoured might and twisted champions of supernatural disease. Led by a mighty Lord of the Legion - or sometimes even a thrice-favoured Daemon Prince - such warbands accumulate the favour of the Plague God with every repulsive feat of conquest. Their festering star rises as they do, and the diseases that sing through their bloated bodies wax fat with power. Their weaponised maladies roll before them like a rancid flood, surging through the enemy ranks to leave the mightiest warriors shuddering and sweating as buboes erupt from their flesh. Even the battlefield itself sickens at the touch of such corrupt beings: greenery rots and runs into lakes of bubbling slime, mud churns with pus-moist larvae as long as a Human arm, ruins fur with mould and begin to crumble, while vehicle wrecks rust and the bodies of the fallen bloat and burst to spray infectious filth. Amidst such riotous putrefaction, the warriors of the Death Guard drone their praises to Nurgle and fight all the harder.* - -## Abilities - -### Worldblight -If you control an objective marker at the end of your Command phase and a Death Guard unit from your army (excluding Battle-shocked units) is within range of that objective marker, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. In addition, until you lose control of that objective marker, it has the Nurgle’s Gift ability as if it were a DEATH GUARD model from your army. - -## Stratagems - -### CREEPING BLIGHT — 1CP -**Type:** Virulent Vectorium – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Death Guard Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an Afflicted unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### DISGUSTINGLY RESILIENT — 2CP -**Type:** Virulent Vectorium – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Guard unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### LEECHSPORE ERUPTION — 1CP -**Type:** Virulent Vectorium – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Death Guard model your army that has lost one or more wounds. - -**EFFECT:** Select one enemy unit within 3" of your model. Roll a number of D6 equal to the number of wounds your model has lost: for each 5+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds) and your model regains 1 lost wound (to a maximum of 6 lost wounds). - -### OVERWHELMING GENEROSITY — 1CP -**Type:** Virulent Vectorium – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One Death Guard Character unit from your army. - -**EFFECT:** Select one enemy unit visible to your unit. Until the end of the phase, each time a DEATH GUARD unit from your army selects that enemy unit as the target of any ranged attacks, you can re-roll the dice to determine how many attacks a weapon equipped by a model in that unit makes. - -### PLAGUESURGE — 2CP -**Type:** Virulent Vectorium – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Your Death Guard WARLORD that is on the battlefield. - -**EFFECT:** Until the start of your next Command phase, add 3" to the Contagion Range of models from your army. - -### PUTRID DETONATION — 1CP -**Type:** Virulent Vectorium – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Death Guard Vehicle or Death Guard Monster model from your army with the Deadly Demise ability that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. In addition, any enemy units that suffer mortal wounds as a result of this Stratagem are Afflicted until the start of your next turn. - -## Enhancements - -### Arch Contaminator — 25pts -*The unfettered energies of Nurgle’s realm gush from the Warp like foulness from a punctured boil, earthing themselves in the fabric of realspace through this champions repulsive body.* -DEATH GUARD model only. While the bearer’s unit is within range of an objective marker you control, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll. - -### Daemon Weapon of Nurgle — 10pts -*Be it the Seeping Blade, the Talon of Befoulment or even the dreaded Axe of Putrescence, this weapon contains a malevolent daemonic entity whose mere touch rots and sickens the foe.* -DEATH GUARD model only. Each time the bearer makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### Furnace of Plagues — 25pts -*This champion’s body blazes with fever as a cornucopia of supernatural diseases churn and roil within. Mere proximity to them is enough to trigger an infectious outbreak of daemonic viruses.* -DEATH GUARD model only. Add 1 to the Strength and Attacks characteristics of the bearers melee weapons, and the bearer’s melee weapons have the [DEVASTATING WOUNDS] ability. - -### Revolting Regeneration — 20pts -*The more wounds blasted and gouged into this champion’s flesh, the more clotted matter, squirming vermin and gangrenous slime spurt forth to coagulate and seal the most grievous hurts.* -DEATH GUARD model only. The bearer has the Feel No Pain 5+ ability. diff --git a/cogitator/factions/drukhari/datasheets.md b/cogitator/factions/drukhari/datasheets.md new file mode 100644 index 0000000..f51f2f7 --- /dev/null +++ b/cogitator/factions/drukhari/datasheets.md @@ -0,0 +1,3980 @@ +# Drukhari + +# Archon + +**Role:** Characters + +*Archons lead their kabals in battle with a mixture of malevolent cunning, arrogant self-assuredness and breathtaking martial skill. To these qualities, they add an arsenal of esoteric weaponry and wargear that enable them to fight wreathed in concealing shadows, drag the souls from their victims’ bodies, and reduce enemies to desiccated ashes with a single blow.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 2 +** See Shadowfield ability (below)* + +**Default Wargear:** +**This model is equipped with:** splinter pistol; huskblade; shadowfield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 2 | 8 | -3 | D3 | pistol | +| Splinter pistol | 12 | 1 | 2 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Agoniser | Melee | 6 | 2 | 3 | -2 | 1 | anti-infantry 3+ | +| Huskblade | Melee | 4 | 2 | 3 | -2 | 3 | devastating wounds | +| Master-crafted power weapon | Melee | 5 | 2 | 4 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Hatred Eternal (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this model’s unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll. +- **Overlord** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Drukhari unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. +- **Devious Mastermind** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Shadowfield** (Wargear): You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save. +- **Soul Trap** (Wargear): Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. The first time the bearer makes a melee attack that destroys an enemy model, after all the bearer’s attacks have been resolved, until the end of the battle, add an additional 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. + +**Keywords:** Kabal, Infantry, Archon, Aeldari, Character +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Archon + +**Wargear Options:** +- This model's splinter pistol can be replaced with one of the following:- 1 blast pistol +- 1 soul trap +- This model’s huskblade can be replaced with one of the following:- 1 agoniser +- 1 master-crafted power weapon + +**Leader:** +Can lead: Hand of the Archon, Incubi, Kabalite Warriors + +**Points:** +- 1 model: 80pts + +--- + +# Beastmaster + +**Role:** Characters + +*On thrumming skyboards that spit venom-laced shards, Beastmasters hover above the frenzied bloodletting of their thrall-creatures, goading them on with the cruel lashes of a nerve-inflaming agoniser. Many wear shamanistic masks that augment the wearer’s natural dominance with sub-vocal emissions and subjugating pheromones.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| BEASTMASTER | 12" | 4 | 6+ | 3 | 7+ | 1 | +| CLAWED FIEND | 12" | 4 | 6+ | 5 | 8+ | 1 | +| KHYMERAE | 12" | 4 | 6+ | 2 | 8+ | 1 | +| RAZORWING FLOCK | 12" | 4 | 6+ | 3 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**The Beastmaster is equipped with:** splinter pods; agoniser. + +**Every Clawed Fiend is equipped with**: Clawed Fiend fists. + +**Every Khymerae is equipped with:** Khymerae talons. + +**Every Razorwing Flock is equipped with:** Razorwing feathers. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Splinter pods | 18 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Agoniser | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | +| Clawed Fiend fists | Melee | 5 | 4 | 5 | -2 | 2 | devastating wounds | +| Khymerae talons | Melee | 4 | 4 | 5 | -1 | 1 | lethal hits | +| Razorwing feathers | Melee | 6 | 4 | 3 | 0 | 1 | sustained hits 1 | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Goaded Savagery (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 of your Pain tokens to Empower this unit. While this unit is Empowered, if it contains a BEASTMASTER model, each time a BEAST model in this unit makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll. +- **Beastmaster** (Datasheet): While this unit contains a BEASTMASTER model, you can re-roll Charge rolls made for this unit. + +**Keywords:** Fly, Character, Mounted, Fly, Aeldari, Beasts, Beastmaster +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Beastmaster +- 1 Clawed Fiends +- 2 Khymerae +- 3 Razorwing Flocks + +**Wargear Options:** +- None + +**Points:** +- 7 models: 135pts + +--- + +# Corsair Cloud Dancer Band + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** brace of pistols; twin shuriken catapult; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | +| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Dissonance cannon | 24 | 3 | 3 | 6 | -1 | 2 | devastating wounds | +| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | +| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | +| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Reckless Abandon** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Mounted, Anhrathe, Corsair Cloud Dancer Band, Grenades +**Faction Keywords:** Drukhari, Aeldari + +**Unit Composition:** +- 0-1 Cloud Dancer Felarch +- 3-6 Corsair Cloud Dancers + +**Wargear Options:** +- Any number of models can each have their twin shuriken catapult replaced with one of the following:- 1 dark lance +- 1 dissonance cannon +- 1 scatter laser +- 1 shuriken cannon +- 1 splinter cannon +- The Cloud Dancer Felarch can be equipped with one of the following:- 1 dissonance pistol +- 1 void sabre + +**Points:** +- 3 models: 105pts +- 4 models: 140pts +- 6 models: 210pts +- 7 models: 245pts + +--- + +# Corsair Reaver Band + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | +| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Reaver Band** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". +- **CORSAIRS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Corsair Voidreavers unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Grenades, Anhrathe, Corsair Reaver Band, Aeldari +**Faction Keywords:** Drukhari, Asuryani + +**Unit Composition:** +- 0-1 Corsair Reaver Felarch +- 5-10 Corsair Reavers + +**Wargear Options:** +- Any number of models can each have their Corsair firearm replaced with 1 spar-glaive. +- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 blaster +- 1 dark lance +- 1 flamer +- 1 fusion gun +- 1 shredder +- 1 shuriken cannon +- 1 splinter cannon +- The Corsair Reaver Felarch can be equipped with one of the following:- 1 dissonance pistol +- 1 void sabre + +**Points:** +- 5 models: 125pts +- 6 models: 150pts +- 10 models: 250pts +- 11 models: 275pts + +--- + +# Corsair Skyreaver Band + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | +| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | +| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | ASSAULT | +| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | +| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | +| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | +| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | +| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | ASSAULT, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Skyleap** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. + +**Keywords:** Corsair Skyreaver Band, Infantry, Grenades, Anhrathe, Fly, Jump Pack, Aeldari +**Faction Keywords:** Drukhari, Asuryani + +**Unit Composition:** +- 0-1 Corsair Skyreaver Felarch +- 5-10 Corsair Skyreavers + +**Wargear Options:** +- Any number of models can each have their Corsair firearm replaced with one of the following:- 1 shardcarbine +- 1 shuriken catapult +- 1 spar-glaive +- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher +- 1 blaster +- 1 dark lance +- 1 flamer +- 1 fusion gun +- 1 shredder +- 1 shuriken cannon +- 1 splinter cannon +- The Corsair Skyreaver Felarch can be equipped with one of the following:- 1 dissonance pistol +- 1 void sabre + +**Points:** +- 5 models: 125pts +- 6 models: 150pts +- 10 models: 250pts +- 11 models: 275pts + +--- + +# Corsair Skyreavers + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; Corsair blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6 | assault, melta 2 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | assault, pistol | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | +| Corsair blade | Melee | 3 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Raid and Run** (Datasheet): At the end of the Fight phase, if this unit was eligible to fight this phase, and is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". Otherwise, if this unit was eligible to fight this phase, this unit can make a Fall Back move of up to D3+3". + +**Keywords:** Corsair Skyreavers, Grenades, Anhrathe, Aeldari, Fly, Jump Pack, Infantry +**Faction Keywords:** Asuryani, Drukhari + +**Unit Composition:** +- 1 Skyreaver Felarch +- 4-9 Skyreavers + +**Wargear Options:** +- The Skyreaver Felarch can replace its shuriken pistol with one of the following:- 1 blast pistol +- 1 neuro disruptor +- For every 5 models in the unit, up to 2 Skyreaver models can each have their shuriken pistol and Corsair blade replaced with one of the following*:- 1 blaster and 1 close combat weapon +- 1 flamer and 1 close combat weapon +- 1 fusion gun and 1 close combat weapon +- 1 shredder and 1 close combat weapon +- * You cannot select the same option more than once per unit unless it contains 10 models, in which case you cannot select the same weapon more than twice per unit. + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Corsair Voidreavers + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; power sword; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | +| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power sword | Melee | 2 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Reavers of the Void** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead. +- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Anhrathe, Corsair Voidreavers, Grenades, Infantry, Battleline, Aeldari +**Faction Keywords:** Drukhari, Asuryani + +**Unit Composition:** +- 1 Voidreaver Felarch +- 4-9 Corsair Voidreavers + +**Wargear Options:** +- The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor +- 1 shuriken rifle +- The Voidreaver Felarch can be equipped with:- 1 mistshield +- Any number of Corsair Voidreavers in this unit can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. +- For every 5 models in this unit, 1 Corsair Voidreaver’s power sword or shuriken rifle can be replaced with one of the following:- 1 blaster +- 1 shredder +- If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon +- 1 wraithcannon + +**Leader:** +Led By: Kharseth, Prince Yriel + +**Points:** +- 5 models: 65pts +- 10 models: 110pts + +--- + +# Corsair Voidscarred + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Corsair Voidscarred and Voidscarred Felarch is equipped with:** shuriken pistol; power sword; close combat weapon. + +**A Shade Runner is equipped with:** shuriken pistol; paired Hekatarii blades. + +**A Soul Weaver is equipped with:** shuriken pistol; power sword; channeller stones. + +**A Way Seeker is equipped with:** shuriken pistol; Executioner; witch staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | +| Executioner | 18 | 3 | 3 | 6 | -2 | D3 | anti-infantry 2+, psychic | +| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | +| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | +| Paired Hekatarii blades | Melee | 4 | 2 | 3 | -2 | 1 | twin-linked | +| Power sword | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Witch staff | Melee | 2 | 2 | 3 | 0 | D3 | anti-infantry 2+, psychic | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Piratical Raiders** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Weapons equipped by models in this unit have the [LETHAL HITS] and [PRECISION] abilities while targeting that unit. +- **Channeller Stones** (Wargear): Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0. +- **Faolchú** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Aeldari, Grenades, Anhrathe, Corsair Voidscarred, Psyker, Infantry +**Faction Keywords:** Asuryani, Drukhari + +**Unit Composition:** +- This unit can contain a maximum of 10 models. +- 1 Voidscarred Felarch +- 4-9 Corsair Voidscarred +- 0-1 Shade Runner +- 0-1 Soul Weaver +- 0-1 Way Seeker + +**Wargear Options:** +- Any number of Corsair Voidscarred can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. +- The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor +- 1 shuriken rifle +- The Voidscarred Felarch can be equipped with 1 mistshield. +- For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: +- 1 blaster +- 1 shredder +- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon +- 1 wraithcannon +- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 long rifle. +- If this unit contains 10 models, 1 Corsair Voidscarred’s power sword can be replaced with 1 fusion pistol. +- 1 Corsair Voidscarred model equipped with a shuriken pistol and power sword can be equipped with 1 Faolchú. + +**Leader:** +Led By: Kharseth, Prince Yriel + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Court of the Archon + +**Role:** Other + +*Nothing but the manipulative cunning of an Archon could demand the loyalty of their varied Courts. Drawn from diverse mercenary factions that inhabit Commorragh, Drukhari, aliens and other horrors protect their liege with all manner of twisted weapons, flesh-eating venoms, needle-like fangs and empathic leaching.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**A Lhamaean is equipped with:** shaimeshi blade. + +**A Medusae is equipped with:** eyeburst; close combat weapon. + +**A Sslyth is equipped with:** shardcarbine; splinter pistol; Sslyth battle-blade. + +**An Ur-ghul is equipped with:** Ur-ghul talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eyeburst | 12 | D6 | N/A | 6 | -2 | 1 | pistol, torrent | +| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Shaimeshi blade | Melee | 4 | 3 | 4 | -2 | 1 | anti-infantry 2+ | +| Sslyth battle-blade | Melee | 3 | 3 | 5 | -2 | 2 | — | +| Ur-ghul talons | Melee | 6 | 3 | 4 | 0 | 1 | sustained hits 1 | + +**Abilities:** +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Deadly Retinue (Pain)** (Datasheet): At the start of your Shooting phase or at the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While this unit is Empowered: +- If it contains one or more Lhamaean models, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- If it contains one or more Medusae models, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. +- If it contains one or more Sslyth models, each time a melee attack targets this unit, subtract 1 from the Wound roll. +- If this unit contains one or more Ur-ghul models, this unit has the Fights First ability. +- **Court of the Archon** (Datasheet): While a CHARACTER model is leading a unit that contains one or more Lhamaean, Medusae, Sslyth and/or Ur-ghul models, that CHARACTER model has the Feel No Pain 4+ ability. +- **COURT OF THE ARCHON** (Fortification (левая колонка)): This unit can be led by an Archon. Alternatively, in the Declare Battle Formations step, this unit can join one Kabalite Warriors or Hand of the Archon unit from your army that is being led by an ARCHON (a unit cannot have more than one COURT OF THE ARCHON unit joined to it). If it does, until the end of the battle, every model in this unit counts as part of that KABALITE WARRIORS or HAND OF THE ARCHON unit, and its Starting Strength is increased accordingly. + +**Keywords:** Aeldari, Kabal, Infantry, Court of the Archon +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Lhamaean +- 1 Medusae +- 1 Sslyth +- 1 Ur-ghul + +**Wargear Options:** +- None + +**Points:** +- 4 models: 95pts + +--- + +# Cronos + +**Role:** Other + +*Like other Engines of Pain, the Cronos is a grisly amalgam of stimm-fed flesh and biomechanical implements shielded by a burnished carapace. Haemonculi create the Cronos to act as a parasite. Its esoteric syphons leech its victim’s life essence, leaving them as husks before projecting the stolen vitality to other Drukhari.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +Every Cronos is equipped with: spirit syphon; spirit-leech tentacles. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spirit syphon | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Spirit vortex | 18 | D6 | 3 | 5 | -1 | 1 | blast, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spirit-leech tentacles | Melee | 6 | 3 | 5 | -1 | 1 | anti-infantry 2+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Pain Parasite (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit shoots or fights, after it has resolved its attacks, if one or more enemy models were destroyed as a result of those attacks, one model in this unit regains up to 3 lost wounds (if all models in this unit have their starting number of wounds and this unit is below its Starting Strength, 1 model is returned to this unit with 3 wounds remaining). +- **Pain Engine (Aura)** (Datasheet): Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one D6, adding 1 to the result if one or more models in this unit are not equipped with a spirit vortex: on a 5+, you gain 1 Pain token. + +**Designer’s Note:** *Pain tokens you spend for reasons other than Empowering a unit do not trigger this ability.* + +**Keywords:** Haemonculus Covens, Monster, Aeldari, Cronos, Fly +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1-2 Cronos + +**Wargear Options:** +- Any number of models can each be equipped with 1 spirit vortex. + +**Points:** +- 1 model: 55pts +- 2 models: 110pts + +--- + +# Death Jester + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shrieker cannon; Jester’s blade; flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shrieker cannon | 24 | 3 | 2 | 6 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Jester’s blade | Melee | 4 | 2 | 4 | 0 | 1 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Death is Not Enough** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. That enemy unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test. +- **Cruel Amusement** (Datasheet): In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s shrieker cannon has that ability. +- [IGNORES COVER] +- [PRECISION] +- [SUSTAINED HITS 3] +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. +- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. + +**Keywords:** Death Jester, Aeldari, Character, Infantry +**Faction Keywords:** Drukhari, Harlequins + +**Unit Composition:** +- 1 Death Jester + +**Points:** +- 1 model: 90pts + +--- + +# Drazhar + +**Role:** Characters + +*Stalking the battlefields of realspace with a singular and murderous focus, Drazhar fights in utter silence. His bladework is phenomenal, his skill peerless. His only desire appears to be killing for killing’s sake, for he hacks a bloody path through mighty champions and luckless dregs alike, reducing all to butchered corpses with the same contemptuous ease.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Executioner’s demiklaives. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner’s demiklaives – single blade | Melee | 6 | 2 | 6 | -2 | 3 | devastating wounds | +| Executioner’s demiklaives – dual blades | Melee | 8 | 2 | 5 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Master of Blades (Pain)** (Datasheet): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Onslaught** (Datasheet): While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". +- **Silent Executioner** (Datasheet): Each time this model makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that target is Below Half-strength, you can re-roll the Wound roll as well. + +**Keywords:** Character, Infantry, Blades for Hire, Aeldari, Epic Hero, Drazhar +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Drazhar – EPIC HERO + +**Leader:** +Can lead: Incubi + +**Points:** +- 1 model: 85pts + +--- + +# Grotesques + +**Role:** Other + +*These modified meat-hulks are pumped full of painful chemicals, growth elixirs and macro-steroids. With swollen muscles they hack their master’s foes apart, their brutal cleavers and grafted claws dripping with toxins. They are mindlessly obedient and insensible to any hurt, chasing down fleeing prey at the behest of their creator.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 5 | 6+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** paired monstrous weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Liquifier gun | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 3+, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monstrous weapons | Melee | 4 | 3 | 5 | -2 | 2 | — | +| Paired monstrous weapons | Melee | 4 | 3 | 5 | -2 | 2 | twin-linked | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Macro-steroids (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 of your Pain tokens to Empower this unit. While Empowered, melee weapons equipped by models in this unit have a Strength characteristic of 8 and the [LETHAL HITS] ability. +- **Monstrous Charge** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds. +- **MONSTROUS HULKS** (Fortification (левая колонка)): This unit cannot embark within a Venom, but it can embark within other Drukhari Transports; when doing so, each Grotesque model takes up the space of 3 models. + +**Keywords:** Aeldari, Grotesques, Infantry, Haemonculus Covens +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 3-6 Grotesques + +**Wargear Options:** +- Any number of models can each replace their paired monstrous weapons with 1 monstrous weapon and 1 liquifier gun. + +**Points:** +- 3 models: 80pts +- 6 models: 170pts + +--- + +# Haemonculus + +**Role:** Characters + +*Wielding horrific torture implements from their oubliettes and laboratories, Haemonculi drift like sinister predators through the midst of battle. They direct their covens of twisted monstrosities and pain adepts while hungrily seeking out fresh subjects for their hideous fleshcrafting, spreading terror through the foe with the detached fascination of true connoisseurs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 5+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** stinger pistol; Haemonculus tools and scissorhands. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stinger pistol | 12 | 1 | 2 | 2 | -1 | D3 | anti-infantry 2+, pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Haemonculus tools and scissorhands | Melee | 5 | 2 | 3 | -1 | D3 | anti-infantry 2+, precision | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Fleshcraft (Pain)** (Datasheet): In your Command phase, you can spend 1 Pain token to Empower this model’s unit. Each time you do, you can return up to D3+1 destroyed Bodyguard models to that unit. +- **Fear Incarnate (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test. +- **Pain Adept** (Datasheet): In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token. + +**Keywords:** Character, Infantry, Haemonculus Covens, Aeldari, Haemonculus +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Haemonculus + +**Leader:** +Can lead: Wracks + +**Points:** +- 1 model: 60pts + +--- + +# Hand of the Archon + +**Role:** Other + +*Agents of their Archon’s will, these hand-picked teams of ruthless killers are entrusted with crucial tasks during realspace raids. Whether fighting as bodyguards for their overlord, seizing some vital prize, or viciously eliminating key foes, they possess many specialist skills and wargear to ensure the job gets done.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** splinter rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | +| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Stinger pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 2+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Pain sculptors | Melee | 3 | 3 | 4 | -1 | 1 | anti-infantry 4+, twin-linked | +| Power weapon | Melee | 4 | 3 | 3 | -2 | 1 | anti-infantry 3+ | +| Razorflail | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Assassins’ Poisons (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, weapons equipped by models in this unit (excluding blast pistols, blasters and dark lances) have the [LETHAL HITS] and [PRECISION] abilities. +- **Archon’s Will** (Datasheet): At the start of the first battle round, select one objective marker on the battlefield. Until the end of the battle, while this unit is within range of that objective marker, unless this unit is Battle-shocked, models in this unit have a 5+ invulnerable save and an Objective Control characteristic of 3. +- **Kabalite Icon** (Wargear): While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic. +- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Smoke keyword. +- **Stimm-needler** (Wargear): Once per turn, the first time a saving throw is failed for a model in the bearer’s unit, change the Damage characteristic of that attack to 0. +- **ARCHON’S RETINUE** (Special (правая колонка)): If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Scouts 7" ability. + +**Keywords:** Grenades, Hand of the Archon, Infantry, Kabal, Aeldari +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Kabalite Archsybarite +- 9 Kabalite Agents + +**Wargear Options:** +- The Kabalite Archsybarite’s close combat weapon can be replaced with 1 power weapon. +- The Kabalite Archsybarite’s splinter rifle can be replaced with one of the following:- 1 blast pistol +- 1 splinter pistol +- The Kabalite Archsybarite can be equipped with one of the following:- 1 Kabalite icon +- 1 phantasm grenade launcher +- 1 Kabalite Agent's splinter rifle can be replaced with one of the following:- 1 blaster +- 1 shredder +- 1 Kabalite Agent’s splinter rifle can be replaced with one of the following:- 1 dark lance +- 1 splinter cannon +- 1 Kabalite Agent’s splinter rifle can be replaced with 1 stinger pistol. +- 1 Kabalite Agent’s splinter rifle can be replaced with 1 shardcarbine. +- 1 Kabalite Agent’s splinter rifle can be replaced with 1 pain sculptors. +- 1 Kabalite Agent’s splinter rifle can be replaced with 1 splinter pistol and 1 razorflail. +- 1 Kabalite Agent equipped with a splinter rifle can be equipped with 1 stimm-needler. This model’s splinter rifle cannot be replaced. + +**Leader:** +Led By: Archon, Lady Malys + +**Points:** +- 10 models: 125pts + +--- + +# Hellions + +**Role:** Other + +*When the Hellion gangs ride their bladed skyboards alongside Drukhari raiding parties, they bring terror to the battlefields of realspace. Arrogant and agile, Hellions wield their hellglaives with such skill that battle becomes a contest as to who amongst them can perform the most ostentatious acts of spectacular airborne slaughter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** splinter pods; hellglaive. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | +| Splinter pods | 18 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellglaive | Melee | 3 | 3 | 4 | -1 | 2 | lance, sustained hits 1 | +| Power weapon | Melee | 4 | 3 | 3 | -2 | 1 | anti-infantry 3+, lance, sustained hits 1 | +| Stunclaw | Melee | 4 | 3 | 3 | -1 | 1 | devastating wounds, lance, precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Battlefield Butchery (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, add 1 to the Attacks and Strength characteristics of this unit’s melee weapons. +- **Skyboard Evasion** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, this unit can make a Normal move of up to D6". +- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Smoke and Grenades keywords. + +**Keywords:** Fly, Mounted, Hellions, Wych Cult, Aeldari +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Helliarch +- 4-9 Hellions + +**Wargear Options:** +- The Helliarch can be equipped with 1 phantasm grenade launcher. +- The Helliarch’s hellglaive can be replaced with one of the following:- 1 splinter pistol and 1 power weapon. +- 1 splinter pistol and 1 stunclaw. +- If the Helliarch is equipped with 1 splinter pistol, it can be equipped with 1 hellglaive (that model’s hellglaive cannot be replaced). + +**Points:** +- 5 models: 85pts +- 10 models: 170pts + +--- + +# Incubi + +**Role:** Other + +*The Incubi are warrior perfectionists of the highest order. Protected by the ornate plates of their ancient warsuits, they move swiftly in for the kill, sweeping giant klaives in practised, decapitating strikes. They carve straight through the enemy’s elite, crushing their spirit with psychic torture devices known as tormentors.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| INCUBI | 7" | 3 | 3+ | 1 | 6+ | 1 | +| KLAIVEX | 7" | 3 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** klaive. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demiklaives – single blade | Melee | 4 | 3 | 5 | -2 | 2 | — | +| Demiklaives – dual blades | Melee | 6 | 3 | 4 | -2 | 1 | twin-linked | +| Klaive | Melee | 3 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Decapitating Strikes (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Tormentors** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. Each time a model in this unit makes a melee attack that targets a Battle-shocked unit, add 1 to the Hit roll. +- **Incubi Shrine Token** (Wargear): Once per battle for each Incubi Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a Klaivex or Incubi model in this unit to an unmodified 6. + +**Designer's Note:** *Place an Incubi Shrine token next to the unit for each Incubi Shrine token it has, removing one each time this ability is used.* + +**Keywords:** Infantry, Aeldari, Blades for Hire, Incubi +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Klaivex +- 4-9 Incubi + +**Wargear Options:** +- The Klaivex’s klaive can be replaced with 1 demiklaives. +- For every 5 models in this unit, it can be equipped with 1 Incubi Shrine token. + +**Leader:** +Led By: Archon, Drazhar, Lady Malys + +**Points:** +- 5 models: 90pts +- 10 models: 180pts + +--- + +# Kabalite Warriors + +**Role:** Battleline + +*Only the best of a kabal’s warriors are afforded a place within its raiding parties, and every one fights all the more savagely to prove their merit. Clad in barbed and segmented armour, wielding vicious splinter weaponry or potent armaments tailored to butcher infantry or annihilate enemy armour, they form the dark heart of many realspace raids.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** splinter rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | +| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Sadistic Raiders (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. +- **Cruel Enforcers** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Kabalite Icon** (Wargear): While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic. +- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Smoke and Grenades keywords. + +**Keywords:** Kabal, Battleline, Aeldari, Kabalite Warriors, Infantry +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Sybarite +- 9 Kabalite Warriors + +**Wargear Options:** +- The Sybarite’s close combat weapon can be replaced with 1 power weapon. +- The Sybarite can be equipped with one of the following:- 1 Kabalite icon +- 1 phantasm grenade launcher +- The Sybarite’s splinter rifle can be replaced with one of the following:- 1 blast pistol +- 1 splinter pistol +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 blaster. +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 dark lance. +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 shredder. +- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 splinter cannon. + +**Leader:** +Led By: Archon, Lady Malys + +**Points:** +- 10 models: 115pts + +--- + +# Kharseth + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Dread of the Deep Void; Waystave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dread of the Deep Void | 24 | D6+2 | 3 | 3 | -2 | 1 | anti-infantry 2+, blast, hazardous, ignores cover, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Waystave | Melee | 3 | 2 | 3 | 0 | 3 | anti-infantry 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Aethersense (Psychic)** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. +- **Fury of the Void (Psychic)** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack. + +**Keywords:** Infantry, Aeldari, Character, Epic Hero, Psyker, Anhrathe, Kharseth +**Faction Keywords:** Asuryani, Drukhari + +**Unit Composition:** +- 1 Kharseth – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Corsair Voidreavers, Corsair Voidscarred + +**Points:** +- 1 model: 95pts + +--- + +# Lady Malys + +**Role:** Characters + +*Few galactic war leaders can match Lady Malys’ intellect or her talent for weaving complex strategic webs around her foes. Whatever schemes her enemies may have, Malys has already foreseen and put contingencies in place, leaving opponents reeling in confusion and easy prey for her flickering blades.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 5 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lady’s Blade; razor fan. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lady’s Blade | Melee | 6 | 2 | 5 | -3 | 3 | devastating wounds, hazardous | +| Razor fan | Melee | 6 | 2 | 3 | 0 | 1 | extra attacks | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Archon of the Poisoned Tongue (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this model’s +unit to shoot or fight, you can spend 1 Pain token to Empower that unit. If you do, select one of the following abilities: [SUSTAINED HITS 1]; [LETHAL HITS]. Until the end of the phase, while that unit is Empowered, weapons equipped by models in that unit have that selected ability. +- **Precognisant** (Datasheet): If your army includes this model, after both players have deployed their armies, select up to three Drukhari units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. +- **Mind Like a Steel Trap (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +**Keywords:** Aeldari, Character, Infantry, Lady Malys, Epic Hero, Archon, Kabal +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Lady Malys – EPIC HERO + +**Leader:** +Can lead: Hand of the Archon, Incubi, Kabalite Warriors + +**Points:** +- 1 model: 100pts + +--- + +# Lelith Hesperax + +**Role:** Characters + +*Lelith Hesperax is the undisputed queen of the Commorrite arenas, a warrior capable of felling the mightiest armoured foes and most monstrous beasts with a pair of simple - if beautifully balanced - knives. Hesperax makes a spectacle of her every battle, dancing and weaving around her victims with mocking ease as she builds to a spectacularly gory crescendo.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lelith’s blades. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lelith’s blades | Melee | 8 | 2 | 3 | -2 | 1 | anti-infantry 2+, precision, sustained hits 2 | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Brides of Death (Pain)** (Datasheet): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, improve the Strength and Armour Penetration characteristics of that attack by 1. +- **Blur of Blades** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. +- **Thrilling Spectacle** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save and change the Attacks characteristic of melee weapons equipped by this model to 12. + +**Keywords:** Lelith Hesperax, Succubus, Aeldari, Epic Hero, Wych Cult, Infantry, Character +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Lelith Hesperax – EPIC HERO + +**Leader:** +Can lead: Wyches + +**Points:** +- 1 model: 85pts + +--- + +# Mandrakes + +**Role:** Other + +*Creatures of midnight horror, crawling through the shadows to slither into the most secure locations, Mandrakes radiate an aura of frigid evil. They can conjure and hurl balefires at will to sear their victims’souls from the inside out, while any who face these ghoulish killers up close are soon hacked down by the blows of grossly outsized razors and vicious torture blades.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** baleblast; glimmersteel blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleblast | 18 | 2 | 3 | 5 | -1 | 1 | assault, devastating wounds, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Glimmersteel blade | Melee | 3 | 3 | 5 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Fade Away (Pain)** (Datasheet): At the end of your opponent’s Fight phase, if this unit is not within Engagement Range of one or more enemy units, you can spend 1 Pain token to Empower this unit. Each time you do, remove this unit from the battlefield and place it into Strategic Reserves. +- **Shade Weavers** (Datasheet): This unit cannot be targeted by ranged attacks unless the attacking model is within 18". + +**Keywords:** Infantry, Aeldari, Blades for Hire, Mandrakes +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Nightfiend +- 4-9 Mandrakes + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Prince Yriel + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Eye of Wrath; shuriken pistol; Spear of Twilight. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eye of Wrath | 6 | 3 | 2 | 6 | -2 | 2 | assault, pistol | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of Twilight | Melee | 5 | 2 | 7 | -3 | 3 | lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Piratical Hero** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll. +- **Prince of Corsairs** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Infantry, Aeldari, Character, Epic Hero, Anhrathe, Prince Yriel +**Faction Keywords:** Asuryani, Drukhari + +**Unit Composition:** +- 1 Prince Yriel – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Corsair Voidreavers, Corsair Voidscarred + +**Points:** +- 1 model: 95pts + +--- + +# Raider + +**Role:** Dedicated Transports + +*These swift anti-grav transport barques are employed by kabals, wych cults and haemonculus covens alike for their realspace raids. Streaking through skies like poisoned arrows, Raiders deliver their cargoes of vicious Drukhari into the very heart of the foe before their victims have time to react, providing vicious covering fire as the fighting intensifies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 4+ | 10 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** dark lance; bladevanes and chainsnares. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes and chainsnares | Melee | D3+3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Splinter Racks (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, if one or more units are embarked within this model, each time this model makes an attack with a ranged weapon that has the [ANTI] ability, you can re-roll the Hit roll. +- **Vanguard of the Dark City** (Datasheet): At the start of your Command phase, select one of the abilities in the Vanguard of the Dark City section (see above) for this model. Until the start of your next Command phase, this model has that ability. +- **Masters of the Shadowed Sky** (Primarch): At the end of your Command phase, if this model is within range of an objective marker you control, and if one or more Kabalite Warriors units are embarked within it, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Speed of the Kill** (Primarch): Each time a Wyches unit disembarks from this model (excluding Emergency Disembarkations), models in that WYCHES unit must be set up wholly within 6" of this model. +- **Visions of Butchery** (Primarch): While one or more Wracks units are embarked within this model, for each WRACKS model embarked within this model, add 1 to the Attacks characteristic of this model’s bladevanes and chainsnares. +- **Aethersails** (Primarch): While one or more Drukhari units are embarked within this model, you can re-roll Advance and Charge rolls made for this model. + +**Keywords:** Vehicle, Fly, Aeldari, Transport, Dedicated Transport, Raider +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Raider + +**Wargear Options:** +- This model’s dark lance can be replaced with 1 disintegrator cannon. + +**Transport:** +This model has a transport capacity of 11 Drukhari Infantry models (excluding Jump Pack models). + +**Points:** +- 1 model: 85pts + +--- + +# Ravager + +**Role:** Other + +*Ravager gunships fulfil the role of armoured fire support during Drukhari raids, leveraging their speed and agility to outmanoeuvre the more heavily armoured war engines with which they typically duel. They are mobile assassins, mounting enough firepower to gut enemy tanks and eradicate the foe’s elite warriors before swiftly relocating to new hunting grounds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 4+ | 11 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 3 dark lances; bladevanes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Agonising Suppression (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **Eradicate the Foe** (Datasheet): Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, you can re-roll the Hit roll. + +**Keywords:** Ravager, Aeldari, Fly, Kabal, Vehicle +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Ravager + +**Wargear Options:** +- Any number of this model’s dark lances can each be replaced with 1 disintegrator cannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 110pts + +--- + +# Raven Strike Fighter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 4+ | 10 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 dark lances; splinterstorm cannon; Bladed wings. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Splinterstorm cannon | 36 | 8 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladed wings | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Shredding Fire (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, the Armour Penetration characteristic of its ranged weapons is increased by 1. +- **Ground-attack Craft** (Datasheet): Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll. + +**Keywords:** Raven Strike Fighter, Aeldari, Aircraft, Fly, Vehicle +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Raven Strike Fighter + +**Wargear Options:** +- None + +**Points:** +- 1 model: 170pts + +--- + +# Razorwing Jetfighter + +**Role:** Other + +*Though agile and capable air superiority craft, the true worth of Razorwing Jetfighters is in ground attack runs. Blurring low over the heads of the foe, they unleash salvoes of missiles whose specialised warheads sow bloody horror. Soon enough, the enemy are left cowering in disarray at the mere threat of another pass by the murderous Razorwings and their sadistic pilots.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 4+ | 10 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 dark lances; Razorwing missiles; twin splinter rifle; bladed wings. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark Lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | +| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | — | +| Razorwing missiles – monoscythe missiles | 48 | D6 | 3 | 6 | -1 | 2 | blast | +| Razorwing missiles – neurotoxin missiles | 48 | D6+3 | 3 | 2 | 0 | 1 | anti-infantry 2+, blast | +| Razorwing missiles – shatterfield missiles | 48 | D6 | 3 | 7 | -2 | 1 | blast | +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | +| Twin splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladed wings | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Nowhere to Run (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. +- **Ground Attack Craft** (Datasheet): Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll. + +**Keywords:** Razorwing Jetfighter, Vehicle, Fly, Aircraft, Aeldari +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Razorwing Jetfighter + +**Wargear Options:** +- This model’s 2 dark lances can be replaced with 2 disintegrator cannons. +- This model’s twin splinter rifle can be replaced with 1 splinter cannon. + +**Points:** +- 1 model: 170pts + +--- + +# Reaper + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 4+ | 11 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** storm vortex projector; bladevanes; prow blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm vortex projector – beam | 36 | 3 | 3 | 12 | -3 | D6 | — | +| Storm vortex projector – blast | 24 | D6+3 | 3 | 6 | -2 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes | Melee | 3 | 4 | 6 | -1 | 1 | — | +| Prow blade | Melee | 1 | 4 | 8 | -2 | 2 | extra attacks, lance, sustained hits 3 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Electromagentic Cascade (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered: +- Each time this model makes a ranged attack that targets a VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability. +- Each time this model makes a ranged attack that targets a non-VEHICLE unit, that attack has the [SUSTAINED HITS 1] ability. +- **Eradicate the Foe** (Datasheet): Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, re-roll a Hit roll of 1. If the target unit has a Starting Strength of 1, this ability only applies if that unit has its starting number of wounds. + +**Keywords:** Kabal, Reaper, Aeldari, Fly, Vehicle +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Reaper + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Reavers + +**Role:** Other + +*Reaver jetbikes streak across the battlefield with the same speed and agility they display during their lethal races around the Commorrite arenas. Whether jinking around incoming enemy fire, decapitating foes with vicious bladevanes or culling their victims with ferocious firepower, these high-speed killers are lethal in the extreme.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 4 | 4+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** splinter pistol; splinter rifle; bladevanes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Heat lance | 18 | 1 | 3 | 14 | -4 | D6 | assault, melta 3 | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | +| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes | Melee | 4 | 3 | 4 | -1 | 1 | lance | + +**Abilities:** +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Matchless Swiftness (Pain)** (Datasheet): In your Movement phase, when you select this unit to Advance, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit. +- **Eviscerating Fly-by** (Datasheet): Each time this unit ends a Normal or Advance move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move, then roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **Cluster Caltrops** (Wargear): Each time you roll to inflict wounds using this unit’s Eviscerating Fly-by ability, you can re-roll one D6 for each model in this unit equipped with cluster caltrops. +- **Grav-talon** (Wargear): The bearer’s melee weapons have an Armour Penetration characteristic of -2 and the [LETHAL HITS] ability. + +**Keywords:** Reavers, Aeldari, Fly, Wych Cult, Mounted +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Arena Champion +- 2-5 Reavers + +**Wargear Options:** +- For every 3 models in this unit, 1 model’s splinter rifle can be replaced with one of the following:- 1 blaster +- 1 heat lance +- For every 3 models in this unit, 1 model can be equipped with one of the following:- 1 cluster caltrops +- 1 grav-talon + +**Points:** +- 3 models: 70pts +- 6 models: 140pts + +--- + +# Scourges with Heavy Weapons + +**Role:** Other + +*Airborne messengers and mercenaries who ride the thermals between Commorragh’s highest spires, Scourges have been bodily modified for winged flight. They wear their grotesque new forms with the same pride that they wield their massive dark lances and splinter cannons, for their combination of speed and firepower renders them invaluable.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Solarite is equipped with:** shardcarbine; close combat weapon. + +**Every Scourge is equipped with:** splinter cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | +| Haywire blaster | 24 | 2 | 4 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds, heavy | +| Heat lance | 18 | 1 | 4 | 14 | -4 | D6 | assault, heavy, melta 3 | +| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Winged Strike (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a ranged attack, you can re-roll the Hit roll. +- **Airborne Evasion** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Infantry, Fly, Grenades, Jump Pack, Aeldari, Blades for Hire, Scourges, Scourges with Heavy Weapons +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Solarite +- 4 Scourges + +**Wargear Options:** +- The Solarite’s shardcarbine can be replaced with one of the following:- 1 blast pistol and 1 power weapon +- 1 splinter pistol and 1 power weapon +- Any number of Scourges can each replace their splinter cannon with one of the following:- 1 blaster +- 1 dark lance +- 1 haywire blaster +- 1 heat lance +- 1 shredder + +**Points:** +- 5 models: 130pts + +--- + +# Scourges with Shardcarbines + +**Role:** Other + +*Some bands of Scourges choose to wield comparatively light but potent firearms. So armed, they swoop down upon the enemy to catch them in savage crossfires and rake them with volley after volley of energy blasts and poisoned shards. Such close-ranged onslaughts demonstrate the Scourges’ prowess and contempt for the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Solarite is equipped with:** shardcarbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | +| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | +| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | +| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Swooping Descent (Pain)** (Datasheet): In your Movement phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this unit is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. +- **Murderous Crossfire** (Datasheet): After this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly Drukhari unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. + +**Keywords:** Blades for Hire, Aeldari, Jump Pack, Grenades, Scourges with Shardcarbines, Fly, Scourges, Infantry +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Solarite +- 4 Scourges + +**Wargear Options:** +- The Solarite’s shardcarbine can be replaced with one of the following:- 1 blast pistol and 1 power weapon +- 1 splinter pistol and 1 power weapon +- 1 Scourge’s shardcarbine can be replaced with one of the following:- 1 blaster +- 1 shredder + +**Points:** +- 5 models: 75pts + +--- + +# Shadowseer + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; miststave; flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Miststave | Melee | 4 | 2 | 5 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Fog of Dreams (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". +- **Treacherous Illusion (Psychic)** (Datasheet): Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. +- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. + +**Keywords:** Grenades, Psyker, Aeldari, Character, Infantry, Shadowseer +**Faction Keywords:** Harlequins, Drukhari + +**Unit Composition:** +- 1 Shadowseer + +**Wargear Options:** +- This model’s shuriken pistol can be replaced with 1 neuro disruptor. + +**Leader:** +Can lead: Troupe + +**Points:** +- 1 model: 60pts + +--- + +# Skyweavers + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 4+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** shuriken cannon; star bolas; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skyweaver haywire cannon | 24 | 2 | 3 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds | +| Star bolas | 12 | D3 | 3 | 7 | -2 | 2 | — | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Zephyrglaive | Melee | 4 | 3 | 6 | -2 | 2 | — | +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Acrobatic Grace** (Datasheet): Each time an attack targets this unit, subtract 1 from the Hit roll. + +**Keywords:** Skyweavers, Fly, Aeldari, Mounted, Smoke +**Faction Keywords:** Drukhari, Harlequins + +**Unit Composition:** +- 2-4 Skyweavers + +**Wargear Options:** +- Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon. +- Any number of models can each have their star bolas replaced with 1 zephyrglaive. + +**Points:** +- 2 models: 95pts +- 4 models: 190pts + +--- + +# Solitaire + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Solitaire weapons, flip belt. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Solitaire weapons | Melee | 9 | 2 | 6 | -2 | 2 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Blitz** (Datasheet): Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons. +- **Blur of Movement** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced. +- **PATH OF DAMNATION** (Fortification (левая колонка)): This model cannot be your WARLORD. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. + +**Keywords:** Aeldari, Character, Infantry, Epic Hero, Solitaire +**Faction Keywords:** Harlequins, Drukhari + +**Unit Composition:** +- 1 Solitaire – EPIC HERO + +**Points:** +- 1 model: 115pts + +--- + +# Starfangs + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** disintegrator cannon; Starfang grenade launcher; wraithbone hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Starfang grenade launcher | 36 | D3 | 3 | 6 | -3 | 2 | assault, blast | +| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Hallucinogen Grenades** (Datasheet): At the start of your opponent’s Shooting phase, this unit can use this ability. If it does, select one Aeldari Infantry unit from your army visible to and within 36" of this unit: until the end of the phase, that unit has the Stealth ability. + +**Keywords:** Vehicle, Aeldari, Anhrathe, Fly, Smoke, Grenades, Starfangs +**Faction Keywords:** Drukhari, Asuryani + +**Unit Composition:** +- 1-2 Starfangs + +**Wargear Options:** +- None + +**Points:** +- 1 model: 75pts +- 2 models: 150pts + +--- + +# Starweaver + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 4+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 2 shuriken cannons; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Rapid Embarkation** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Harlequins Infantry unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. + +**Keywords:** Starweaver, Aeldari, Fly, Smoke, Vehicle, Dedicated Transport, Transport +**Faction Keywords:** Harlequins, Drukhari + +**Unit Composition:** +- 1 Starweaver + +**Transport:** +This model has a transport capacity of 6 Harlequins Infantry models. + +**Points:** +- 1 model: 80pts + +--- + +# Succubus + +**Role:** Characters + +*Succubi are the leaders of the wych cults and master combatants of the arena, their warrior artistry as ferociously savage as sublimely graceful. Disdaining heavy armour in favour of lithe agility, they hurl themselves into the teeth of the foe without fear, cutting a murderous path through all who oppose them and indelibly stamping their superiority upon the battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Archite glaive and agoniser. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Archite glaive and agoniser | Melee | 7 | 2 | 3 | -2 | 1 | anti-infantry 3+, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Lithe Agility (Pain)** (Datasheet): In your Movement phase when you select this model’s unit to Advance, or in your Charge phase before you make a Charge roll for this model’s unit, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, you can re-roll Advance and Charge rolls made for that unit. +- **Storm of Blades** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Bloody Spectacle** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys a CHARACTER model, you gain 1CP. + +**Keywords:** Aeldari, Character, Wych Cult, Succubus, Infantry +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Succubus + +**Leader:** +Can lead: Wyches + +**Points:** +- 1 model: 50pts + +--- + +# Talos + +**Role:** Other + +*The Talos Pain Engine is a ghoulish melding of stitch-puckered flesh and armoured artifice, boasting tremendous resilience and a nightmarish array of weaponry. Each is the proud creation of the Drukhari Haemonculi, who employ their Talos as torture devices, surgical assistants and armoured murder machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin splinter cannon; 2 macro-scalpels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stinger pod | 24 | 2D6 | 3 | 5 | 0 | 1 | — | +| Twin haywire blaster | 24 | 2 | 3 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds, twin-linked | +| Twin heat lance | 18 | 1 | 3 | 14 | -4 | D6 | assault, melta 3, twin-linked | +| Twin liquifier gun | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 3+, torrent, twin-linked | +| Twin splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chain-flails | Melee | 8 | 3 | 6 | -1 | 1 | — | +| Macro-scalpel | Melee | 5 | 3 | 7 | -2 | 2 | — | +| Talos gauntlet | Melee | 5 | 4 | 9 | -2 | 3 | — | +| Talos ichor injector | Melee | 1 | 2 | 8 | -2 | D6 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Mindless Killing Machines (Pain)** (Datasheet): At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. +- **Devoted to Pain** (Datasheet): If a model in this unit is equipped with 2 macro-scalpels, those weapons have the [TWIN-LINKED] ability. +- **Torture Device** (Datasheet): Each time this unit destroys an enemy unit, you gain 1 additional Pain token. + +**Keywords:** Monster, Haemonculus Covens, Fly, Aeldari, Talos +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1-2 Talos + +**Wargear Options:** +- Any number of models can each replace their twin splinter cannon with one of the following:- 1 stinger pod +- 1 twin haywire blaster +- 1 twin heat lance +- Any number of models can each replace one of their macro-scalpels with one of the following:- 1 Talos ichor injector +- 1 twin liquifier gun +- Any number of models can each replace one of their macro-scalpels with one of the following:- 1 chain flails +- 1 Talos gauntlet + +**Points:** +- 1 model: 80pts +- 2 models: 160pts + +--- + +# Tantalus + +**Role:** Other + +*The Tantalus is a prestigious twin-hulled Drukhari assault skimmer perfectly crafted for high-speed terror raids. The signature armament of the Tantalus is a set of graceful scythevanes that extend from the vehicle’s hull, designed to slice and sever any foes caught in the skimmer’s sweeping flight path.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 10 | 4+ | 18 | 7+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** pulse disintegrators; dire scythe blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pulse disintegrators | 36 | 12 | 3 | 10 | -2 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dire scythe blades | Melee | 9 | 4 | 8 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Engine of Destruction (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, this model’s pulse disintegrators have the [RAPID FIRE 8] ability. +- **Scything Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Vehicle, Transport, Tantalus, Aeldari, Fly +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Tantalus + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 16 Drukhari Infantry models. Each Grotesque model takes up the space of 3 models. This model cannot transport models that can Fly. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 230pts + +--- + +# Troupe Master + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** shuriken pistol; Troupe Master’s blade; flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion pistol | 6 | 1 | 2 | 8 | -4 | D6 | assault, melta 2, pistol | +| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Troupe Master’s blade | Melee | 5 | 2 | 5 | -2 | 2 | devastating wounds | +| Harlequin’s special weapon | Melee | 6 | 2 | 4 | -1 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Choreographer of War** (Datasheet): While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit. +- **Cegorach’s Favour** (Datasheet): Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll. +- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. + +**Keywords:** Character, Aeldari, Troupe Master, Grenades, Infantry +**Faction Keywords:** Harlequins, Drukhari + +**Unit Composition:** +- 1 Troupe Master + +**Wargear Options:** +- This model’s shuriken pistol can be replaced with one of the following:- 1 fusion pistol +- 1 neuro disruptor +- This model's Troupe Master's blade can be replaced with 1 Harlequin's special weapon. + +**Leader:** +Can lead: Troupe + +**Points:** +- 1 model: 75pts + +--- + +# Troupe + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 1 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** shuriken pistol; Harlequin’s blade, flip belt. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | +| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | +| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | devastating wounds | +| Harlequin’s blade | Melee | 5 | 3 | 3 | -1 | 1 | devastating wounds | +| Harlequin’s special weapon | Melee | 4 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Dance of Death** (Datasheet): At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: +- **Hero’s Prowess:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1. +- **Villain’s Doom:** Each time a model in this unit makes an attack, add 1 to the Wound roll. +- **Trickster’s Grace:** Each time an attack targets this unit, subtract 1 from the Hit roll. +- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. + +**Keywords:** Aeldari, Grenades, Troupe, Infantry +**Faction Keywords:** Drukhari, Harlequins + +**Unit Composition:** +- 1 Lead Player +- 4-11 Players + +**Wargear Options:** +- Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon. +- The Lead Player’s Harlequin’s blade can be replaced with 1 power sword. +- If this unit contains 9 or fewer models:- Up to 2 models can each have their shuriken pistol replaced with 1 neuro disruptor +- Up to 2 models can each have their shuriken pistol replaced with 1 fusion pistol +- If this unit contains 10 or more models:- Up to 4 models can each have their shuriken pistol replaced with 1 neuro disruptor +- Up to 4 models can each have their shuriken pistol replaced with 1 fusion pistol + +**Leader:** +Led By: Troupe Master, Shadowseer + +**Points:** +- 5 models: 85pts +- 6 models: 100pts +- 11 models: 190pts +- 12 models: 205pts + +--- + +# Urien Rakarth + +**Role:** Characters + +*Urien Rakarth is the most ingenious of the many Haemonculi masters. He is the Sculptor of Torments, whose repugnant creations strain his enemies’ sanity. Once his casket of fanged spirits and his toxin-laced blades are finished, a coiling nest of Haemovores feast upon whatever is left of Rakarth’s foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 6+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Casket of Flensing; Haemonculus tools and scissorhands. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Casket of Flensing | 12 | 3D6 | N/A | 3 | -1 | 1 | devastating wounds, one shot, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Haemonculus tools and scissorhands | Melee | 5 | 2 | 3 | -1 | D3 | anti-infantry 2+, precision | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Sculptor of Torments (Pain)** (Datasheet): In your Fight phase, when you select this model’s unit to fight, you can spend 1 of your Pain tokens to Empower this model’s unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Father of Pain** (Datasheet): Each time an attack with a Damage characteristic of 1 is allocated to a model in this model’s unit, that model has the Feel No Pain 4+ ability against that attack. +- **Horrific Regeneration** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Haemonculus Covens, Infantry, Urien Rakarth, Haemonculus, Aeldari, Epic Hero, Character +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Urien Rakarth – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Wracks + +**Points:** +- 1 model: 80pts + +--- + +# Venom + +**Role:** Dedicated Transports + +*Raw speed delivers countless Venom transports to the heart of the enemy’s defence and sees them chase down stragglers and encircle the foe’s outriders. For the clique of warriors on board, Venoms are mobile firebases and gore-splashed chariots in one, with flickering shields that confound attempts to bring them down.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** splinter cannon; twin splinter rifle; bladevanes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | +| Twin splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladevanes | Melee | 3 | 4 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Rapid Deployment (Pain)** (Datasheet): In your Movement phase, when you select this model to Advance, you can spend 1 Pain token to Empower this model. While Empowered, units can disembark from this model after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. +- **Aerialists** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Drukhari Infantry unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT (you cannot select a unit that can Fly). Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. + +**Keywords:** Vehicle, Venom, Transport, Aeldari, Fly, Dedicated Transport +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Venom + +**Wargear Options:** +- This model’s twin splinter rifle can be replaced with 1 splinter cannon. + +**Transport:** +This model has a transport capacity of 6 Drukhari Infantry models (excluding Jump Pack models). + +Before the battle, at the start of the Declare Battle Formations step, you can select one Kabalite Warriors, Hand of the Archon or Wyches unit from your army that has not already been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units]. One of these units must start the battle embarked within this model; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. + +**Points:** +- 1 model: 70pts + +--- + +# Voidraven Bomber + +**Role:** Other + +*Mounting some of the most powerful guns in the Drukhari arsenal, the Voidraven Bomber’s dark scythes and void lances can crack heavily armoured targets. Yet they pale against the silent aircraft’s primary weapon - the void mine. Once this arcane payload is deployed, the resulting darklight implosion erases all caught within its blast.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 4+ | 12 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 void lances; bladed wings. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark scythe | 24 | 6 | 3 | 8 | -4 | 2 | — | +| Void lance | 36 | 2 | 3 | 14 | -4 | D6+2 | — | +| Voidraven missiles – implosion missiles | 48 | D3 | 3 | 9 | -2 | 3 | blast | +| Voidraven missiles – shatterfield missiles | 48 | D6 | 3 | 7 | -2 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladed wings | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Nowhere to Hide (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. +- **Void Mine** (Datasheet): Once per battle, after this unit ends a Normal move, you can select one enemy model that it moved over during that move, then roll one D6 for each enemy unit within D6" of that model: on a 4+, that enemy unit suffers D6 mortal wounds. + +**Keywords:** Aeldari, Voidraven Bomber, Vehicle, Fly, Aircraft +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Voidraven Bomber + +**Wargear Options:** +- This model can be equipped with 1 Voidraven missiles. +- This model’s 2 void lances can be replaced with 2 dark scythes. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 245pts + +--- + +# Voidweaver + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 6 | 4+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prismatic cannon – focused lances | 24 | 2 | 3 | 12 | -3 | 4 | — | +| Voidweaver haywire cannon | 24 | 3 | 3 | 4 | -1 | 3 | anti-vehicle 4+, devastating wounds | +| Prismatic cannon – dispersed pulse | 24 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. + +**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** +Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. +AGILE MANOEUVRESSWIFT AS THE WIND + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). + +EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. + +FLITTING SHADOWS + +TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. + +STAR ENGINES + +TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. + +EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. + +SUDDEN STRIKE + +TRIGGER: When an eligible unit from your army is selected to fight. + +EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +OPPORTUNITY SEIZED + +TRIGGER: When an enemy unit ends a Fall Back move. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". + +FADE BACK + +TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. + +EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". +- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. +- **Polychromatic Camouflage** (Datasheet): This unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +**Keywords:** Aeldari, Vehicle, Voidweaver, Fly +**Faction Keywords:** Harlequins, Drukhari + +**Unit Composition:** +- 1 Voidweaver + +**Wargear Options:** +- This model’s Voidweaver haywire cannon can be replaced with 1 prismatic cannon. + +**Points:** +- 1 model: 125pts + +--- + +# Wracks + +**Role:** Battleline + +*The gnarled hide of the Wracks is a leathery mass of old scars, inured to pain. These adepts of fleshcrafting serve the wizened masters of the covens and are as much experiments in stitch and sinew as apprentices to the Haemonculus’ gruesome craft. They are granted a host of cruel tools, butchering blades and arcane bioweapons with which they inflict maximum agony.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin torturer’s tools. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hexrifle | 36 | 1 | 3 | 8 | -2 | 3 | heavy, precision | +| Liquifier gun | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 3+, torrent | +| Ossefactor | 24 | 1 | 3 | 2 | -2 | 2 | anti-infantry 4+, devastating wounds | +| Stinger pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 2+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | anti-infantry 3+ | +| Torturer’s tools | Melee | 2 | 3 | 4 | -1 | 1 | anti-infantry 4+ | +| Twin torturer’s tools | Melee | 2 | 3 | 4 | -1 | 1 | anti-infantry 4+, twin-linked | + +**Abilities:** +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Experimental Enhancements (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the following to apply to this unit until the end of the phase: +- Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 3. +- Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 4 and the [HAZARDOUS] ability. +- **Torturer’s Craft** (Datasheet): In your Shooting phase and the Fight phase, after this unit has shot or fought, select one enemy unit (excluding VEHICLES) hit by one or more of those attacks. That unit must take a Battle-shock test. + +**Keywords:** Infantry, Haemonculus Covens, Battleline, Aeldari, Wracks +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Acothyst +- 4-9 Wracks + +**Wargear Options:** +- For every 5 models in this unit:- 1 model’s twin torturer’s tools can be replaced with 1 hexrifle and 1 torturer’s tool +- 1 model’s twin torturer’s tools can be replaced with 1 liquifier gun and 1 torturer’s tool +- 1 model’s twin torturer’s tools can be replaced with 1 ossefactor and 1 torturer’s tool +- 1 model’s twin torturer’s tools can be replaced with 1 stinger pistol and 1 torturer’s tool +- The Acothyst’s twin torturer’s tools can be replaced with 1 power weapon and 1 torturer’s tool. +- If the Acothyst is not equipped with a power weapon, its torturer’s tool can be replaced with 1 power weapon. + +**Leader:** +Led By: Haemonculus, Urien Rakarth + +**Points:** +- 5 models: 60pts +- 8 models: 100pts +- 10 models: 120pts + +--- + +# Wyches + +**Role:** Battleline + +*Wyches are gladiatorial murder artists who exhibit their incredible skills to slay with precision and élan. Used to corralling wild beasts in the arenas, their assaults are so swift and overwhelming that enemies often find themselves encircled by Wyches who have weaved through or sprung over their ranks to trap them in a rapidly tightening noose of blades.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 6+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 6 +** 4+ against melee attacks* + +**Default Wargear:** +**Every model is equipped with:** splinter pistol; Hekatarii blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol | +| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gladiatorial weapons | Melee | 5 | 3 | 4 | -2 | 1 | — | +| Hekatarii blade | Melee | 4 | 3 | 3 | -1 | 1 | — | +| Power weapon | Melee | 5 | 3 | 3 | -2 | 1 | anti-infantry 3+ | + +**Abilities:** +- **Power from Pain** (Faction): Pain Abilities +All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). + +**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* + +Gaining Pain Tokens +If your Army Faction is DRUKHARI, you gain Pain tokens as follows: +- **1 Pain token** at the start of your Command phase. +- **1 Pain token** each time an enemy unit is destroyed. +- **1 Pain token** each time an enemy unit fails a Battle-shock test. +Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. + +Empowered Through Pain +Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. + +**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). +- **Acrobatic Gladiators (Pain)** (Datasheet): At the start of your Charge phase, you can spend 1 Pain token to Empower this unit. While Empowered, this unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. +- **No Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +**Keywords:** Grenades, Aeldari, Wych Cult, Battleline, Wyches, Infantry +**Faction Keywords:** Drukhari + +**Unit Composition:** +- 1 Hekatrix +- 9 Wyches + +**Wargear Options:** +- The Hekatrix’s splinter pistol can be replaced with 1 blast pistol. +- The Hekatrix’s Hekatarii blade can be replaced with 1 power weapon. +- Up to 3 Wyches can each have their splinter pistol and Hekatarii blade replaced with 1 gladiatorial weapons. + +**Leader:** +Led By: Succubus, Lelith Hesperax + +**Points:** +- 10 models: 90pts diff --git a/cogitator/factions/drukhari/datasheets/archon.md b/cogitator/factions/drukhari/datasheets/archon.md deleted file mode 100644 index 513060a..0000000 --- a/cogitator/factions/drukhari/datasheets/archon.md +++ /dev/null @@ -1,87 +0,0 @@ -# Archon - -**Role:** Characters - -*Archons lead their kabals in battle with a mixture of malevolent cunning, arrogant self-assuredness and breathtaking martial skill. To these qualities, they add an arsenal of esoteric weaponry and wargear that enable them to fight wreathed in concealing shadows, drag the souls from their victims’ bodies, and reduce enemies to desiccated ashes with a single blow.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 2 -** See Shadowfield ability (below)* - -**Default Wargear:** -**This model is equipped with:** splinter pistol; huskblade; shadowfield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 2 | 8 | -3 | D3 | pistol | -| Splinter pistol | 12 | 1 | 2 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Agoniser | Melee | 6 | 2 | 3 | -2 | 1 | anti-infantry 3+ | -| Huskblade | Melee | 4 | 2 | 3 | -2 | 3 | devastating wounds | -| Master-crafted power weapon | Melee | 5 | 2 | 4 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Hatred Eternal (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this model’s unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll. -- **Overlord** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Drukhari unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. -- **Devious Mastermind** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Shadowfield** (Wargear): You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save. -- **Soul Trap** (Wargear): Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. The first time the bearer makes a melee attack that destroys an enemy model, after all the bearer’s attacks have been resolved, until the end of the battle, add an additional 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. - -**Keywords:** Kabal, Infantry, Archon, Aeldari, Character -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Archon - -**Wargear Options:** -- This model's splinter pistol can be replaced with one of the following:- 1 blast pistol -- 1 soul trap -- This model’s huskblade can be replaced with one of the following:- 1 agoniser -- 1 master-crafted power weapon - -**Leader:** -Can lead: Hand of the Archon, Incubi, Kabalite Warriors - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/drukhari/datasheets/beastmaster.md b/cogitator/factions/drukhari/datasheets/beastmaster.md deleted file mode 100644 index 147260a..0000000 --- a/cogitator/factions/drukhari/datasheets/beastmaster.md +++ /dev/null @@ -1,83 +0,0 @@ -# Beastmaster - -**Role:** Characters - -*On thrumming skyboards that spit venom-laced shards, Beastmasters hover above the frenzied bloodletting of their thrall-creatures, goading them on with the cruel lashes of a nerve-inflaming agoniser. Many wear shamanistic masks that augment the wearer’s natural dominance with sub-vocal emissions and subjugating pheromones.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| BEASTMASTER | 12" | 4 | 6+ | 3 | 7+ | 1 | -| CLAWED FIEND | 12" | 4 | 6+ | 5 | 8+ | 1 | -| KHYMERAE | 12" | 4 | 6+ | 2 | 8+ | 1 | -| RAZORWING FLOCK | 12" | 4 | 6+ | 3 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**The Beastmaster is equipped with:** splinter pods; agoniser. - -**Every Clawed Fiend is equipped with**: Clawed Fiend fists. - -**Every Khymerae is equipped with:** Khymerae talons. - -**Every Razorwing Flock is equipped with:** Razorwing feathers. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Splinter pods | 18 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Agoniser | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | -| Clawed Fiend fists | Melee | 5 | 4 | 5 | -2 | 2 | devastating wounds | -| Khymerae talons | Melee | 4 | 4 | 5 | -1 | 1 | lethal hits | -| Razorwing feathers | Melee | 6 | 4 | 3 | 0 | 1 | sustained hits 1 | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Goaded Savagery (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 of your Pain tokens to Empower this unit. While this unit is Empowered, if it contains a BEASTMASTER model, each time a BEAST model in this unit makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll. -- **Beastmaster** (Datasheet): While this unit contains a BEASTMASTER model, you can re-roll Charge rolls made for this unit. - -**Keywords:** Fly, Character, Mounted, Fly, Aeldari, Beasts, Beastmaster -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Beastmaster -- 1 Clawed Fiends -- 2 Khymerae -- 3 Razorwing Flocks - -**Wargear Options:** -- None - -**Points:** -- 7 models: 135pts diff --git a/cogitator/factions/drukhari/datasheets/corsair-cloud-dancer-band.md b/cogitator/factions/drukhari/datasheets/corsair-cloud-dancer-band.md deleted file mode 100644 index d908470..0000000 --- a/cogitator/factions/drukhari/datasheets/corsair-cloud-dancer-band.md +++ /dev/null @@ -1,67 +0,0 @@ -# Corsair Cloud Dancer Band - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** brace of pistols; twin shuriken catapult; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin shuriken catapult | 18 | 2 | 3 | 4 | -3 | 1 | assault, twin-linked | -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | -| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Dissonance cannon | 24 | 3 | 3 | 6 | -1 | 2 | devastating wounds | -| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | -| Scatter laser | 36 | 6 | 3 | 5 | 0 | 1 | — | -| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Reckless Abandon** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Mounted, Anhrathe, Corsair Cloud Dancer Band, Grenades -**Faction Keywords:** Drukhari, Aeldari - -**Unit Composition:** -- 0-1 Cloud Dancer Felarch -- 3-6 Corsair Cloud Dancers - -**Wargear Options:** -- Any number of models can each have their twin shuriken catapult replaced with one of the following:- 1 dark lance -- 1 dissonance cannon -- 1 scatter laser -- 1 shuriken cannon -- 1 splinter cannon -- The Cloud Dancer Felarch can be equipped with one of the following:- 1 dissonance pistol -- 1 void sabre - -**Points:** -- 3 models: 105pts -- 4 models: 140pts -- 6 models: 210pts -- 7 models: 245pts diff --git a/cogitator/factions/drukhari/datasheets/corsair-reaver-band.md b/cogitator/factions/drukhari/datasheets/corsair-reaver-band.md deleted file mode 100644 index e8e4375..0000000 --- a/cogitator/factions/drukhari/datasheets/corsair-reaver-band.md +++ /dev/null @@ -1,65 +0,0 @@ -# Corsair Reaver Band - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | -| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Reaver Band** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". -- **CORSAIRS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Corsair Voidreavers unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Grenades, Anhrathe, Corsair Reaver Band, Aeldari -**Faction Keywords:** Drukhari, Asuryani - -**Unit Composition:** -- 0-1 Corsair Reaver Felarch -- 5-10 Corsair Reavers - -**Wargear Options:** -- Any number of models can each have their Corsair firearm replaced with 1 spar-glaive. -- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 blaster -- 1 dark lance -- 1 flamer -- 1 fusion gun -- 1 shredder -- 1 shuriken cannon -- 1 splinter cannon -- The Corsair Reaver Felarch can be equipped with one of the following:- 1 dissonance pistol -- 1 void sabre - -**Points:** -- 5 models: 125pts -- 6 models: 150pts -- 10 models: 250pts -- 11 models: 275pts diff --git a/cogitator/factions/drukhari/datasheets/corsair-skyreaver-band.md b/cogitator/factions/drukhari/datasheets/corsair-skyreaver-band.md deleted file mode 100644 index 701d9ca..0000000 --- a/cogitator/factions/drukhari/datasheets/corsair-skyreaver-band.md +++ /dev/null @@ -1,73 +0,0 @@ -# Corsair Skyreaver Band - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** brace of pistols; Corsair firearm; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | -| Aeldari missile launcher – starshot | 48 | 1 | 3 | 10 | -2 | D6 | — | -| Aeldari missile launcher – sunburst | 48 | D6 | 3 | 4 | -1 | 1 | BLAST | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | ASSAULT | -| Brace of pistols | 12 | 2 | 3 | 3 | 0 | 1 | assault, pistol | -| Dissonance pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6+1 | assault, melta 2 | -| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | sustained hits 1 | -| Corsair firearm | 24 | 4 | 3 | 4 | 0 | 1 | assault, lethal hits | -| Shuriken catapult | 18 | 2 | 3 | 4 | -1 | 1 | assault | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | ASSAULT, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Void sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Spar-glaive | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Skyleap** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. - -**Keywords:** Corsair Skyreaver Band, Infantry, Grenades, Anhrathe, Fly, Jump Pack, Aeldari -**Faction Keywords:** Drukhari, Asuryani - -**Unit Composition:** -- 0-1 Corsair Skyreaver Felarch -- 5-10 Corsair Skyreavers - -**Wargear Options:** -- Any number of models can each have their Corsair firearm replaced with one of the following:- 1 shardcarbine -- 1 shuriken catapult -- 1 spar-glaive -- For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:- 1 Aeldari missile launcher -- 1 blaster -- 1 dark lance -- 1 flamer -- 1 fusion gun -- 1 shredder -- 1 shuriken cannon -- 1 splinter cannon -- The Corsair Skyreaver Felarch can be equipped with one of the following:- 1 dissonance pistol -- 1 void sabre - -**Points:** -- 5 models: 125pts -- 6 models: 150pts -- 10 models: 250pts -- 11 models: 275pts diff --git a/cogitator/factions/drukhari/datasheets/corsair-skyreavers.md b/cogitator/factions/drukhari/datasheets/corsair-skyreavers.md deleted file mode 100644 index 6f1e65b..0000000 --- a/cogitator/factions/drukhari/datasheets/corsair-skyreavers.md +++ /dev/null @@ -1,108 +0,0 @@ -# Corsair Skyreavers - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; Corsair blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Fusion gun | 12 | 1 | 3 | 8 | -4 | D6 | assault, melta 2 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | assault, ignores cover, torrent | -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | assault, pistol | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | -| Corsair blade | Melee | 3 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Raid and Run** (Datasheet): At the end of the Fight phase, if this unit was eligible to fight this phase, and is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". Otherwise, if this unit was eligible to fight this phase, this unit can make a Fall Back move of up to D3+3". - -**Keywords:** Corsair Skyreavers, Grenades, Anhrathe, Aeldari, Fly, Jump Pack, Infantry -**Faction Keywords:** Asuryani, Drukhari - -**Unit Composition:** -- 1 Skyreaver Felarch -- 4-9 Skyreavers - -**Wargear Options:** -- The Skyreaver Felarch can replace its shuriken pistol with one of the following:- 1 blast pistol -- 1 neuro disruptor -- For every 5 models in the unit, up to 2 Skyreaver models can each have their shuriken pistol and Corsair blade replaced with one of the following*:- 1 blaster and 1 close combat weapon -- 1 flamer and 1 close combat weapon -- 1 fusion gun and 1 close combat weapon -- 1 shredder and 1 close combat weapon -- * You cannot select the same option more than once per unit unless it contains 10 models, in which case you cannot select the same weapon more than twice per unit. - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/drukhari/datasheets/corsair-voidreavers.md b/cogitator/factions/drukhari/datasheets/corsair-voidreavers.md deleted file mode 100644 index 517580a..0000000 --- a/cogitator/factions/drukhari/datasheets/corsair-voidreavers.md +++ /dev/null @@ -1,108 +0,0 @@ -# Corsair Voidreavers - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; power sword; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | -| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power sword | Melee | 2 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Reavers of the Void** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead. -- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Anhrathe, Corsair Voidreavers, Grenades, Infantry, Battleline, Aeldari -**Faction Keywords:** Drukhari, Asuryani - -**Unit Composition:** -- 1 Voidreaver Felarch -- 4-9 Corsair Voidreavers - -**Wargear Options:** -- The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor -- 1 shuriken rifle -- The Voidreaver Felarch can be equipped with:- 1 mistshield -- Any number of Corsair Voidreavers in this unit can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. -- For every 5 models in this unit, 1 Corsair Voidreaver’s power sword or shuriken rifle can be replaced with one of the following:- 1 blaster -- 1 shredder -- If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon -- 1 wraithcannon - -**Leader:** -Led By: Kharseth, Prince Yriel - -**Points:** -- 5 models: 65pts -- 10 models: 110pts diff --git a/cogitator/factions/drukhari/datasheets/corsair-voidscarred.md b/cogitator/factions/drukhari/datasheets/corsair-voidscarred.md deleted file mode 100644 index 539a73d..0000000 --- a/cogitator/factions/drukhari/datasheets/corsair-voidscarred.md +++ /dev/null @@ -1,129 +0,0 @@ -# Corsair Voidscarred - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Corsair Voidscarred and Voidscarred Felarch is equipped with:** shuriken pistol; power sword; close combat weapon. - -**A Shade Runner is equipped with:** shuriken pistol; paired Hekatarii blades. - -**A Soul Weaver is equipped with:** shuriken pistol; power sword; channeller stones. - -**A Way Seeker is equipped with:** shuriken pistol; Executioner; witch staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | -| Executioner | 18 | 3 | 3 | 6 | -2 | D3 | anti-infantry 2+, psychic | -| Wraithcannon | 18 | 1 | 3 | 14 | -4 | D6+1 | — | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Long rifle | 36 | 1 | 3 | 4 | -1 | 2 | heavy, precision | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | -| Shuriken rifle | 24 | 1 | 3 | 4 | -1 | 1 | assault, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | -| Paired Hekatarii blades | Melee | 4 | 2 | 3 | -2 | 1 | twin-linked | -| Power sword | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Witch staff | Melee | 2 | 2 | 3 | 0 | D3 | anti-infantry 2+, psychic | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Piratical Raiders** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Weapons equipped by models in this unit have the [LETHAL HITS] and [PRECISION] abilities while targeting that unit. -- **Channeller Stones** (Wargear): Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0. -- **Faolchú** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Mistshield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Aeldari, Grenades, Anhrathe, Corsair Voidscarred, Psyker, Infantry -**Faction Keywords:** Asuryani, Drukhari - -**Unit Composition:** -- This unit can contain a maximum of 10 models. -- 1 Voidscarred Felarch -- 4-9 Corsair Voidscarred -- 0-1 Shade Runner -- 0-1 Soul Weaver -- 0-1 Way Seeker - -**Wargear Options:** -- Any number of Corsair Voidscarred can each have their shuriken pistol and power sword replaced with 1 shuriken rifle. -- The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:- 1 neuro disruptor -- 1 shuriken rifle -- The Voidscarred Felarch can be equipped with 1 mistshield. -- For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: -- 1 blaster -- 1 shredder -- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:- 1 shuriken cannon -- 1 wraithcannon -- If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 long rifle. -- If this unit contains 10 models, 1 Corsair Voidscarred’s power sword can be replaced with 1 fusion pistol. -- 1 Corsair Voidscarred model equipped with a shuriken pistol and power sword can be equipped with 1 Faolchú. - -**Leader:** -Led By: Kharseth, Prince Yriel - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/drukhari/datasheets/court-of-the-archon.md b/cogitator/factions/drukhari/datasheets/court-of-the-archon.md deleted file mode 100644 index ce1f2c7..0000000 --- a/cogitator/factions/drukhari/datasheets/court-of-the-archon.md +++ /dev/null @@ -1,75 +0,0 @@ -# Court of the Archon - -**Role:** Other - -*Nothing but the manipulative cunning of an Archon could demand the loyalty of their varied Courts. Drawn from diverse mercenary factions that inhabit Commorragh, Drukhari, aliens and other horrors protect their liege with all manner of twisted weapons, flesh-eating venoms, needle-like fangs and empathic leaching.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**A Lhamaean is equipped with:** shaimeshi blade. - -**A Medusae is equipped with:** eyeburst; close combat weapon. - -**A Sslyth is equipped with:** shardcarbine; splinter pistol; Sslyth battle-blade. - -**An Ur-ghul is equipped with:** Ur-ghul talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eyeburst | 12 | D6 | N/A | 6 | -2 | 1 | pistol, torrent | -| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Shaimeshi blade | Melee | 4 | 3 | 4 | -2 | 1 | anti-infantry 2+ | -| Sslyth battle-blade | Melee | 3 | 3 | 5 | -2 | 2 | — | -| Ur-ghul talons | Melee | 6 | 3 | 4 | 0 | 1 | sustained hits 1 | - -**Abilities:** -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Deadly Retinue (Pain)** (Datasheet): At the start of your Shooting phase or at the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While this unit is Empowered: -- If it contains one or more Lhamaean models, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- If it contains one or more Medusae models, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. -- If it contains one or more Sslyth models, each time a melee attack targets this unit, subtract 1 from the Wound roll. -- If this unit contains one or more Ur-ghul models, this unit has the Fights First ability. -- **Court of the Archon** (Datasheet): While a CHARACTER model is leading a unit that contains one or more Lhamaean, Medusae, Sslyth and/or Ur-ghul models, that CHARACTER model has the Feel No Pain 4+ ability. -- **COURT OF THE ARCHON** (Fortification (левая колонка)): This unit can be led by an Archon. Alternatively, in the Declare Battle Formations step, this unit can join one Kabalite Warriors or Hand of the Archon unit from your army that is being led by an ARCHON (a unit cannot have more than one COURT OF THE ARCHON unit joined to it). If it does, until the end of the battle, every model in this unit counts as part of that KABALITE WARRIORS or HAND OF THE ARCHON unit, and its Starting Strength is increased accordingly. - -**Keywords:** Aeldari, Kabal, Infantry, Court of the Archon -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Lhamaean -- 1 Medusae -- 1 Sslyth -- 1 Ur-ghul - -**Wargear Options:** -- None - -**Points:** -- 4 models: 95pts diff --git a/cogitator/factions/drukhari/datasheets/cronos.md b/cogitator/factions/drukhari/datasheets/cronos.md deleted file mode 100644 index ca4befd..0000000 --- a/cogitator/factions/drukhari/datasheets/cronos.md +++ /dev/null @@ -1,71 +0,0 @@ -# Cronos - -**Role:** Other - -*Like other Engines of Pain, the Cronos is a grisly amalgam of stimm-fed flesh and biomechanical implements shielded by a burnished carapace. Haemonculi create the Cronos to act as a parasite. Its esoteric syphons leech its victim’s life essence, leaving them as husks before projecting the stolen vitality to other Drukhari.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -Every Cronos is equipped with: spirit syphon; spirit-leech tentacles. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spirit syphon | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Spirit vortex | 18 | D6 | 3 | 5 | -1 | 1 | blast, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spirit-leech tentacles | Melee | 6 | 3 | 5 | -1 | 1 | anti-infantry 2+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Pain Parasite (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit shoots or fights, after it has resolved its attacks, if one or more enemy models were destroyed as a result of those attacks, one model in this unit regains up to 3 lost wounds (if all models in this unit have their starting number of wounds and this unit is below its Starting Strength, 1 model is returned to this unit with 3 wounds remaining). -- **Pain Engine (Aura)** (Datasheet): Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one D6, adding 1 to the result if one or more models in this unit are not equipped with a spirit vortex: on a 5+, you gain 1 Pain token. - -**Designer’s Note:** *Pain tokens you spend for reasons other than Empowering a unit do not trigger this ability.* - -**Keywords:** Haemonculus Covens, Monster, Aeldari, Cronos, Fly -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1-2 Cronos - -**Wargear Options:** -- Any number of models can each be equipped with 1 spirit vortex. - -**Points:** -- 1 model: 55pts -- 2 models: 110pts diff --git a/cogitator/factions/drukhari/datasheets/death-jester.md b/cogitator/factions/drukhari/datasheets/death-jester.md deleted file mode 100644 index a9dbaff..0000000 --- a/cogitator/factions/drukhari/datasheets/death-jester.md +++ /dev/null @@ -1,83 +0,0 @@ -# Death Jester - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shrieker cannon; Jester’s blade; flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shrieker cannon | 24 | 3 | 2 | 6 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Jester’s blade | Melee | 4 | 2 | 4 | 0 | 1 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Death is Not Enough** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. That enemy unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test. -- **Cruel Amusement** (Datasheet): In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s shrieker cannon has that ability. -- [IGNORES COVER] -- [PRECISION] -- [SUSTAINED HITS 3] -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. -- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. - -**Keywords:** Death Jester, Aeldari, Character, Infantry -**Faction Keywords:** Drukhari, Harlequins - -**Unit Composition:** -- 1 Death Jester - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/drukhari/datasheets/drazhar.md b/cogitator/factions/drukhari/datasheets/drazhar.md deleted file mode 100644 index bdc54bb..0000000 --- a/cogitator/factions/drukhari/datasheets/drazhar.md +++ /dev/null @@ -1,71 +0,0 @@ -# Drazhar - -**Role:** Characters - -*Stalking the battlefields of realspace with a singular and murderous focus, Drazhar fights in utter silence. His bladework is phenomenal, his skill peerless. His only desire appears to be killing for killing’s sake, for he hacks a bloody path through mighty champions and luckless dregs alike, reducing all to butchered corpses with the same contemptuous ease.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Executioner’s demiklaives. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner’s demiklaives – single blade | Melee | 6 | 2 | 6 | -2 | 3 | devastating wounds | -| Executioner’s demiklaives – dual blades | Melee | 8 | 2 | 5 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Master of Blades (Pain)** (Datasheet): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Onslaught** (Datasheet): While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". -- **Silent Executioner** (Datasheet): Each time this model makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that target is Below Half-strength, you can re-roll the Wound roll as well. - -**Keywords:** Character, Infantry, Blades for Hire, Aeldari, Epic Hero, Drazhar -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Drazhar – EPIC HERO - -**Leader:** -Can lead: Incubi - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/drukhari/datasheets/grotesques.md b/cogitator/factions/drukhari/datasheets/grotesques.md deleted file mode 100644 index 6ed658c..0000000 --- a/cogitator/factions/drukhari/datasheets/grotesques.md +++ /dev/null @@ -1,64 +0,0 @@ -# Grotesques - -**Role:** Other - -*These modified meat-hulks are pumped full of painful chemicals, growth elixirs and macro-steroids. With swollen muscles they hack their master’s foes apart, their brutal cleavers and grafted claws dripping with toxins. They are mindlessly obedient and insensible to any hurt, chasing down fleeing prey at the behest of their creator.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 5 | 6+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** paired monstrous weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Liquifier gun | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 3+, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monstrous weapons | Melee | 4 | 3 | 5 | -2 | 2 | — | -| Paired monstrous weapons | Melee | 4 | 3 | 5 | -2 | 2 | twin-linked | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Macro-steroids (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 of your Pain tokens to Empower this unit. While Empowered, melee weapons equipped by models in this unit have a Strength characteristic of 8 and the [LETHAL HITS] ability. -- **Monstrous Charge** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds. -- **MONSTROUS HULKS** (Fortification (левая колонка)): This unit cannot embark within a Venom, but it can embark within other Drukhari Transports; when doing so, each Grotesque model takes up the space of 3 models. - -**Keywords:** Aeldari, Grotesques, Infantry, Haemonculus Covens -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 3-6 Grotesques - -**Wargear Options:** -- Any number of models can each replace their paired monstrous weapons with 1 monstrous weapon and 1 liquifier gun. - -**Points:** -- 3 models: 80pts -- 6 models: 170pts diff --git a/cogitator/factions/drukhari/datasheets/haemonculus.md b/cogitator/factions/drukhari/datasheets/haemonculus.md deleted file mode 100644 index 7d099e1..0000000 --- a/cogitator/factions/drukhari/datasheets/haemonculus.md +++ /dev/null @@ -1,80 +0,0 @@ -# Haemonculus - -**Role:** Characters - -*Wielding horrific torture implements from their oubliettes and laboratories, Haemonculi drift like sinister predators through the midst of battle. They direct their covens of twisted monstrosities and pain adepts while hungrily seeking out fresh subjects for their hideous fleshcrafting, spreading terror through the foe with the detached fascination of true connoisseurs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 5+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** stinger pistol; Haemonculus tools and scissorhands. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stinger pistol | 12 | 1 | 2 | 2 | -1 | D3 | anti-infantry 2+, pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Haemonculus tools and scissorhands | Melee | 5 | 2 | 3 | -1 | D3 | anti-infantry 2+, precision | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Fleshcraft (Pain)** (Datasheet): In your Command phase, you can spend 1 Pain token to Empower this model’s unit. Each time you do, you can return up to D3+1 destroyed Bodyguard models to that unit. -- **Fear Incarnate (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test. -- **Pain Adept** (Datasheet): In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token. - -**Keywords:** Character, Infantry, Haemonculus Covens, Aeldari, Haemonculus -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Haemonculus - -**Leader:** -Can lead: Wracks - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/drukhari/datasheets/hand-of-the-archon.md b/cogitator/factions/drukhari/datasheets/hand-of-the-archon.md deleted file mode 100644 index 8b1c5b0..0000000 --- a/cogitator/factions/drukhari/datasheets/hand-of-the-archon.md +++ /dev/null @@ -1,100 +0,0 @@ -# Hand of the Archon - -**Role:** Other - -*Agents of their Archon’s will, these hand-picked teams of ruthless killers are entrusted with crucial tasks during realspace raids. Whether fighting as bodyguards for their overlord, seizing some vital prize, or viciously eliminating key foes, they possess many specialist skills and wargear to ensure the job gets done.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** splinter rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | -| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Stinger pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 2+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Pain sculptors | Melee | 3 | 3 | 4 | -1 | 1 | anti-infantry 4+, twin-linked | -| Power weapon | Melee | 4 | 3 | 3 | -2 | 1 | anti-infantry 3+ | -| Razorflail | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Assassins’ Poisons (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, weapons equipped by models in this unit (excluding blast pistols, blasters and dark lances) have the [LETHAL HITS] and [PRECISION] abilities. -- **Archon’s Will** (Datasheet): At the start of the first battle round, select one objective marker on the battlefield. Until the end of the battle, while this unit is within range of that objective marker, unless this unit is Battle-shocked, models in this unit have a 5+ invulnerable save and an Objective Control characteristic of 3. -- **Kabalite Icon** (Wargear): While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic. -- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Smoke keyword. -- **Stimm-needler** (Wargear): Once per turn, the first time a saving throw is failed for a model in the bearer’s unit, change the Damage characteristic of that attack to 0. -- **ARCHON’S RETINUE** (Special (правая колонка)): If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Scouts 7" ability. - -**Keywords:** Grenades, Hand of the Archon, Infantry, Kabal, Aeldari -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Kabalite Archsybarite -- 9 Kabalite Agents - -**Wargear Options:** -- The Kabalite Archsybarite’s close combat weapon can be replaced with 1 power weapon. -- The Kabalite Archsybarite’s splinter rifle can be replaced with one of the following:- 1 blast pistol -- 1 splinter pistol -- The Kabalite Archsybarite can be equipped with one of the following:- 1 Kabalite icon -- 1 phantasm grenade launcher -- 1 Kabalite Agent's splinter rifle can be replaced with one of the following:- 1 blaster -- 1 shredder -- 1 Kabalite Agent’s splinter rifle can be replaced with one of the following:- 1 dark lance -- 1 splinter cannon -- 1 Kabalite Agent’s splinter rifle can be replaced with 1 stinger pistol. -- 1 Kabalite Agent’s splinter rifle can be replaced with 1 shardcarbine. -- 1 Kabalite Agent’s splinter rifle can be replaced with 1 pain sculptors. -- 1 Kabalite Agent’s splinter rifle can be replaced with 1 splinter pistol and 1 razorflail. -- 1 Kabalite Agent equipped with a splinter rifle can be equipped with 1 stimm-needler. This model’s splinter rifle cannot be replaced. - -**Leader:** -Led By: Archon, Lady Malys - -**Points:** -- 10 models: 125pts diff --git a/cogitator/factions/drukhari/datasheets/hellions.md b/cogitator/factions/drukhari/datasheets/hellions.md deleted file mode 100644 index bc7524f..0000000 --- a/cogitator/factions/drukhari/datasheets/hellions.md +++ /dev/null @@ -1,70 +0,0 @@ -# Hellions - -**Role:** Other - -*When the Hellion gangs ride their bladed skyboards alongside Drukhari raiding parties, they bring terror to the battlefields of realspace. Arrogant and agile, Hellions wield their hellglaives with such skill that battle becomes a contest as to who amongst them can perform the most ostentatious acts of spectacular airborne slaughter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** splinter pods; hellglaive. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | -| Splinter pods | 18 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellglaive | Melee | 3 | 3 | 4 | -1 | 2 | lance, sustained hits 1 | -| Power weapon | Melee | 4 | 3 | 3 | -2 | 1 | anti-infantry 3+, lance, sustained hits 1 | -| Stunclaw | Melee | 4 | 3 | 3 | -1 | 1 | devastating wounds, lance, precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Battlefield Butchery (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, add 1 to the Attacks and Strength characteristics of this unit’s melee weapons. -- **Skyboard Evasion** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, this unit can make a Normal move of up to D6". -- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Smoke and Grenades keywords. - -**Keywords:** Fly, Mounted, Hellions, Wych Cult, Aeldari -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Helliarch -- 4-9 Hellions - -**Wargear Options:** -- The Helliarch can be equipped with 1 phantasm grenade launcher. -- The Helliarch’s hellglaive can be replaced with one of the following:- 1 splinter pistol and 1 power weapon. -- 1 splinter pistol and 1 stunclaw. -- If the Helliarch is equipped with 1 splinter pistol, it can be equipped with 1 hellglaive (that model’s hellglaive cannot be replaced). - -**Points:** -- 5 models: 85pts -- 10 models: 170pts diff --git a/cogitator/factions/drukhari/datasheets/incubi.md b/cogitator/factions/drukhari/datasheets/incubi.md deleted file mode 100644 index 558dffd..0000000 --- a/cogitator/factions/drukhari/datasheets/incubi.md +++ /dev/null @@ -1,63 +0,0 @@ -# Incubi - -**Role:** Other - -*The Incubi are warrior perfectionists of the highest order. Protected by the ornate plates of their ancient warsuits, they move swiftly in for the kill, sweeping giant klaives in practised, decapitating strikes. They carve straight through the enemy’s elite, crushing their spirit with psychic torture devices known as tormentors.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| INCUBI | 7" | 3 | 3+ | 1 | 6+ | 1 | -| KLAIVEX | 7" | 3 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** klaive. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demiklaives – single blade | Melee | 4 | 3 | 5 | -2 | 2 | — | -| Demiklaives – dual blades | Melee | 6 | 3 | 4 | -2 | 1 | twin-linked | -| Klaive | Melee | 3 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Decapitating Strikes (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Tormentors** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. Each time a model in this unit makes a melee attack that targets a Battle-shocked unit, add 1 to the Hit roll. -- **Incubi Shrine Token** (Wargear): Once per battle for each Incubi Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a Klaivex or Incubi model in this unit to an unmodified 6. - -**Designer's Note:** *Place an Incubi Shrine token next to the unit for each Incubi Shrine token it has, removing one each time this ability is used.* - -**Keywords:** Infantry, Aeldari, Blades for Hire, Incubi -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Klaivex -- 4-9 Incubi - -**Wargear Options:** -- The Klaivex’s klaive can be replaced with 1 demiklaives. -- For every 5 models in this unit, it can be equipped with 1 Incubi Shrine token. - -**Leader:** -Led By: Archon, Drazhar, Lady Malys - -**Points:** -- 5 models: 90pts -- 10 models: 180pts diff --git a/cogitator/factions/drukhari/datasheets/kabalite-warriors.md b/cogitator/factions/drukhari/datasheets/kabalite-warriors.md deleted file mode 100644 index 99e1e33..0000000 --- a/cogitator/factions/drukhari/datasheets/kabalite-warriors.md +++ /dev/null @@ -1,77 +0,0 @@ -# Kabalite Warriors - -**Role:** Battleline - -*Only the best of a kabal’s warriors are afforded a place within its raiding parties, and every one fights all the more savagely to prove their merit. Clad in barbed and segmented armour, wielding vicious splinter weaponry or potent armaments tailored to butcher infantry or annihilate enemy armour, they form the dark heart of many realspace raids.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** splinter rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | -| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Sadistic Raiders (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. -- **Cruel Enforcers** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Kabalite Icon** (Wargear): While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic. -- **Phantasm Grenade Launcher** (Wargear): The bearer’s unit has the Smoke and Grenades keywords. - -**Keywords:** Kabal, Battleline, Aeldari, Kabalite Warriors, Infantry -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Sybarite -- 9 Kabalite Warriors - -**Wargear Options:** -- The Sybarite’s close combat weapon can be replaced with 1 power weapon. -- The Sybarite can be equipped with one of the following:- 1 Kabalite icon -- 1 phantasm grenade launcher -- The Sybarite’s splinter rifle can be replaced with one of the following:- 1 blast pistol -- 1 splinter pistol -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 blaster. -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 dark lance. -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 shredder. -- 1 Kabalite Warrior’s splinter rifle can be replaced with 1 splinter cannon. - -**Leader:** -Led By: Archon, Lady Malys - -**Points:** -- 10 models: 115pts diff --git a/cogitator/factions/drukhari/datasheets/kharseth.md b/cogitator/factions/drukhari/datasheets/kharseth.md deleted file mode 100644 index ebb7928..0000000 --- a/cogitator/factions/drukhari/datasheets/kharseth.md +++ /dev/null @@ -1,110 +0,0 @@ -# Kharseth - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Dread of the Deep Void; Waystave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dread of the Deep Void | 24 | D6+2 | 3 | 3 | -2 | 1 | anti-infantry 2+, blast, hazardous, ignores cover, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Waystave | Melee | 3 | 2 | 3 | 0 | 3 | anti-infantry 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Aethersense (Psychic)** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. -- **Fury of the Void (Psychic)** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack. - -**Keywords:** Infantry, Aeldari, Character, Epic Hero, Psyker, Anhrathe, Kharseth -**Faction Keywords:** Asuryani, Drukhari - -**Unit Composition:** -- 1 Kharseth – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Corsair Voidreavers, Corsair Voidscarred - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/drukhari/datasheets/lady-malys.md b/cogitator/factions/drukhari/datasheets/lady-malys.md deleted file mode 100644 index 8370148..0000000 --- a/cogitator/factions/drukhari/datasheets/lady-malys.md +++ /dev/null @@ -1,77 +0,0 @@ -# Lady Malys - -**Role:** Characters - -*Few galactic war leaders can match Lady Malys’ intellect or her talent for weaving complex strategic webs around her foes. Whatever schemes her enemies may have, Malys has already foreseen and put contingencies in place, leaving opponents reeling in confusion and easy prey for her flickering blades.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 5 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lady’s Blade; razor fan. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lady’s Blade | Melee | 6 | 2 | 5 | -3 | 3 | devastating wounds, hazardous | -| Razor fan | Melee | 6 | 2 | 3 | 0 | 1 | extra attacks | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Archon of the Poisoned Tongue (Pain)** (Datasheet): In your Shooting phase or the Fight phase, when you select this model’s -unit to shoot or fight, you can spend 1 Pain token to Empower that unit. If you do, select one of the following abilities: [SUSTAINED HITS 1]; [LETHAL HITS]. Until the end of the phase, while that unit is Empowered, weapons equipped by models in that unit have that selected ability. -- **Precognisant** (Datasheet): If your army includes this model, after both players have deployed their armies, select up to three Drukhari units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. -- **Mind Like a Steel Trap (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -**Keywords:** Aeldari, Character, Infantry, Lady Malys, Epic Hero, Archon, Kabal -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Lady Malys – EPIC HERO - -**Leader:** -Can lead: Hand of the Archon, Incubi, Kabalite Warriors - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/drukhari/datasheets/lelith-hesperax.md b/cogitator/factions/drukhari/datasheets/lelith-hesperax.md deleted file mode 100644 index 78802e6..0000000 --- a/cogitator/factions/drukhari/datasheets/lelith-hesperax.md +++ /dev/null @@ -1,73 +0,0 @@ -# Lelith Hesperax - -**Role:** Characters - -*Lelith Hesperax is the undisputed queen of the Commorrite arenas, a warrior capable of felling the mightiest armoured foes and most monstrous beasts with a pair of simple - if beautifully balanced - knives. Hesperax makes a spectacle of her every battle, dancing and weaving around her victims with mocking ease as she builds to a spectacularly gory crescendo.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lelith’s blades. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lelith’s blades | Melee | 8 | 2 | 3 | -2 | 1 | anti-infantry 2+, precision, sustained hits 2 | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Brides of Death (Pain)** (Datasheet): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, improve the Strength and Armour Penetration characteristics of that attack by 1. -- **Blur of Blades** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. -- **Thrilling Spectacle** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save and change the Attacks characteristic of melee weapons equipped by this model to 12. - -**Keywords:** Lelith Hesperax, Succubus, Aeldari, Epic Hero, Wych Cult, Infantry, Character -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Lelith Hesperax – EPIC HERO - -**Leader:** -Can lead: Wyches - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/drukhari/datasheets/mandrakes.md b/cogitator/factions/drukhari/datasheets/mandrakes.md deleted file mode 100644 index bbf95da..0000000 --- a/cogitator/factions/drukhari/datasheets/mandrakes.md +++ /dev/null @@ -1,66 +0,0 @@ -# Mandrakes - -**Role:** Other - -*Creatures of midnight horror, crawling through the shadows to slither into the most secure locations, Mandrakes radiate an aura of frigid evil. They can conjure and hurl balefires at will to sear their victims’souls from the inside out, while any who face these ghoulish killers up close are soon hacked down by the blows of grossly outsized razors and vicious torture blades.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** baleblast; glimmersteel blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleblast | 18 | 2 | 3 | 5 | -1 | 1 | assault, devastating wounds, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Glimmersteel blade | Melee | 3 | 3 | 5 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Fade Away (Pain)** (Datasheet): At the end of your opponent’s Fight phase, if this unit is not within Engagement Range of one or more enemy units, you can spend 1 Pain token to Empower this unit. Each time you do, remove this unit from the battlefield and place it into Strategic Reserves. -- **Shade Weavers** (Datasheet): This unit cannot be targeted by ranged attacks unless the attacking model is within 18". - -**Keywords:** Infantry, Aeldari, Blades for Hire, Mandrakes -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Nightfiend -- 4-9 Mandrakes - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/drukhari/datasheets/prince-yriel.md b/cogitator/factions/drukhari/datasheets/prince-yriel.md deleted file mode 100644 index 3f17122..0000000 --- a/cogitator/factions/drukhari/datasheets/prince-yriel.md +++ /dev/null @@ -1,111 +0,0 @@ -# Prince Yriel - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Eye of Wrath; shuriken pistol; Spear of Twilight. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eye of Wrath | 6 | 3 | 2 | 6 | -2 | 2 | assault, pistol | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of Twilight | Melee | 5 | 2 | 7 | -3 | 3 | lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Piratical Hero** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll. -- **Prince of Corsairs** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Infantry, Aeldari, Character, Epic Hero, Anhrathe, Prince Yriel -**Faction Keywords:** Asuryani, Drukhari - -**Unit Composition:** -- 1 Prince Yriel – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Corsair Voidreavers, Corsair Voidscarred - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/drukhari/datasheets/raider.md b/cogitator/factions/drukhari/datasheets/raider.md deleted file mode 100644 index 1a82caa..0000000 --- a/cogitator/factions/drukhari/datasheets/raider.md +++ /dev/null @@ -1,80 +0,0 @@ -# Raider - -**Role:** Dedicated Transports - -*These swift anti-grav transport barques are employed by kabals, wych cults and haemonculus covens alike for their realspace raids. Streaking through skies like poisoned arrows, Raiders deliver their cargoes of vicious Drukhari into the very heart of the foe before their victims have time to react, providing vicious covering fire as the fighting intensifies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 4+ | 10 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** dark lance; bladevanes and chainsnares. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes and chainsnares | Melee | D3+3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Splinter Racks (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, if one or more units are embarked within this model, each time this model makes an attack with a ranged weapon that has the [ANTI] ability, you can re-roll the Hit roll. -- **Vanguard of the Dark City** (Datasheet): At the start of your Command phase, select one of the abilities in the Vanguard of the Dark City section (see above) for this model. Until the start of your next Command phase, this model has that ability. -- **Masters of the Shadowed Sky** (Primarch): At the end of your Command phase, if this model is within range of an objective marker you control, and if one or more Kabalite Warriors units are embarked within it, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Speed of the Kill** (Primarch): Each time a Wyches unit disembarks from this model (excluding Emergency Disembarkations), models in that WYCHES unit must be set up wholly within 6" of this model. -- **Visions of Butchery** (Primarch): While one or more Wracks units are embarked within this model, for each WRACKS model embarked within this model, add 1 to the Attacks characteristic of this model’s bladevanes and chainsnares. -- **Aethersails** (Primarch): While one or more Drukhari units are embarked within this model, you can re-roll Advance and Charge rolls made for this model. - -**Keywords:** Vehicle, Fly, Aeldari, Transport, Dedicated Transport, Raider -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Raider - -**Wargear Options:** -- This model’s dark lance can be replaced with 1 disintegrator cannon. - -**Transport:** -This model has a transport capacity of 11 Drukhari Infantry models (excluding Jump Pack models). - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/drukhari/datasheets/ravager.md b/cogitator/factions/drukhari/datasheets/ravager.md deleted file mode 100644 index 8a1c8c5..0000000 --- a/cogitator/factions/drukhari/datasheets/ravager.md +++ /dev/null @@ -1,72 +0,0 @@ -# Ravager - -**Role:** Other - -*Ravager gunships fulfil the role of armoured fire support during Drukhari raids, leveraging their speed and agility to outmanoeuvre the more heavily armoured war engines with which they typically duel. They are mobile assassins, mounting enough firepower to gut enemy tanks and eradicate the foe’s elite warriors before swiftly relocating to new hunting grounds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 4+ | 11 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 3 dark lances; bladevanes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Agonising Suppression (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **Eradicate the Foe** (Datasheet): Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, you can re-roll the Hit roll. - -**Keywords:** Ravager, Aeldari, Fly, Kabal, Vehicle -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Ravager - -**Wargear Options:** -- Any number of this model’s dark lances can each be replaced with 1 disintegrator cannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/drukhari/datasheets/raven-strike-fighter.md b/cogitator/factions/drukhari/datasheets/raven-strike-fighter.md deleted file mode 100644 index fe1b13a..0000000 --- a/cogitator/factions/drukhari/datasheets/raven-strike-fighter.md +++ /dev/null @@ -1,64 +0,0 @@ -# Raven Strike Fighter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 4+ | 10 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 dark lances; splinterstorm cannon; Bladed wings. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Splinterstorm cannon | 36 | 8 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladed wings | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Shredding Fire (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, the Armour Penetration characteristic of its ranged weapons is increased by 1. -- **Ground-attack Craft** (Datasheet): Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll. - -**Keywords:** Raven Strike Fighter, Aeldari, Aircraft, Fly, Vehicle -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Raven Strike Fighter - -**Wargear Options:** -- None - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/drukhari/datasheets/razorwing-jetfighter.md b/cogitator/factions/drukhari/datasheets/razorwing-jetfighter.md deleted file mode 100644 index 8e99765..0000000 --- a/cogitator/factions/drukhari/datasheets/razorwing-jetfighter.md +++ /dev/null @@ -1,72 +0,0 @@ -# Razorwing Jetfighter - -**Role:** Other - -*Though agile and capable air superiority craft, the true worth of Razorwing Jetfighters is in ground attack runs. Blurring low over the heads of the foe, they unleash salvoes of missiles whose specialised warheads sow bloody horror. Soon enough, the enemy are left cowering in disarray at the mere threat of another pass by the murderous Razorwings and their sadistic pilots.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 4+ | 10 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 dark lances; Razorwing missiles; twin splinter rifle; bladed wings. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark Lance | 36 | 1 | 3 | 12 | -3 | D6+2 | — | -| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | — | -| Razorwing missiles – monoscythe missiles | 48 | D6 | 3 | 6 | -1 | 2 | blast | -| Razorwing missiles – neurotoxin missiles | 48 | D6+3 | 3 | 2 | 0 | 1 | anti-infantry 2+, blast | -| Razorwing missiles – shatterfield missiles | 48 | D6 | 3 | 7 | -2 | 1 | blast | -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | -| Twin splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladed wings | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Nowhere to Run (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. -- **Ground Attack Craft** (Datasheet): Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll. - -**Keywords:** Razorwing Jetfighter, Vehicle, Fly, Aircraft, Aeldari -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Razorwing Jetfighter - -**Wargear Options:** -- This model’s 2 dark lances can be replaced with 2 disintegrator cannons. -- This model’s twin splinter rifle can be replaced with 1 splinter cannon. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/drukhari/datasheets/reaper.md b/cogitator/factions/drukhari/datasheets/reaper.md deleted file mode 100644 index 7bae1af..0000000 --- a/cogitator/factions/drukhari/datasheets/reaper.md +++ /dev/null @@ -1,73 +0,0 @@ -# Reaper - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 4+ | 11 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** storm vortex projector; bladevanes; prow blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm vortex projector – beam | 36 | 3 | 3 | 12 | -3 | D6 | — | -| Storm vortex projector – blast | 24 | D6+3 | 3 | 6 | -2 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes | Melee | 3 | 4 | 6 | -1 | 1 | — | -| Prow blade | Melee | 1 | 4 | 8 | -2 | 2 | extra attacks, lance, sustained hits 3 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Electromagentic Cascade (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered: -- Each time this model makes a ranged attack that targets a VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability. -- Each time this model makes a ranged attack that targets a non-VEHICLE unit, that attack has the [SUSTAINED HITS 1] ability. -- **Eradicate the Foe** (Datasheet): Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, re-roll a Hit roll of 1. If the target unit has a Starting Strength of 1, this ability only applies if that unit has its starting number of wounds. - -**Keywords:** Kabal, Reaper, Aeldari, Fly, Vehicle -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Reaper - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/drukhari/datasheets/reavers.md b/cogitator/factions/drukhari/datasheets/reavers.md deleted file mode 100644 index 4e4756f..0000000 --- a/cogitator/factions/drukhari/datasheets/reavers.md +++ /dev/null @@ -1,66 +0,0 @@ -# Reavers - -**Role:** Other - -*Reaver jetbikes streak across the battlefield with the same speed and agility they display during their lethal races around the Commorrite arenas. Whether jinking around incoming enemy fire, decapitating foes with vicious bladevanes or culling their victims with ferocious firepower, these high-speed killers are lethal in the extreme.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 4 | 4+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** splinter pistol; splinter rifle; bladevanes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Heat lance | 18 | 1 | 3 | 14 | -4 | D6 | assault, melta 3 | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | -| Splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes | Melee | 4 | 3 | 4 | -1 | 1 | lance | - -**Abilities:** -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Matchless Swiftness (Pain)** (Datasheet): In your Movement phase, when you select this unit to Advance, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit. -- **Eviscerating Fly-by** (Datasheet): Each time this unit ends a Normal or Advance move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move, then roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **Cluster Caltrops** (Wargear): Each time you roll to inflict wounds using this unit’s Eviscerating Fly-by ability, you can re-roll one D6 for each model in this unit equipped with cluster caltrops. -- **Grav-talon** (Wargear): The bearer’s melee weapons have an Armour Penetration characteristic of -2 and the [LETHAL HITS] ability. - -**Keywords:** Reavers, Aeldari, Fly, Wych Cult, Mounted -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Arena Champion -- 2-5 Reavers - -**Wargear Options:** -- For every 3 models in this unit, 1 model’s splinter rifle can be replaced with one of the following:- 1 blaster -- 1 heat lance -- For every 3 models in this unit, 1 model can be equipped with one of the following:- 1 cluster caltrops -- 1 grav-talon - -**Points:** -- 3 models: 70pts -- 6 models: 140pts diff --git a/cogitator/factions/drukhari/datasheets/scourges-with-heavy-weapons.md b/cogitator/factions/drukhari/datasheets/scourges-with-heavy-weapons.md deleted file mode 100644 index 8de5a1f..0000000 --- a/cogitator/factions/drukhari/datasheets/scourges-with-heavy-weapons.md +++ /dev/null @@ -1,79 +0,0 @@ -# Scourges with Heavy Weapons - -**Role:** Other - -*Airborne messengers and mercenaries who ride the thermals between Commorragh’s highest spires, Scourges have been bodily modified for winged flight. They wear their grotesque new forms with the same pride that they wield their massive dark lances and splinter cannons, for their combination of speed and firepower renders them invaluable.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Solarite is equipped with:** shardcarbine; close combat weapon. - -**Every Scourge is equipped with:** splinter cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Dark lance | 36 | 1 | 4 | 12 | -3 | D6+2 | heavy | -| Haywire blaster | 24 | 2 | 4 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds, heavy | -| Heat lance | 18 | 1 | 4 | 14 | -4 | D6 | assault, heavy, melta 3 | -| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Splinter cannon | 36 | 3 | 4 | 3 | -1 | 2 | anti-infantry 3+, heavy, sustained hits 1 | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Winged Strike (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a ranged attack, you can re-roll the Hit roll. -- **Airborne Evasion** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Infantry, Fly, Grenades, Jump Pack, Aeldari, Blades for Hire, Scourges, Scourges with Heavy Weapons -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Solarite -- 4 Scourges - -**Wargear Options:** -- The Solarite’s shardcarbine can be replaced with one of the following:- 1 blast pistol and 1 power weapon -- 1 splinter pistol and 1 power weapon -- Any number of Scourges can each replace their splinter cannon with one of the following:- 1 blaster -- 1 dark lance -- 1 haywire blaster -- 1 heat lance -- 1 shredder - -**Points:** -- 5 models: 130pts diff --git a/cogitator/factions/drukhari/datasheets/scourges-with-shardcarbines.md b/cogitator/factions/drukhari/datasheets/scourges-with-shardcarbines.md deleted file mode 100644 index 7ed1ca4..0000000 --- a/cogitator/factions/drukhari/datasheets/scourges-with-shardcarbines.md +++ /dev/null @@ -1,70 +0,0 @@ -# Scourges with Shardcarbines - -**Role:** Other - -*Some bands of Scourges choose to wield comparatively light but potent firearms. So armed, they swoop down upon the enemy to catch them in savage crossfires and rake them with volley after volley of energy blasts and poisoned shards. Such close-ranged onslaughts demonstrate the Scourges’ prowess and contempt for the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Solarite is equipped with:** shardcarbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -3 | D3 | pistol | -| Blaster | 18 | 1 | 3 | 8 | -4 | D6+1 | assault | -| Shardcarbine | 18 | 3 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault | -| Shredder | 18 | D6 | N/A | 6 | 0 | 1 | assault, torrent | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 3 | 3 | -2 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Swooping Descent (Pain)** (Datasheet): In your Movement phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this unit is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. -- **Murderous Crossfire** (Datasheet): After this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly Drukhari unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. - -**Keywords:** Blades for Hire, Aeldari, Jump Pack, Grenades, Scourges with Shardcarbines, Fly, Scourges, Infantry -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Solarite -- 4 Scourges - -**Wargear Options:** -- The Solarite’s shardcarbine can be replaced with one of the following:- 1 blast pistol and 1 power weapon -- 1 splinter pistol and 1 power weapon -- 1 Scourge’s shardcarbine can be replaced with one of the following:- 1 blaster -- 1 shredder - -**Points:** -- 5 models: 75pts diff --git a/cogitator/factions/drukhari/datasheets/shadowseer.md b/cogitator/factions/drukhari/datasheets/shadowseer.md deleted file mode 100644 index 08c2684..0000000 --- a/cogitator/factions/drukhari/datasheets/shadowseer.md +++ /dev/null @@ -1,105 +0,0 @@ -# Shadowseer - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; miststave; flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Miststave | Melee | 4 | 2 | 5 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Fog of Dreams (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". -- **Treacherous Illusion (Psychic)** (Datasheet): Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. -- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. - -**Keywords:** Grenades, Psyker, Aeldari, Character, Infantry, Shadowseer -**Faction Keywords:** Harlequins, Drukhari - -**Unit Composition:** -- 1 Shadowseer - -**Wargear Options:** -- This model’s shuriken pistol can be replaced with 1 neuro disruptor. - -**Leader:** -Can lead: Troupe - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/drukhari/datasheets/skyweavers.md b/cogitator/factions/drukhari/datasheets/skyweavers.md deleted file mode 100644 index 00b2472..0000000 --- a/cogitator/factions/drukhari/datasheets/skyweavers.md +++ /dev/null @@ -1,82 +0,0 @@ -# Skyweavers - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 4+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** shuriken cannon; star bolas; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skyweaver haywire cannon | 24 | 2 | 3 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds | -| Star bolas | 12 | D3 | 3 | 7 | -2 | 2 | — | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Zephyrglaive | Melee | 4 | 3 | 6 | -2 | 2 | — | -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Acrobatic Grace** (Datasheet): Each time an attack targets this unit, subtract 1 from the Hit roll. - -**Keywords:** Skyweavers, Fly, Aeldari, Mounted, Smoke -**Faction Keywords:** Drukhari, Harlequins - -**Unit Composition:** -- 2-4 Skyweavers - -**Wargear Options:** -- Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon. -- Any number of models can each have their star bolas replaced with 1 zephyrglaive. - -**Points:** -- 2 models: 95pts -- 4 models: 190pts diff --git a/cogitator/factions/drukhari/datasheets/solitaire.md b/cogitator/factions/drukhari/datasheets/solitaire.md deleted file mode 100644 index 7f91b37..0000000 --- a/cogitator/factions/drukhari/datasheets/solitaire.md +++ /dev/null @@ -1,81 +0,0 @@ -# Solitaire - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Solitaire weapons, flip belt. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Solitaire weapons | Melee | 9 | 2 | 6 | -2 | 2 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Blitz** (Datasheet): Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons. -- **Blur of Movement** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced. -- **PATH OF DAMNATION** (Fortification (левая колонка)): This model cannot be your WARLORD. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. - -**Keywords:** Aeldari, Character, Infantry, Epic Hero, Solitaire -**Faction Keywords:** Harlequins, Drukhari - -**Unit Composition:** -- 1 Solitaire – EPIC HERO - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/drukhari/datasheets/starfangs.md b/cogitator/factions/drukhari/datasheets/starfangs.md deleted file mode 100644 index bdb60f7..0000000 --- a/cogitator/factions/drukhari/datasheets/starfangs.md +++ /dev/null @@ -1,96 +0,0 @@ -# Starfangs - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** disintegrator cannon; Starfang grenade launcher; wraithbone hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Starfang grenade launcher | 36 | D3 | 3 | 6 | -3 | 2 | assault, blast | -| Disintegrator cannon | 36 | 3 | 3 | 6 | -3 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wraithbone hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Hallucinogen Grenades** (Datasheet): At the start of your opponent’s Shooting phase, this unit can use this ability. If it does, select one Aeldari Infantry unit from your army visible to and within 36" of this unit: until the end of the phase, that unit has the Stealth ability. - -**Keywords:** Vehicle, Aeldari, Anhrathe, Fly, Smoke, Grenades, Starfangs -**Faction Keywords:** Drukhari, Asuryani - -**Unit Composition:** -- 1-2 Starfangs - -**Wargear Options:** -- None - -**Points:** -- 1 model: 75pts -- 2 models: 150pts diff --git a/cogitator/factions/drukhari/datasheets/starweaver.md b/cogitator/factions/drukhari/datasheets/starweaver.md deleted file mode 100644 index f56b410..0000000 --- a/cogitator/factions/drukhari/datasheets/starweaver.md +++ /dev/null @@ -1,88 +0,0 @@ -# Starweaver - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 4+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 2 shuriken cannons; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Rapid Embarkation** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Harlequins Infantry unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. - -**Keywords:** Starweaver, Aeldari, Fly, Smoke, Vehicle, Dedicated Transport, Transport -**Faction Keywords:** Harlequins, Drukhari - -**Unit Composition:** -- 1 Starweaver - -**Transport:** -This model has a transport capacity of 6 Harlequins Infantry models. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/drukhari/datasheets/succubus.md b/cogitator/factions/drukhari/datasheets/succubus.md deleted file mode 100644 index c072528..0000000 --- a/cogitator/factions/drukhari/datasheets/succubus.md +++ /dev/null @@ -1,70 +0,0 @@ -# Succubus - -**Role:** Characters - -*Succubi are the leaders of the wych cults and master combatants of the arena, their warrior artistry as ferociously savage as sublimely graceful. Disdaining heavy armour in favour of lithe agility, they hurl themselves into the teeth of the foe without fear, cutting a murderous path through all who oppose them and indelibly stamping their superiority upon the battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Archite glaive and agoniser. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Archite glaive and agoniser | Melee | 7 | 2 | 3 | -2 | 1 | anti-infantry 3+, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Lithe Agility (Pain)** (Datasheet): In your Movement phase when you select this model’s unit to Advance, or in your Charge phase before you make a Charge roll for this model’s unit, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, you can re-roll Advance and Charge rolls made for that unit. -- **Storm of Blades** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Bloody Spectacle** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys a CHARACTER model, you gain 1CP. - -**Keywords:** Aeldari, Character, Wych Cult, Succubus, Infantry -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Succubus - -**Leader:** -Can lead: Wyches - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/drukhari/datasheets/talos.md b/cogitator/factions/drukhari/datasheets/talos.md deleted file mode 100644 index 8b660dc..0000000 --- a/cogitator/factions/drukhari/datasheets/talos.md +++ /dev/null @@ -1,82 +0,0 @@ -# Talos - -**Role:** Other - -*The Talos Pain Engine is a ghoulish melding of stitch-puckered flesh and armoured artifice, boasting tremendous resilience and a nightmarish array of weaponry. Each is the proud creation of the Drukhari Haemonculi, who employ their Talos as torture devices, surgical assistants and armoured murder machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin splinter cannon; 2 macro-scalpels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stinger pod | 24 | 2D6 | 3 | 5 | 0 | 1 | — | -| Twin haywire blaster | 24 | 2 | 3 | 3 | -1 | 3 | anti-vehicle 4+, devastating wounds, twin-linked | -| Twin heat lance | 18 | 1 | 3 | 14 | -4 | D6 | assault, melta 3, twin-linked | -| Twin liquifier gun | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 3+, torrent, twin-linked | -| Twin splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chain-flails | Melee | 8 | 3 | 6 | -1 | 1 | — | -| Macro-scalpel | Melee | 5 | 3 | 7 | -2 | 2 | — | -| Talos gauntlet | Melee | 5 | 4 | 9 | -2 | 3 | — | -| Talos ichor injector | Melee | 1 | 2 | 8 | -2 | D6 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Mindless Killing Machines (Pain)** (Datasheet): At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. -- **Devoted to Pain** (Datasheet): If a model in this unit is equipped with 2 macro-scalpels, those weapons have the [TWIN-LINKED] ability. -- **Torture Device** (Datasheet): Each time this unit destroys an enemy unit, you gain 1 additional Pain token. - -**Keywords:** Monster, Haemonculus Covens, Fly, Aeldari, Talos -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1-2 Talos - -**Wargear Options:** -- Any number of models can each replace their twin splinter cannon with one of the following:- 1 stinger pod -- 1 twin haywire blaster -- 1 twin heat lance -- Any number of models can each replace one of their macro-scalpels with one of the following:- 1 Talos ichor injector -- 1 twin liquifier gun -- Any number of models can each replace one of their macro-scalpels with one of the following:- 1 chain flails -- 1 Talos gauntlet - -**Points:** -- 1 model: 80pts -- 2 models: 160pts diff --git a/cogitator/factions/drukhari/datasheets/tantalus.md b/cogitator/factions/drukhari/datasheets/tantalus.md deleted file mode 100644 index d1053af..0000000 --- a/cogitator/factions/drukhari/datasheets/tantalus.md +++ /dev/null @@ -1,79 +0,0 @@ -# Tantalus - -**Role:** Other - -*The Tantalus is a prestigious twin-hulled Drukhari assault skimmer perfectly crafted for high-speed terror raids. The signature armament of the Tantalus is a set of graceful scythevanes that extend from the vehicle’s hull, designed to slice and sever any foes caught in the skimmer’s sweeping flight path.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 10 | 4+ | 18 | 7+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** pulse disintegrators; dire scythe blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pulse disintegrators | 36 | 12 | 3 | 10 | -2 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dire scythe blades | Melee | 9 | 4 | 8 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Engine of Destruction (Pain)** (Datasheet): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, this model’s pulse disintegrators have the [RAPID FIRE 8] ability. -- **Scything Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Vehicle, Transport, Tantalus, Aeldari, Fly -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Tantalus - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 16 Drukhari Infantry models. Each Grotesque model takes up the space of 3 models. This model cannot transport models that can Fly. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/drukhari/datasheets/troupe-master.md b/cogitator/factions/drukhari/datasheets/troupe-master.md deleted file mode 100644 index 22eb39e..0000000 --- a/cogitator/factions/drukhari/datasheets/troupe-master.md +++ /dev/null @@ -1,106 +0,0 @@ -# Troupe Master - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** shuriken pistol; Troupe Master’s blade; flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion pistol | 6 | 1 | 2 | 8 | -4 | D6 | assault, melta 2, pistol | -| Neuro disruptor | 12 | 1 | 2 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 2 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Troupe Master’s blade | Melee | 5 | 2 | 5 | -2 | 2 | devastating wounds | -| Harlequin’s special weapon | Melee | 6 | 2 | 4 | -1 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Choreographer of War** (Datasheet): While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit. -- **Cegorach’s Favour** (Datasheet): Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll. -- **TRAVELLING PLAYERS** (Fortification (левая колонка)): Unless otherwise stated, you cannot include more than one of this model in your army. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. - -**Keywords:** Character, Aeldari, Troupe Master, Grenades, Infantry -**Faction Keywords:** Harlequins, Drukhari - -**Unit Composition:** -- 1 Troupe Master - -**Wargear Options:** -- This model’s shuriken pistol can be replaced with one of the following:- 1 fusion pistol -- 1 neuro disruptor -- This model's Troupe Master's blade can be replaced with 1 Harlequin's special weapon. - -**Leader:** -Can lead: Troupe - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/drukhari/datasheets/troupe.md b/cogitator/factions/drukhari/datasheets/troupe.md deleted file mode 100644 index f4af47d..0000000 --- a/cogitator/factions/drukhari/datasheets/troupe.md +++ /dev/null @@ -1,97 +0,0 @@ -# Troupe - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 1 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** shuriken pistol; Harlequin’s blade, flip belt. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion pistol | 6 | 1 | 3 | 8 | -4 | D6 | assault, melta 2, pistol | -| Neuro disruptor | 12 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, assault, pistol | -| Shuriken pistol | 12 | 1 | 3 | 4 | -1 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | devastating wounds | -| Harlequin’s blade | Melee | 5 | 3 | 3 | -1 | 1 | devastating wounds | -| Harlequin’s special weapon | Melee | 4 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Dance of Death** (Datasheet): At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: -- **Hero’s Prowess:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1. -- **Villain’s Doom:** Each time a model in this unit makes an attack, add 1 to the Wound roll. -- **Trickster’s Grace:** Each time an attack targets this unit, subtract 1 from the Hit roll. -- **Flip Belt** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. - -**Keywords:** Aeldari, Grenades, Troupe, Infantry -**Faction Keywords:** Drukhari, Harlequins - -**Unit Composition:** -- 1 Lead Player -- 4-11 Players - -**Wargear Options:** -- Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon. -- The Lead Player’s Harlequin’s blade can be replaced with 1 power sword. -- If this unit contains 9 or fewer models:- Up to 2 models can each have their shuriken pistol replaced with 1 neuro disruptor -- Up to 2 models can each have their shuriken pistol replaced with 1 fusion pistol -- If this unit contains 10 or more models:- Up to 4 models can each have their shuriken pistol replaced with 1 neuro disruptor -- Up to 4 models can each have their shuriken pistol replaced with 1 fusion pistol - -**Leader:** -Led By: Troupe Master, Shadowseer - -**Points:** -- 5 models: 85pts -- 6 models: 100pts -- 11 models: 190pts -- 12 models: 205pts diff --git a/cogitator/factions/drukhari/datasheets/urien-rakarth.md b/cogitator/factions/drukhari/datasheets/urien-rakarth.md deleted file mode 100644 index 0025e1d..0000000 --- a/cogitator/factions/drukhari/datasheets/urien-rakarth.md +++ /dev/null @@ -1,84 +0,0 @@ -# Urien Rakarth - -**Role:** Characters - -*Urien Rakarth is the most ingenious of the many Haemonculi masters. He is the Sculptor of Torments, whose repugnant creations strain his enemies’ sanity. Once his casket of fanged spirits and his toxin-laced blades are finished, a coiling nest of Haemovores feast upon whatever is left of Rakarth’s foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 6+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Casket of Flensing; Haemonculus tools and scissorhands. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Casket of Flensing | 12 | 3D6 | N/A | 3 | -1 | 1 | devastating wounds, one shot, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Haemonculus tools and scissorhands | Melee | 5 | 2 | 3 | -1 | D3 | anti-infantry 2+, precision | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Sculptor of Torments (Pain)** (Datasheet): In your Fight phase, when you select this model’s unit to fight, you can spend 1 of your Pain tokens to Empower this model’s unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Father of Pain** (Datasheet): Each time an attack with a Damage characteristic of 1 is allocated to a model in this model’s unit, that model has the Feel No Pain 4+ ability against that attack. -- **Horrific Regeneration** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Haemonculus Covens, Infantry, Urien Rakarth, Haemonculus, Aeldari, Epic Hero, Character -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Urien Rakarth – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Wracks - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/drukhari/datasheets/venom.md b/cogitator/factions/drukhari/datasheets/venom.md deleted file mode 100644 index 0dccb1f..0000000 --- a/cogitator/factions/drukhari/datasheets/venom.md +++ /dev/null @@ -1,81 +0,0 @@ -# Venom - -**Role:** Dedicated Transports - -*Raw speed delivers countless Venom transports to the heart of the enemy’s defence and sees them chase down stragglers and encircle the foe’s outriders. For the clique of warriors on board, Venoms are mobile firebases and gore-splashed chariots in one, with flickering shields that confound attempts to bring them down.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** splinter cannon; twin splinter rifle; bladevanes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Splinter cannon | 36 | 3 | 3 | 3 | -1 | 2 | anti-infantry 3+, sustained hits 1 | -| Twin splinter rifle | 24 | 2 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladevanes | Melee | 3 | 4 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Rapid Deployment (Pain)** (Datasheet): In your Movement phase, when you select this model to Advance, you can spend 1 Pain token to Empower this model. While Empowered, units can disembark from this model after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. -- **Aerialists** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Drukhari Infantry unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT (you cannot select a unit that can Fly). Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. - -**Keywords:** Vehicle, Venom, Transport, Aeldari, Fly, Dedicated Transport -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Venom - -**Wargear Options:** -- This model’s twin splinter rifle can be replaced with 1 splinter cannon. - -**Transport:** -This model has a transport capacity of 6 Drukhari Infantry models (excluding Jump Pack models). - -Before the battle, at the start of the Declare Battle Formations step, you can select one Kabalite Warriors, Hand of the Archon or Wyches unit from your army that has not already been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units]. One of these units must start the battle embarked within this model; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/drukhari/datasheets/voidraven-bomber.md b/cogitator/factions/drukhari/datasheets/voidraven-bomber.md deleted file mode 100644 index b6cc3ae..0000000 --- a/cogitator/factions/drukhari/datasheets/voidraven-bomber.md +++ /dev/null @@ -1,73 +0,0 @@ -# Voidraven Bomber - -**Role:** Other - -*Mounting some of the most powerful guns in the Drukhari arsenal, the Voidraven Bomber’s dark scythes and void lances can crack heavily armoured targets. Yet they pale against the silent aircraft’s primary weapon - the void mine. Once this arcane payload is deployed, the resulting darklight implosion erases all caught within its blast.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 4+ | 12 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 void lances; bladed wings. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark scythe | 24 | 6 | 3 | 8 | -4 | 2 | — | -| Void lance | 36 | 2 | 3 | 14 | -4 | D6+2 | — | -| Voidraven missiles – implosion missiles | 48 | D3 | 3 | 9 | -2 | 3 | blast | -| Voidraven missiles – shatterfield missiles | 48 | D6 | 3 | 7 | -2 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladed wings | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Nowhere to Hide (Pain)** (Datasheet): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. -- **Void Mine** (Datasheet): Once per battle, after this unit ends a Normal move, you can select one enemy model that it moved over during that move, then roll one D6 for each enemy unit within D6" of that model: on a 4+, that enemy unit suffers D6 mortal wounds. - -**Keywords:** Aeldari, Voidraven Bomber, Vehicle, Fly, Aircraft -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Voidraven Bomber - -**Wargear Options:** -- This model can be equipped with 1 Voidraven missiles. -- This model’s 2 void lances can be replaced with 2 dark scythes. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 245pts diff --git a/cogitator/factions/drukhari/datasheets/voidweaver.md b/cogitator/factions/drukhari/datasheets/voidweaver.md deleted file mode 100644 index dd7b1fe..0000000 --- a/cogitator/factions/drukhari/datasheets/voidweaver.md +++ /dev/null @@ -1,89 +0,0 @@ -# Voidweaver - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 6 | 4+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prismatic cannon – focused lances | 24 | 2 | 3 | 12 | -3 | 4 | — | -| Voidweaver haywire cannon | 24 | 3 | 3 | 4 | -1 | 3 | anti-vehicle 4+, devastating wounds | -| Prismatic cannon – dispersed pulse | 24 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Shuriken cannon | 24 | 3 | 3 | 6 | -1 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Battle Focus** (Faction): If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. - -**BATTLE SIZE****BATTLE FOCUS TOKENS**Incursion**2**Strike Force**4**Onslaught**6** -Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. -AGILE MANOEUVRESSWIFT AS THE WIND - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). - -EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. - -FLITTING SHADOWS - -TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. - -STAR ENGINES - -TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move. - -EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. - -SUDDEN STRIKE - -TRIGGER: When an eligible unit from your army is selected to fight. - -EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -OPPORTUNITY SEIZED - -TRIGGER: When an enemy unit ends a Fall Back move. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". - -FADE BACK - -TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot. - -EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". -- **Disparate Paths** (Faction): When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction. -- **Polychromatic Camouflage** (Datasheet): This unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -**Keywords:** Aeldari, Vehicle, Voidweaver, Fly -**Faction Keywords:** Harlequins, Drukhari - -**Unit Composition:** -- 1 Voidweaver - -**Wargear Options:** -- This model’s Voidweaver haywire cannon can be replaced with 1 prismatic cannon. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/drukhari/datasheets/wracks.md b/cogitator/factions/drukhari/datasheets/wracks.md deleted file mode 100644 index 7f1109f..0000000 --- a/cogitator/factions/drukhari/datasheets/wracks.md +++ /dev/null @@ -1,74 +0,0 @@ -# Wracks - -**Role:** Battleline - -*The gnarled hide of the Wracks is a leathery mass of old scars, inured to pain. These adepts of fleshcrafting serve the wizened masters of the covens and are as much experiments in stitch and sinew as apprentices to the Haemonculus’ gruesome craft. They are granted a host of cruel tools, butchering blades and arcane bioweapons with which they inflict maximum agony.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin torturer’s tools. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hexrifle | 36 | 1 | 3 | 8 | -2 | 3 | heavy, precision | -| Liquifier gun | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 3+, torrent | -| Ossefactor | 24 | 1 | 3 | 2 | -2 | 2 | anti-infantry 4+, devastating wounds | -| Stinger pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 2+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | anti-infantry 3+ | -| Torturer’s tools | Melee | 2 | 3 | 4 | -1 | 1 | anti-infantry 4+ | -| Twin torturer’s tools | Melee | 2 | 3 | 4 | -1 | 1 | anti-infantry 4+, twin-linked | - -**Abilities:** -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Experimental Enhancements (Pain)** (Datasheet): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the following to apply to this unit until the end of the phase: -- Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 3. -- Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 4 and the [HAZARDOUS] ability. -- **Torturer’s Craft** (Datasheet): In your Shooting phase and the Fight phase, after this unit has shot or fought, select one enemy unit (excluding VEHICLES) hit by one or more of those attacks. That unit must take a Battle-shock test. - -**Keywords:** Infantry, Haemonculus Covens, Battleline, Aeldari, Wracks -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Acothyst -- 4-9 Wracks - -**Wargear Options:** -- For every 5 models in this unit:- 1 model’s twin torturer’s tools can be replaced with 1 hexrifle and 1 torturer’s tool -- 1 model’s twin torturer’s tools can be replaced with 1 liquifier gun and 1 torturer’s tool -- 1 model’s twin torturer’s tools can be replaced with 1 ossefactor and 1 torturer’s tool -- 1 model’s twin torturer’s tools can be replaced with 1 stinger pistol and 1 torturer’s tool -- The Acothyst’s twin torturer’s tools can be replaced with 1 power weapon and 1 torturer’s tool. -- If the Acothyst is not equipped with a power weapon, its torturer’s tool can be replaced with 1 power weapon. - -**Leader:** -Led By: Haemonculus, Urien Rakarth - -**Points:** -- 5 models: 60pts -- 8 models: 100pts -- 10 models: 120pts diff --git a/cogitator/factions/drukhari/datasheets/wyches.md b/cogitator/factions/drukhari/datasheets/wyches.md deleted file mode 100644 index c419a68..0000000 --- a/cogitator/factions/drukhari/datasheets/wyches.md +++ /dev/null @@ -1,66 +0,0 @@ -# Wyches - -**Role:** Battleline - -*Wyches are gladiatorial murder artists who exhibit their incredible skills to slay with precision and élan. Used to corralling wild beasts in the arenas, their assaults are so swift and overwhelming that enemies often find themselves encircled by Wyches who have weaved through or sprung over their ranks to trap them in a rapidly tightening noose of blades.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 6+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 6 -** 4+ against melee attacks* - -**Default Wargear:** -**Every model is equipped with:** splinter pistol; Hekatarii blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol | -| Splinter pistol | 12 | 1 | 3 | 2 | 0 | 1 | anti-infantry 3+, assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gladiatorial weapons | Melee | 5 | 3 | 4 | -2 | 1 | — | -| Hekatarii blade | Melee | 4 | 3 | 3 | -1 | 1 | — | -| Power weapon | Melee | 5 | 3 | 3 | -2 | 1 | anti-infantry 3+ | - -**Abilities:** -- **Power from Pain** (Faction): Pain Abilities -All Drukhari units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below). - -**Designer’s Note:** *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.* - -Gaining Pain Tokens -If your Army Faction is DRUKHARI, you gain Pain tokens as follows: -- **1 Pain token** at the start of your Command phase. -- **1 Pain token** each time an enemy unit is destroyed. -- **1 Pain token** each time an enemy unit fails a Battle-shock test. -Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. - -Empowered Through Pain -Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. - -**Example:** At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well). -- **Acrobatic Gladiators (Pain)** (Datasheet): At the start of your Charge phase, you can spend 1 Pain token to Empower this unit. While Empowered, this unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. -- **No Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -**Keywords:** Grenades, Aeldari, Wych Cult, Battleline, Wyches, Infantry -**Faction Keywords:** Drukhari - -**Unit Composition:** -- 1 Hekatrix -- 9 Wyches - -**Wargear Options:** -- The Hekatrix’s splinter pistol can be replaced with 1 blast pistol. -- The Hekatrix’s Hekatarii blade can be replaced with 1 power weapon. -- Up to 3 Wyches can each have their splinter pistol and Hekatarii blade replaced with 1 gladiatorial weapons. - -**Leader:** -Led By: Succubus, Lelith Hesperax - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/drukhari/detachments.md b/cogitator/factions/drukhari/detachments.md new file mode 100644 index 0000000..1252ebb --- /dev/null +++ b/cogitator/factions/drukhari/detachments.md @@ -0,0 +1,867 @@ +# Drukhari Detachments + +# Covenite Coterie + +*To face a realspace raid by the Haemonculi of the Dark City is to endure a living nightmare. Ghoulish things with worm-pale flesh and blades for fingers crawl and caper from the shadows, their blood-wet breath rasping eagerly through the slits of their iron masks. Engines of Pain drift through the air on whispering suspensors, loosing stinging blasts of firepower, gathering up screaming victims in nests of needle-tipped tendrils and flensing their flesh with snickering blades. Through it all move the Haemonculi, dealing out unspeakable agonies even as they leer with cruel gratification or hum to themselves with the distracted air of a scientist enjoying their labours. They are the composers of a gruesome flesh symphony, the conductors of an orchestra of despairing shrieks and gibbering glee fit to drive mortal minds to madness. Even those other Drukhari who fight alongside the covenites look askance at their twisted allies and count themselves lucky not to be on the receiving end of their insane attentions.* + +## Abilities + +### Stitchflesh Abominations +Each time an attack targets a Haemonculus Covens unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +## Stratagems + +### CONNOISSEURS OF PAIN — 1CP +**Type:** Covenite Coterie – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Drukhari unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a Haemonculus Covens unit, you gain 1 Pain token. + +### DISTILLERS OF FEAR — 2CP +**Type:** Covenite Coterie – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Haemonculus Covens unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability. + +### ENFOLDING NIGHTMARE — 1CP +**Type:** Covenite Coterie – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Haemonculus Covens unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Roll one D6: your unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +### POISONER’S ART — 1CP +**Type:** Covenite Coterie – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a Haemonculus Covens unit from your army has fought. + +**TARGET:** That HAEMONCULUS COVENS unit. + +**EFFECT:** Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds. + +### POSTMORTALITY — 1CP +**Type:** Covenite Coterie – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Haemonculus model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Spend 1-3 Pain tokens. At the end of the phase, set the destroyed model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with a number of wounds remaining equal to the number of Pain tokens you just spent. + +**RESTRICTIONS:** You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle. + +### SYMPHONY OF SUFFERING — 1CP +**Type:** Covenite Coterie – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a Drukhari unit from your army destroys an enemy unit. + +**TARGET:** That DRUKHARI unit. + +**EFFECT:** Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a Haemonculus Covens unit. + +## Enhancements + +### Master Artisan — 20pts +*This Haemonculus is a savant in the arts of sculpting metal, flesh, sinew and bone alike. Their creations are works of dark and malevolent genius.* +Haemonculus model only. Add 1 to the bearers Wounds characteristic and add 1 to the Toughness characteristic of models in the bearer’s unit. + +### Master Nemesine — 5pts +*Simply for the sake of scientific curiosity and personal entertainment, this twisted poisoner has tailored toxins to kill every single life form they have ever encountered.* +Haemonculus model only. The bearer’s weapons have the [anti-beast 2+] and [anti-monster 4+] abilities. + +### Master Regenesist — 25pts +*Having extensively studied the mechanisms of biological growth and vitality, this Haemonculus is adept at goading flesh to reknit and new muscle and limbs to sprout in ever more grotesque arrangements.* +Haemonculus model only. Each time the bearer uses its Fleshcraft ability, you can return up to D3+3 destroyed Bodyguard models to the bearer’s unit instead of D3+1. + +### Master Repugnomancer (Aura) — 15pts +*The Repugnomancers focus all their study on the art of triggering instinctive revulsion and horror. Though considered gauche by many other Haemonculi, the results of their foul craft on the battlefield are undeniable.* +Haemonculus model only. Add 3" to the range of the bearer’s Fear Incarnate ability, and each time a friendly Drukhari unit within 9" of the bearer fails a Battle-shock test or is destroyed, roll one D6: on a 4+, you gain 1 Pain token. + +--- + +# Kabalite Cartel + +*No kabal can survive without the strength of arms to back up its demands and menaces. When the cream of that paramilitary strength is concentrated into a realspace raiding party and unleashed upon unsuspecting victims, the results are devastating. Reaving bands of Kabalites ride to war beneath the flayed-skin banners of their Archons. Each squad vies to outdo its rivals in cruelty and martial conquest, slaying and tormenting with spiteful abandon. At the same time, predatory gunships thrum overhead and bands of vicious mercenaries ply their bloody trade. Moreover, no two kabals are alike - each having its own portfolio of diabolical exploits and murderous predilections - and so each has its own particular agendas to pursue and strengths to bring to bear. One Kabalite raiding band might benefit from exceptionally well-crafted weaponry or a wealth of tailored toxins. Another might field swathes of terror troops, obsess overtaking bloody trophies, call upon the aid of arena gladiators or a myriad of other unique and murderous quirks.* + +## Abilities + +### Murderous Agenda +At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and Kabal and Blades for Hire units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens. + +Trophy Hunters +**Contract:** One CHARACTER unit. +**Ability:** Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets the Contract unit, that attack has the [precision] ability. + +Sow Fear and Terror +**Contract:** One INFANTRY or MOUNTED unit (excluding units containing only CHARACTER models). At the start of your Command phase, this Contract is completed if all non-CHARACTER models in that unit are destroyed. +**Ability:** Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets an INFANTRY or MOUNTED unit, that attack has the [sustained hits 1] ability. + +Show of Strength +**Contract:** One MONSTER or VEHICLE unit. +**Ability:** Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability. + +## Stratagems + +### DEADLY DECEIVERS — 1CP +**Type:** Kabalite Cartel – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### DOUBLE-CROSS — 1CP +**Type:** Kabalite Cartel – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Drukhari unit (excluding Vehicles). + +**EFFECT:** Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack. + +### ENEMIES WITHOUT NUMBER — 1CP +**Type:** Kabalite Cartel – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase, just after you complete a Contract. + +**TARGET:** One Archon WARLORD from your army. + +**EFFECT:** Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal. + +### MAKING A POINT — 1CP +**Type:** Kabalite Cartel – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Kabalite Warriors or Hand of the Archon unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1. + +### TAILORED TOXINS — 1CP +**Type:** Kabalite Cartel – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Kabal or Blades for Hire unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit. + +### TAKEN ALIVE — 1CP +**Type:** Kabalite Cartel – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Drukhari unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem. + +## Enhancements + +### Informant Network — 30pts +*A web of infiltrating agents, coerced unfortunates, and infoparasitic organisms keeps this Archon well informed and allows them to plan their realspace raids with insidious accuracy.* +Archon model only. At the start of the Declare Battle Formations step, select up to three Kabalite Warriors and/or Hand of the Archon units from your army; those units gain the Infiltrators ability. + +### Leechbite Plate — 5pts +*Threaded with parasite circuits and fashioned from empathovoric crystalline resins, this armour drinks deep of the lifeblood that spatters it and the pain of the wounded to nourish and heal its wearer.* +Archon model only. The bearer has a Save characteristic of 3+. At the start of either player’s Command phase, you can spend 1 Pain token: if you do, the bearer regains all of its lost wounds. + +### Towering Arrogance — 20pts +*So absolute is this war leader’s self-belief so monstrous their ego, that it is virtually a weapon in its own right. Drukhari are drawn in their wake, unable to resist the charismatic certitude they exude. Enemies, meanwhile, give ground and lose heart beneath their witheringly contemptuous glare.* +Archon model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1. + +### Webway Awl — 25pts +*A recklessly destructive implement modified from ancient Aeldari technology, the Webway awl allows its bearer to bore temporary rents into and out of the labyrinth dimension, careless of the ruin they leave in their wake.* +Archon model only. Models in the bearer’s unit have the Deep Strike ability, and you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. + +--- + +# Kabalite Corsairs + +***Every Drukhari Kabal is as much malevolent crime syndicate as it is private army, often with its own specialist areas of insidious expertise. Some Archons have a predilection for piratical boarding and raiding of voidships, their warbands honing their skills in these areas above all others.*** + +## Abilities + +### Raid and Pillage +Each time a DRUKHARi unit from your army destroys an enemy unit, if that enemy unit was within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token. In addition, in your Command phase, you can select one objective marker you control that has one or more KAbAL units from your army within range of it, then expend 1 Pain token from your Pain token pool. If you do, that objective marker is Secured by your army. + +## Stratagems + +### DECKPLATE SWEEPERS — 1CP +**Type:** Kabalite Corsairs – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One KABAL unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols equipped by models in your unit by 1. + +### ELUSIVE DUELLISTS — 1CP +**Type:** Kabalite Corsairs – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INcUBI keyword, models in your unit have a 4+ invulnerable save. + +### OPPORTUNISTIC THIEVES — 1CP +**Type:** Kabalite Corsairs – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your Fight phase. + +**TARGET:** One KABAL unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker. + +### TAKE THEM ALIVE — 1CP +**Type:** Kabalite Corsairs – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a KABAL unit from your army has shot. + +**TARGET:** That KABAL unit. + +**EFFECT:** Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it. + +## Enhancements + +### Dark Charisma — 0pts +*The masters of such piratical Kabals lead by example, spitting scorn upon peril, standing tall as avatars of malevolent elan, and overcoming the odds with devilish daring time and again.* +The bearer has an Objective Control characteristic of 5 and you can re-roll Battle-shock tests taken for the bearer. + +### Malevolent Cunning — 0pts +*Having fought countless bloody battles aboard the voidships of their prey, this warrior knows well how to turn such environments against their prey. Swiftly deployed booby traps and devious ruses staged with inhuman speed and skill confound the foe at every turn.* +The first time in each battle round that your opponent targets a unit from their army that is within 3" of the bearer with a Stratagem, increase that Stratagems cost by 1CP for that usage. + +--- + +# Painbringers + +***The twisted fleshcrafters of the Haemonculus Covens seek to seize fresh captives for their laboratories. Boarding enemy vessels, they rely upon their menageries of mutant creations to smash through bulkheads and rip open hatches. The Haemonculi and their creations are empowered by pain both given and received, and will fight on through injuries that would spell doom for lesser beings.*** + +## Abilities + +### Regenerative Agony +Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COvENS models from your army in a single phase, you gain 1 Pain token. In addition, each battle round, the first time a HAEMONCULUS COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining. + +## Stratagems + +### HORRIFYING FORM — 1CP +**Type:** Painbringers – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit. + +**TARGET:** One HAEMONcULUS COvENS unit from your army within range of that objective marker. + +**EFFECT:** Until the end of your next turn, while you have one or more DRUKHARI units within range of that objective marker (excluding Battle-shocked units), that objective marker remains Secured by your army and cannot be Seized by enemy units. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### MOULDED MUSCULATURE — 1CP +**Type:** Painbringers – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One HAEMONcULUS COvENS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. + +### TERRIFYING AURA — 1CP +**Type:** Painbringers – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One HAEMONcULUS COvENS unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within 6" of the attacking unit. + +**EFFECT:** That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. + +### UNFEELING ABOMINATIONS — 1CP +**Type:** Painbringers – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One HAEMONcULUS COvENS unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit has the GROTESqUES keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +**RESTRICTIONS:** If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability. + +## Enhancements + +### Rending Chain-Flails — 0pts +*This Haemonculus fleshcrafter has adorned their grotesque form with bladed chain-flails with which to ensnare fleeing foes and tear them to bloody shreds.* +Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. + +### Vile Surgeon — 0pts +*This cruel chirurgeon seeks out particularly worthy subjects upon whom to practice the most agonising surgical experiments.* +The bearers Haemonculus tools and scissorhands have a Damage characteristic of 3 while targeting CHARACTER units. + +--- + +# Realspace Raiders + +*There are few better ways to display true power in Commorragh than by successfully allying warriors of the kabals, the wych cults and the haemonculus covens in a single raiding force. Only through cunning and flattery, menace and politicking is such a feat achieved. Yet the results achieved by forging such a temporary entente are rarely less than spectacular. Such tripartite realspace raids alloy the psychotraumatic sadism and nightmare weaponry of the covenites to the close-quarters quicksilver ferocity of the Wyches, underpinning the whole with the armoured firepower and paramilitary discipline of massed Kabalites. Augmented by bands of Commorrite sellswords with their esoteric combat specialities, the result is a raiding party as diverse as it is diabolical. Though they would never admit it, the strengths of each facet of Drukhari society cover for each others’ weaknesses, honing the blade of their martial might into something razor-swift and unutterably lethal.* + +## Abilities + +### Alliance of Agony +At the start of the battle, you gain 2 Pain tokens for each of the following combinations your army contains (these do not need to be in the same Attached unit): +- One or more Archon models and one or more Kabalite Warriors units. +- One or more Succubus models and one or more Wyches units. +- One or more Haemonculus models and one or more Wracks units. + +**Designer’s Note:** *These are all cumulative, so if your army contains at least one of all of the combinations listed above, you start the battle with 6 Pain tokens.* + +## Stratagems + +### DARK HARVEST — 1CP +**Type:** Realspace Raiders – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** Up to two Wracks units from your army, or one other Drukhari unit from your army. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability. + +### EAGER FOR THE KILL — 1CP +**Type:** Realspace Raiders – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your Movement phase. + +**TARGET:** Up to two Wyches units from your army, or one other Drukhari unit from your army, that have not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the Reavers’ Matchless Swiftness ability). + +### FIGHTING SHADOWS — 1CP +**Type:** Realspace Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Drukhari unit from your army (excluding Haemonculus Covens units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### INSENSIBLE TO PAIN — 2CP +**Type:** Realspace Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Haemonculus Covens unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### INSTINCTIVE SPITE — 1CP +**Type:** Realspace Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Start of your Shooting phase or the start of the Fight phase. + +**TARGET:** Up to two Drukhari Battleline units from your army, or one other Drukhari unit from your army. + +**EFFECT:** You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well. + +### RAID AND FADE — 2CP +**Type:** Realspace Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** End of your Shooting phase. + +**TARGET:** Up to two Kabalite Warriors units from your army, or one other Drukhari unit from your army (excluding ScouRGES and Aircraft). + +**EFFECT:** Each of those units can make a Normal move of up to 6". + +**RESTRICTIONS:** You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge. + +## Enhancements + +### Crucible of Malediction — 20pts +*This repulsive artefact contains the tortured souls of psykers. When released, these essences scream across the battlefield, spreading terror and madness.* +Haemonculus model only. Once per battle, in your Shooting phase, the bearer can use this Enhancement. If it does, you can spend 1 Pain token. Then, each enemy unit within 12" of the bearer must take a Battle-shock test, subtracting 1 from that test if you spent 1 Pain token. Each time a PSYKER unit fails that test, it suffers 3 mortal wounds. + +### Dark Vitality — 25pts +*Surrounded by terror and pain, this champion of the Dark City is a veritable conduit of cruel vitality.* +DRUKHARI model only. The bearer’s unit is always Empowered - you do not need to spend any Pain tokens to activate that unit’s Pain abilities. + +### Eye of Spite — 15pts +*Having battled the most hulking and heavily armoured opponents in the arena, this Succubus can spot and exploit the slightest weakness in their enemy’s defences.* +Succubus model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. + +### Labyrinthine Cunning — 25pts +*This Archon’s intellect is towering, and their gift for devious politicking and vicious cunning is almost peerless.* +Archon model only. At the start of your Command phase, if the bearer is on the battlefield, you can do one of the following: +- Spend 1 Pain token and gain 1CP. +- Roll one D6: on a 4+, you gain 1CP. + +--- + +# Reaper’s Wager + +*The Reaper’s Wager is among the most macabre saedaths, depicting a gruesome tale of murderous bets between merciless killers and mythic executioners. It is a well-known tale that is greatly enjoyed in the depths of the Dark City. When Harlequin and Drukhari go to war as one, Commorrite warriors often perform an accompanying role in its retelling. Bladed Drukhari transports emerge from the Webway alongside scintillating Harlequin skimmers emblazoned with dazzling adornments. Kabalite Warriors open fire upon the foe from firing decks, and Wyches howl and whoop as they leap acrobatically into the fray. As Harlequin troupes begin their gore-slick recital, they inhabit their roles wholeheartedly, competing furiously with their Drukhari allies to score the greatest tally of luridly violent kills.* + +## Abilities + +### Callous Competition +At the start of the battle, Drukhari units from your army are winning the wager. + +Each time a DRUKHARI unit from your army destroys an enemy unit, DRUKHARI units from your army are winning the wager. + +Each time a Harlequins unit from your army destroys an enemy unit, HARLEQUIN units from your army are winning the wager. + +While DRUKHARI units from your army are winning the wager, HARLEQUIN units from your army are losing the wager, and vice versa. + +Each time a DRUKHARI or HARLEQUINS model from your army makes an attack, if that model’s unit is winning the wager, re-roll a Hit roll of 1. If that model’s unit is losing the wager, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 instead. + +HARLEQUINS +You can include Harlequins units in your army (see Codex: Aeldari). The combined points cost of such units depends on your battle size: +- **Incursion:** Up to 500 pts +- **Strike Force:** Up to 1000 pts +- **Onslaught:** Up to 1500 pts + +No HARLEQUINS models from your army can be your WARLORD. If you select this Detachment, you cannot use the Corsairs and Travelling Players army rule. + +## Stratagems + +### DANCE MACABRE — 2CP +**Type:** Reaper’s Wager – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Drukhari Infantry or Harlequins Infantry unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead. + +### FATEFUL ROLE — 1CP +**Type:** Reaper’s Wager – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +### MALICIOUS FRENZY — 1CP +**Type:** Reaper’s Wager – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Drukhari or Harlequins unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability. + +### MURDERER’S CIRCUS — 1CP +**Type:** Reaper’s Wager – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### SCINTILLATING TEMPO — 1CP +**Type:** Reaper’s Wager – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase, just after a Drukhari or Harlequins unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. + +**TARGET:** That unit. + +**EFFECT:** Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit. + +### SHORTEN THE ODDS — 1CP +**Type:** Reaper’s Wager – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Drukhari or Harlequins unit from your army has Advanced. + +**TARGET:** That unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +## Enhancements + +### Archraider — 15pts +*A veteran of countless realspace raids or vehicular saedaths, this warrior champion utilises the speed of their sleek anti-grav craft to surprise their enemies.* +Harlequins or Drukhari model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a Dedicated Transport, that DEDICATED TRANSPORT has the Scouts 9" ability. + +### Conductor of Torment — 20pts +*This cruel champion of Commorragh seeks only to bathe in the agony of the foe. To them, the outcome of any wager is secondary to the symphony of suffering.* +Drukhari model only. In your Command phase, you +can do one of the following: +- If your DRUKHARI units are currently losing the wager, you can gain 1 Pain token. If you do, DRUKHARI units from your army are now winning the wager. +- If your DRUKHARI units are currently winning the wager, you can discard 1 Pain token. If you do, Harlequins units from your army are now winning the wager. + +### Reaper’s Cowl — 25pts +*This ebon cloak contains a shadow field generator, which shrouds the bearer in a field of umbral darkness.* +Harlequins model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities. + +### Webway Walker — 15pts +*This elite combatant possesses intricate knowledge of the Webway’s hidden paths and employs them to enhance this dreadful performance.* +Harlequins or Drukhari model only. Models in the bearer’s unit have the Deep Strike ability. Each time the bearer’s unit is set up on the battlefield using the Deep Strike ability, if that unit is currently losing the wager, until the end of the turn, you can re-roll Charge rolls made for that unit. + +--- + +# Ship-killer Cult + +***Employing esoteric technologies to transmit their exploits back to debauched audiences in Commorragh, some Wych Cults board voidships as a kind of murderous death-sport. Here, the voidship becomes the arena, and the Wyches’ every violent action the entertainment for their baying fans.*** + +## Abilities + +### Appetite for Adulation +In the Fight phase, if two or more enemy units were destroyed by DRUKHARi units from your army that phase, you gain 1 Pain token. In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability. + +## Stratagems + +### HYPERAGILITY — 1CP +**Type:** Ship-killer Cult – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One WYcH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. + +### NO OBSTACLE — 1CP +**Type:** Ship-killer Cult – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One WYCH CULT unit from your army that opened a Hatchway this turn. + +**EFFECT:** Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit. + +### PHANTASM GRENADES — 1CP +**Type:** Ship-killer Cult – Wargear Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a WYcH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch. + +**TARGET:** That WYCH CULT unit. + +**EFFECT:** Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch. + +### TOYING WITH THE PREY — 1CP +**Type:** Ship-killer Cult – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a WYcH CULT unit from your army has fought. + +**TARGET:** That WYCH CULT unit. + +**EFFECT:** If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l). + +## Enhancements + +### Blood-Drenched Champion — 0pts +*This murderous star of the arenas delights in graphically and agonisingly taking their enemies to pieces, much to the delight of their audiences and the abject terror of surrounding foes.* +In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and is within Engagement Range of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. + +### Stimm-Fervour — 0pts +*Propelled like a living missile through the voidship’s corridors by a near-toxic cocktail of combat stimms, this Wych strikes like dark lightning and fights with blistering savagery.* +The bearer is eligible to declare a charge in a turn in which it Advanced. + +--- + +# Skysplinter Assault + +*Many raiding parties swoop upon their victims aboard fleets of speeding anti-grav skimmers. Bands of Drukhari ride their nimble craft with perfect poise, whooping in exhilaration with every sharp banking turn and suicidally steep dive. Like airborne predators, the shoals of transports and gunships weave through incoming flak to encircle their prey and rain blistering fire upon them. Explosions leap skyward as enemy strongpoints and war engines are knocked out one after another. Next comes the ground assault, as murderous bands of Drukhari vault from their Raiders and Venoms to plunge into the reeling foe. Even as the bloodshed escalates amidst a whirlwind of whistling blades and cracking lashes, still the Drukhari skimmers streak back and forth to pick off targets of opportunity and rapidly relocate wild-eyed bands of gleeful Commorrite killers. Only once resistance has been utterly shattered do the grav-vessels halt, just long enough for captives and plunder to be heaped aboard their decks for the triumphant return to Commorragh.* + +## Abilities + +### Rain Of Cruelty +Each time a Drukhari unit from your army disembarks from a Transport, until the end of the turn: +- Ranged weapons equipped by models in that disembarking unit have the [ignores cover] ability. +- Melee weapons equipped by models in that disembarking unit have the [lance] ability. + +## Stratagems + +### NIGHT SHIELD — 1CP +**Type:** Skysplinter Assault – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Drukhari Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### POUNCE ON THE PREY — 1CP +**Type:** Skysplinter Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Drukhari Infantry unit from your army disembarks from a Transport that made a Normal move this phase. + +**TARGET:** That INFANTRY unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge. + +### SKYBORNE ANNIHILATION — 1CP +**Type:** Skysplinter Assault – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Drukhari unit from your army that has not been selected to shoot this phase and that disembarked from a Transport this turn. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a Kabalite Warriors or Hand of the Archon unit. + +### SWOOPING MOCKERY — 1CP +**Type:** Skysplinter Assault – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Drukhari Transport from your army that is within 9" of that enemy unit. + +**EFFECT:** Your TRANSPORT can make a Normal move of up to 6". + +### VICIOUS BLADES — 1CP +**Type:** Skysplinter Assault – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a Drukhari Transport from your army has selected its targets. + +**TARGET:** That TRANSPORT. + +**EFFECT:** After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT, adding 1 to the result if that embarked model is a Wracks model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### WRAITHLIKE RETREAT — 1CP +**Type:** Skysplinter Assault – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One Drukhari Infantry unit from your army that fought this phase. + +**EFFECT:** Your unit can make a Normal or Fall Back move, but unless it is a Wyches unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly Drukhari Transport and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move). + +## Enhancements + +### Nightmare Shroud — 20pts +*This strange artefact wreathes its bearer in a cloying cloud of shadow. Flitting into battle under cover of this pall, they are nigh impossible for the prey to see coming.* +DRUKHARI model only. Each time the bearer’s unit disembarks from a Transport, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Phantasmal Smoke — 15pts +*Phantasm grenade launchers worked into sweeping hull plates discharge, laying down covering spreads of hallucinogenic vapours that daze and distract the foe.* +DRUKHARI model only. While the bearer’s unit is wholly within 6" of a friendly Drukhari Transport: +- Models in the bearer’s unit have the Stealth ability. +- Each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack. + +### Sadistic Fulcrum — 15pts +*Witnessing this murderous warrior wreaking havoc, the sadistic crew of the Drukhari transports are filled with the vigour only the suffering of others can provide.* +DRUKHARI model only. Each time you spend 1 Pain token to Empower the bearer’s unit in the Shooting phase, select one friendly Drukhari Transport within 6" of the bearer’s unit; until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll. + +### Spiteful Raider — 10pts +*This cruel realspace raider knows the best reason to take something from the foe is for the simple spite of denying them that which they most desire to keep.* +DRUKHARI model only. Each time the bearer’s unit destroys an enemy unit in the Fight phase, if that enemy unit was within range of one or more objective markers when the bearer’s unit was selected to fight, you gain 1 additional Pain token. + +--- + +# Space Lane Raiders + +***The Drukhari delight in launching piratical attacks on their victims’ voidships, gathering realspace raiding parties just as they would to assail an enemy world. Such close and nightmarish confines suit these raiding bands particularly well. Soon enough, the voidship rings to the screams of its defenders...*** + +## Abilities + +### Commorrite Rivalries +Each time a DRUKHARi CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token. In addition, each time you use the Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool. If you do, decrease that Stratagems cost by 1CP for that usage. + +## Stratagems + +### CREW-THIEVES — 1CP +**Type:** Space Lane Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One WRAcKS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [ANTI-INFANTRY 3+] ability. + +### SHIPBOARD SHADES — 1CP +**Type:** Space Lane Raiders – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### VETERAN PIRATES — 1CP +**Type:** Space Lane Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a KABALITE WARRIORS unit from your army has shot. + +**TARGET:** That KABALITE WARRIORS unit. + +**EFFECT:** Your unit can make a Normal move of up to 3". + +### VOIDSHIP GLADIATORS — 1CP +**Type:** Space Lane Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One WYcHES unit from your army that has not been selected to move this phase. + +**EFFECT:** Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit. + +## Enhancements + +### Power and Greed — 0pts +*This warrior is addicted to the heady rush of battle and suffering, each fresh taste driving them to crave more.* +The first time in each turn that the bearer is Empowered, roll one D6: on a 3+, you gain 1 Pain token. + +### Spiteful Demise — 0pts +*Knowing all too well that the carnage they cause during this void battle may be all that pays for their revivification by the Haemonculi, this warrior strikes out viciously until their very last breath.* +When the bearer is destroyed, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The bearer can fight after the attacking unit has finished making its attacks, and is then removed from play. + +--- + +# Spectacle of Spite + +*When a wych cult unleashes its full fury in a realspace raid, the bloody extravaganza of the arena is brought to the battlefield in spectacular style. Acrobatic gladiators dart into combat, wielding exotic tools of murder, each vying to score the most eye-catching kills. Jetbike-mounted Reavers scream low overhead, fairing blades lopping off their victims’ heads while cluster caltrops raise rippling detonations in their wake. Succubi - the uncontested stars of each frenzied performance - ride into battle aboard personal Venom chariots or stab, slash and weave their way through the melee, alabaster skin spattered with the vivid gore of their victims. Some wych cult raids are lent armoured support by their Kabalite patrons, the better to maximise carnage and ensure victory. Others are trailed by entire audiences of avid fans, Commorrites of every stripe who have come to enjoy the mayhem and feast on a banquet of pain. So involved do some spectators become that they rush in to join the fight alongside the Wyches and add their blades to the fray.* + +## Abilities + +### Combat Drugs +At the start of your Command phase, select which Combat Drugs will be active for your army until the start of your next Command phase. To do so, either select one from the list below (you cannot select the same Combat Drug more than once per battle), or randomly select two by rolling two D6. When doing so randomly, Combat Drugs you have previously selected can become active again, but if you randomly select one that is already active for your army, it has no additional effect. + +1. Adrenalight +Add 1 to the Attacks characteristic of melee weapons equipped by Wych Cult models from your army. + +2. Hypex +Add 2" to the Move characteristic of WYCH CULT models from your army. + +3. Serpentin +Improve the Weapon Skill characteristic of melee weapons equipped by WYCH CULT models from your army by 1. + +4. Painbringer +Add 1 to the Toughness characteristic of WYCH CULT models from your army. + +5. Grave Lotus +Add 1 to the Strength characteristic of melee weapons equipped by WYCH CULT models from your army. + +6. Splintermind +Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1. + +## Stratagems + +### A CHALLENGE MET — 2CP +**Type:** Spectacle of Spite – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your opponent’s Movement phase. + +**TARGET:** One WYCH CULT unit from your army that would be able to declare a charge if it were your Charge phase. + +**EFFECT:** Select one enemy unit within 9" of your unit that was set up on the battlefield this phase or that ended a Normal or Advance move this phase. Your unit now declares a charge that targets only that enemy unit, and you resolve that charge. + +**RESTRICTIONS:** Even if that charge is successful, your unit does not receive any Charge bonus this turn. + +### ACROBATIC DISPLAY — 1CP +**Type:** Spectacle of Spite – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Wych Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 5+ invulnerable save. + +### BERSERK FUGUE — 2CP +**Type:** Spectacle of Spite – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Wych Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### DEADLY DEBUT — 1CP +**Type:** Spectacle of Spite – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Wyches unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well. + +### FEIGNED WEAKNESS — 1CP +**Type:** Spectacle of Spite – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Drukhari unit from your army Falls Back. + +**TARGET:** That DRUKHARI unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back. + +### PRETERNATURAL AGILITY — 1CP +**Type:** Spectacle of Spite – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Start of your Movement or Charge phase. + +**TARGET:** One Wych Cult unit from your army. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it and, until the end of the turn, each time a model in your unit makes such a move, it can move horizontally through models (when doing so, such a model can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them). + +## Enhancements + +### Chronoshard — 15pts +*When smashed, this splinter of crystallised time ensnares the foe, forcing them to move with the helpless sluggishness of a nightmare for crucial moments.* +Succubus model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. + +### Morghenna’s Curse — 20pts +*Archon Aestra Khromys gifted the famed gladiatrix Morghenna this glaive as a symbol of patronage. Yet so exquisitely crafted is the blade that the Succubus was eventually murdered for it by a rival. Such has been the eventual fate of all those reckless and conceited enough to wield it since.* +Succubus model only. Improve the Armour Penetration and Damage characteristics of the bearers melee weapons by 1. + +### Periapt of Torments — 25pts +*This hollow black stone is worn as warrior jewellery. The sinister organism that lurks within it can detect those who intend malice to its bearer and punishes them by lashing their psyches with its psi-barbs.* +Succubus model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Pharmacophex — 15pts +*This inbuilt chem-atomiser wreathes the bearer and their comrades in a hyperstimulant haze.* +Succubus model only. At the start of your Command phase, after selecting which Combat Drugs will be active for your army, roll one D6 and consult the Combat Drugs list. The result rolled applies to the bearer’s unit until the start of your next Command phase in addition to any other Combat Drugs that are active for your army. If you randomly select one that is already active for your army, it has no additional effect. diff --git a/cogitator/factions/drukhari/detachments/covenite-coterie.md b/cogitator/factions/drukhari/detachments/covenite-coterie.md deleted file mode 100644 index 2f543d2..0000000 --- a/cogitator/factions/drukhari/detachments/covenite-coterie.md +++ /dev/null @@ -1,90 +0,0 @@ -# Covenite Coterie - -*To face a realspace raid by the Haemonculi of the Dark City is to endure a living nightmare. Ghoulish things with worm-pale flesh and blades for fingers crawl and caper from the shadows, their blood-wet breath rasping eagerly through the slits of their iron masks. Engines of Pain drift through the air on whispering suspensors, loosing stinging blasts of firepower, gathering up screaming victims in nests of needle-tipped tendrils and flensing their flesh with snickering blades. Through it all move the Haemonculi, dealing out unspeakable agonies even as they leer with cruel gratification or hum to themselves with the distracted air of a scientist enjoying their labours. They are the composers of a gruesome flesh symphony, the conductors of an orchestra of despairing shrieks and gibbering glee fit to drive mortal minds to madness. Even those other Drukhari who fight alongside the covenites look askance at their twisted allies and count themselves lucky not to be on the receiving end of their insane attentions.* - -## Abilities - -### Stitchflesh Abominations -Each time an attack targets a Haemonculus Covens unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -## Stratagems - -### CONNOISSEURS OF PAIN — 1CP -**Type:** Covenite Coterie – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Drukhari unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a Haemonculus Covens unit, you gain 1 Pain token. - -### DISTILLERS OF FEAR — 2CP -**Type:** Covenite Coterie – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Haemonculus Covens unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability. - -### ENFOLDING NIGHTMARE — 1CP -**Type:** Covenite Coterie – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Haemonculus Covens unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Roll one D6: your unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -### POISONER’S ART — 1CP -**Type:** Covenite Coterie – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a Haemonculus Covens unit from your army has fought. - -**TARGET:** That HAEMONCULUS COVENS unit. - -**EFFECT:** Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds. - -### POSTMORTALITY — 1CP -**Type:** Covenite Coterie – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Haemonculus model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Spend 1-3 Pain tokens. At the end of the phase, set the destroyed model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with a number of wounds remaining equal to the number of Pain tokens you just spent. - -**RESTRICTIONS:** You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle. - -### SYMPHONY OF SUFFERING — 1CP -**Type:** Covenite Coterie – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a Drukhari unit from your army destroys an enemy unit. - -**TARGET:** That DRUKHARI unit. - -**EFFECT:** Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a Haemonculus Covens unit. - -## Enhancements - -### Master Artisan — 20pts -*This Haemonculus is a savant in the arts of sculpting metal, flesh, sinew and bone alike. Their creations are works of dark and malevolent genius.* -Haemonculus model only. Add 1 to the bearers Wounds characteristic and add 1 to the Toughness characteristic of models in the bearer’s unit. - -### Master Nemesine — 5pts -*Simply for the sake of scientific curiosity and personal entertainment, this twisted poisoner has tailored toxins to kill every single life form they have ever encountered.* -Haemonculus model only. The bearer’s weapons have the [anti-beast 2+] and [anti-monster 4+] abilities. - -### Master Regenesist — 25pts -*Having extensively studied the mechanisms of biological growth and vitality, this Haemonculus is adept at goading flesh to reknit and new muscle and limbs to sprout in ever more grotesque arrangements.* -Haemonculus model only. Each time the bearer uses its Fleshcraft ability, you can return up to D3+3 destroyed Bodyguard models to the bearer’s unit instead of D3+1. - -### Master Repugnomancer (Aura) — 15pts -*The Repugnomancers focus all their study on the art of triggering instinctive revulsion and horror. Though considered gauche by many other Haemonculi, the results of their foul craft on the battlefield are undeniable.* -Haemonculus model only. Add 3" to the range of the bearer’s Fear Incarnate ability, and each time a friendly Drukhari unit within 9" of the bearer fails a Battle-shock test or is destroyed, roll one D6: on a 4+, you gain 1 Pain token. diff --git a/cogitator/factions/drukhari/detachments/kabalite-cartel.md b/cogitator/factions/drukhari/detachments/kabalite-cartel.md deleted file mode 100644 index 6895320..0000000 --- a/cogitator/factions/drukhari/detachments/kabalite-cartel.md +++ /dev/null @@ -1,100 +0,0 @@ -# Kabalite Cartel - -*No kabal can survive without the strength of arms to back up its demands and menaces. When the cream of that paramilitary strength is concentrated into a realspace raiding party and unleashed upon unsuspecting victims, the results are devastating. Reaving bands of Kabalites ride to war beneath the flayed-skin banners of their Archons. Each squad vies to outdo its rivals in cruelty and martial conquest, slaying and tormenting with spiteful abandon. At the same time, predatory gunships thrum overhead and bands of vicious mercenaries ply their bloody trade. Moreover, no two kabals are alike - each having its own portfolio of diabolical exploits and murderous predilections - and so each has its own particular agendas to pursue and strengths to bring to bear. One Kabalite raiding band might benefit from exceptionally well-crafted weaponry or a wealth of tailored toxins. Another might field swathes of terror troops, obsess overtaking bloody trophies, call upon the aid of arena gladiators or a myriad of other unique and murderous quirks.* - -## Abilities - -### Murderous Agenda -At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and Kabal and Blades for Hire units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens. - -Trophy Hunters -**Contract:** One CHARACTER unit. -**Ability:** Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets the Contract unit, that attack has the [precision] ability. - -Sow Fear and Terror -**Contract:** One INFANTRY or MOUNTED unit (excluding units containing only CHARACTER models). At the start of your Command phase, this Contract is completed if all non-CHARACTER models in that unit are destroyed. -**Ability:** Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets an INFANTRY or MOUNTED unit, that attack has the [sustained hits 1] ability. - -Show of Strength -**Contract:** One MONSTER or VEHICLE unit. -**Ability:** Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability. - -## Stratagems - -### DEADLY DECEIVERS — 1CP -**Type:** Kabalite Cartel – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### DOUBLE-CROSS — 1CP -**Type:** Kabalite Cartel – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Drukhari unit (excluding Vehicles). - -**EFFECT:** Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack. - -### ENEMIES WITHOUT NUMBER — 1CP -**Type:** Kabalite Cartel – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase, just after you complete a Contract. - -**TARGET:** One Archon WARLORD from your army. - -**EFFECT:** Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal. - -### MAKING A POINT — 1CP -**Type:** Kabalite Cartel – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Kabalite Warriors or Hand of the Archon unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1. - -### TAILORED TOXINS — 1CP -**Type:** Kabalite Cartel – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Kabal or Blades for Hire unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit. - -### TAKEN ALIVE — 1CP -**Type:** Kabalite Cartel – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Drukhari unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem. - -## Enhancements - -### Informant Network — 30pts -*A web of infiltrating agents, coerced unfortunates, and infoparasitic organisms keeps this Archon well informed and allows them to plan their realspace raids with insidious accuracy.* -Archon model only. At the start of the Declare Battle Formations step, select up to three Kabalite Warriors and/or Hand of the Archon units from your army; those units gain the Infiltrators ability. - -### Leechbite Plate — 5pts -*Threaded with parasite circuits and fashioned from empathovoric crystalline resins, this armour drinks deep of the lifeblood that spatters it and the pain of the wounded to nourish and heal its wearer.* -Archon model only. The bearer has a Save characteristic of 3+. At the start of either player’s Command phase, you can spend 1 Pain token: if you do, the bearer regains all of its lost wounds. - -### Towering Arrogance — 20pts -*So absolute is this war leader’s self-belief so monstrous their ego, that it is virtually a weapon in its own right. Drukhari are drawn in their wake, unable to resist the charismatic certitude they exude. Enemies, meanwhile, give ground and lose heart beneath their witheringly contemptuous glare.* -Archon model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1. - -### Webway Awl — 25pts -*A recklessly destructive implement modified from ancient Aeldari technology, the Webway awl allows its bearer to bore temporary rents into and out of the labyrinth dimension, careless of the ruin they leave in their wake.* -Archon model only. Models in the bearer’s unit have the Deep Strike ability, and you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. diff --git a/cogitator/factions/drukhari/detachments/kabalite-corsairs.md b/cogitator/factions/drukhari/detachments/kabalite-corsairs.md deleted file mode 100644 index ca2d738..0000000 --- a/cogitator/factions/drukhari/detachments/kabalite-corsairs.md +++ /dev/null @@ -1,60 +0,0 @@ -# Kabalite Corsairs - -***Every Drukhari Kabal is as much malevolent crime syndicate as it is private army, often with its own specialist areas of insidious expertise. Some Archons have a predilection for piratical boarding and raiding of voidships, their warbands honing their skills in these areas above all others.*** - -## Abilities - -### Raid and Pillage -Each time a DRUKHARi unit from your army destroys an enemy unit, if that enemy unit was within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token. In addition, in your Command phase, you can select one objective marker you control that has one or more KAbAL units from your army within range of it, then expend 1 Pain token from your Pain token pool. If you do, that objective marker is Secured by your army. - -## Stratagems - -### DECKPLATE SWEEPERS — 1CP -**Type:** Kabalite Corsairs – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One KABAL unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols equipped by models in your unit by 1. - -### ELUSIVE DUELLISTS — 1CP -**Type:** Kabalite Corsairs – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INcUBI keyword, models in your unit have a 4+ invulnerable save. - -### OPPORTUNISTIC THIEVES — 1CP -**Type:** Kabalite Corsairs – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your Fight phase. - -**TARGET:** One KABAL unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker. - -### TAKE THEM ALIVE — 1CP -**Type:** Kabalite Corsairs – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a KABAL unit from your army has shot. - -**TARGET:** That KABAL unit. - -**EFFECT:** Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it. - -## Enhancements - -### Dark Charisma — 0pts -*The masters of such piratical Kabals lead by example, spitting scorn upon peril, standing tall as avatars of malevolent elan, and overcoming the odds with devilish daring time and again.* -The bearer has an Objective Control characteristic of 5 and you can re-roll Battle-shock tests taken for the bearer. - -### Malevolent Cunning — 0pts -*Having fought countless bloody battles aboard the voidships of their prey, this warrior knows well how to turn such environments against their prey. Swiftly deployed booby traps and devious ruses staged with inhuman speed and skill confound the foe at every turn.* -The first time in each battle round that your opponent targets a unit from their army that is within 3" of the bearer with a Stratagem, increase that Stratagems cost by 1CP for that usage. diff --git a/cogitator/factions/drukhari/detachments/painbringers.md b/cogitator/factions/drukhari/detachments/painbringers.md deleted file mode 100644 index 688821a..0000000 --- a/cogitator/factions/drukhari/detachments/painbringers.md +++ /dev/null @@ -1,64 +0,0 @@ -# Painbringers - -***The twisted fleshcrafters of the Haemonculus Covens seek to seize fresh captives for their laboratories. Boarding enemy vessels, they rely upon their menageries of mutant creations to smash through bulkheads and rip open hatches. The Haemonculi and their creations are empowered by pain both given and received, and will fight on through injuries that would spell doom for lesser beings.*** - -## Abilities - -### Regenerative Agony -Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COvENS models from your army in a single phase, you gain 1 Pain token. In addition, each battle round, the first time a HAEMONCULUS COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining. - -## Stratagems - -### HORRIFYING FORM — 1CP -**Type:** Painbringers – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit. - -**TARGET:** One HAEMONcULUS COvENS unit from your army within range of that objective marker. - -**EFFECT:** Until the end of your next turn, while you have one or more DRUKHARI units within range of that objective marker (excluding Battle-shocked units), that objective marker remains Secured by your army and cannot be Seized by enemy units. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### MOULDED MUSCULATURE — 1CP -**Type:** Painbringers – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One HAEMONcULUS COvENS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. - -### TERRIFYING AURA — 1CP -**Type:** Painbringers – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One HAEMONcULUS COvENS unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within 6" of the attacking unit. - -**EFFECT:** That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. - -### UNFEELING ABOMINATIONS — 1CP -**Type:** Painbringers – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One HAEMONcULUS COvENS unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit has the GROTESqUES keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -**RESTRICTIONS:** If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability. - -## Enhancements - -### Rending Chain-Flails — 0pts -*This Haemonculus fleshcrafter has adorned their grotesque form with bladed chain-flails with which to ensnare fleeing foes and tear them to bloody shreds.* -Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. - -### Vile Surgeon — 0pts -*This cruel chirurgeon seeks out particularly worthy subjects upon whom to practice the most agonising surgical experiments.* -The bearers Haemonculus tools and scissorhands have a Damage characteristic of 3 while targeting CHARACTER units. diff --git a/cogitator/factions/drukhari/detachments/realspace-raiders.md b/cogitator/factions/drukhari/detachments/realspace-raiders.md deleted file mode 100644 index 4be0376..0000000 --- a/cogitator/factions/drukhari/detachments/realspace-raiders.md +++ /dev/null @@ -1,97 +0,0 @@ -# Realspace Raiders - -*There are few better ways to display true power in Commorragh than by successfully allying warriors of the kabals, the wych cults and the haemonculus covens in a single raiding force. Only through cunning and flattery, menace and politicking is such a feat achieved. Yet the results achieved by forging such a temporary entente are rarely less than spectacular. Such tripartite realspace raids alloy the psychotraumatic sadism and nightmare weaponry of the covenites to the close-quarters quicksilver ferocity of the Wyches, underpinning the whole with the armoured firepower and paramilitary discipline of massed Kabalites. Augmented by bands of Commorrite sellswords with their esoteric combat specialities, the result is a raiding party as diverse as it is diabolical. Though they would never admit it, the strengths of each facet of Drukhari society cover for each others’ weaknesses, honing the blade of their martial might into something razor-swift and unutterably lethal.* - -## Abilities - -### Alliance of Agony -At the start of the battle, you gain 2 Pain tokens for each of the following combinations your army contains (these do not need to be in the same Attached unit): -- One or more Archon models and one or more Kabalite Warriors units. -- One or more Succubus models and one or more Wyches units. -- One or more Haemonculus models and one or more Wracks units. - -**Designer’s Note:** *These are all cumulative, so if your army contains at least one of all of the combinations listed above, you start the battle with 6 Pain tokens.* - -## Stratagems - -### DARK HARVEST — 1CP -**Type:** Realspace Raiders – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** Up to two Wracks units from your army, or one other Drukhari unit from your army. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability. - -### EAGER FOR THE KILL — 1CP -**Type:** Realspace Raiders – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your Movement phase. - -**TARGET:** Up to two Wyches units from your army, or one other Drukhari unit from your army, that have not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the Reavers’ Matchless Swiftness ability). - -### FIGHTING SHADOWS — 1CP -**Type:** Realspace Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Drukhari unit from your army (excluding Haemonculus Covens units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### INSENSIBLE TO PAIN — 2CP -**Type:** Realspace Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Haemonculus Covens unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### INSTINCTIVE SPITE — 1CP -**Type:** Realspace Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Start of your Shooting phase or the start of the Fight phase. - -**TARGET:** Up to two Drukhari Battleline units from your army, or one other Drukhari unit from your army. - -**EFFECT:** You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well. - -### RAID AND FADE — 2CP -**Type:** Realspace Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** End of your Shooting phase. - -**TARGET:** Up to two Kabalite Warriors units from your army, or one other Drukhari unit from your army (excluding ScouRGES and Aircraft). - -**EFFECT:** Each of those units can make a Normal move of up to 6". - -**RESTRICTIONS:** You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge. - -## Enhancements - -### Crucible of Malediction — 20pts -*This repulsive artefact contains the tortured souls of psykers. When released, these essences scream across the battlefield, spreading terror and madness.* -Haemonculus model only. Once per battle, in your Shooting phase, the bearer can use this Enhancement. If it does, you can spend 1 Pain token. Then, each enemy unit within 12" of the bearer must take a Battle-shock test, subtracting 1 from that test if you spent 1 Pain token. Each time a PSYKER unit fails that test, it suffers 3 mortal wounds. - -### Dark Vitality — 25pts -*Surrounded by terror and pain, this champion of the Dark City is a veritable conduit of cruel vitality.* -DRUKHARI model only. The bearer’s unit is always Empowered - you do not need to spend any Pain tokens to activate that unit’s Pain abilities. - -### Eye of Spite — 15pts -*Having battled the most hulking and heavily armoured opponents in the arena, this Succubus can spot and exploit the slightest weakness in their enemy’s defences.* -Succubus model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. - -### Labyrinthine Cunning — 25pts -*This Archon’s intellect is towering, and their gift for devious politicking and vicious cunning is almost peerless.* -Archon model only. At the start of your Command phase, if the bearer is on the battlefield, you can do one of the following: -- Spend 1 Pain token and gain 1CP. -- Roll one D6: on a 4+, you gain 1CP. diff --git a/cogitator/factions/drukhari/detachments/reapers-wager.md b/cogitator/factions/drukhari/detachments/reapers-wager.md deleted file mode 100644 index 8a88305..0000000 --- a/cogitator/factions/drukhari/detachments/reapers-wager.md +++ /dev/null @@ -1,107 +0,0 @@ -# Reaper’s Wager - -*The Reaper’s Wager is among the most macabre saedaths, depicting a gruesome tale of murderous bets between merciless killers and mythic executioners. It is a well-known tale that is greatly enjoyed in the depths of the Dark City. When Harlequin and Drukhari go to war as one, Commorrite warriors often perform an accompanying role in its retelling. Bladed Drukhari transports emerge from the Webway alongside scintillating Harlequin skimmers emblazoned with dazzling adornments. Kabalite Warriors open fire upon the foe from firing decks, and Wyches howl and whoop as they leap acrobatically into the fray. As Harlequin troupes begin their gore-slick recital, they inhabit their roles wholeheartedly, competing furiously with their Drukhari allies to score the greatest tally of luridly violent kills.* - -## Abilities - -### Callous Competition -At the start of the battle, Drukhari units from your army are winning the wager. - -Each time a DRUKHARI unit from your army destroys an enemy unit, DRUKHARI units from your army are winning the wager. - -Each time a Harlequins unit from your army destroys an enemy unit, HARLEQUIN units from your army are winning the wager. - -While DRUKHARI units from your army are winning the wager, HARLEQUIN units from your army are losing the wager, and vice versa. - -Each time a DRUKHARI or HARLEQUINS model from your army makes an attack, if that model’s unit is winning the wager, re-roll a Hit roll of 1. If that model’s unit is losing the wager, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 instead. - -HARLEQUINS -You can include Harlequins units in your army (see Codex: Aeldari). The combined points cost of such units depends on your battle size: -- **Incursion:** Up to 500 pts -- **Strike Force:** Up to 1000 pts -- **Onslaught:** Up to 1500 pts - -No HARLEQUINS models from your army can be your WARLORD. If you select this Detachment, you cannot use the Corsairs and Travelling Players army rule. - -## Stratagems - -### DANCE MACABRE — 2CP -**Type:** Reaper’s Wager – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Drukhari Infantry or Harlequins Infantry unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead. - -### FATEFUL ROLE — 1CP -**Type:** Reaper’s Wager – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -### MALICIOUS FRENZY — 1CP -**Type:** Reaper’s Wager – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Drukhari or Harlequins unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability. - -### MURDERER’S CIRCUS — 1CP -**Type:** Reaper’s Wager – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### SCINTILLATING TEMPO — 1CP -**Type:** Reaper’s Wager – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase, just after a Drukhari or Harlequins unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. - -**TARGET:** That unit. - -**EFFECT:** Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit. - -### SHORTEN THE ODDS — 1CP -**Type:** Reaper’s Wager – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Drukhari or Harlequins unit from your army has Advanced. - -**TARGET:** That unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -## Enhancements - -### Archraider — 15pts -*A veteran of countless realspace raids or vehicular saedaths, this warrior champion utilises the speed of their sleek anti-grav craft to surprise their enemies.* -Harlequins or Drukhari model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a Dedicated Transport, that DEDICATED TRANSPORT has the Scouts 9" ability. - -### Conductor of Torment — 20pts -*This cruel champion of Commorragh seeks only to bathe in the agony of the foe. To them, the outcome of any wager is secondary to the symphony of suffering.* -Drukhari model only. In your Command phase, you -can do one of the following: -- If your DRUKHARI units are currently losing the wager, you can gain 1 Pain token. If you do, DRUKHARI units from your army are now winning the wager. -- If your DRUKHARI units are currently winning the wager, you can discard 1 Pain token. If you do, Harlequins units from your army are now winning the wager. - -### Reaper’s Cowl — 25pts -*This ebon cloak contains a shadow field generator, which shrouds the bearer in a field of umbral darkness.* -Harlequins model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities. - -### Webway Walker — 15pts -*This elite combatant possesses intricate knowledge of the Webway’s hidden paths and employs them to enhance this dreadful performance.* -Harlequins or Drukhari model only. Models in the bearer’s unit have the Deep Strike ability. Each time the bearer’s unit is set up on the battlefield using the Deep Strike ability, if that unit is currently losing the wager, until the end of the turn, you can re-roll Charge rolls made for that unit. diff --git a/cogitator/factions/drukhari/detachments/ship-killer-cult.md b/cogitator/factions/drukhari/detachments/ship-killer-cult.md deleted file mode 100644 index 2b4df35..0000000 --- a/cogitator/factions/drukhari/detachments/ship-killer-cult.md +++ /dev/null @@ -1,60 +0,0 @@ -# Ship-killer Cult - -***Employing esoteric technologies to transmit their exploits back to debauched audiences in Commorragh, some Wych Cults board voidships as a kind of murderous death-sport. Here, the voidship becomes the arena, and the Wyches’ every violent action the entertainment for their baying fans.*** - -## Abilities - -### Appetite for Adulation -In the Fight phase, if two or more enemy units were destroyed by DRUKHARi units from your army that phase, you gain 1 Pain token. In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability. - -## Stratagems - -### HYPERAGILITY — 1CP -**Type:** Ship-killer Cult – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One WYcH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. - -### NO OBSTACLE — 1CP -**Type:** Ship-killer Cult – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One WYCH CULT unit from your army that opened a Hatchway this turn. - -**EFFECT:** Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit. - -### PHANTASM GRENADES — 1CP -**Type:** Ship-killer Cult – Wargear Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a WYcH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch. - -**TARGET:** That WYCH CULT unit. - -**EFFECT:** Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch. - -### TOYING WITH THE PREY — 1CP -**Type:** Ship-killer Cult – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a WYcH CULT unit from your army has fought. - -**TARGET:** That WYCH CULT unit. - -**EFFECT:** If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l). - -## Enhancements - -### Blood-Drenched Champion — 0pts -*This murderous star of the arenas delights in graphically and agonisingly taking their enemies to pieces, much to the delight of their audiences and the abject terror of surrounding foes.* -In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and is within Engagement Range of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. - -### Stimm-Fervour — 0pts -*Propelled like a living missile through the voidship’s corridors by a near-toxic cocktail of combat stimms, this Wych strikes like dark lightning and fights with blistering savagery.* -The bearer is eligible to declare a charge in a turn in which it Advanced. diff --git a/cogitator/factions/drukhari/detachments/skysplinter-assault.md b/cogitator/factions/drukhari/detachments/skysplinter-assault.md deleted file mode 100644 index 3256b2c..0000000 --- a/cogitator/factions/drukhari/detachments/skysplinter-assault.md +++ /dev/null @@ -1,92 +0,0 @@ -# Skysplinter Assault - -*Many raiding parties swoop upon their victims aboard fleets of speeding anti-grav skimmers. Bands of Drukhari ride their nimble craft with perfect poise, whooping in exhilaration with every sharp banking turn and suicidally steep dive. Like airborne predators, the shoals of transports and gunships weave through incoming flak to encircle their prey and rain blistering fire upon them. Explosions leap skyward as enemy strongpoints and war engines are knocked out one after another. Next comes the ground assault, as murderous bands of Drukhari vault from their Raiders and Venoms to plunge into the reeling foe. Even as the bloodshed escalates amidst a whirlwind of whistling blades and cracking lashes, still the Drukhari skimmers streak back and forth to pick off targets of opportunity and rapidly relocate wild-eyed bands of gleeful Commorrite killers. Only once resistance has been utterly shattered do the grav-vessels halt, just long enough for captives and plunder to be heaped aboard their decks for the triumphant return to Commorragh.* - -## Abilities - -### Rain Of Cruelty -Each time a Drukhari unit from your army disembarks from a Transport, until the end of the turn: -- Ranged weapons equipped by models in that disembarking unit have the [ignores cover] ability. -- Melee weapons equipped by models in that disembarking unit have the [lance] ability. - -## Stratagems - -### NIGHT SHIELD — 1CP -**Type:** Skysplinter Assault – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Drukhari Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### POUNCE ON THE PREY — 1CP -**Type:** Skysplinter Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Drukhari Infantry unit from your army disembarks from a Transport that made a Normal move this phase. - -**TARGET:** That INFANTRY unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge. - -### SKYBORNE ANNIHILATION — 1CP -**Type:** Skysplinter Assault – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Drukhari unit from your army that has not been selected to shoot this phase and that disembarked from a Transport this turn. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a Kabalite Warriors or Hand of the Archon unit. - -### SWOOPING MOCKERY — 1CP -**Type:** Skysplinter Assault – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Drukhari Transport from your army that is within 9" of that enemy unit. - -**EFFECT:** Your TRANSPORT can make a Normal move of up to 6". - -### VICIOUS BLADES — 1CP -**Type:** Skysplinter Assault – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a Drukhari Transport from your army has selected its targets. - -**TARGET:** That TRANSPORT. - -**EFFECT:** After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT, adding 1 to the result if that embarked model is a Wracks model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### WRAITHLIKE RETREAT — 1CP -**Type:** Skysplinter Assault – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One Drukhari Infantry unit from your army that fought this phase. - -**EFFECT:** Your unit can make a Normal or Fall Back move, but unless it is a Wyches unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly Drukhari Transport and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move). - -## Enhancements - -### Nightmare Shroud — 20pts -*This strange artefact wreathes its bearer in a cloying cloud of shadow. Flitting into battle under cover of this pall, they are nigh impossible for the prey to see coming.* -DRUKHARI model only. Each time the bearer’s unit disembarks from a Transport, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Phantasmal Smoke — 15pts -*Phantasm grenade launchers worked into sweeping hull plates discharge, laying down covering spreads of hallucinogenic vapours that daze and distract the foe.* -DRUKHARI model only. While the bearer’s unit is wholly within 6" of a friendly Drukhari Transport: -- Models in the bearer’s unit have the Stealth ability. -- Each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack. - -### Sadistic Fulcrum — 15pts -*Witnessing this murderous warrior wreaking havoc, the sadistic crew of the Drukhari transports are filled with the vigour only the suffering of others can provide.* -DRUKHARI model only. Each time you spend 1 Pain token to Empower the bearer’s unit in the Shooting phase, select one friendly Drukhari Transport within 6" of the bearer’s unit; until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll. - -### Spiteful Raider — 10pts -*This cruel realspace raider knows the best reason to take something from the foe is for the simple spite of denying them that which they most desire to keep.* -DRUKHARI model only. Each time the bearer’s unit destroys an enemy unit in the Fight phase, if that enemy unit was within range of one or more objective markers when the bearer’s unit was selected to fight, you gain 1 additional Pain token. diff --git a/cogitator/factions/drukhari/detachments/space-lane-raiders.md b/cogitator/factions/drukhari/detachments/space-lane-raiders.md deleted file mode 100644 index a82d0a4..0000000 --- a/cogitator/factions/drukhari/detachments/space-lane-raiders.md +++ /dev/null @@ -1,60 +0,0 @@ -# Space Lane Raiders - -***The Drukhari delight in launching piratical attacks on their victims’ voidships, gathering realspace raiding parties just as they would to assail an enemy world. Such close and nightmarish confines suit these raiding bands particularly well. Soon enough, the voidship rings to the screams of its defenders...*** - -## Abilities - -### Commorrite Rivalries -Each time a DRUKHARi CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token. In addition, each time you use the Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool. If you do, decrease that Stratagems cost by 1CP for that usage. - -## Stratagems - -### CREW-THIEVES — 1CP -**Type:** Space Lane Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One WRAcKS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [ANTI-INFANTRY 3+] ability. - -### SHIPBOARD SHADES — 1CP -**Type:** Space Lane Raiders – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### VETERAN PIRATES — 1CP -**Type:** Space Lane Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a KABALITE WARRIORS unit from your army has shot. - -**TARGET:** That KABALITE WARRIORS unit. - -**EFFECT:** Your unit can make a Normal move of up to 3". - -### VOIDSHIP GLADIATORS — 1CP -**Type:** Space Lane Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One WYcHES unit from your army that has not been selected to move this phase. - -**EFFECT:** Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit. - -## Enhancements - -### Power and Greed — 0pts -*This warrior is addicted to the heady rush of battle and suffering, each fresh taste driving them to crave more.* -The first time in each turn that the bearer is Empowered, roll one D6: on a 3+, you gain 1 Pain token. - -### Spiteful Demise — 0pts -*Knowing all too well that the carnage they cause during this void battle may be all that pays for their revivification by the Haemonculi, this warrior strikes out viciously until their very last breath.* -When the bearer is destroyed, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The bearer can fight after the attacking unit has finished making its attacks, and is then removed from play. diff --git a/cogitator/factions/drukhari/detachments/spectacle-of-spite.md b/cogitator/factions/drukhari/detachments/spectacle-of-spite.md deleted file mode 100644 index 98cb8dc..0000000 --- a/cogitator/factions/drukhari/detachments/spectacle-of-spite.md +++ /dev/null @@ -1,108 +0,0 @@ -# Spectacle of Spite - -*When a wych cult unleashes its full fury in a realspace raid, the bloody extravaganza of the arena is brought to the battlefield in spectacular style. Acrobatic gladiators dart into combat, wielding exotic tools of murder, each vying to score the most eye-catching kills. Jetbike-mounted Reavers scream low overhead, fairing blades lopping off their victims’ heads while cluster caltrops raise rippling detonations in their wake. Succubi - the uncontested stars of each frenzied performance - ride into battle aboard personal Venom chariots or stab, slash and weave their way through the melee, alabaster skin spattered with the vivid gore of their victims. Some wych cult raids are lent armoured support by their Kabalite patrons, the better to maximise carnage and ensure victory. Others are trailed by entire audiences of avid fans, Commorrites of every stripe who have come to enjoy the mayhem and feast on a banquet of pain. So involved do some spectators become that they rush in to join the fight alongside the Wyches and add their blades to the fray.* - -## Abilities - -### Combat Drugs -At the start of your Command phase, select which Combat Drugs will be active for your army until the start of your next Command phase. To do so, either select one from the list below (you cannot select the same Combat Drug more than once per battle), or randomly select two by rolling two D6. When doing so randomly, Combat Drugs you have previously selected can become active again, but if you randomly select one that is already active for your army, it has no additional effect. - -1. Adrenalight -Add 1 to the Attacks characteristic of melee weapons equipped by Wych Cult models from your army. - -2. Hypex -Add 2" to the Move characteristic of WYCH CULT models from your army. - -3. Serpentin -Improve the Weapon Skill characteristic of melee weapons equipped by WYCH CULT models from your army by 1. - -4. Painbringer -Add 1 to the Toughness characteristic of WYCH CULT models from your army. - -5. Grave Lotus -Add 1 to the Strength characteristic of melee weapons equipped by WYCH CULT models from your army. - -6. Splintermind -Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1. - -## Stratagems - -### A CHALLENGE MET — 2CP -**Type:** Spectacle of Spite – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your opponent’s Movement phase. - -**TARGET:** One WYCH CULT unit from your army that would be able to declare a charge if it were your Charge phase. - -**EFFECT:** Select one enemy unit within 9" of your unit that was set up on the battlefield this phase or that ended a Normal or Advance move this phase. Your unit now declares a charge that targets only that enemy unit, and you resolve that charge. - -**RESTRICTIONS:** Even if that charge is successful, your unit does not receive any Charge bonus this turn. - -### ACROBATIC DISPLAY — 1CP -**Type:** Spectacle of Spite – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Wych Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 5+ invulnerable save. - -### BERSERK FUGUE — 2CP -**Type:** Spectacle of Spite – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Wych Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### DEADLY DEBUT — 1CP -**Type:** Spectacle of Spite – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Wyches unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well. - -### FEIGNED WEAKNESS — 1CP -**Type:** Spectacle of Spite – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Drukhari unit from your army Falls Back. - -**TARGET:** That DRUKHARI unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back. - -### PRETERNATURAL AGILITY — 1CP -**Type:** Spectacle of Spite – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Start of your Movement or Charge phase. - -**TARGET:** One Wych Cult unit from your army. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it and, until the end of the turn, each time a model in your unit makes such a move, it can move horizontally through models (when doing so, such a model can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them). - -## Enhancements - -### Chronoshard — 15pts -*When smashed, this splinter of crystallised time ensnares the foe, forcing them to move with the helpless sluggishness of a nightmare for crucial moments.* -Succubus model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. - -### Morghenna’s Curse — 20pts -*Archon Aestra Khromys gifted the famed gladiatrix Morghenna this glaive as a symbol of patronage. Yet so exquisitely crafted is the blade that the Succubus was eventually murdered for it by a rival. Such has been the eventual fate of all those reckless and conceited enough to wield it since.* -Succubus model only. Improve the Armour Penetration and Damage characteristics of the bearers melee weapons by 1. - -### Periapt of Torments — 25pts -*This hollow black stone is worn as warrior jewellery. The sinister organism that lurks within it can detect those who intend malice to its bearer and punishes them by lashing their psyches with its psi-barbs.* -Succubus model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Pharmacophex — 15pts -*This inbuilt chem-atomiser wreathes the bearer and their comrades in a hyperstimulant haze.* -Succubus model only. At the start of your Command phase, after selecting which Combat Drugs will be active for your army, roll one D6 and consult the Combat Drugs list. The result rolled applies to the bearer’s unit until the start of your next Command phase in addition to any other Combat Drugs that are active for your army. If you randomly select one that is already active for your army, it has no additional effect. diff --git a/cogitator/factions/emperors-children/datasheets.md b/cogitator/factions/emperors-children/datasheets.md new file mode 100644 index 0000000..44a087a --- /dev/null +++ b/cogitator/factions/emperors-children/datasheets.md @@ -0,0 +1,1288 @@ +# Emperor’s Children + +# Chaos Land Raider + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Transport, Smoke, Chaos, Slaanesh, Vehicle, Land Raider +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 1 Chaos Land Raider + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 14 Emperor’s Children Infantry models. Each Terminator and Flawless Blade model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Chaos Rhino + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** combi-bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Assault Vehicle** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. + +**Keywords:** Dedicated Transport, Vehicle, Transport, Smoke, Rhino, Slaanesh, Chaos +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Chaos Rhino + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 12 Emperor’s Children Infantry models (excluding TERMiNATOR and Flawless Blade models). + +**Points:** +- 1 model: 80pts + +--- + +# Chaos Spawn + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Scuttling Horrors** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, this unit can make a Normal move of up to 6". + +**Keywords:** Beast, Chaos, Slaanesh, Chaos Spawn +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 2 Chaos Spawn + +**Points:** +- 2 models: 70pts + +--- + +# Chaos Terminators + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** combi-bolter; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Lethal Obsession** (Datasheet): In your Shooting phase, each time this unit is selected to shoot, if it makes one or more ranged attacks and all of those attacks target the same enemy unit, until the end of the turn, each time this unit declares a charge, if that enemy unit is a target of that charge, you can re-roll the Charge roll. + +**Keywords:** Infantry, Terminator Squad, Chaos, Slaanesh, Terminator +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Terminator Champion +- 4 Chaos Terminators + +**Wargear Options:** +- 1 Chaos Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer +- 1 reaper autocannon +- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. +- 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. +- Up to 3 models can each have their accursed weapon replaced with 1 power fist. +- 1 model’s accursed weapon can be replaced with 1 chainfist. + +**Leader:** +Led By: Lord Kakophonist + +**Points:** +- 5 models: 145pts + +--- + +# Daemon Prince of Slaanesh with Wings + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Daemonic Destruction** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each of this model’s remaining wounds: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). +- **Stimulated by Pain** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Chaos, Fly, Monster, Character, Slaanesh, Daemon, Daemon Prince with Wings +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Daemon Prince of Slaanesh with Wings + +**Points:** +- 1 model: 215pts + +--- + +# Daemon Prince of Slaanesh + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Lord of Excess** (Datasheet): While this model is within 3" of one or more friendly Slaanesh Infantry units, this model has the Lone Operative ability. +- **Excessive Vigour (Aura)** (Datasheet): While a friendly Slaanesh unit is within 6" of this model, if that unit made a Charge move this turn, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. +- **Ecstatic Death** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. This model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +**Keywords:** Monster, Character, Chaos, Daemon, Slaanesh, Daemon Prince +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Daemon Prince of Slaanesh + +**Points:** +- 1 model: 180pts + +--- + +# Daemonettes + +**Role:** Battleline + +*Known to mortals as the handmaidens of Slaanesh, these daemons are a mixture of the beautiful and the monstrous, made all the more disturbing by the visceral clash of both. They delight in the carnage of battle, weaving around enemies’ clumsy blows as they shrill and sigh their delight amidst swift-taloned slaughter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 3 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** slashing claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. +- **Horrifying Beauty** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Daemonettes, Battleline, Chaos, Slaanesh, Summoned, Daemon, Infantry +**Faction Keywords:** , Legions of Excess + +**Unit Composition:** +- 1 Alluress +- 9 Daemonettes + +**Wargear Options:** +- 1 Daemonette that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Daemonette that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 10 models: 90pts + +--- + +# Fiends + +**Role:** Other + +*Few daemonic entities approach the sheer disturbing horror of the Fiends of Slaanesh. Malicious hunting beasts that croon their delight across the battlefield, these ghastly abominations are wreathed in a soporific musk that leaves their prey witless and helpless before their flashing talons and stabbing tails.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 7+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** barbed tail and dissecting claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Barbed tail and dissecting claws | Melee | 5 | 3 | 5 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. +- **Soporific Musk** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Beast, Chaos, Daemon, Summoned, Slaanesh, Fiends +**Faction Keywords:** Legions of Excess, + +**Unit Composition:** +- 1 Blissbringer +- 2-5 Fiends + +**Points:** +- 3 models: 95pts +- 6 models: 190pts + +--- + +# Flawless Blades + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; blissblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blissblade | Melee | 4 | 2 | 6 | -3 | 2 | — | + +**Abilities:** +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Daemonic Patrons** (Datasheet): Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed. + +**Keywords:** Chaos, Infantry, Grenades, Slaanesh, Flawless Blades +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 3-6 Flawless Blades + +**Leader:** +Led By: Lucius the Eternal + +**Points:** +- 3 models: 100pts +- 6 models: 200pts + +--- + +# Fulgrim + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 11 | 2+ | 16 | 5+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** malefic lash; daemonic blades; serpentine tail. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Malefic lash | 12 | 6 | 2 | 8 | -2 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemonic blades – strike | Melee | 6 | 2 | 14 | -3 | D6+1 | sustained hits 1 | +| Daemonic blades – sweep | Melee | 12 | 2 | 8 | -2 | 2 | sustained hits 1 | +| Serpentine tail | Melee | 6 | 2 | 6 | -1 | 1 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Daemonic Poisons** (Datasheet): In your Shooting phase and the Fight phase, after this model has finished making its attacks, select one enemy unit hit by one or more of those attacks. Until the end of the battle, that enemy unit is poisoned. At the start of each player’s Command phase, roll one D6 for each poisoned enemy unit on the battlefield: on a 4+,that enemy unit suffers D3 mortal wounds. +- **Daemon Primarch of Slaanesh** (Datasheet): At the start of your opponent’s Command phase, select one of the abilities in the Daemon Primarch of Slaanesh section. Until the start of your opponent’s next Command phase, this model has that ability. +- **Serpentine** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over sections of terrain features that are 4" or less in height. +- **Beguiling Form** (Primarch): Each time a model makes an attack that targets this model, subtract 1 from the Hit roll. +- **Daemonic Speed** (Primarch): This model has the Fights First ability. +- **Enthralling Hypnosis (Aura)** (Primarch): While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. +- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. + +**Keywords:** Fulgrim, Character, Primarch, Slaanesh, Chaos, Daemon, Epic Hero, Fly, Monster +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Fulgrim – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 340pts + +--- + +# Heldrake + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Hades autocannon; Heldrake claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | +| Hades autocannon | 36 | 6 | 3 | 8 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heldrake claws | Melee | 5 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Airborne Predator** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit that it moved over during that move and roll two D6, adding 1 to each result if that enemy unit can FLY: for each 4+, that enemy unit suffers D3 mortal wounds. + +**Keywords:** Aircraft, Chaos, Fly, Daemon, Vehicle, Slaanesh, Heldrake +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Heldrake + +**Wargear Options:** +- This model’s Hades autocannon can be replaced with 1 baleflamer. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 195pts + +--- + +# Infractors + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Obsessionist is equipped with:** bolt pistol; power sword. + +**Every Infractor is equipped with:** bolt pistol; duelling sabre. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Duelling sabre | Melee | 4 | 3 | 4 | -1 | 1 | precision | +| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | precision | +| Rapture lash | Melee | 6 | 3 | 4 | -1 | 1 | precision | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Excessive Assault** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. +- **Icon of Excess** (Wargear): At the end of your Shooting phase or the Fight phase, if the bearer’s unit destroyed one or more enemy units that phase, the bearer’s unit takes a Leadership test. If that test is passed, you gain 1CP. + +**Keywords:** Chaos, Grenades, Battleline, Infractors, Infantry, Slaanesh +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Obsessionist +- 4-9 Infractors + +**Wargear Options:** +- The Obsessionist’s bolt pistol can be replaced with 1 plasma pistol. +- The Obsessionist’s power sword can be replaced with 1 rapture lash. +- 1 Infractor can be equipped with 1 icon of excess. + +**Leader:** +Led By: Lord Exultant, Sorcerer + +**Points:** +- 5 models: 85pts +- 10 models: 160pts + +--- + +# Keeper of Secrets + +**Role:** Characters + +*Darkly intelligent, horribly beguiling and deadly in battle, the Keepers of Secrets are the greatest champions of Slaaneshi daemon legions. Wielding unclean yet beautiful weapons and unleashing the sorcerous powers of obsession and torment, these daemons cut an elegantly hideous swathe across the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 10 | 5+ | 18 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Phantasmagoria; snapping claws; witstealer sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Living whip | 12 | 6 | 2 | 6 | -1 | 2 | assault | +| Phantasmagoria – witchfire | 18 | 6 | 2 | 6 | -2 | 1 | devastating wounds, psychic | +| Phantasmagoria – focused witchfire | 18 | 9 | 2 | 6 | -2 | 1 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ritual knife | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks | +| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | +| Witstealer sword | Melee | 6 | 2 | 8 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. +- **Daemon Lord of Slaanesh (Aura)** (Datasheet): While a friendly Legions of Excess unit is within 6" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. +- **Mesmerising Form** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. +- **Shining Aegis** (Wargear): The bearer has a Save characteristic of 3+. + +**Keywords:** Character, Monster, Psyker, Chaos, Daemon, Summoned, Slaanesh, Keeper of Secrets +**Faction Keywords:** , Legions of Excess + +**Unit Composition:** +- 1 Keeper of Secrets + +**Wargear Options:** +- This model can be equipped with one of the following:- living whip +- ritual knife +- shining aegis + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 240pts + +--- + +# Lord Exultant + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; plasma pistol; Phoenix power spear; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Plasma pistol - standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol - supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Screamer pistol | 12 | 3 | 2 | 5 | -1 | 2 | ignores cover, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Master-crafted power sword | Melee | 5 | 2 | 5 | -2 | 2 | precision | +| Phoenix power spear | Melee | 5 | 2 | 7 | -2 | 2 | lance | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Rapture lash | Melee | 4 | 2 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Perfectionists** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Euphoric Strikes** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1. +- **LORD OF THE HOST** (Fortification (левая колонка)): If this model is attached to an Emperor’s Children Battleline unit during the Declare Battle Formations step, this model has the Infiltrators and Scouts 6" abilities. + +**Keywords:** Infantry, Character, Chaos, Slaanesh, Lord Exultant, Grenades +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Lord Exultant + +**Wargear Options:** +- This model’s plasma pistol can be replaced with one of the following:- 1 power fist +- 1 rapture lash +- This model’s Phoenix power spear can be replaced with one of the following:- 1 master-crafted power sword +- 1 screamer pistol + +**Leader:** +Can lead: Tormentors, Infractors + +**Points:** +- 1 model: 80pts + +--- + +# Lord Kakophonist + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** screamer pistol; power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Screamer pistol | 12 | 3 | 2 | 5 | -1 | 2 | ignores cover, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Power sword | Melee | 6 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Obsessive Annunciation** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Doom Siren** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks and roll three D6: for each 4+, that enemy unit suffers 1 mortal wound. If an enemy unit suffers one or more mortal wounds as a result of this ability, it must take a Battle-shock test. + +**Keywords:** Slaanesh, Grenades, Character, Chaos, Infantry, Lord Kakophonist +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 1 Lord Kakophonist + +**Wargear Options:** +- This model’s power sword can be replaced with 1 screamer pistol and 1 close combat weapon. + +**Leader:** +Can lead: Noise Marines, Chaos Terminators + +**Points:** +- 1 model: 70pts + +--- + +# Lucius the Eternal + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Blade of the Laer; Lash of Torment. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of the Laer | Melee | 6 | 2 | 8 | -3 | 3 | precision | +| Lash of Torment | Melee | 10 | 2 | 4 | -1 | 1 | sustained hits 1 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **A Challenge Worthy of Skill** (Datasheet): Each time this model makes an attack that targets a CHARACTER, MONSTER or WALKER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. +- **Duellist’s Hubris** (Datasheet): At the start of the Fight phase; if this model is not leading a unit, until the end of the phase, it has the Fights First ability. + +**Keywords:** Infantry, Character, Epic Hero, Lucius the Eternal, Slaanesh, Chaos +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 1 Lucius the Eternal – EPIC HERO + +**Leader:** +Can lead: Flawless Blades + +**Points:** +- 1 model: 150pts + +--- + +# Maulerfiend + +**Role:** Other + +*Maulerfiends stalk the battlefield like immense hunting beasts. Once the enemy are in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at the prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and stabbing tendrils.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lasher tendrils; Maulerfiend fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magma cutters | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | +| Maulerfiend fists | Melee | 6 | 3 | 14 | -2 | D6+1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Glutton for Punishment** (Datasheet): Each time this model makes an attack, if it is below its Starting Strength, add 1 to the Hit roll. If this model is also Below Half-strength, add 1 to the Wound roll as well. + +**Keywords:** Walker, Maulerfiend, Daemon, Slaanesh, Chaos, Vehicle +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 1 Maulerfiend + +**Wargear Options:** +- This model’s lasher tendrils can be replaced with 2 magma cutters. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Noise Marines + +**Role:** Other + +*Orchestrating riotous destruction on vast scales, Noise Marines saturate the war zone with explosive bolts, clashing aural waves and extreme psychosonic attacks. These hedonistic worshippers of Slaanesh are inured to most stimuli, and seek to unleash the most cacophonous destruction to stir their jaded senses.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** sonic blaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blastmaster – single frequency | 18 | 3 | 3 | 10 | -2 | 3 | ignores cover | +| Blastmaster – varied frequency | 18 | 6 | 3 | 6 | -2 | 1 | ignores cover | +| Screamer pistol | 12 | 3 | 3 | 5 | -1 | 2 | ignores cover, pistol | +| Sonic blaster | 18 | 3 | 3 | 5 | -1 | 2 | ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Terrifying Crescendo** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 1 from that test. + +**Keywords:** Slaanesh, Noise Marines, Infantry, Chaos +**Faction Keywords:** Emperor’s Children, + +**Unit Composition:** +- 1 Disharmonist +- 5 Noise Marines + +**Wargear Options:** +- The Disharmonist’s sonic blaster can be replaced with 1 screamer pistol and 1 power sword. +- Up to 2 Noise Marines can each replace their sonic blaster with 1 blastmaster. + +**Leader:** +Led By: Lord Kakophonist, Sorcerer + +**Points:** +- 6 models: 145pts + +--- + +# Seekers + +**Role:** Other + +*Sat astride swift Steeds of Slaanesh, Seekers pursue their mortal prey with obsessive delight. Even the fastest of mortal vehicles cannot outpace these vicious entities, while those who stand and fight soon find their ranks smashed asunder by charging shock cavalry drawn from the darkest depths of nightmare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 7+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** lashing tongue; slashing claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | +| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. +- **Unholy Speed** (Datasheet): You can re-roll Advance and Charge rolls made for this unit. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Slaanesh, Seekers, Summoned, Mounted, Chaos, Daemon +**Faction Keywords:** Legions of Excess, + +**Unit Composition:** +- 1 Heartseeker +- 4-9 Seekers + +**Wargear Options:** +- 1 Seeker that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Seeker that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Shalaxi Helbane + +**Role:** Characters + +*Cloven hooves pounding against broken earth, Shalaxi Helbane bears down upon its doomed quarry with the Soulpiercer gleaming in its grip. No prey can evade the Monarch of the Hunt, for the daemon’s obsession with its victim is so singular and so powerful that no mortal means of flight could ever escape it.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 10 | 3+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** lash of Slaanesh; Pavane of Slaanesh; snapping claws; Soulpiercer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lash of Slaanesh | 12 | 6 | 2 | 6 | -1 | 2 | assault | +| Pavane of Slaanesh – witchfire | 18 | D6 | 2 | 9 | -1 | D3 | devastating wounds, psychic | +| Pavane of Slaanesh – focused witchfire | 18 | D6 | 2 | 9 | -2 | D3 | hazardous, devastating wounds, psychic, sustained hits 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | +| Soulpiercer | Melee | 6 | 2 | 12 | -3 | D6+2 | precision | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. +- **No Prey Can Evade** (Datasheet): You can re-roll Advance and Charge rolls made for this model. +- **Monarch of the Hunt** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s quarry. Each time this model makes a melee attack that targets its quarry, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s quarry is destroyed, select one new enemy unit to be this model’s quarry. + +**Keywords:** Epic Hero, Character, Psyker, Chaos, Daemon, Summoned, Slaanesh, Shalaxi Helbane, Monster +**Faction Keywords:** , Legions of Excess + +**Unit Composition:** +- 1 Shalaxi Helbane – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 340pts + +--- + +# Sorcerer + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Agonising Energies; bolt pistol; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Agonising Energies – witchfire | 18 | D6 | 3 | 5 | -1 | D3 | psychic | +| Agonising Energies – focused witchfire | 18 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -2 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Warped Interference (Psychic)** (Datasheet): While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack. +- **Wracking Agonies (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. + +**Keywords:** Psyker, Chaos, Infantry, Slaanesh, Sorcerer, Grenades, Character +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Sorcerer + +**Leader:** +Can lead: Tormentors, Noise Marines, Infractors + +**Points:** +- 1 model: 60pts + +--- + +# Tormentors + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Obsessionist is equipped with:** bolt pistol; power sword. + +**Every Tormentor is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol, precision | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | precision | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, precision | +| Plasma gun - standard | 24 | 1 | 3 | 7 | -2 | 1 | precision, rapid fire 1 | +| Plasma gun - supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, precision, rapid fire 1 | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol, precision | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Rapture lash | Melee | 6 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: +- It cannot target a unit it was within Engagement Range of at the start of the turn. +- It cannot target a unit that was the target of another units charge or attack this phase. +- **Objective Defiled** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Icon of Excess** (Wargear): At the end of your Shooting phase or the Fight phase, if the bearer’s unit destroyed one or more enemy units that phase, the bearer’s unit takes a Leadership test. If that test is passed, you gain 1CP. + +**Keywords:** Battleline, Grenades, Chaos, Slaanesh, Tormentors, Infantry +**Faction Keywords:** , Emperor’s Children + +**Unit Composition:** +- 1 Obsessionist +- 4-9 Tormentors + +**Wargear Options:** +- The Obsessionist’s bolt pistol can be replaced with 1 plasma pistol. +- The Obsessionist’s power sword can be replaced with 1 rapture lash. +- For every 5 models in this unit, 1 Tormentor’s boltgun can be replaced with 1 meltagun. +- For every 5 models in this unit, 1 Tormentor’s boltgun can be replaced with 1 plasma gun. +- 1 Tormentor can be equipped with 1 icon of excess. + +**Leader:** +Led By: Lord Exultant, Sorcerer + +**Points:** +- 5 models: 85pts +- 10 models: 160pts diff --git a/cogitator/factions/emperors-children/datasheets/chaos-land-raider.md b/cogitator/factions/emperors-children/datasheets/chaos-land-raider.md deleted file mode 100644 index 2e539f5..0000000 --- a/cogitator/factions/emperors-children/datasheets/chaos-land-raider.md +++ /dev/null @@ -1,59 +0,0 @@ -# Chaos Land Raider - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Transport, Smoke, Chaos, Slaanesh, Vehicle, Land Raider -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 1 Chaos Land Raider - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 14 Emperor’s Children Infantry models. Each Terminator and Flawless Blade model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/emperors-children/datasheets/chaos-rhino.md b/cogitator/factions/emperors-children/datasheets/chaos-rhino.md deleted file mode 100644 index 2e5aa8e..0000000 --- a/cogitator/factions/emperors-children/datasheets/chaos-rhino.md +++ /dev/null @@ -1,58 +0,0 @@ -# Chaos Rhino - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** combi-bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Assault Vehicle** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. - -**Keywords:** Dedicated Transport, Vehicle, Transport, Smoke, Rhino, Slaanesh, Chaos -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Chaos Rhino - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 12 Emperor’s Children Infantry models (excluding TERMiNATOR and Flawless Blade models). - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/emperors-children/datasheets/chaos-spawn.md b/cogitator/factions/emperors-children/datasheets/chaos-spawn.md deleted file mode 100644 index 55393f8..0000000 --- a/cogitator/factions/emperors-children/datasheets/chaos-spawn.md +++ /dev/null @@ -1,37 +0,0 @@ -# Chaos Spawn - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Scuttling Horrors** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, this unit can make a Normal move of up to 6". - -**Keywords:** Beast, Chaos, Slaanesh, Chaos Spawn -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 2 Chaos Spawn - -**Points:** -- 2 models: 70pts diff --git a/cogitator/factions/emperors-children/datasheets/chaos-terminators.md b/cogitator/factions/emperors-children/datasheets/chaos-terminators.md deleted file mode 100644 index 9096f7b..0000000 --- a/cogitator/factions/emperors-children/datasheets/chaos-terminators.md +++ /dev/null @@ -1,60 +0,0 @@ -# Chaos Terminators - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** combi-bolter; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Lethal Obsession** (Datasheet): In your Shooting phase, each time this unit is selected to shoot, if it makes one or more ranged attacks and all of those attacks target the same enemy unit, until the end of the turn, each time this unit declares a charge, if that enemy unit is a target of that charge, you can re-roll the Charge roll. - -**Keywords:** Infantry, Terminator Squad, Chaos, Slaanesh, Terminator -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Terminator Champion -- 4 Chaos Terminators - -**Wargear Options:** -- 1 Chaos Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer -- 1 reaper autocannon -- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. -- 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. -- Up to 3 models can each have their accursed weapon replaced with 1 power fist. -- 1 model’s accursed weapon can be replaced with 1 chainfist. - -**Leader:** -Led By: Lord Kakophonist - -**Points:** -- 5 models: 145pts diff --git a/cogitator/factions/emperors-children/datasheets/daemon-prince-of-slaanesh-with-wings.md b/cogitator/factions/emperors-children/datasheets/daemon-prince-of-slaanesh-with-wings.md deleted file mode 100644 index c573ed9..0000000 --- a/cogitator/factions/emperors-children/datasheets/daemon-prince-of-slaanesh-with-wings.md +++ /dev/null @@ -1,50 +0,0 @@ -# Daemon Prince of Slaanesh with Wings - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Daemonic Destruction** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each of this model’s remaining wounds: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). -- **Stimulated by Pain** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Chaos, Fly, Monster, Character, Slaanesh, Daemon, Daemon Prince with Wings -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Daemon Prince of Slaanesh with Wings - -**Points:** -- 1 model: 215pts diff --git a/cogitator/factions/emperors-children/datasheets/daemon-prince-of-slaanesh.md b/cogitator/factions/emperors-children/datasheets/daemon-prince-of-slaanesh.md deleted file mode 100644 index 6f6c5f6..0000000 --- a/cogitator/factions/emperors-children/datasheets/daemon-prince-of-slaanesh.md +++ /dev/null @@ -1,46 +0,0 @@ -# Daemon Prince of Slaanesh - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 2 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 14 | 2 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Lord of Excess** (Datasheet): While this model is within 3" of one or more friendly Slaanesh Infantry units, this model has the Lone Operative ability. -- **Excessive Vigour (Aura)** (Datasheet): While a friendly Slaanesh unit is within 6" of this model, if that unit made a Charge move this turn, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. -- **Ecstatic Death** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. This model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -**Keywords:** Monster, Character, Chaos, Daemon, Slaanesh, Daemon Prince -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Daemon Prince of Slaanesh - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/emperors-children/datasheets/daemonettes.md b/cogitator/factions/emperors-children/datasheets/daemonettes.md deleted file mode 100644 index 7e091f4..0000000 --- a/cogitator/factions/emperors-children/datasheets/daemonettes.md +++ /dev/null @@ -1,47 +0,0 @@ -# Daemonettes - -**Role:** Battleline - -*Known to mortals as the handmaidens of Slaanesh, these daemons are a mixture of the beautiful and the monstrous, made all the more disturbing by the visceral clash of both. They delight in the carnage of battle, weaving around enemies’ clumsy blows as they shrill and sigh their delight amidst swift-taloned slaughter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 3 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** slashing claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. -- **Horrifying Beauty** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units from your army with this ability must take a Battle-shock test, subtracting 1 from the result if that enemy unit is Below Half-strength. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Daemonettes, Battleline, Chaos, Slaanesh, Summoned, Daemon, Infantry -**Faction Keywords:** , Legions of Excess - -**Unit Composition:** -- 1 Alluress -- 9 Daemonettes - -**Wargear Options:** -- 1 Daemonette that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Daemonette that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/emperors-children/datasheets/fiends.md b/cogitator/factions/emperors-children/datasheets/fiends.md deleted file mode 100644 index 784c9f6..0000000 --- a/cogitator/factions/emperors-children/datasheets/fiends.md +++ /dev/null @@ -1,39 +0,0 @@ -# Fiends - -**Role:** Other - -*Few daemonic entities approach the sheer disturbing horror of the Fiends of Slaanesh. Malicious hunting beasts that croon their delight across the battlefield, these ghastly abominations are wreathed in a soporific musk that leaves their prey witless and helpless before their flashing talons and stabbing tails.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 7+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** barbed tail and dissecting claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Barbed tail and dissecting claws | Melee | 5 | 3 | 5 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. -- **Soporific Musk** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Beast, Chaos, Daemon, Summoned, Slaanesh, Fiends -**Faction Keywords:** Legions of Excess, - -**Unit Composition:** -- 1 Blissbringer -- 2-5 Fiends - -**Points:** -- 3 models: 95pts -- 6 models: 190pts diff --git a/cogitator/factions/emperors-children/datasheets/flawless-blades.md b/cogitator/factions/emperors-children/datasheets/flawless-blades.md deleted file mode 100644 index 85bd519..0000000 --- a/cogitator/factions/emperors-children/datasheets/flawless-blades.md +++ /dev/null @@ -1,41 +0,0 @@ -# Flawless Blades - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; blissblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blissblade | Melee | 4 | 2 | 6 | -3 | 2 | — | - -**Abilities:** -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Daemonic Patrons** (Datasheet): Each time this unit is selected to fight, it can call upon daemonic patrons. If it does, until the end of the phase, each time a model in this unit makes an attack, an unmodified Wound roll of 3+ scores a Critical Wound. At the end of the Fight phase, if this unit called upon daemonic patrons this phase and no enemy models were destroyed by attacks made by models in this unit this phase, one model in this unit is destroyed. - -**Keywords:** Chaos, Infantry, Grenades, Slaanesh, Flawless Blades -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 3-6 Flawless Blades - -**Leader:** -Led By: Lucius the Eternal - -**Points:** -- 3 models: 100pts -- 6 models: 200pts diff --git a/cogitator/factions/emperors-children/datasheets/fulgrim.md b/cogitator/factions/emperors-children/datasheets/fulgrim.md deleted file mode 100644 index 2d2a86c..0000000 --- a/cogitator/factions/emperors-children/datasheets/fulgrim.md +++ /dev/null @@ -1,60 +0,0 @@ -# Fulgrim - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 11 | 2+ | 16 | 5+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** malefic lash; daemonic blades; serpentine tail. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Malefic lash | 12 | 6 | 2 | 8 | -2 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemonic blades – strike | Melee | 6 | 2 | 14 | -3 | D6+1 | sustained hits 1 | -| Daemonic blades – sweep | Melee | 12 | 2 | 8 | -2 | 2 | sustained hits 1 | -| Serpentine tail | Melee | 6 | 2 | 6 | -1 | 1 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Daemonic Poisons** (Datasheet): In your Shooting phase and the Fight phase, after this model has finished making its attacks, select one enemy unit hit by one or more of those attacks. Until the end of the battle, that enemy unit is poisoned. At the start of each player’s Command phase, roll one D6 for each poisoned enemy unit on the battlefield: on a 4+,that enemy unit suffers D3 mortal wounds. -- **Daemon Primarch of Slaanesh** (Datasheet): At the start of your opponent’s Command phase, select one of the abilities in the Daemon Primarch of Slaanesh section. Until the start of your opponent’s next Command phase, this model has that ability. -- **Serpentine** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over sections of terrain features that are 4" or less in height. -- **Beguiling Form** (Primarch): Each time a model makes an attack that targets this model, subtract 1 from the Hit roll. -- **Daemonic Speed** (Primarch): This model has the Fights First ability. -- **Enthralling Hypnosis (Aura)** (Primarch): While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. -- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. - -**Keywords:** Fulgrim, Character, Primarch, Slaanesh, Chaos, Daemon, Epic Hero, Fly, Monster -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Fulgrim – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 340pts diff --git a/cogitator/factions/emperors-children/datasheets/heldrake.md b/cogitator/factions/emperors-children/datasheets/heldrake.md deleted file mode 100644 index e3146a4..0000000 --- a/cogitator/factions/emperors-children/datasheets/heldrake.md +++ /dev/null @@ -1,56 +0,0 @@ -# Heldrake - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Hades autocannon; Heldrake claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | -| Hades autocannon | 36 | 6 | 3 | 8 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heldrake claws | Melee | 5 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Airborne Predator** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit that it moved over during that move and roll two D6, adding 1 to each result if that enemy unit can FLY: for each 4+, that enemy unit suffers D3 mortal wounds. - -**Keywords:** Aircraft, Chaos, Fly, Daemon, Vehicle, Slaanesh, Heldrake -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Heldrake - -**Wargear Options:** -- This model’s Hades autocannon can be replaced with 1 baleflamer. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 195pts diff --git a/cogitator/factions/emperors-children/datasheets/infractors.md b/cogitator/factions/emperors-children/datasheets/infractors.md deleted file mode 100644 index c790887..0000000 --- a/cogitator/factions/emperors-children/datasheets/infractors.md +++ /dev/null @@ -1,66 +0,0 @@ -# Infractors - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Obsessionist is equipped with:** bolt pistol; power sword. - -**Every Infractor is equipped with:** bolt pistol; duelling sabre. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Duelling sabre | Melee | 4 | 3 | 4 | -1 | 1 | precision | -| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | precision | -| Rapture lash | Melee | 6 | 3 | 4 | -1 | 1 | precision | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Excessive Assault** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. -- **Icon of Excess** (Wargear): At the end of your Shooting phase or the Fight phase, if the bearer’s unit destroyed one or more enemy units that phase, the bearer’s unit takes a Leadership test. If that test is passed, you gain 1CP. - -**Keywords:** Chaos, Grenades, Battleline, Infractors, Infantry, Slaanesh -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Obsessionist -- 4-9 Infractors - -**Wargear Options:** -- The Obsessionist’s bolt pistol can be replaced with 1 plasma pistol. -- The Obsessionist’s power sword can be replaced with 1 rapture lash. -- 1 Infractor can be equipped with 1 icon of excess. - -**Leader:** -Led By: Lord Exultant, Sorcerer - -**Points:** -- 5 models: 85pts -- 10 models: 160pts diff --git a/cogitator/factions/emperors-children/datasheets/keeper-of-secrets.md b/cogitator/factions/emperors-children/datasheets/keeper-of-secrets.md deleted file mode 100644 index 8416d22..0000000 --- a/cogitator/factions/emperors-children/datasheets/keeper-of-secrets.md +++ /dev/null @@ -1,63 +0,0 @@ -# Keeper of Secrets - -**Role:** Characters - -*Darkly intelligent, horribly beguiling and deadly in battle, the Keepers of Secrets are the greatest champions of Slaaneshi daemon legions. Wielding unclean yet beautiful weapons and unleashing the sorcerous powers of obsession and torment, these daemons cut an elegantly hideous swathe across the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 10 | 5+ | 18 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Phantasmagoria; snapping claws; witstealer sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Living whip | 12 | 6 | 2 | 6 | -1 | 2 | assault | -| Phantasmagoria – witchfire | 18 | 6 | 2 | 6 | -2 | 1 | devastating wounds, psychic | -| Phantasmagoria – focused witchfire | 18 | 9 | 2 | 6 | -2 | 1 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ritual knife | Melee | 3 | 2 | 6 | -2 | 2 | extra attacks | -| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | -| Witstealer sword | Melee | 6 | 2 | 8 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. -- **Daemon Lord of Slaanesh (Aura)** (Datasheet): While a friendly Legions of Excess unit is within 6" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. -- **Mesmerising Form** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. -- **Shining Aegis** (Wargear): The bearer has a Save characteristic of 3+. - -**Keywords:** Character, Monster, Psyker, Chaos, Daemon, Summoned, Slaanesh, Keeper of Secrets -**Faction Keywords:** , Legions of Excess - -**Unit Composition:** -- 1 Keeper of Secrets - -**Wargear Options:** -- This model can be equipped with one of the following:- living whip -- ritual knife -- shining aegis - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/emperors-children/datasheets/lord-exultant.md b/cogitator/factions/emperors-children/datasheets/lord-exultant.md deleted file mode 100644 index e7efc4c..0000000 --- a/cogitator/factions/emperors-children/datasheets/lord-exultant.md +++ /dev/null @@ -1,73 +0,0 @@ -# Lord Exultant - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; plasma pistol; Phoenix power spear; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Plasma pistol - standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol - supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Screamer pistol | 12 | 3 | 2 | 5 | -1 | 2 | ignores cover, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Master-crafted power sword | Melee | 5 | 2 | 5 | -2 | 2 | precision | -| Phoenix power spear | Melee | 5 | 2 | 7 | -2 | 2 | lance | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Rapture lash | Melee | 4 | 2 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Perfectionists** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Euphoric Strikes** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1. -- **LORD OF THE HOST** (Fortification (левая колонка)): If this model is attached to an Emperor’s Children Battleline unit during the Declare Battle Formations step, this model has the Infiltrators and Scouts 6" abilities. - -**Keywords:** Infantry, Character, Chaos, Slaanesh, Lord Exultant, Grenades -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Lord Exultant - -**Wargear Options:** -- This model’s plasma pistol can be replaced with one of the following:- 1 power fist -- 1 rapture lash -- This model’s Phoenix power spear can be replaced with one of the following:- 1 master-crafted power sword -- 1 screamer pistol - -**Leader:** -Can lead: Tormentors, Infractors - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/emperors-children/datasheets/lord-kakophonist.md b/cogitator/factions/emperors-children/datasheets/lord-kakophonist.md deleted file mode 100644 index ec01cbe..0000000 --- a/cogitator/factions/emperors-children/datasheets/lord-kakophonist.md +++ /dev/null @@ -1,63 +0,0 @@ -# Lord Kakophonist - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** screamer pistol; power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Screamer pistol | 12 | 3 | 2 | 5 | -1 | 2 | ignores cover, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Power sword | Melee | 6 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Obsessive Annunciation** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Doom Siren** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks and roll three D6: for each 4+, that enemy unit suffers 1 mortal wound. If an enemy unit suffers one or more mortal wounds as a result of this ability, it must take a Battle-shock test. - -**Keywords:** Slaanesh, Grenades, Character, Chaos, Infantry, Lord Kakophonist -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 1 Lord Kakophonist - -**Wargear Options:** -- This model’s power sword can be replaced with 1 screamer pistol and 1 close combat weapon. - -**Leader:** -Can lead: Noise Marines, Chaos Terminators - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/emperors-children/datasheets/lucius-the-eternal.md b/cogitator/factions/emperors-children/datasheets/lucius-the-eternal.md deleted file mode 100644 index 909e3e2..0000000 --- a/cogitator/factions/emperors-children/datasheets/lucius-the-eternal.md +++ /dev/null @@ -1,63 +0,0 @@ -# Lucius the Eternal - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Blade of the Laer; Lash of Torment. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of the Laer | Melee | 6 | 2 | 8 | -3 | 3 | precision | -| Lash of Torment | Melee | 10 | 2 | 4 | -1 | 1 | sustained hits 1 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **A Challenge Worthy of Skill** (Datasheet): Each time this model makes an attack that targets a CHARACTER, MONSTER or WALKER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. -- **Duellist’s Hubris** (Datasheet): At the start of the Fight phase; if this model is not leading a unit, until the end of the phase, it has the Fights First ability. - -**Keywords:** Infantry, Character, Epic Hero, Lucius the Eternal, Slaanesh, Chaos -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 1 Lucius the Eternal – EPIC HERO - -**Leader:** -Can lead: Flawless Blades - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/emperors-children/datasheets/maulerfiend.md b/cogitator/factions/emperors-children/datasheets/maulerfiend.md deleted file mode 100644 index a59bcb3..0000000 --- a/cogitator/factions/emperors-children/datasheets/maulerfiend.md +++ /dev/null @@ -1,53 +0,0 @@ -# Maulerfiend - -**Role:** Other - -*Maulerfiends stalk the battlefield like immense hunting beasts. Once the enemy are in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at the prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and stabbing tendrils.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lasher tendrils; Maulerfiend fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magma cutters | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | -| Maulerfiend fists | Melee | 6 | 3 | 14 | -2 | D6+1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Glutton for Punishment** (Datasheet): Each time this model makes an attack, if it is below its Starting Strength, add 1 to the Hit roll. If this model is also Below Half-strength, add 1 to the Wound roll as well. - -**Keywords:** Walker, Maulerfiend, Daemon, Slaanesh, Chaos, Vehicle -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 1 Maulerfiend - -**Wargear Options:** -- This model’s lasher tendrils can be replaced with 2 magma cutters. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/emperors-children/datasheets/noise-marines.md b/cogitator/factions/emperors-children/datasheets/noise-marines.md deleted file mode 100644 index 1659d3b..0000000 --- a/cogitator/factions/emperors-children/datasheets/noise-marines.md +++ /dev/null @@ -1,51 +0,0 @@ -# Noise Marines - -**Role:** Other - -*Orchestrating riotous destruction on vast scales, Noise Marines saturate the war zone with explosive bolts, clashing aural waves and extreme psychosonic attacks. These hedonistic worshippers of Slaanesh are inured to most stimuli, and seek to unleash the most cacophonous destruction to stir their jaded senses.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** sonic blaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blastmaster – single frequency | 18 | 3 | 3 | 10 | -2 | 3 | ignores cover | -| Blastmaster – varied frequency | 18 | 6 | 3 | 6 | -2 | 1 | ignores cover | -| Screamer pistol | 12 | 3 | 3 | 5 | -1 | 2 | ignores cover, pistol | -| Sonic blaster | 18 | 3 | 3 | 5 | -1 | 2 | ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Terrifying Crescendo** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 1 from that test. - -**Keywords:** Slaanesh, Noise Marines, Infantry, Chaos -**Faction Keywords:** Emperor’s Children, - -**Unit Composition:** -- 1 Disharmonist -- 5 Noise Marines - -**Wargear Options:** -- The Disharmonist’s sonic blaster can be replaced with 1 screamer pistol and 1 power sword. -- Up to 2 Noise Marines can each replace their sonic blaster with 1 blastmaster. - -**Leader:** -Led By: Lord Kakophonist, Sorcerer - -**Points:** -- 6 models: 145pts diff --git a/cogitator/factions/emperors-children/datasheets/seekers.md b/cogitator/factions/emperors-children/datasheets/seekers.md deleted file mode 100644 index c2d0231..0000000 --- a/cogitator/factions/emperors-children/datasheets/seekers.md +++ /dev/null @@ -1,58 +0,0 @@ -# Seekers - -**Role:** Other - -*Sat astride swift Steeds of Slaanesh, Seekers pursue their mortal prey with obsessive delight. Even the fastest of mortal vehicles cannot outpace these vicious entities, while those who stand and fight soon find their ranks smashed asunder by charging shock cavalry drawn from the darkest depths of nightmare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 7+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** lashing tongue; slashing claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashing tongue | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks, lethal hits | -| Slashing claws | Melee | 3 | 3 | 4 | -1 | 1 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. -- **Unholy Speed** (Datasheet): You can re-roll Advance and Charge rolls made for this unit. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Slaanesh, Seekers, Summoned, Mounted, Chaos, Daemon -**Faction Keywords:** Legions of Excess, - -**Unit Composition:** -- 1 Heartseeker -- 4-9 Seekers - -**Wargear Options:** -- 1 Seeker that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Seeker that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/emperors-children/datasheets/shalaxi-helbane.md b/cogitator/factions/emperors-children/datasheets/shalaxi-helbane.md deleted file mode 100644 index 74e2479..0000000 --- a/cogitator/factions/emperors-children/datasheets/shalaxi-helbane.md +++ /dev/null @@ -1,56 +0,0 @@ -# Shalaxi Helbane - -**Role:** Characters - -*Cloven hooves pounding against broken earth, Shalaxi Helbane bears down upon its doomed quarry with the Soulpiercer gleaming in its grip. No prey can evade the Monarch of the Hunt, for the daemon’s obsession with its victim is so singular and so powerful that no mortal means of flight could ever escape it.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 10 | 3+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** lash of Slaanesh; Pavane of Slaanesh; snapping claws; Soulpiercer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lash of Slaanesh | 12 | 6 | 2 | 6 | -1 | 2 | assault | -| Pavane of Slaanesh – witchfire | 18 | D6 | 2 | 9 | -1 | D3 | devastating wounds, psychic | -| Pavane of Slaanesh – focused witchfire | 18 | D6 | 2 | 9 | -2 | D3 | hazardous, devastating wounds, psychic, sustained hits 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Snapping claws | Melee | 4 | 2 | 6 | -2 | 3 | devastating wounds, extra attacks | -| Soulpiercer | Melee | 6 | 2 | 12 | -3 | D6+2 | precision | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Excess** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction. -- **No Prey Can Evade** (Datasheet): You can re-roll Advance and Charge rolls made for this model. -- **Monarch of the Hunt** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s quarry. Each time this model makes a melee attack that targets its quarry, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s quarry is destroyed, select one new enemy unit to be this model’s quarry. - -**Keywords:** Epic Hero, Character, Psyker, Chaos, Daemon, Summoned, Slaanesh, Shalaxi Helbane, Monster -**Faction Keywords:** , Legions of Excess - -**Unit Composition:** -- 1 Shalaxi Helbane – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 340pts diff --git a/cogitator/factions/emperors-children/datasheets/sorcerer.md b/cogitator/factions/emperors-children/datasheets/sorcerer.md deleted file mode 100644 index 75f8bd1..0000000 --- a/cogitator/factions/emperors-children/datasheets/sorcerer.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sorcerer - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Agonising Energies; bolt pistol; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Agonising Energies – witchfire | 18 | D6 | 3 | 5 | -1 | D3 | psychic | -| Agonising Energies – focused witchfire | 18 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -2 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Warped Interference (Psychic)** (Datasheet): While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack. -- **Wracking Agonies (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. - -**Keywords:** Psyker, Chaos, Infantry, Slaanesh, Sorcerer, Grenades, Character -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Sorcerer - -**Leader:** -Can lead: Tormentors, Noise Marines, Infractors - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/emperors-children/datasheets/tormentors.md b/cogitator/factions/emperors-children/datasheets/tormentors.md deleted file mode 100644 index 62706ab..0000000 --- a/cogitator/factions/emperors-children/datasheets/tormentors.md +++ /dev/null @@ -1,63 +0,0 @@ -# Tormentors - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Obsessionist is equipped with:** bolt pistol; power sword. - -**Every Tormentor is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol, precision | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | precision | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, precision | -| Plasma gun - standard | 24 | 1 | 3 | 7 | -2 | 1 | precision, rapid fire 1 | -| Plasma gun - supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, precision, rapid fire 1 | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol, precision | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power sword | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Rapture lash | Melee | 6 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Thrill Seekers** (Faction): If your Army Faction is Emperor’s Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: -- It cannot target a unit it was within Engagement Range of at the start of the turn. -- It cannot target a unit that was the target of another units charge or attack this phase. -- **Objective Defiled** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Icon of Excess** (Wargear): At the end of your Shooting phase or the Fight phase, if the bearer’s unit destroyed one or more enemy units that phase, the bearer’s unit takes a Leadership test. If that test is passed, you gain 1CP. - -**Keywords:** Battleline, Grenades, Chaos, Slaanesh, Tormentors, Infantry -**Faction Keywords:** , Emperor’s Children - -**Unit Composition:** -- 1 Obsessionist -- 4-9 Tormentors - -**Wargear Options:** -- The Obsessionist’s bolt pistol can be replaced with 1 plasma pistol. -- The Obsessionist’s power sword can be replaced with 1 rapture lash. -- For every 5 models in this unit, 1 Tormentor’s boltgun can be replaced with 1 meltagun. -- For every 5 models in this unit, 1 Tormentor’s boltgun can be replaced with 1 plasma gun. -- 1 Tormentor can be equipped with 1 icon of excess. - -**Leader:** -Led By: Lord Exultant, Sorcerer - -**Points:** -- 5 models: 85pts -- 10 models: 160pts diff --git a/cogitator/factions/emperors-children/detachments.md b/cogitator/factions/emperors-children/detachments.md new file mode 100644 index 0000000..bda558f --- /dev/null +++ b/cogitator/factions/emperors-children/detachments.md @@ -0,0 +1,670 @@ +# Emperor’s Children Detachments + +# Carnival of Excess + +*Wherever the Emperor’s Children tread, wherever they indulge their every obsessive desire, wherever they gut, flay and slaughter, reality is torn asunder and through the veil pour the daemons of Slaanesh. Daemonettes leap forward, their lithe forms at once repulsive and alluring. Clouds of sickly soul-musk drift through the ranks of the foe dulling their senses whilst the susurrations of the advancing daemons lull the weak-willed into trances. Seekers of Slaanesh crash into their helpless victims, talon, claw and poisoned tongue ripping flesh asunder. Alongside their daemonic allies, the Emperor’s Children keep pace, letting out ecstatic laughter and booming battle cries as they unleash malefic sorceries and slaughter at will. Return fire finds only corrupted air as daemon and tainted warriors alike advance like a murderous pageant through the enemy fire with contemptuous ease.* + +## Abilities + +### Daemonic Empowerment +- While an Emperor’s Children unit from your army is within 6" of one or more friendly Legions of Excess units, it is Empowered. +- While a LEGIONS OF EXCESS unit from your army is within 6" of one or more friendly EMPEROR’S CHILDREN units, it is Empowered. + +While a unit from your army is Empowered, weapons equipped by models in that unit have the [sustained hits 1] ability. If such a weapon already has that ability, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit. + +LEGIONS OF EXCESS +You can include Legions of Excess units in your army, even though they do not have the EMPEROR’S CHILDREN Faction keyword. The combined points cost of such units you can include in your army is: +- **Incursion:** Up to 500 pts +- **Strike Force:** Up to 1000 pts +- **Onslaught:** Up to 1500 pts +No LEGIONS OF EXCESS models from your army can be your WARLORD. + +## Stratagems + +### DARK APPARITIONS — 2CP +**Type:** Carnival of Excess – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Daemonettes unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. If it arrives back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability, it can be set up anywhere that is more than 6" horizontally away from all enemy units (instead of more than 9"), provided it is also set up wholly within 9" of one or more friendly Emperor’s Children units. + +### ECSTATIC SLAUGHTER — 1CP +**Type:** Carnival of Excess – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a LEGIONS OF EXCESS unit from your army destroys an enemy unit. + +**TARGET:** That Legions OF Excess unit and one friendly Emperor’s Children unit within 6" of it that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Your EMPEROR’S CHILDREN unit can declare a charge. If it does so and it has already been selected to fight this phase, it cannot fight again this phase. + +### SUSTAINED BY AGONY — 1CP +**Type:** Carnival of Excess – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an Emperor’s Children unit from your army destroys an enemy unit. + +**TARGET:** That EMPEROR’S CHILDREN unit. + +**EFFECT:** Select one friendly Legions of Excess unit within 6" of your unit. One model in that LEGIONS OF EXCESS unit recovers up to 3 lost wounds or, if it is a Daemonettes unit, return upto D3+3 destroyed models to it instead. + +### SYCOPHANTIC SURGE — 1CP +**Type:** Carnival of Excess – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One LEGIONS OF EXCESS unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, provided at least one of the targets of that charge is within Engagement Range of one or more Emperor’s Children units from your army. + +### UNCANNY REACTIONS — 1CP +**Type:** Carnival of Excess – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Slaanesh unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### VIOLENT CRESCENDO — 2CP +**Type:** Carnival of Excess – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Slaanesh Beasts, Slaanesh Infantry or SLAANESH Mounted unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +## Enhancements + +### Dark Blessings — 10pts +*This warrior has earned the favour of the Dark Prince.* +Emperor’s Children Infantry model only. Once per battle, just after an enemy unit has selected its targets, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save. + +### Empyric Suffusion — 15pts +*Swirling clouds of perfumed empyric energy suffuse this leader s followers, granting them daemonic vigour.* +Emperor’s Children model only. Once per battle round, you can target one friendly Slaanesh unit within 6" of the bearer with the Heroic Intervention Stratagem for 0CP. + +### Possessed Blade — 25pts +*The martial grace that this daemon weapon bestows upon its bearer comes at a price.* +Emperor’s Children model only. At the start of the battle, select one melee weapon equipped by the bearer; add 1 to the Attacks characteristic of that weapon. In addition, each time the bearer is selected to fight, it can use this Enhancement. If it does, while resolving those attacks, add 1 to the Damage characteristic of that weapon and that weapon has the [devastating wounds] and [hazardous] abilities. + +### Warp Walker — 30pts +*This champion of Slaanesh is so steeped in the warp as to be able to traverse its maddening depths at will.* +Emperor’s Children or Keeper of Secrets model only. Each time the bearer’s unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. + +--- + +# Coterie of the Conceited + +*The Emperor’s Children possess a desire for perfection and superiority that drives them to inflict ever greater and more impressive death upon their foes. To satisfy their urges, some Emperor’s Children warlords strike desperate pacts with daemonic powers. By doing so they wager their souls and those of their warriors and in turn promise to outdo their rivals in the volume and luridity of carnage they inflict. In return, they may be granted power beyond measure, and the ability to experience limitless sensation. Those who have sworn such pacts urge their warriors forward and hurl themselves into battle with desperation and exhilaration. Each torture inflicted and each gory kill brings them one step closer to fulfilling their part of the bargain. Failure, however, can lead only to a violent death or, far worse, the ire of their patron and the torturous obliteration of their very soul.* + +## Abilities + +### Pledges to the Dark Prince +At the start of the battle round, if your WARLORD is on the battlefield, you must pledge a number to Slaanesh representing how many enemy units will be destroyed this battle round. At the end of the battle round, if the number of enemy units destroyed this battle round is greater than or equal to your pledge, you gain a number of Pact points equal to your pledge. Otherwise, you do not gain any Pact points this battle round and your WARLORD model suffers D3 mortal wounds. + +Emperor’s Children units from your army gain a bonus depending on how many Pact points you have gained during the battle, as shown below (these are all cumulative). + +**PACT POINTS****BONUS****1+**Each time a model in this unit makes an attack, re-roll a Hit roll of 1.**3+**Each time a model in this unit makes an attack, re-roll a Wound roll of 1.**5+**Melee weapons equipped by models in this unit have the [LETHAL HITS] and [SUSTAINED HITS 1] abilities.**7+**Each time a model in this unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+. + +## Stratagems + +### ARMOUR OF ABHORRENCE — 1CP +**Type:** Coterie of the Conceited – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets a model in your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### EMBRACE THE PAIN — 1CP +**Type:** Coterie of the Conceited – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Emperor’s Children Infantry unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets, it must select your unit as the target of its attacks. + +### MARTIAL PERFECTION — 1CP +**Type:** Coterie of the Conceited – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Emperor’s Children unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. + +### PROTECTION OF THE DARK PRINCE — 1CP +**Type:** Coterie of the Conceited – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a mortal wound or attack is allocated to a model in an Emperor’s Children unit from your army. + +**TARGET:** That EMPEROR’S CHILDREN unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 4+ ability against mortal wounds. + +### UNBOUND ARROGANCE — 1CP +**Type:** Coterie of the Conceited – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Emperor’s Children unit from your army destroys an enemy unit. + +**TARGET:** That EMPEROR’S CHILDREN unit. + +**EFFECT:** Increase your pledge to Slaanesh by 1. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### UNSHAKEABLE OPPONENTS — 1CP +**Type:** Coterie of the Conceited – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Emperor’s Children unit from your army. + +**EFFECT:** Until the end of the turn, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll; the Wound roll. + +## Enhancements + +### Pledge of Dark Glory — 25pts +*This leader is surrounded by an aura of dark majesty, radiating the glorious and infectious arrogance displayed by the greatest of Slaanesh’s chosen sons.* +Emperor’s Children model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1. + +### Pledge of Eternal Servitude — 25pts +*Through Slaanesh’s favour, this warrior has defied death more than once and each time has been agonisingly resurrected to offer more souls to their patron.* +Emperor’s Children model only. The first time the bearer is destroyed, take a Leadership test for the bearer at the end of the phase. If that test is passed, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with D6 wounds remaining (up to its Wounds characteristic). + +### Pledge of Mortal Pain — 15pts +*This warrior gifts their foes with Slaanesh’s own exquisite caress, offering up their agonies to please the Dark Prince.* +Emperor’s Children model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Leadership test, subtracting 2 from the result if it is Battle-shocked: if failed, that enemy unit suffers 3 mortal wounds. + +### Pledge of Unholy Fortune — 30pts +*A daemonic patron steers this warrior’s fate. Every movement is a killing stroke or exquisitely timed parry.* +Emperor’s Children model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for a model in the bearer’s unit, if the bearer is not Battle-shocked, it can use this Enhancement. If it does, treat the result as an unmodified roll of 6 instead. + +--- + +# Court of the Phoenician + +*Many are the Emperor’s Children that seek to join their daemonic gene-sire in his excessive spectacles of sublime artistry. Such warbands often style themselves as Fulgrim’s Court, a mocking reflection of the circles of patronised champions he once favoured with his intoxicating presence. These over-stimulated warriors lose themselves in hedonistic battle, aiming to commit exquisite acts of martial prowess to prove themselves worthy of the Daemon Primarch’s fleeting approbation and bask in the adulation they know is theirs by right.* + +## Abilities + +### Sensational Performance +Emperor’s Children units from your army have the following ability: + +**Sensational Performance:** Each time this unit is selected to fight, if this unit made a Charge move this turn, it can use this ability. If it does, until the end of the phase: +- This unit cannot target a unit it was within Engagement Range of at the start of the turn. +- This unit cannot target a unit that was the target of another unit’s attack this phase. +- Improve the Strength and Armour Penetration characteristics of this unit’s melee weapons by 1. + +### Master of the Pageant +Once per battle round, when you target a Fulgrim unit from your army with the Sinuous Breach or Prideful Superiority Stratagem, you can reduce the CP cost of that use of that Stratagem by 1CP. + +## Stratagems + +### CATALYTIC STIMULUS — 1CP +**Type:** Court of the Phoenician – Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Emperor’s Children unit from your army that lost one or more wounds as a result of those attacks. + +**EFFECT:** Your unit can make a Stimulus move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +### CLOSE-QUARTERS EXCRUCIATION — 1CP +**Type:** Court of the Phoenician – Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Emperor’s Children unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time an EMPEROR’S CHILDREN model in your unit makes an attack that targets an eligible unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1. + +### CONTEMPTUOUS DISREGARD — 1CP +**Type:** Court of the Phoenician – Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase. + +**TARGET:** One Emperor’s Children unit from your army. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +### EUPHORIC INSPIRATION — 1CP +**Type:** Court of the Phoenician – Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Emperor’s Children Daemon unit from your army. + +**EFFECT:** Until the end of the phase, you can re-roll Charge rolls for friendly Emperor’s Children units within 6" of your unit. + +### PRIDEFUL SUPERIORITY — 2CP +**Type:** Court of the Phoenician – Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Emperor’s Children unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### SINUOUS BREACH — 1CP +**Type:** Court of the Phoenician – Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Emperor’s Children Daemon unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. + +## Enhancements + +### Exalted Patron — 15pts +*This champion is a domineering martial lord, hungry for the adulation and audience of his warband’s most self-centred blademasters.* +Lord Exultant model only. Add 1" to the Move characteristic of the bearer. + +In the Declare Battle Formations step, the bearer can be attached to a Flawless Blades unit. + +### Soulstain Made Manifest — 15pts +*The corruption of this warrior’s soul is so total that it bleeds outwards in a nimbus of nauseating eldritch horror that repulses his enemies.* +EMPEROR’S CHILDREN model only. At the start of the Fight phase, you can select one enemy unit within Engagement Range of the bearer; that unit must take a Battle-shock test, subtracting 1 from the result. + +### Spiritsliver — 20pts +*This slender hellforged blade appears to weave in and out of being. Its daemonic bearer wields it in flickering arcs at supernatural speed, swift enough for its phantasmal edge to slice apart a victim’s soul before it is lost to the Warp.* +Emperor’s Children Daemon Prince model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons. + +### Tears of the Phoenix — 25pts +*The addictive substance in these droplets is said to fracture consciousness – and sanity – to the point where the imbiber perceives every strike and parries their opponents’ attempts.* +EMPEROR’S CHILDREN model only. Each time a model in the bearer’s unit makes a melee attack, you can ignore any or all modifiers to that attack’s Weapon Skill characteristic and any or all modifiers to the Hit roll and Wound roll. + +--- + +# Mercurial Host + +*The Emperor’s Children are a myriad of warbands driven by an obsessive desire to experience the thrill of battle in all its many forms. These warbands strike with a speed and excessive violence that is majestic in its ever-escalating cruelty. Tormentors and Infractors, their pupils dilated by exotic stimm cocktails, flesh scarred and sculpted by self-inflicted tortures, traverse the battlefield. Their murderous intentions flit from target to target, driven by their obsessive need for fresh experience and sensation. Each bloody kill they make is more excruciating and visually gratifying than the last. Noise Marines unleash wave after wave of discordant sonic destruction. The varied pitch and tone of blastmaster, sonic blaster and screamer pistol combine with the screams of the dying and the exultant battle cries of the Emperor’s Children to form a symphony of majestic horror.* + +## Abilities + +### Quicksilver Grace +You can re-roll Advance rolls made for Emperor’s Children units from your army. + +## Stratagems + +### CAPRICIOUS REACTIONS — 1CP +**Type:** Mercurial Host – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### COMBAT STIMMS — 2CP +**Type:** Mercurial Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children iNFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +### CRUEL RAIDERS — 1CP +**Type:** Mercurial Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Emperor’s Children unit from your army that is wholly within 9" of one or more battlefield edges and not within 3" horizontally of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### DARK VIGOUR — 1CP +**Type:** Mercurial Host – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Emperor’s Children unit from your army (excluding Beasts and Vehicles) that is within 9" of the enemy unit that just ended that move. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### HONOUR THE PRINCE — 1CP +**Type:** Mercurial Host – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Emperor’s Children Infantry unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### VIOLENT EXCESS — 1CP +**Type:** Mercurial Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Emperor’s Children unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. + +## Enhancements + +### Intoxicating Musk — 20pts +*A sickly-sweet aroma emanates from this warrior, at once delightful and abhorrent. A perfumed assault on the senses intoxicates those in its vicinity.* +Emperor’s Children model only. Each time a melee attack targets the bearer’s unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +### Loathsome Dexterity — 10pts +*Blessed by Slaanesh to further accentuate their perverse elegance, this leader possesses feline finesse.* +Emperor’s Children model only. Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. + +### Steeped in Suffering — 20pts +*The warlords of the Emperor’s Children thrive on the pain they cause. The more grievous the injuries they cause, the deadlier they become.* +Emperor’s Children model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well. + +### Tactical Perfection — 15pts +*Since their foundation, the Emperor's Children have sought to master every art of warfare, be it in personal acts of martial prowess or superior tactical displays.* +Emperor’s Children model only. After both players have deployed their armies, select up to two EMPEROR’S CHILDREN units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +--- + +# Peerless Bladesmen + +*The Emperor’s Children are consumed by their own pride and driven by insatiable obsession. They seek to prove their prowess in myriad forms of combat. Tall and powerful Flawless Blades stride proudly into battle, seeking out enemy champions to gruesomely humble in single combat. They parry the blows of their foes with sneering arrogance and spill their blood with glee. In their blood-slick wake come squads of Infractors, empowered by rare and esoteric combat drugs. Other sons of Fulgrim unleash death in shredding salvoes from boltguns and sonic weapons. Those who exult in their swordfighting prowess find gaps in armour plate with their curved blades and sinuous whips, rending flesh and spilling viscera with each strike. The slaughter increases in pace and intensity as it rushes towards a gore-slick crescendo, ending only when the last wretched victim has been eviscerated, and the twisted souls of the Emperor’s Children are briefly glutted on the riotous carnage they have inflicted.* + +## Abilities + +### Exquisite Swordsmanship +Each time an Emperor’s Children unit from your army is selected to fight, if it made a Charge move this turn, select one of the abilities below. While resolving those attacks, melee weapons equipped by models in that unit have that ability: +- [LETHAL HITS] +- [SUSTAINED HITS 1] + +## Stratagems + +### CRUEL BLADESMAN — 1CP +**Type:** Peerless Bladesmen – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Emperor’s Children unit from your army that made a Charge move this turn and has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. + +### CUT DOWN THE WEAK — 2CP +**Type:** Peerless Bladesmen – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. + +**TARGET:** One Emperor’s Children unit from your army (you can only select a Vehicle if it is a Walker) that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. + +**EFFECT:** Your unit can declare a charge. When doing so, you must select that enemy unit as a target of that charge, and your unit does not receive a Charge bonus this turn. + +### DEATH ECSTASY — 2CP +**Type:** Peerless Bladesmen – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### DEFT PARRY — 1CP +**Type:** Peerless Bladesmen – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### INCESSANT VIOLENCE — 1CP +**Type:** Peerless Bladesmen – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before an Emperor’s Children unit from your army Consolidates. + +**TARGET:** That EMPEROR’S CHILDREN unit. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units. + +### TERRIFYING SPECTACLE — 1CP +**Type:** Peerless Bladesmen – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase. + +**TARGET:** One Emperor’s Children unit from your army that made a Charge move in the previous turn and destroyed one or more enemy units in the previous Fight phase. + +**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. + +## Enhancements + +### Blinding Speed — 25pts +*By injecting powerful combat stimms distilled from the perfumed ichor of Daemonettes, these warriors slash out with diabolically enhanced speed.* +Emperor’s Children model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. + +### Distortion — 25pts +*The sheen of this blade reflects to the bearer their own alluring countenance. In their image, they see an example of perfection. In reality, the bearer has become a hideous wretch, every ounce of elegance leached away to increase the daemon blade’s killing power.* +Emperor’s Children model only. Add 1 to the Attacks and Damage characteristics of melee weapons equipped by the bearer. + +### Faultless Opportunist — 15pts +*This swordsman forever seeks opportunities to flaunt their dazzling and deadly bladework.* +Emperor’s Children model only. You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +### Rise to the Challenge — 30pts +*This warriors arrogance is matched by a listless ennui at the galaxy's everyday stimuli. Should a worthy opponent challenge them in combat, they transform into a faultless duellist with skill beyond compare.* +Emperor’s Children Infantry model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, it can use this Enhancement. If it does, the bearer can fight one additional time. When doing so, you can select one ability using the Exquisite Swordsmanship Detachment rule to apply to those attacks. + +--- + +# Rapid Evisceration + +*The armoured transports of the Emperor’s Children are a testament to the debased nature of those who ride within them. Daubed in vibrant colours and covered in symbols of dedication to both Legion and Dark Prince, the war engines’ twisted machine spirits snarl, whine and growl like beasts straining at the leash. Warp amps emit streams of daemonic screeches, spreading fear in the ranks of the enemy and heralding the slaughter to come. Laying down destructive choruses of firepower from turrets, hatches and sponsons, armoured transports grind over the foe’s defences, smash into enemy infantry and disgorge their fell cargo to battle. From the armoured behemoths emerge the Emperor’s Children, weapons drawn in anticipation of the glorious violence to come.* + +## Abilities + +### Mechanised Murder +Each time an Emperor’s Children model from your army makes an attack, if it is a Transport model or disembarked from a TRANSPORT this turn, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +## Stratagems + +### ADVANCE AND CLAIM — 1CP +**Type:** Rapid Evisceration – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Emperor’s Children Transport from your army that has one or more Tormentors units embarked within it (excluding Battle-shocked units). + +**EFFECT:** Select one objective marker you control that your TRANSPORT is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### CEASELESS ONSLAUGHT — 1CP +**Type:** Rapid Evisceration – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Emperor’s Children unit from your army that disembarked from a Transport that made a Normal move this turn. + +**EFFECT:** Until the end of the phase, your EMPEROR’S CHILDREN unit is eligible to declare a charge. + +### DYNAMIC BREAKTHROUGH — 1CP +**Type:** Rapid Evisceration – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Emperor’s Children Vehicle unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. + +### ONTO THE NEXT — 1CP +**Type:** Rapid Evisceration – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One Emperor’s Children unit from your army that destroyed an enemy unit this phase, and one friendly Transport it is able to embark within. + +**EFFECT:** If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it. + +### OUTFLANKING STRIKE — 1CP +**Type:** Rapid Evisceration – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Emperor’s Children Transport from your army, or up to two Emperor’s Children Dedicated Transports from your army. + +**EFFECT:** For each of those TRANSPORTS wholly within 9" of one or more battlefield edges, remove it from the battlefield and place it into Strategic Reserves. + +### REACTIVE DISEMBARKATION — 1CP +**Type:** Rapid Evisceration – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children Transport from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** One Emperor’s Children unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of that TRANSPORT and not within Engagement Range of one or more enemy units. + +## Enhancements + +### Accomplished Tactician — 35pts +*Possessed of uncanny situational awareness, this leader directs hit-and-fade attacks with great precision.* +Emperor’s Children Infantry model only. Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, you can select one friendly Emperor’s Children unit within 9" of the bearer that was hit by one or more of those attacks, then select one friendly Transport that unit is wholly within 6" of and is able to embark within. That EMPEROR’S CHILDREN unit can embark within that Transport. + +### Heretek Adept — 35pts +*This warrior is well-versed in the fell rituals of the Dark Mechanicum.* +Emperor’s Children Infantry model only. Once per battle round, when a saving throw is failed for a friendly Emperor’s Children Vehicle model within 6" of the bearer, you can change the Damage characteristic of that attack to 0. + +### Spearhead Striker — 20pts +*This leader and their bodyguard pride themselves being first into the fray.* +Emperor’s Children Infantry model only. Each time the bearer disembarks from a Transport, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Sublime Prescience — 25pts +*This leader’s tactical prowess ensures that their reinforcements arrive when required.* +Emperor’s Children Infantry model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly Emperor’s Children Transport that is in Strategic Reserves. Until the end of the phase, for the purposes of setting up that TRANSPORT on the battlefield, treat the current battle round number as being one higher than it actually is. + +--- + +# Slaanesh’s Chosen + +*Amongst the Emperor’s Children are those who see themselves as particularly favoured by Slaanesh. These puissant champions of excess have inflicted deaths beyond count, suffered agonies beyond measure and won glorious victories in honour of the Dark Prince. When such champions of ruin gather together, they are driven to outdo one another. Whether engaging enemy commanders in brutal duels, inflicting exquisite agonies upon mewling mortals or offering sacrifices to their unholy deity, the chosen of Slaanesh are unceasing in their murderous advance. To these paragons of arrogance and superiority, no foe is worthy of respect, and few are capable of providing the challenge they desire. Thus, their rivalries are with their own, each vying for Slaanesh’s attention. Only those who prove themselves the deadliest will gain the approval they seek.* + +## Abilities + +### Internal Rivalries +Emperor’s Children Character units from your army can ignore any or all modifiers to their Move characteristic and any or all modifiers to Advance and Charge rolls made for them. + +At the start of the battle, your WARLORD’s unit is your army’s Favoured Champions. The first time in each player’s turn that an EMPEROR’S CHILDREN CHARACTER unit from your army destroys an enemy unit, after resolving all of its attacks, that CHARACTER unit becomes your army’s new Favoured Champions, replacing the old one. + +Each time a model in your army’s Favoured Champions unit makes an attack, you can re-roll the Wound roll. + +## Stratagems + +### BEAUTIFUL DEATH — 1CP +**Type:** Slaanesh’s Chosen – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is your army’s Favoured Champions. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### DEVOTED DUELLISTS — 1CP +**Type:** Slaanesh’s Chosen – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One or more Emperor’s Children Character units from your army that have not been selected to fight this phase. + +**EFFECT:** Select one enemy unit. Until the end of the phase, melee weapons equipped by models in those CHARACTER units have the [SUSTAINED HITS 1] ability while targeting that enemy unit. + +### DIABOLIC MAJESTY — 1CP +**Type:** Slaanesh’s Chosen – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Emperor’s Children Character unit becomes your army’s Favoured Champions. + +**TARGET:** That EMPEROR’S CHILDREN unit. + +**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from the result. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### HEIGHTENED JEALOUSY — 1CP +**Type:** Slaanesh’s Chosen – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Emperor’s Children Character unit becomes your army’s Favoured Champions, or just after your army’s Favoured Champions unit destroys an enemy unit. + +**TARGET:** Your army’s Favoured Champions unit. + +**EFFECT:** Until the end of the phase, each time a model in an EMPEROR’S CHILDREN CHARACTER unit from your army that is not your army’s Favoured Champions makes an attack, add 1 to the Strength characteristic of that attack. + +### REFUSAL TO BE OUTDONE — 1CP +**Type:** Slaanesh’s Chosen – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Emperor’s Children Character unit from your army. + +**EFFECT:** Select one enemy unit within Engagement Range of one or more units from your army. Until the end of the phase, each time your unit declares a charge, if that enemy unit is one of the targets of that charge, add 2 to the Charge roll. + +### VENGEFUL SURGE — 1CP +**Type:** Slaanesh’s Chosen – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Emperor’s Children Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** After the attacking unit has shot, your unit can make a Surge move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of its Surge move. + +## Enhancements + +### Eager to Prove — 15pts +*This puissant champion of Slaanesh is ever eager to join the battle and prove their peerless skill to the Dark Prince.* +Emperor’s Children model only. You can re-roll Charge rolls made for the bearer’s unit. While the bearer’s unit is your army’s Favoured Champions, add 2" to the Move characteristic of models in that unit. + +### Proud and Vainglorious — 20pts +*Even amongst the prideful warriors of the Emperor’s Children, this warrior is a towering pillar of arrogance.* +Emperor’s Children model only. You can re-roll Battle-shock and Leadership tests taken for the bearer’s unit. While the bearer’s unit is your army’s Favoured Champions, add 1 to the Objective Control characteristic of models in that unit. + +### Repulsed by Weakness — 25pts +*Those chosen by Slaanesh seek only worthy foes. The weak and craven are slaughtered with sneering contempt.* +Emperor’s Children model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if the bearer’s unit is your army’s Favoured Champions, subtract 1 from each of those Desperate Escape tests. + +### Slayer of Champions — 15pts +*This warrior has obsessively perfected the arts of war for centuries if not millennia. Few champions, regardless of origin, are beyond their ability to kill.* +Emperor’s Children model only. The bearer’s melee weapons have the [PRECISION] ability, and each time the bearer makes a melee attack that targets a CHARACTER unit, improve the Strength and Armour Penetration characteristics of that attack by 1. diff --git a/cogitator/factions/emperors-children/detachments/carnival-of-excess.md b/cogitator/factions/emperors-children/detachments/carnival-of-excess.md deleted file mode 100644 index 2b48357..0000000 --- a/cogitator/factions/emperors-children/detachments/carnival-of-excess.md +++ /dev/null @@ -1,98 +0,0 @@ -# Carnival of Excess - -*Wherever the Emperor’s Children tread, wherever they indulge their every obsessive desire, wherever they gut, flay and slaughter, reality is torn asunder and through the veil pour the daemons of Slaanesh. Daemonettes leap forward, their lithe forms at once repulsive and alluring. Clouds of sickly soul-musk drift through the ranks of the foe dulling their senses whilst the susurrations of the advancing daemons lull the weak-willed into trances. Seekers of Slaanesh crash into their helpless victims, talon, claw and poisoned tongue ripping flesh asunder. Alongside their daemonic allies, the Emperor’s Children keep pace, letting out ecstatic laughter and booming battle cries as they unleash malefic sorceries and slaughter at will. Return fire finds only corrupted air as daemon and tainted warriors alike advance like a murderous pageant through the enemy fire with contemptuous ease.* - -## Abilities - -### Daemonic Empowerment -- While an Emperor’s Children unit from your army is within 6" of one or more friendly Legions of Excess units, it is Empowered. -- While a LEGIONS OF EXCESS unit from your army is within 6" of one or more friendly EMPEROR’S CHILDREN units, it is Empowered. - -While a unit from your army is Empowered, weapons equipped by models in that unit have the [sustained hits 1] ability. If such a weapon already has that ability, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit. - -LEGIONS OF EXCESS -You can include Legions of Excess units in your army, even though they do not have the EMPEROR’S CHILDREN Faction keyword. The combined points cost of such units you can include in your army is: -- **Incursion:** Up to 500 pts -- **Strike Force:** Up to 1000 pts -- **Onslaught:** Up to 1500 pts -No LEGIONS OF EXCESS models from your army can be your WARLORD. - -## Stratagems - -### DARK APPARITIONS — 2CP -**Type:** Carnival of Excess – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Daemonettes unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. If it arrives back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability, it can be set up anywhere that is more than 6" horizontally away from all enemy units (instead of more than 9"), provided it is also set up wholly within 9" of one or more friendly Emperor’s Children units. - -### ECSTATIC SLAUGHTER — 1CP -**Type:** Carnival of Excess – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a LEGIONS OF EXCESS unit from your army destroys an enemy unit. - -**TARGET:** That Legions OF Excess unit and one friendly Emperor’s Children unit within 6" of it that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Your EMPEROR’S CHILDREN unit can declare a charge. If it does so and it has already been selected to fight this phase, it cannot fight again this phase. - -### SUSTAINED BY AGONY — 1CP -**Type:** Carnival of Excess – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an Emperor’s Children unit from your army destroys an enemy unit. - -**TARGET:** That EMPEROR’S CHILDREN unit. - -**EFFECT:** Select one friendly Legions of Excess unit within 6" of your unit. One model in that LEGIONS OF EXCESS unit recovers up to 3 lost wounds or, if it is a Daemonettes unit, return upto D3+3 destroyed models to it instead. - -### SYCOPHANTIC SURGE — 1CP -**Type:** Carnival of Excess – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One LEGIONS OF EXCESS unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, provided at least one of the targets of that charge is within Engagement Range of one or more Emperor’s Children units from your army. - -### UNCANNY REACTIONS — 1CP -**Type:** Carnival of Excess – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Slaanesh unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### VIOLENT CRESCENDO — 2CP -**Type:** Carnival of Excess – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Slaanesh Beasts, Slaanesh Infantry or SLAANESH Mounted unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -## Enhancements - -### Dark Blessings — 10pts -*This warrior has earned the favour of the Dark Prince.* -Emperor’s Children Infantry model only. Once per battle, just after an enemy unit has selected its targets, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save. - -### Empyric Suffusion — 15pts -*Swirling clouds of perfumed empyric energy suffuse this leader s followers, granting them daemonic vigour.* -Emperor’s Children model only. Once per battle round, you can target one friendly Slaanesh unit within 6" of the bearer with the Heroic Intervention Stratagem for 0CP. - -### Possessed Blade — 25pts -*The martial grace that this daemon weapon bestows upon its bearer comes at a price.* -Emperor’s Children model only. At the start of the battle, select one melee weapon equipped by the bearer; add 1 to the Attacks characteristic of that weapon. In addition, each time the bearer is selected to fight, it can use this Enhancement. If it does, while resolving those attacks, add 1 to the Damage characteristic of that weapon and that weapon has the [devastating wounds] and [hazardous] abilities. - -### Warp Walker — 30pts -*This champion of Slaanesh is so steeped in the warp as to be able to traverse its maddening depths at will.* -Emperor’s Children or Keeper of Secrets model only. Each time the bearer’s unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. diff --git a/cogitator/factions/emperors-children/detachments/coterie-of-the-conceited.md b/cogitator/factions/emperors-children/detachments/coterie-of-the-conceited.md deleted file mode 100644 index 973e0b7..0000000 --- a/cogitator/factions/emperors-children/detachments/coterie-of-the-conceited.md +++ /dev/null @@ -1,94 +0,0 @@ -# Coterie of the Conceited - -*The Emperor’s Children possess a desire for perfection and superiority that drives them to inflict ever greater and more impressive death upon their foes. To satisfy their urges, some Emperor’s Children warlords strike desperate pacts with daemonic powers. By doing so they wager their souls and those of their warriors and in turn promise to outdo their rivals in the volume and luridity of carnage they inflict. In return, they may be granted power beyond measure, and the ability to experience limitless sensation. Those who have sworn such pacts urge their warriors forward and hurl themselves into battle with desperation and exhilaration. Each torture inflicted and each gory kill brings them one step closer to fulfilling their part of the bargain. Failure, however, can lead only to a violent death or, far worse, the ire of their patron and the torturous obliteration of their very soul.* - -## Abilities - -### Pledges to the Dark Prince -At the start of the battle round, if your WARLORD is on the battlefield, you must pledge a number to Slaanesh representing how many enemy units will be destroyed this battle round. At the end of the battle round, if the number of enemy units destroyed this battle round is greater than or equal to your pledge, you gain a number of Pact points equal to your pledge. Otherwise, you do not gain any Pact points this battle round and your WARLORD model suffers D3 mortal wounds. - -Emperor’s Children units from your army gain a bonus depending on how many Pact points you have gained during the battle, as shown below (these are all cumulative). - -**PACT POINTS****BONUS****1+**Each time a model in this unit makes an attack, re-roll a Hit roll of 1.**3+**Each time a model in this unit makes an attack, re-roll a Wound roll of 1.**5+**Melee weapons equipped by models in this unit have the [LETHAL HITS] and [SUSTAINED HITS 1] abilities.**7+**Each time a model in this unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+. - -## Stratagems - -### ARMOUR OF ABHORRENCE — 1CP -**Type:** Coterie of the Conceited – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets a model in your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### EMBRACE THE PAIN — 1CP -**Type:** Coterie of the Conceited – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Emperor’s Children Infantry unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets, it must select your unit as the target of its attacks. - -### MARTIAL PERFECTION — 1CP -**Type:** Coterie of the Conceited – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Emperor’s Children unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. - -### PROTECTION OF THE DARK PRINCE — 1CP -**Type:** Coterie of the Conceited – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a mortal wound or attack is allocated to a model in an Emperor’s Children unit from your army. - -**TARGET:** That EMPEROR’S CHILDREN unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 4+ ability against mortal wounds. - -### UNBOUND ARROGANCE — 1CP -**Type:** Coterie of the Conceited – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Emperor’s Children unit from your army destroys an enemy unit. - -**TARGET:** That EMPEROR’S CHILDREN unit. - -**EFFECT:** Increase your pledge to Slaanesh by 1. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### UNSHAKEABLE OPPONENTS — 1CP -**Type:** Coterie of the Conceited – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Emperor’s Children unit from your army. - -**EFFECT:** Until the end of the turn, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll; the Wound roll. - -## Enhancements - -### Pledge of Dark Glory — 25pts -*This leader is surrounded by an aura of dark majesty, radiating the glorious and infectious arrogance displayed by the greatest of Slaanesh’s chosen sons.* -Emperor’s Children model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1. - -### Pledge of Eternal Servitude — 25pts -*Through Slaanesh’s favour, this warrior has defied death more than once and each time has been agonisingly resurrected to offer more souls to their patron.* -Emperor’s Children model only. The first time the bearer is destroyed, take a Leadership test for the bearer at the end of the phase. If that test is passed, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with D6 wounds remaining (up to its Wounds characteristic). - -### Pledge of Mortal Pain — 15pts -*This warrior gifts their foes with Slaanesh’s own exquisite caress, offering up their agonies to please the Dark Prince.* -Emperor’s Children model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Leadership test, subtracting 2 from the result if it is Battle-shocked: if failed, that enemy unit suffers 3 mortal wounds. - -### Pledge of Unholy Fortune — 30pts -*A daemonic patron steers this warrior’s fate. Every movement is a killing stroke or exquisitely timed parry.* -Emperor’s Children model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for a model in the bearer’s unit, if the bearer is not Battle-shocked, it can use this Enhancement. If it does, treat the result as an unmodified roll of 6 instead. diff --git a/cogitator/factions/emperors-children/detachments/court-of-the-phoenician.md b/cogitator/factions/emperors-children/detachments/court-of-the-phoenician.md deleted file mode 100644 index da7bb51..0000000 --- a/cogitator/factions/emperors-children/detachments/court-of-the-phoenician.md +++ /dev/null @@ -1,98 +0,0 @@ -# Court of the Phoenician - -*Many are the Emperor’s Children that seek to join their daemonic gene-sire in his excessive spectacles of sublime artistry. Such warbands often style themselves as Fulgrim’s Court, a mocking reflection of the circles of patronised champions he once favoured with his intoxicating presence. These over-stimulated warriors lose themselves in hedonistic battle, aiming to commit exquisite acts of martial prowess to prove themselves worthy of the Daemon Primarch’s fleeting approbation and bask in the adulation they know is theirs by right.* - -## Abilities - -### Sensational Performance -Emperor’s Children units from your army have the following ability: - -**Sensational Performance:** Each time this unit is selected to fight, if this unit made a Charge move this turn, it can use this ability. If it does, until the end of the phase: -- This unit cannot target a unit it was within Engagement Range of at the start of the turn. -- This unit cannot target a unit that was the target of another unit’s attack this phase. -- Improve the Strength and Armour Penetration characteristics of this unit’s melee weapons by 1. - -### Master of the Pageant -Once per battle round, when you target a Fulgrim unit from your army with the Sinuous Breach or Prideful Superiority Stratagem, you can reduce the CP cost of that use of that Stratagem by 1CP. - -## Stratagems - -### CATALYTIC STIMULUS — 1CP -**Type:** Court of the Phoenician – Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Emperor’s Children unit from your army that lost one or more wounds as a result of those attacks. - -**EFFECT:** Your unit can make a Stimulus move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -### CLOSE-QUARTERS EXCRUCIATION — 1CP -**Type:** Court of the Phoenician – Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Emperor’s Children unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time an EMPEROR’S CHILDREN model in your unit makes an attack that targets an eligible unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1. - -### CONTEMPTUOUS DISREGARD — 1CP -**Type:** Court of the Phoenician – Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase. - -**TARGET:** One Emperor’s Children unit from your army. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -### EUPHORIC INSPIRATION — 1CP -**Type:** Court of the Phoenician – Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Emperor’s Children Daemon unit from your army. - -**EFFECT:** Until the end of the phase, you can re-roll Charge rolls for friendly Emperor’s Children units within 6" of your unit. - -### PRIDEFUL SUPERIORITY — 2CP -**Type:** Court of the Phoenician – Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Emperor’s Children unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### SINUOUS BREACH — 1CP -**Type:** Court of the Phoenician – Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Emperor’s Children Daemon unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. - -## Enhancements - -### Exalted Patron — 15pts -*This champion is a domineering martial lord, hungry for the adulation and audience of his warband’s most self-centred blademasters.* -Lord Exultant model only. Add 1" to the Move characteristic of the bearer. - -In the Declare Battle Formations step, the bearer can be attached to a Flawless Blades unit. - -### Soulstain Made Manifest — 15pts -*The corruption of this warrior’s soul is so total that it bleeds outwards in a nimbus of nauseating eldritch horror that repulses his enemies.* -EMPEROR’S CHILDREN model only. At the start of the Fight phase, you can select one enemy unit within Engagement Range of the bearer; that unit must take a Battle-shock test, subtracting 1 from the result. - -### Spiritsliver — 20pts -*This slender hellforged blade appears to weave in and out of being. Its daemonic bearer wields it in flickering arcs at supernatural speed, swift enough for its phantasmal edge to slice apart a victim’s soul before it is lost to the Warp.* -Emperor’s Children Daemon Prince model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons. - -### Tears of the Phoenix — 25pts -*The addictive substance in these droplets is said to fracture consciousness – and sanity – to the point where the imbiber perceives every strike and parries their opponents’ attempts.* -EMPEROR’S CHILDREN model only. Each time a model in the bearer’s unit makes a melee attack, you can ignore any or all modifiers to that attack’s Weapon Skill characteristic and any or all modifiers to the Hit roll and Wound roll. diff --git a/cogitator/factions/emperors-children/detachments/mercurial-host.md b/cogitator/factions/emperors-children/detachments/mercurial-host.md deleted file mode 100644 index 302184f..0000000 --- a/cogitator/factions/emperors-children/detachments/mercurial-host.md +++ /dev/null @@ -1,88 +0,0 @@ -# Mercurial Host - -*The Emperor’s Children are a myriad of warbands driven by an obsessive desire to experience the thrill of battle in all its many forms. These warbands strike with a speed and excessive violence that is majestic in its ever-escalating cruelty. Tormentors and Infractors, their pupils dilated by exotic stimm cocktails, flesh scarred and sculpted by self-inflicted tortures, traverse the battlefield. Their murderous intentions flit from target to target, driven by their obsessive need for fresh experience and sensation. Each bloody kill they make is more excruciating and visually gratifying than the last. Noise Marines unleash wave after wave of discordant sonic destruction. The varied pitch and tone of blastmaster, sonic blaster and screamer pistol combine with the screams of the dying and the exultant battle cries of the Emperor’s Children to form a symphony of majestic horror.* - -## Abilities - -### Quicksilver Grace -You can re-roll Advance rolls made for Emperor’s Children units from your army. - -## Stratagems - -### CAPRICIOUS REACTIONS — 1CP -**Type:** Mercurial Host – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### COMBAT STIMMS — 2CP -**Type:** Mercurial Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children iNFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -### CRUEL RAIDERS — 1CP -**Type:** Mercurial Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Emperor’s Children unit from your army that is wholly within 9" of one or more battlefield edges and not within 3" horizontally of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### DARK VIGOUR — 1CP -**Type:** Mercurial Host – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Emperor’s Children unit from your army (excluding Beasts and Vehicles) that is within 9" of the enemy unit that just ended that move. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### HONOUR THE PRINCE — 1CP -**Type:** Mercurial Host – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Emperor’s Children Infantry unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### VIOLENT EXCESS — 1CP -**Type:** Mercurial Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Emperor’s Children unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. - -## Enhancements - -### Intoxicating Musk — 20pts -*A sickly-sweet aroma emanates from this warrior, at once delightful and abhorrent. A perfumed assault on the senses intoxicates those in its vicinity.* -Emperor’s Children model only. Each time a melee attack targets the bearer’s unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. - -### Loathsome Dexterity — 10pts -*Blessed by Slaanesh to further accentuate their perverse elegance, this leader possesses feline finesse.* -Emperor’s Children model only. Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. - -### Steeped in Suffering — 20pts -*The warlords of the Emperor’s Children thrive on the pain they cause. The more grievous the injuries they cause, the deadlier they become.* -Emperor’s Children model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well. - -### Tactical Perfection — 15pts -*Since their foundation, the Emperor's Children have sought to master every art of warfare, be it in personal acts of martial prowess or superior tactical displays.* -Emperor’s Children model only. After both players have deployed their armies, select up to two EMPEROR’S CHILDREN units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. diff --git a/cogitator/factions/emperors-children/detachments/peerless-bladesmen.md b/cogitator/factions/emperors-children/detachments/peerless-bladesmen.md deleted file mode 100644 index 3d79ab5..0000000 --- a/cogitator/factions/emperors-children/detachments/peerless-bladesmen.md +++ /dev/null @@ -1,90 +0,0 @@ -# Peerless Bladesmen - -*The Emperor’s Children are consumed by their own pride and driven by insatiable obsession. They seek to prove their prowess in myriad forms of combat. Tall and powerful Flawless Blades stride proudly into battle, seeking out enemy champions to gruesomely humble in single combat. They parry the blows of their foes with sneering arrogance and spill their blood with glee. In their blood-slick wake come squads of Infractors, empowered by rare and esoteric combat drugs. Other sons of Fulgrim unleash death in shredding salvoes from boltguns and sonic weapons. Those who exult in their swordfighting prowess find gaps in armour plate with their curved blades and sinuous whips, rending flesh and spilling viscera with each strike. The slaughter increases in pace and intensity as it rushes towards a gore-slick crescendo, ending only when the last wretched victim has been eviscerated, and the twisted souls of the Emperor’s Children are briefly glutted on the riotous carnage they have inflicted.* - -## Abilities - -### Exquisite Swordsmanship -Each time an Emperor’s Children unit from your army is selected to fight, if it made a Charge move this turn, select one of the abilities below. While resolving those attacks, melee weapons equipped by models in that unit have that ability: -- [LETHAL HITS] -- [SUSTAINED HITS 1] - -## Stratagems - -### CRUEL BLADESMAN — 1CP -**Type:** Peerless Bladesmen – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Emperor’s Children unit from your army that made a Charge move this turn and has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. - -### CUT DOWN THE WEAK — 2CP -**Type:** Peerless Bladesmen – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. - -**TARGET:** One Emperor’s Children unit from your army (you can only select a Vehicle if it is a Walker) that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. - -**EFFECT:** Your unit can declare a charge. When doing so, you must select that enemy unit as a target of that charge, and your unit does not receive a Charge bonus this turn. - -### DEATH ECSTASY — 2CP -**Type:** Peerless Bladesmen – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### DEFT PARRY — 1CP -**Type:** Peerless Bladesmen – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### INCESSANT VIOLENCE — 1CP -**Type:** Peerless Bladesmen – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before an Emperor’s Children unit from your army Consolidates. - -**TARGET:** That EMPEROR’S CHILDREN unit. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units. - -### TERRIFYING SPECTACLE — 1CP -**Type:** Peerless Bladesmen – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase. - -**TARGET:** One Emperor’s Children unit from your army that made a Charge move in the previous turn and destroyed one or more enemy units in the previous Fight phase. - -**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. - -## Enhancements - -### Blinding Speed — 25pts -*By injecting powerful combat stimms distilled from the perfumed ichor of Daemonettes, these warriors slash out with diabolically enhanced speed.* -Emperor’s Children model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. - -### Distortion — 25pts -*The sheen of this blade reflects to the bearer their own alluring countenance. In their image, they see an example of perfection. In reality, the bearer has become a hideous wretch, every ounce of elegance leached away to increase the daemon blade’s killing power.* -Emperor’s Children model only. Add 1 to the Attacks and Damage characteristics of melee weapons equipped by the bearer. - -### Faultless Opportunist — 15pts -*This swordsman forever seeks opportunities to flaunt their dazzling and deadly bladework.* -Emperor’s Children model only. You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -### Rise to the Challenge — 30pts -*This warriors arrogance is matched by a listless ennui at the galaxy's everyday stimuli. Should a worthy opponent challenge them in combat, they transform into a faultless duellist with skill beyond compare.* -Emperor’s Children Infantry model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, it can use this Enhancement. If it does, the bearer can fight one additional time. When doing so, you can select one ability using the Exquisite Swordsmanship Detachment rule to apply to those attacks. diff --git a/cogitator/factions/emperors-children/detachments/rapid-evisceration.md b/cogitator/factions/emperors-children/detachments/rapid-evisceration.md deleted file mode 100644 index 74c1da9..0000000 --- a/cogitator/factions/emperors-children/detachments/rapid-evisceration.md +++ /dev/null @@ -1,88 +0,0 @@ -# Rapid Evisceration - -*The armoured transports of the Emperor’s Children are a testament to the debased nature of those who ride within them. Daubed in vibrant colours and covered in symbols of dedication to both Legion and Dark Prince, the war engines’ twisted machine spirits snarl, whine and growl like beasts straining at the leash. Warp amps emit streams of daemonic screeches, spreading fear in the ranks of the enemy and heralding the slaughter to come. Laying down destructive choruses of firepower from turrets, hatches and sponsons, armoured transports grind over the foe’s defences, smash into enemy infantry and disgorge their fell cargo to battle. From the armoured behemoths emerge the Emperor’s Children, weapons drawn in anticipation of the glorious violence to come.* - -## Abilities - -### Mechanised Murder -Each time an Emperor’s Children model from your army makes an attack, if it is a Transport model or disembarked from a TRANSPORT this turn, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -## Stratagems - -### ADVANCE AND CLAIM — 1CP -**Type:** Rapid Evisceration – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Emperor’s Children Transport from your army that has one or more Tormentors units embarked within it (excluding Battle-shocked units). - -**EFFECT:** Select one objective marker you control that your TRANSPORT is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### CEASELESS ONSLAUGHT — 1CP -**Type:** Rapid Evisceration – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Emperor’s Children unit from your army that disembarked from a Transport that made a Normal move this turn. - -**EFFECT:** Until the end of the phase, your EMPEROR’S CHILDREN unit is eligible to declare a charge. - -### DYNAMIC BREAKTHROUGH — 1CP -**Type:** Rapid Evisceration – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Emperor’s Children Vehicle unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. - -### ONTO THE NEXT — 1CP -**Type:** Rapid Evisceration – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One Emperor’s Children unit from your army that destroyed an enemy unit this phase, and one friendly Transport it is able to embark within. - -**EFFECT:** If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it. - -### OUTFLANKING STRIKE — 1CP -**Type:** Rapid Evisceration – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Emperor’s Children Transport from your army, or up to two Emperor’s Children Dedicated Transports from your army. - -**EFFECT:** For each of those TRANSPORTS wholly within 9" of one or more battlefield edges, remove it from the battlefield and place it into Strategic Reserves. - -### REACTIVE DISEMBARKATION — 1CP -**Type:** Rapid Evisceration – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children Transport from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** One Emperor’s Children unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of that TRANSPORT and not within Engagement Range of one or more enemy units. - -## Enhancements - -### Accomplished Tactician — 35pts -*Possessed of uncanny situational awareness, this leader directs hit-and-fade attacks with great precision.* -Emperor’s Children Infantry model only. Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, you can select one friendly Emperor’s Children unit within 9" of the bearer that was hit by one or more of those attacks, then select one friendly Transport that unit is wholly within 6" of and is able to embark within. That EMPEROR’S CHILDREN unit can embark within that Transport. - -### Heretek Adept — 35pts -*This warrior is well-versed in the fell rituals of the Dark Mechanicum.* -Emperor’s Children Infantry model only. Once per battle round, when a saving throw is failed for a friendly Emperor’s Children Vehicle model within 6" of the bearer, you can change the Damage characteristic of that attack to 0. - -### Spearhead Striker — 20pts -*This leader and their bodyguard pride themselves being first into the fray.* -Emperor’s Children Infantry model only. Each time the bearer disembarks from a Transport, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Sublime Prescience — 25pts -*This leader’s tactical prowess ensures that their reinforcements arrive when required.* -Emperor’s Children Infantry model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly Emperor’s Children Transport that is in Strategic Reserves. Until the end of the phase, for the purposes of setting up that TRANSPORT on the battlefield, treat the current battle round number as being one higher than it actually is. diff --git a/cogitator/factions/emperors-children/detachments/slaaneshs-chosen.md b/cogitator/factions/emperors-children/detachments/slaaneshs-chosen.md deleted file mode 100644 index 89600b8..0000000 --- a/cogitator/factions/emperors-children/detachments/slaaneshs-chosen.md +++ /dev/null @@ -1,94 +0,0 @@ -# Slaanesh’s Chosen - -*Amongst the Emperor’s Children are those who see themselves as particularly favoured by Slaanesh. These puissant champions of excess have inflicted deaths beyond count, suffered agonies beyond measure and won glorious victories in honour of the Dark Prince. When such champions of ruin gather together, they are driven to outdo one another. Whether engaging enemy commanders in brutal duels, inflicting exquisite agonies upon mewling mortals or offering sacrifices to their unholy deity, the chosen of Slaanesh are unceasing in their murderous advance. To these paragons of arrogance and superiority, no foe is worthy of respect, and few are capable of providing the challenge they desire. Thus, their rivalries are with their own, each vying for Slaanesh’s attention. Only those who prove themselves the deadliest will gain the approval they seek.* - -## Abilities - -### Internal Rivalries -Emperor’s Children Character units from your army can ignore any or all modifiers to their Move characteristic and any or all modifiers to Advance and Charge rolls made for them. - -At the start of the battle, your WARLORD’s unit is your army’s Favoured Champions. The first time in each player’s turn that an EMPEROR’S CHILDREN CHARACTER unit from your army destroys an enemy unit, after resolving all of its attacks, that CHARACTER unit becomes your army’s new Favoured Champions, replacing the old one. - -Each time a model in your army’s Favoured Champions unit makes an attack, you can re-roll the Wound roll. - -## Stratagems - -### BEAUTIFUL DEATH — 1CP -**Type:** Slaanesh’s Chosen – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is your army’s Favoured Champions. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### DEVOTED DUELLISTS — 1CP -**Type:** Slaanesh’s Chosen – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One or more Emperor’s Children Character units from your army that have not been selected to fight this phase. - -**EFFECT:** Select one enemy unit. Until the end of the phase, melee weapons equipped by models in those CHARACTER units have the [SUSTAINED HITS 1] ability while targeting that enemy unit. - -### DIABOLIC MAJESTY — 1CP -**Type:** Slaanesh’s Chosen – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Emperor’s Children Character unit becomes your army’s Favoured Champions. - -**TARGET:** That EMPEROR’S CHILDREN unit. - -**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from the result. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### HEIGHTENED JEALOUSY — 1CP -**Type:** Slaanesh’s Chosen – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Emperor’s Children Character unit becomes your army’s Favoured Champions, or just after your army’s Favoured Champions unit destroys an enemy unit. - -**TARGET:** Your army’s Favoured Champions unit. - -**EFFECT:** Until the end of the phase, each time a model in an EMPEROR’S CHILDREN CHARACTER unit from your army that is not your army’s Favoured Champions makes an attack, add 1 to the Strength characteristic of that attack. - -### REFUSAL TO BE OUTDONE — 1CP -**Type:** Slaanesh’s Chosen – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Emperor’s Children Character unit from your army. - -**EFFECT:** Select one enemy unit within Engagement Range of one or more units from your army. Until the end of the phase, each time your unit declares a charge, if that enemy unit is one of the targets of that charge, add 2 to the Charge roll. - -### VENGEFUL SURGE — 1CP -**Type:** Slaanesh’s Chosen – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Emperor’s Children Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** After the attacking unit has shot, your unit can make a Surge move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of its Surge move. - -## Enhancements - -### Eager to Prove — 15pts -*This puissant champion of Slaanesh is ever eager to join the battle and prove their peerless skill to the Dark Prince.* -Emperor’s Children model only. You can re-roll Charge rolls made for the bearer’s unit. While the bearer’s unit is your army’s Favoured Champions, add 2" to the Move characteristic of models in that unit. - -### Proud and Vainglorious — 20pts -*Even amongst the prideful warriors of the Emperor’s Children, this warrior is a towering pillar of arrogance.* -Emperor’s Children model only. You can re-roll Battle-shock and Leadership tests taken for the bearer’s unit. While the bearer’s unit is your army’s Favoured Champions, add 1 to the Objective Control characteristic of models in that unit. - -### Repulsed by Weakness — 25pts -*Those chosen by Slaanesh seek only worthy foes. The weak and craven are slaughtered with sneering contempt.* -Emperor’s Children model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if the bearer’s unit is your army’s Favoured Champions, subtract 1 from each of those Desperate Escape tests. - -### Slayer of Champions — 15pts -*This warrior has obsessively perfected the arts of war for centuries if not millennia. Few champions, regardless of origin, are beyond their ability to kill.* -Emperor’s Children model only. The bearer’s melee weapons have the [PRECISION] ability, and each time the bearer makes a melee attack that targets a CHARACTER unit, improve the Strength and Armour Penetration characteristics of that attack by 1. diff --git a/cogitator/factions/genestealer-cults/datasheets.md b/cogitator/factions/genestealer-cults/datasheets.md new file mode 100644 index 0000000..b3d423d --- /dev/null +++ b/cogitator/factions/genestealer-cults/datasheets.md @@ -0,0 +1,8107 @@ +# Genestealer Cults + +# Aberrants + +**Role:** Other + +*No one truly knows what causes Aberrants to spring up amidst the brood cycle, yet the uses of these lumpen gene-deviants are obvious. Possessed of immense strength and resilience coupled with simplistic loyalty to the cult, they are hurled into battle as line breakers or massed as hulking, expendable bodyguards.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Aberrant is equipped with:** Aberrant weapons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aberrant weapons | Melee | 3 | 3 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **Hulking Bodyguards** (Datasheet): While a Character is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. + +**Keywords:** Aberrants, Great Devourer, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Aberrant Hypermorph +- 4-9 Aberrants + +**Leader:** +Led By: Biophagus, Abominant + +**Points:** +- 5 models: 135pts +- 10 models: 300pts + +--- + +# Abominant + +**Role:** Characters + +*Born from the sting of a mindwyrm familiar, the Abominant is an Aberrant tainted with the Patriarch’s own gene-mass. This transforms the beast into a mountain of mutated chitin and muscle that can regenerate as swiftly as its foes can harm it, and whose raw might is a lethal battlefield asset.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** power sledgehammer. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power sledgehammer | Melee | 4 | 3 | 12 | -2 | D6+1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **The Chosen One** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **Regenerating Gene-mass** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. + +**Keywords:** Character, Great Devourer, Abominant, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Abominant + +**Leader:** +Can lead: Aberrants + +**Points:** +- 1 model: 85pts + +--- + +# Achilles Ridgerunners + +**Role:** Other + +*The operators of these lightweight but rugged scout vehicles help to coordinate lethal armoured ambushes that eliminate isolated foes or sever communication and supply lines. They can mount a versatile range of heavy weapons, and their speed and manoeuvrability enable them to skirt enemy ranks before unleashing their payloads at a more vulnerable quarter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 3+ | 8 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy mining laser; twin heavy stubbers; armoured hull; flare launcher. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Achilles missile launcher | 36 | 3 | 4 | 9 | -2 | 3 | — | +| Heavy mining laser | 36 | D3 | 4 | 12 | -3 | D6+1 | blast | +| Heavy mortar | 48 | D6+3 | 4 | 6 | 0 | 1 | blast, indirect fire | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | twin-linked, rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Crossfire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. +- **Flare Launcher** (Wargear): The bearer’s unit has the SMOKE keyword and you can target it with the Smokescreen Stratagem for 0CP. +- **Spotter** (Wargear): The bearer’s ranged weapons have a Ballistic Skill characteristic of 3+. +- **Survey Augur** (Wargear): Each time the bearer’s unit has shot, select one enemy unit that was hit by one or more attacks made by the bearer this phase. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack against that unit, that attack has the [IGNORES COVER] ability. + +**Keywords:** Vehicle, Achilles Ridgerunners, Great Devourer +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1-2 Achilles Ridgerunners + +**Wargear Options:** +- Any number of models can each have their heavy mining laser replaced with one of the following:- 1 achilles missile launcher +- 1 heavy mortar +- Any number of models can each have their flare launcher replaced with one of the following:- 1 spotter +- 1 survey augur + +**Points:** +- 1 model: 95pts +- 2 models: 170pts + +--- + +# Acolyte Hybrids With Autopistols + +**Role:** Battleline + +*Acolyte Hybrids comprise the earliest generations of a cult’s brood cycles, and they are monstrous in body and mind. Some equip themselves with an array of automatic pistols and repurposed heavy tools, applying industrialised might to the battlefield in acts of sabotage or resource acquisition.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; cult claws and knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cult claws and knife | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Heavy mining tool | Melee | 2 | 3 | 5 | -2 | 3 | anti-vehicle 4+ | +| Leader’s bio-weapons | Melee | 5 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **Claimed for the Cult** (Datasheet): At the start of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP. +- **Cult Icon** (Wargear): In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. + +**Keywords:** Acolyte Hybrids With Autopistols, Great Devourer, Infantry, Battleline, Grenades, Acolyte Hybrids +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Acolyte Leader +- 4-9 Acolyte Hybrids + +**Wargear Options:** +- One Acolyte Hybrid’s autopistol can be replaced with 1 cult icon. +- For every 5 models in this unit, up to 3 Acolyte Hybrids can each have their autopistol and cult claws and knife replaced with 1 heavy mining tool. +- The Acolyte Leader’s cult claws and knife can be replaced with 1 Leader's bio-weapons. + +**Leader:** +Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus + +**Points:** +- 5 models: 65pts +- 10 models: 130pts + +--- + +# Acolyte Hybrids With Hand Flamers + +**Role:** Battleline + +*Equipped with hand flamers and using their hulking strength andxenos dexterity to wield pilfered explosive charges, Acolyte Hybrids excel in bold missions of arson and ruination. Denying the oppressors any opportunity of a foothold, their destructive acts are often so wholesale that few witnesses survive their operations.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** hand flamer; cult claws and knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolition charges | 8 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous, one shot | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cult claws and knife | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Leader’s bio-weapons | Melee | 5 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **Industrialised Destruction** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll. +- **Cult Icon** (Wargear): In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Battleline, Grenades, Acolyte Hybrids, Acolyte Hybrids With Hand Flamers, Infantry, Great Devourer +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Acolyte Leader +- 4-9 Acolyte Hybrids + +**Wargear Options:** +- One Acolyte Hybrid’s hand flamer can be replaced with 1 cult icon. +- For every 5 models in this unit, up to 2 Acolyte Hybrids can each have their hand flamer replaced with 1 demolition charges +- The Acolyte Leader’s cult claws and knife can be replaced with 1 Leader’s bio-weapons. + +**Leader:** +Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus + +**Points:** +- 5 models: 70pts +- 10 models: 140pts + +--- + +# Acolyte Iconward + +**Role:** Characters + +*It is a great honour to bear the cult’s sigil aloft, out in the open for all to see. These banners are hung with pseudo-sacred artefacts, some stemming from the secretions or body of the Patriarch itself. The effect of the Acolyte Iconward’s presence upon nearby cult warriors is electrifying, driving them to new heights of violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autopistol; cult claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cult claws | Melee | 4 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Nexus of Devotion** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Hybrid Metamorphs keyword, models in that unit have the Feel No Pain 4+ ability instead. +- **Summon the Cult** (Datasheet): Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12" of a model from your army with this ability and more than 9" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal). + +**Keywords:** Character, Infantry, Grenades, Great Devourer, Acolyte Iconward +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Acolyte Iconward + +**Leader:** +Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs + +**Points:** +- 1 model: 50pts + +--- + +# Aegis Defence Line + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Emplacement Platform** (Datasheet): Friendly ASTRA MILITARUM INFANTRY models can be set up or end any type of move on top of the platform section of this FORTIFICATION. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Defence Line** (Datasheet): While an ASTRA MILITARUM INFANTRY model has the Benefit of Cover as a result of this terrain feature (see above), that model has a 4+ invulnerable save. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **DEPLOYMENT** (Special (правая колонка)): When this model is set up, it will consist of 1 platform section, up to 5 shield sections, up to 2 broken shield sections, and up to 2 end sections. All sections must be connected to each other to form a continuous defence line; the two broken shield sections can be placed either at the end of the defence line, or in the middle of it such that both are within 1/2" of each other (in this case, these two sections count as being connected to each other). All the sections that have been set up are then treated as a single model for all rules purposes. + +**Keywords:** Imperium, Fortification, Aegis Defence Line +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Aegis Defence Line + +**Wargear Options:** +- None + +**Points:** +- 1 model: 145pts + +--- + +# Arkurian Stormhammer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; 7 multi-lasers; Stormhammer cannon; twin battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Stormhammer cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Twin battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this ARKURIAN STORMHAMMER model, that model has the Benefit of Cover against that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Titanic, Smoke, Arkurian Stormhammer +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Arkurian Stormhammer + +**Wargear Options:** +- This model’s 7 multi-lasers can be replaced with one of the following:- 7 heavy bolters +- 7 heavy flamers +- 7 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 480pts + +--- + +# Armageddon-pattern Medusa + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Medusa siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Medusa siege cannon | 36 | D6 | 4 | 12 | -2 | 4 | blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Medusa siege cannon scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Artillery, Imperium, Squadron, Smoke, Armageddon-pattern Medusa +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Armageddon-pattern Medusa + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 storm bolter +- 1 heavy stubber + +**Points:** +- 1 model: 105pts + +--- + +# Armoured Sentinels + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 2+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** multi-laser; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | +| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mobile Hunter-killers** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Walker, Smoke, Regiment, Vehicle, Imperium, Squadron, Armoured Sentinels +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1-2 Armoured Sentinels + +**Wargear Options:** +- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon +- 1 heavy flamer +- 1 lascannon +- 1 missile launcher +- 1 plasma cannon +- Any number of models can each be equipped with 1 Sentinel chainsaw. +- Any number of models can each be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 65pts +- 2 models: 130pts + +--- + +# Artillery Team + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 7 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy mortar; lasgun; crew close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy mortar | 48 | D6+3 | 5 | 8 | -1 | 2 | blast, heavy, indirect fire | +| Heavy quad launcher | 48 | 2D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire, twin-linked | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Multiple rocket launcher | 48 | D6+3 | 5 | 2 | -1 | 1 | anti-infantry 3+, blast, heavy, indirect fire | +| Siege cannon | 48 | D6 | 5 | 12 | -2 | 3 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crew close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Remorseless Barrage** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test (if an INFANTRY unit is hit by one or more attacks made by a multiple rocket launcher, they must subtract 1 from their Battle-shock test when doing so). + +**Keywords:** Grenades, Regiment, Artillery Team, Imperium, Infantry, Artillery +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Artillery Team + +**Wargear Options:** +- This model’s heavy mortar can be replaced with one of the following: +- 1 siege cannon +- 1 heavy quad launcher +- 1 multiple rocket launcher + +**Points:** +- 1 model: 95pts + +--- + +# Atalan Jackals + +**Role:** Other + +*Atalan Jackals share a mental link that allows them to coordinate in hunting packs and ride in tight formations at high speeds with no risk of mishap. They harass the foe with hit-and-run strikes, their Wolfquads unleashing heavy firepower to augment the guns, bludgeons and mining charges of their packmates.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| ATALAN JACKAL | 12" | 4 | 5+ | 2 | 7+ | 1 | +| ATALAN WOLFQUAD | 12" | 4 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +****** This unit can only contain 2 Atalan Wolfquads if it also contains 8 Atalan Jackals.* + +**Every Atalan Jackal is equipped with:** Atalan small arms; close combat weapon. + +**Every Atalan Wolfquad is equipped with:** Atalan small arms; heavy stubber; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atalan incinerator | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Atalan small arms | 12 | 2 | 4 | 4 | 0 | 1 | pistol | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | assault, rapid fire 3 | +| Mining laser | 24 | 1 | 4 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atalan power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **Outrider Gangs** (Datasheet): Each time you use the Cult Ambush ability to set this unit back upon the battlefield, in addition to the normal rules, all of its models must be set up wholly within 9" of a battlefield edge and at least one of its models must be touching one of your Cult Ambush markers (that marker is then removed from the battlefield). If this cannot be done, this unit cannot be set back up. +- **Demolition Run** (Datasheet): Once per turn, in your Movement phase, when this unit ends a Normal, Advance or Fall Back move, you can select one enemy unit within 6" of and visible to this unit and roll one D6 for each ATALAN JACKALS model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +**Keywords:** Mounted, Atalan Jackals, Great Devourer, Grenades +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 4-8 Atalan Jackals +- 1-2 Atalan Wolfquads* + +**Wargear Options:** +- For every 4 Atalan Jackals in this unit, up to 2 Atalan Jackals' close combat weapons can each be replaced with 1 Atalan power weapon. +- For every 4 Atalan Jackals in this unit, 1 Atalan Jackal's Atalan small arms can be replaced with 1 grenade launcher. +- Any number of Atalan Wolfquads can each have their heavy stubber replaced with one of the following:- 1 Atalan incinerator +- 1 mining laser + +**Leader:** +Led By: Jackal Alphus + +**Points:** +- 5 models: 85pts +- 10 models: 150pts + +--- + +# Atlas Recovery Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Recovery Vehicle** (Datasheet): At the end of your Movement phase, you can select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Smoke, Atlas Recovery Vehicle, Vehicle, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Atlas Recovery Vehicle + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 80pts + +--- + +# Attilan Rough Riders + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** lasgun; laspistol; hunting lance; steed’s hooves. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Steed’s hooves | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | +| Goad lance | Melee | 2 | 3 | 6 | -2 | 2 | lance | +| Hunting lance – frag tip | Melee | D6 | 3 | 4 | 0 | 1 | lance | +| Hunting lance – melta tip | Melee | 1 | 3 | 9 | -4 | D6 | lance | +| Power sabre | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Horsemasters** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Attilan Rough Riders, Imperium, Mounted, Grenades, Regiment +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Rough Rider Sergeant +- 4-9 Rough Riders + +**Wargear Options:** +- For every 5 models in this unit, 1 model’s hunting lance can be replaced with 1 goad lance. +- The Rough Rider Sergeant can be equipped with 1 power sabre. + +**Points:** +- 5 models: 60pts +- 10 models: 120pts + +--- + +# Baneblade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Baneblade cannon; coaxial autocannon; demolisher cannon; heavy stubber; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baneblade cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this BANEBLADE model, that model has the Benefit of Cover against that attack. + +**Keywords:** Vehicle, Baneblade, Titanic, Smoke, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Baneblade + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Points:** +- 1 model: 450pts + +--- + +# Banehammer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; tremor cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Tremor cannon | 36 | 2D6+3 | 4 | 12 | -2 | 3 | blast | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Tremor Quake** (Datasheet): In your Shooting phase, just after selecting a target for this model’s tremor cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. + +**Keywords:** Vehicle, Imperium, Titanic, Smoke, Transport, Banehammer +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Banehammer + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Transport:** +This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 420pts + +--- + +# Banesword + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; quake cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Quake cannon | 72 | D6+6 | 4 | 16 | -4 | 4 | blast, ignores cover | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armour Obliteration** (Datasheet): Each time an attack made with this model’s quake cannon destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. + +**Keywords:** Banesword, Imperium, Smoke, Titanic, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Banesword + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Points:** +- 1 model: 450pts + +--- + +# Basilisk + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** earthshaker cannon; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy INFANTRY unit, until the start of your next Shooting phase, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Smoke, Artillery, Vehicle, Basilisk, Squadron +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Basilisk + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 140pts + +--- + +# Benefictus + +**Role:** Characters + +*A Benefictus uses the swollen mass of their brain to focus the will of the Broodmind. They unleash it in a lancing beam of incredible power that has the potential to carve through battle tank armour. Where the psionic strike hits, intense shock waves of nauseating alien horror spread out, leaving survivors vulnerable to lurking broodkin.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Psionic Cascade; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psionic Cascade - witchfire | 18 | 1 | 3 | 12 | -3 | D6+1 | ignores cover,psychic | +| Psionic Cascade - focused witchfire | 18 | 2 | 3 | 12 | -3 | D6+1 | hazardous, ignores cover, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Bio-horror Disruption (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Psionic Shield (Psychic)** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 4+ invulnerable save. + +**Keywords:** Psyker, Infantry, Character, Great Devourer, Benefictus +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Benefictus + +**Leader:** +Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols + +**Points:** +- 1 model: 70pts + +--- + +# Biophagus + +**Role:** Characters + +*The Biophagus is a scientist-surgeon whose injector goad can be used to enhance the unholy might of Aberrants and other favoured cultists, or to dose enemies with a mutagenic cocktail that rapidly dissolves them from within. Coupled with hurled vials of bio-acids, this arsenal renders the Biophagus a deadly agent of biological warfare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autopistol; chemical vials; injector goad, alchemicus familiar. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | +| Chemical vials | 6 | 1 | 3 | 1 | -1 | 2 | anti-infantry 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Injector goad | Melee | 1 | 3 | 2 | 0 | D3 | anti-infantry 2+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Twisted Science** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Biological Warfare** (Datasheet): Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3. +- **Alchemicus Familiar** (Wargear): Once per battle, when the bearer’s unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer’s unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. + +**Designer’s Note:** *Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used.* + +**Keywords:** Character, Infantry, Great Devourer, Biophagus +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Biophagus + +**Leader:** +Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Aberrants + +**Points:** +- 1 model: 50pts + +--- + +# Cadian Castellan + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** laspistol; chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | +| | | 0 | 3 | - | 0 | - | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | +| Chainsword | Melee | 5 | 3 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Senior Officer** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Get Back in the Fight** (Datasheet): While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue 2 Orders to Regiment units. + +**Keywords:** Character, Grenades, Imperium, Infantry, Officer, Cadian Castellan +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Cadian Castellan + +**Wargear Options:** +- This model’s chainsword can be replaced with one of the following:- 1 boltgun and 1 close combat weapon +- 1 power fist +- 1 power weapon +- This model’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol + +**Leader:** +Can lead: Cadian Shock Troops, Kasrkin + +**Points:** +- 1 model: 55pts + +--- + +# Cadian Command Squad + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CADIAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | +| CADIAN VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Cadian Commander is equipped with:** laspistol; chainsword. + +**1 Cadian Veteran Guardsman is equipped with:** las pistol; chainsword. + +**1 other Cadian Veteran Guardsman is equipped with:** lasgun; master vox; close combat weapon. + +**1 other Cadian Veteran Guardsman is equipped with:** lasgun; medi-pack; close combat weapon. + +**1 other Cadian Veteran Guardsman is equipped with:** lasgun; regimental standard; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| | | 0 | - | - | 0 | - | — | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| | | 0 | - | - | 0 | - | — | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cadia Stands!** (Datasheet): While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Command Squad, Officer, Character, Grenades, Cadian, Infantry, Imperium, Platoon +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Cadian Commander +- 4 Cadian Veteran Guardsmen + +**Wargear Options:** +- 1 Cadian Veteran Guardsman’s lasgun and regimental standard can be replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun +- 1 Cadian Veteran Guardsman’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- The Cadian Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 Cadian Veteran Guardsman's chainsword can be replaced with one of the following:- 1 flamer and 1 close combat weapon +- 1 grenade launcher and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon +- 1 power fist +- 1 power weapon +- The Cadian Commander’s chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Cadian Shock Troops + +**Points:** +- 5 models: 65pts + +--- + +# Cadian Heavy Weapons Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolter; laspistol; weapons team close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | +| Laspistol | 12 | 2 | 4 | 3 | 0 | 1 | pistol | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or on unmodified Hit rolls of 4+ instead if this unit is within 6" of one or more friendly Platoon units. +- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. + +**Keywords:** Regiment, Imperium, Grenades, Infantry, Cadian Heavy Weapons Squad +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 3 Heavy Weapons Teams + +**Wargear Options:** +- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Points:** +- 3 models: 65pts + +--- + +# Cadian Shock Troops + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Shock Trooper Sergeant is equipped with:** laspistol; chainsword. + +**Every Shock Trooper is equipped with:** lasgun; close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Sergeant's autogun | 24 | 2 | 4 | 3 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Shock Troops** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. + +**Keywords:** Platoon, Cadian, Cadian Shock Troops, Imperium, Grenades, Battleline, Infantry, Regiment +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Shock Trooper Sergeant and 9 Shock Troopers +- OR +- 2 Shock Trooper Sergeants and 18 Shock Troopers + +**Wargear Options:** +- For every 10 models in this unit, up to 2 Shock Troopers can each have their lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun +- For every 10 models in this unit, 1 Shock Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). +- Any number of Shock Trooper Sergeants can each have their laspistol replaced with 1 bolt pistol. +- Any number of Shock Trooper Sergeants can each have their laspistol and chainsword replaced with 1 Sergeant's autogun and 1 close combat weapon. +- * You cannot select the same weapon more than once per unit unless it contains 20 models, in which case you cannot select the same weapon more than twice per unit. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Cadian Castellan, Cadian Command Squad, Primaris Psyker, Hell’s Last, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 65pts +- 20 models: 120pts + +--- + +# Carnodon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 2+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 autocannons; Carnodon twin autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Carnodon twin lascannon | 48 | 1 | 4 | 14 | -3 | D6+1 | twin-linked | +| Carnodon twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | +| Volkite caliver | 24 | 2 | 4 | 5 | 0 | 2 | devastating wounds | +| Militarum Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Volkite culverin | 36 | 4 | 4 | 6 | 0 | 2 | devastating wounds | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Carnodon twin multi-laser | 36 | 6 | 4 | 6 | 0 | 1 | twin-linked | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ancient Conquest** (Datasheet): Each time this model makes an attack that targets an enemy unit that is within your opponent’s deployment zone, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Smoke, Carnodon, Squadron +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Carnodon + +**Wargear Options:** +- This model’s Carnodon twin autocannon can be replaced with one of the following:- 1 Carnodon twin lascannon +- 1 Carnodon twin multi-laser +- 1 volkite culverin +- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 lascannons +- 2 Militarum multi-lasers +- 2 volkite calivers +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 160pts + +--- + +# Catachan Command Squad + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| CATACHAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | +| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Catachan Commander is equipped with:** laspistol; close combat weapon. + +**Every Veteran Guardsman is equipped with:** lasgun; laspistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | +| | | 0 | - | - | 0 | - | — | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| | | 0 | - | - | 0 | - | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| | | 0 | - | - | 0 | - | — | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | +| Sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Gung-ho Command** (Datasheet): While this unit contains an OFFICER, ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Catachan, Infantry, Officer, Character, Command Squad, Platoon, Imperium, Grenades +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Catachan Commander +- 4 Veteran Guardsmen + +**Wargear Options:** +- Any number of Veteran Guardsmen can each have their lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 heavy flamer +- 1 meltagun +- 1 plasma gun +- 1 sniper rifle +- * You cannot select the same weapon from this list more than once per unit. +- Veteran Guardsman equipped with a lasgun can be equipped with 1 master vox.** +- Veteran Guardsman equipped with a lasgun can be equipped 1 medi-pack.** +- 1 Veteran Guardsman equipped with a lasgun can be equipped with 1 regimental standard.** +- ** A model can only take one of these options. +- The Catachan Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- The Catachan Commander can be equipped with one of the following:- 1 boltgun +- 1 chainsword +- 1 power fist +- 1 power weapon + +**Leader:** +Can lead: Catachan Jungle Fighters + +**Points:** +- 5 models: 65pts + +--- + +# Catachan Heavy Weapons Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolter; lasgun; weapons team close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | +| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | +| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Bring it Down!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER of VEHICLE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. + +**Keywords:** Catachan Heavy Weapons Squad, Regiment, Infantry, Grenades, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 3 Heavy Weapons Teams + +**Wargear Options:** +- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon +- 1 lascannon +- 1 missile launcher +- 1 mortar + +**Points:** +- 3 models: 65pts + +--- + +# Catachan Jungle Fighters + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Jungle Fighter Sergeant is equipped with:** laspistol; close combat weapon. + +**Every Jungle Fighter is equipped with:** lasgun; close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Jungle Fighters** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move or was charged this turn, add 1 to the Wound roll. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. + +**Keywords:** Infantry, Catachan Jungle Fighters, Platoon, Imperium, Grenades, Regiment, Battleline +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Jungle Fighter Sergeant and 9 Jungle Fighters +- OR +- 2 Jungle Fighter Sergeants and 18 Jungle Fighters + +**Wargear Options:** +- For every 5 models in this unit, 1 Jungle Fighter’s lasgun can be replaced with 1 flamer. +- For every 10 models in this unit, 1 Jungle Fighter equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Catachan Command Squad, Primaris Psyker, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 65pts +- 20 models: 120pts + +--- + +# Centaur Light Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blistering Advance** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Squadron, Transport, Smoke, Centaur Light Carrier +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Centaur Light Carrier + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 6 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. It cannot transport Ogryn or Artillery models. + +**Points:** +- 1 model: 40pts + +--- + +# Chimera + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** multi-laser; heavy bolter; lasgun array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lasgun array | 24 | 6 | 4 | 3 | 0 | 1 | rapid fire 6 | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Chimera, Dedicated Transport, Transport, Squadron, Imperium, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Chimera + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model’s multi-laser can be replaced with one of the following:- 1 heavy bolter* +- 1 heavy flamer* +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. +- * This weapon cannot be replaced. + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 85pts + +--- + +# Clamavus + +**Role:** Characters + +*Vox-hacker and information assassin supreme, the Clamavus scythes into enemy communications networks for intelligence. It seeds the amplified psychic signal of the Broodmind through the foe’s comms to spread dismay from a distance, while up close it can rupture its victims’ brains with its savage audial symphony.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autopistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Voice of New Truths** (Datasheet): In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18" of it; that enemy unit must take a Battle-shock test. +- **Scrambler Array** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. + +**Keywords:** Infantry, Character, Great Devourer, Clamavus +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Clamavus + +**Leader:** +Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs + +**Points:** +- 1 model: 50pts + +--- + +# Colossus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Colossus siege mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Colossus siege mortar | 120 | D6 | 4 | 6 | -1 | D6+2 | blast, devastating wounds | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tracking Target** (Datasheet): Each time this model is selected to shoot, provided it Remained Stationary this turn, its Colossus siege mortar has the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities while resolving those attacks. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Colossus, Smoke, Vehicle, Imperium, Squadron +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Colossus + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 160pts + +--- + +# Crassus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Crassus, Smoke, Transport, Squadron, Imperium, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Crassus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 35 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 180pts + +--- + +# Cyclops Demolition Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Demolition Charges** (Datasheet): Each time this model or an enemy unit ends a move, if this model is within 3" of one or more enemy units, select one of those enemy units. This model is destroyed, but instead of rolling for its Deadly Demise ability, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds. +- **Unstable Payload** (Datasheet): When rolling for this model’s Deadly Demise ability, units within 6" suffer mortal wounds on a 4+, instead of on a 6. +- **COMPACT** (Special (правая колонка)): This model can embark within an Astra Militarum Transport model as if it were an Infantry model. If it does, it takes up the space of 7 models. + +**Keywords:** Vehicle, Imperium, Cyclops Demolition Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Cyclops Demolition Vehicle + +**Wargear Options:** +- None + +**Points:** +- 1 model: 25pts + +--- + +# Death Korps Grenadier Squad + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GRENADIER | 6" | 3 | 4+ | 1 | 7+ | 2 | +| HEAVY WEAPONS TEAM | 6" | 3 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Grenadier Sergeant is equipped with:** sergeant’s pistol; sergeant’s close combat weapon. + +**Every Grenadier model is equipped with:** hot-shot lasgun; close combat weapon. + +**The Heavy Weapons Team is equipped with:** heavy flamer; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | heavy, rapid fire 3 | +| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Sergeant’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sergeant’s close combat weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. +- **Primed and Ready** (Datasheet): In your Shooting phase, you can select one unit from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that unit has not already been the target of that Stratagem this phase. This can allow you to use the Grenade Stratagem for a second time this phase. +- **GRENADIER SQUAD** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Death Korps of Krieg unit, it can be attached to this unit instead. + +**Keywords:** Platoon, Regiment, Grenades, Imperium, Infantry, Death Korps Grenadier Squad +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- One of the following: +- 1 Grenadier Sergeant and 9 Grenadiers +- 1 Grenadier Sergeant, 7 Grenadiers and 1 Heavy Weapons Team + +**Wargear Options:** +- Up to 2 Grenadier models can each have their hot-shot lasgun replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 heavy stubber +- 1 meltagun +- 1 plasma gun +- 1 sniper rifle + +**Leader:** +Led By: Quartermaster Cadre Squad + +**Points:** +- 10 models: 110pts + +--- + +# Death Korps Of Krieg + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Death Korps Watchmaster is equipped with:** laspistol; chainsword. + +**Every Death Korps Trooper is equipped with: lasgun;** close combat weapon. + +*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Long-las | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| | | 0 | - | - | 0 | - | — | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| | | 0 | - | - | 0 | - | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| | | 0 | - | - | 0 | - | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Grim Demeanour** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. +- **Death Korps Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Death Korps Troopers to this unit (if this unit contains two models equipped with a Death Korps medi-pack, return up to D3+1 destroyed Death Korps Troopers to this unit instead). + +**Keywords:** Infantry, Death Korps of Krieg, Platoon, Regiment, Grenades, Imperium, Battleline +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Death Korps Watchmaster and 9 Death Korps Troopers +- OR +- 2 Death Korps Watchmasters and 18 Death Korps Troopers + +**Wargear Options:** +- For every 10 models in this unit, up to 2 Death Korps Troopers can each have their lasgun replaced with one of the following*:- 1 flamer +- 1 grenade launcher +- 1 long-las +- 1 meltagun +- 1 plasma gun +- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 Death Korps medi-pack (that model’s lasgun cannot be replaced)**. +- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced).** +- Any number of Death Korps Watchmasters can each replace their laspistol and chainsword with 1 boltgun and 1 close combat weapon. +- Any number of Death Korps Watchmasters can each replace their chainsword with 1 power weapon. +- Any number of Death Korps Watchmasters can each replace their laspistol with one of the following:- 1 bolt pistol +- 1 plasma pistol +- * You cannot select the same option more than once per unit unless it contains 20 models, in which case you cannot select the same option more than twice per unit. +- ** A model can only take one of these options. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Krieg Command Squad, Primaris Psyker, Quartermaster Cadre Squad, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 65pts +- 20 models: 145pts + +--- + +# Death Rider Commissar + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Commissar's pistol; Commissar's close combat weapon; savage claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Commissar’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Commissar’s close combat weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Summary Execution** (Datasheet): Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry or Astra Militarum Mounted unit that is Battle-shocked and within 12" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked. +- **Political Overwatch** (Datasheet): While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit. +- **ORDERS** (Special (правая колонка)): This Officer can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders. + +**Keywords:** Death Rider Commissar, Officer, Imperium, Character, Mounted, Grenades +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Death Rider Commissar + +**Wargear Options:** +- None + +**Leader:** +Can lead: Death Riders + +**Points:** +- 1 model: 35pts + +--- + +# Death Riders + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Death Rider lascarbine; frag lance; power sabre; steed’s savage claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death Rider lascarbine | 18 | 2 | 4 | 3 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Frag lance | Melee | D6 | 3 | 4 | 0 | 1 | lance | +| Power sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | +| Steed's savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | + +**Abilities:** +- **Screening Line** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +**Keywords:** Mounted, Grenades, Regiment, Imperium, Death Riders +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Ridemaster +- 4-9 Death Riders + +**Leader:** +Led By: Death Rider Commissar + +**Points:** +- 5 models: 60pts +- 10 models: 120pts + +--- + +# Deathleaper + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 7 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lictor claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **Fear of the Unseen (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test. +- **HUNTER ORGANISM** (Special (правая колонка)): This model cannot be your WARLORD. + +**Keywords:** Infantry, Epic Hero, Great Devourer, Vanguard Invader, Deathleaper, Character +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Deathleaper – EPIC HERO + +**Points:** +- 1 model: 80pts + +--- + +# Deathstrike + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Deathstrike missile; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deathstrike missile | N/A | 2D6 | 2 | 16 | -4 | 1 | blast, one shot, plasma warhead | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 3 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deathstrike Missile** (Datasheet): In your Shooting phase, each time this model is selected to shoot, if it has not shot with its Deathstrike missile this battle, you can do one of the following in addition to resolving this model’s ranged attacks: +- **Designate Target:** If this model does not have a Deathstrike Target marker on the battlefield, place a unique Deathstrike Target marker for this model anywhere on the battlefield. +- **Adjust Target:** If this model has a Deathstrike Target marker on the battlefield, move that marker to anywhere else on the battlefield. +- **Plasma Warhead** (Wargear profile): The bearer can only shoot with this weapon in your Shooting phase, and only if it Remained Stationary this turn and you did not use its Deathstrike Missile ability to Designate Target or Adjust Target this phase. When the bearer shoots with this weapon, do not select a target. Instead, resolve this weapon’s attacks, rolling for each unit within 6" of the centre of its Deathstrike Target marker individually. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Artillery, Smoke, Imperium, Squadron, Deathstrike, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Deathstrike + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 145pts + +--- + +# Dominus Armoured Siege Bombard + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Dominus triple bombard; 2 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dominus triple bombard | 48 | 2D6 | 4 | 12 | -2 | 3 | blast, indirect fire | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Dominus triple bombard scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Titanic, Dominus Armoured Siege Bombard, Smoke, Imperium, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Dominus Armoured Siege Bombard + +**Wargear Options:** +- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 heavy flamers +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 325pts + +--- + +# Doomhammer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; magma cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Magma cannon | 24 | D6+3 | 4 | 12 | -4 | D6 | blast, melta 6 | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Close-range Titan Killer** (Datasheet): Each time this model’s magma cannon targets a MONSTER or VEHICLE unit, that target is always considered to be within half range of that weapon. + +**Keywords:** Titanic, Smoke, Vehicle, Transport, Imperium, Doomhammer +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Doomhammer + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Transport:** +This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 415pts + +--- + +# Earthshaker Carriage Battery + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** earthshaker cannon; battery close combat weapons. + +**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Earthshaker Carriage model when this unit is first set up, removing one each time its Earthshaker Carriage model loses a wound (an Earthshaker Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Earthshaker cannon | 240 | D6+3 | 5 | 8 | -2 | 2 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an INFANTRY unit, until the end of your opponent’s next turn, that INFANTRY unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. + +**Keywords:** Imperium, Artillery, Infantry, Earthshaker Carriage Battery, Regiment, Grenades +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Earthshaker Carriage + +**Wargear Options:** +- None + +**Points:** +- 1 model: 120pts + +--- + +# Earthshaker Platform + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** earthshaker cannon; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy Infantry unit, until the end of your opponent’s next turn, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Earthshaker Platform, Artillery, Imperium, Fortification +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Earthshaker Platform + +**Wargear Options:** +- None + +**Points:** +- 1 model: 110pts + +--- + +# Elysian Drop Sentinel + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Meteoric Descent** (Datasheet): When this model is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this model can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Smoke, Elysian Drop Sentinel, Vehicle, Walker, Imperium, Regiment +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Elysian Drop Sentinel + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy flamer +- 1 multi-melta + +**Points:** +- 1 model: 85pts + +--- + +# Elysian Sniper Squad + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** lasgun; sniper rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Mark the Target** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **SNIPER TEAMS** (Special (правая колонка)): For the purposes of embarking within TRANSPORTS, each Elysian Sniper Team model counts as one Heavy Weapons Team model. + +**Keywords:** Elysian Sniper Squad, Grenades, Imperium, Infantry, Regiment +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 3 Elysian Sniper Teams + +**Wargear Options:** +- None + +**Points:** +- 3 models: 65pts + +--- + +# Field Ordnance Battery + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 5 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** malleus rocket launcher; lasgun; laspistol; battery close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bombast field gun | 48 | D6 | 5 | 7 | -1 | 2 | blast, heavy, indirect fire | +| Heavy lascannon | 48 | 2 | 5 | 14 | -3 | D6+1 | heavy | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Malleus rocket launcher | 48 | D6+6 | 5 | 6 | -1 | 1 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battery close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Rearm, Reload, Fire** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, all Heavy weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +**Keywords:** Grenades, Field Ordnance Battery, Regiment, Imperium, Artillery, Infantry +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 2 Ordnance Teams + +**Wargear Options:** +- Any number of models can each have their malleus rocket launcher replaced with one of the following:- 1 bombast field gun +- 1 heavy lascannon + +**Points:** +- 2 models: 110pts + +--- + +# Gargoyles + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 6+ | 1 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** fleshborer; blinding venom. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fleshborer | 18 | 1 | 4 | 5 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blinding venom | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Winged Swarm** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Battleline, Fly, Great Devourer, Endless Multitude, Gargoyles, Vanguard Invader, Infantry +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 10-20 Gargoyles + +**Leader:** +Led By: Winged Tyranid Prime + +**Points:** +- 10 models: 85pts +- 20 models: 170pts + +--- + +# Goliath Rockgrinder + +**Role:** Other + +*The drilldozer blade fitted to the Goliath Rockgrinder is intended for gouging tunnels deep into solid rock faces in search of mineral riches. However, it works just as well as both an ablative shield and a hideously bloody line-breaking weapon, mangling a crimson path through the luckless foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy mining laser; heavy stubber; drilldozer blade; demolition charge cache. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Clearance incinerator | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Demolition charge cache | 8 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous | +| Heavy mining laser | 36 | D3 | 4 | 12 | -3 | D6+1 | blast | +| Heavy seismic cannon | 24 | 4 | 4 | 8 | -2 | D3 | rapid fire 2 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drilldozer blade | Melee | 8 | 3 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Grinding Clearance** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +**Keywords:** Transport, Goliath Rockgrinder, Vehicle, Great Devourer +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Goliath Rockgrinder + +**Wargear Options:** +- This model’s heavy mining laser can be replaced with one of the following:- 1 clearance incinerator +- 1 heavy seismic cannon + +**Transport:** +This model has a transport capacity of 6 Genestealer Cults Infantry models. + +**Damaged Profile:** +Remaining Wounds: 1-3 +While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 120pts + +--- + +# Goliath Truck + +**Role:** Dedicated Transports + +*Robust and versatile, the Goliath Truck is the armoured transport of choice for the Genestealer Cults. These vehicles boast thick armour and capacious holds, and their heavy stubber and twin autocannon allow the crew to lay down a hail of supporting fire as the broodkin passengers disembark into battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy stubber; twin autocannon; demolition charge cache; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolition charge cache | 8 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. + +**Keywords:** Great Devourer, Goliath Truck, Dedicated Transport, Transport, Vehicle +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Goliath Truck + +**Transport:** +This model has a transport capacity of 12 Genestealer Cults Infantry models. + +**Points:** +- 1 model: 85pts + +--- + +# Gorgon Heavy Transport + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** 5 +*Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Gorgon mortars; 2 twin heavy stubbers; landing ramp. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Gorgon mortar | 48 | D6 | 4 | 5 | 0 | 1 | blast, indirect fire | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Landing ramp | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Gorgon Heavy Transport, Transport, Smoke, Titanic, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Gorgon Heavy Transport + +**Wargear Options:** +- This model’s 2 Gorgon mortars can be replaced with one of the following:- 4 heavy bolters +- 4 heavy flamers +- 4 heavy stubbers +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 30 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 275pts + +--- + +# Griffon Mortar Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Griffon heavy mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Griffon heavy mortar | 48 | D6 | 4 | 7 | -1 | 2 | blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks made with this model’s Griffon heavy mortar. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Imperium, Artillery, Griffon Mortar Carrier, Smoke, Squadron, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Griffon Mortar Carrier + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can each be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 115pts + +--- + +# Hades Breaching Drill + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** melta-cutter drill. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Melta-cutter drill | Melee | 6 | 4 | 9 | -4 | D6+2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Subterranean Assault** (Datasheet): Each time you set up this model on the battlefield using the Deep Strike ability, you can select one friendly Astra Militarum Infantry unit in Strategic Reserves. If you do, set up that unit anywhere on the battlefield that is wholly within 9" of this model and more than 9" away from all enemy units. + +**Keywords:** Hades Breaching Drill, Imperium, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Hades Breaching Drill + +**Wargear Options:** +- None + +**Points:** +- 1 model: 110pts + +--- + +# Heavy Mortar Team + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy mortar; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy mortar | 48 | D6 | 5 | 6 | -1 | 2 | heavy, blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Rearm, Reload, Fire** (Datasheet): While this model is being affected by an Order, provided it Remained Stationary this turn, ranged weapons equipped by this model have the [SUSTAINED HITS 1] ability. +- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Mortar Team model itself is considered to represent its final wound).* + +**Keywords:** Imperium, Infantry, Artillery, Grenades, Heavy Mortar Team, Regiment +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Heavy Mortar Team + +**Wargear Options:** +- None + +**Points:** +- 1 model: 50pts + +--- + +# Heavy Quad Launcher Team + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy quad launcher; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy quad launcher | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks. Unit the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Quad Launcher Team model itself is considered to represent its final wound).* + +**Keywords:** Heavy Quad Launcher Team, Imperium, Regiment, Infantry, Grenades, Artillery +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Heavy Quad Launcher Team + +**Wargear Options:** +- None + +**Points:** +- 1 model: 50pts + +--- + +# Hellhammer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** coaxial autocannon; demolisher cannon; heavy stubber; Hellhammer cannon; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hellhammer cannon | 30 | 4D6 | 4 | 7 | -1 | 2 | blast, ignores cover | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Close-quarters Warfare** (Datasheet): This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it. + +**Keywords:** Imperium, Hellhammer, Vehicle, Smoke, Titanic +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Hellhammer + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Points:** +- 1 model: 420pts + +--- + +# Hellhound + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy flamer; inferno cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Melta cannon | 18 | D3 | 4 | 9 | -4 | D6 | blast, melta 4 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Chem cannon | 12 | D6+1 | N/A | 2 | -2 | 2 | anti-infantry 2+, torrent | +| Inferno cannon | 18 | 2D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Flush Them Out** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is scattered. While a unit is scattered, it cannot have the Benefit of Cover. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Smoke, Vehicle, Squadron, Hellhound +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Hellhound + +**Wargear Options:** +- This model’s inferno cannon can be replaced with one of the following:- 1 chem cannon +- 1 melta cannon +- This model’s heavy flamer can be replaced with one of the following:- 1 heavy bolter +- 1 multi-melta +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 125pts + +--- + +# Hell’s Last + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| MINKA LESK | 6" | 3 | 5+ | 3 | 7+ | 1 | +| LESK’S VETERANS | 6" | 3 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Minka Lesk is equipped with:** bolt pistol; power weapon. + +**1 Lesk’s Hero is equipped with:** demolitions; meltagun; close combat weapon. + +**1 Lesk’s Hero is equipped with:** hot-shot laspistol; dirk + +**1 Lesk’s Hero is equipped with:** bolt pistol; power weapon. + +**1 Lesk’s Hero is equipped with:** power weapon; regimental banner. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Demolitions | 6 | D6 | 4 | 9 | -2 | 2 | blast, one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dirk | Melee | 3 | 3 | 3 | -1 | 1 | precision | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Heroic Example** (Datasheet): While this unit’s Minka Lesk model is on the battlefield, each time a model in this unit makes an attack, you can re-roll the Hit roll. +- **Lesk’s Heroes** (Datasheet): Add 1 to the Leadership characteristic of models in this unit and you can re-roll Battle-shock and Leadership tests taken for this unit. +- **ORDERS** (Fortification (левая колонка)): This unit’s OFFICER can issue 2 Orders to Regiment units. +- **Regimental Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Officer, Character, Platoon, Hell’s Last, Command Squad, Infantry, Grenades +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Minka Lesk - EPIC HERO +- 4 Lesk’s Heroes + +**Wargear Options:** +- None + +**Leader:** +Can lead: Cadian Shock Troops + +**Points:** +- 5 model: 80pts + +--- + +# Hybrid Metamorphs + +**Role:** Other + +*Triggered by the approach of a hive fleet or a sudden trauma to the cult, Hybrid Metamorphs mutate from early generations of the brood cycle. Dormant gene-codes burst to life, bestowing weaponised limbs, ghastly bio-acidic glands and other so-called blessings upon these creatures, transforming them into devastating shock troops.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Metamorph Leader is equipped with:** autopistol; Leader’s bio-weapons. + +**Every Hybrid Metamorph is equipped with:** autopistol; Metamorph mutations. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Leader’s bio-weapons | Melee | 5 | 3 | 5 | -1 | 2 | — | +| Metamorph mutations – strike | Melee | 3 | 3 | 5 | -1 | 2 | — | +| Metamorph mutations – sweep | Melee | 5 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **Brood Surge** (Datasheet): Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brood Surge move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +If, at the start of the battle, no model in this unit is equipped with a hand flamer, each time this unit makes a Brood Surge move, it can be moved up to 6" instead of up to D6". A unit cannot make a Brood Surge move while it is Battle-shocked. +- **Cult Icon** (Wargear): In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. + +**Keywords:** Infantry, Grenades, Great Devourer, Hybrid Metamorphs +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Metamorph Leader +- 4-9 Hybrid Metamorphs + +**Wargear Options:** +- Any number of models can each have their autopistol replaced with 1 hand flamer. +- One Hybrid Metamorph’s autopistol can be replaced with 1 cult icon. + +**Leader:** +Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus + +**Points:** +- 5 models: 70pts +- 10 models: 140pts + +--- + +# Hydra Platform + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Hydra quad autocannon; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hydra quad autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Artillery, Hydra Platform, Fortification, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Hydra Platform + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Hydra + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Hydra autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hydra autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Hydra, Squadron, Imperium, Smoke, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Hydra + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 95pts + +--- + +# Hyperadapted Raveners + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Ravener Prime | 10" | 5 | 4+ | 6 | 7+ | 1 | +| Raveners | 10" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Ravener Prime is equipped with:** Prime claws and talons. + +**3 Raveners are equipped with:** Ravener heavy claws and talons. + +**1 Ravener is equipped with:** venom bolt; Ravener heavy claws and talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Venom bolt | 12 | D6+3 | N/A | 6 | -1 | 1 | assault, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prime claws and talons | Melee | 6 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | +| Ravener heavy claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Alpha Invader** (Datasheet): Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. +- **Hypersensory Array** (Datasheet): Once per battle round, you can target this unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. + +**Keywords:** Infantry, Great Devourer, Vanguard Invader, Burrowers, Hyperadapted Raveners, Character, Synapse +**Faction Keywords:** Tyranids, Genestealer Cults + +**Unit Composition:** +- 1 Ravener Prime +- 4 Raveners + +**Leader:** +Can lead: Raveners + +**Points:** +- 5 models: 165pts + +--- + +# Jackal Alphus + +**Role:** Characters + +*The Jackal Alphus rides their dirtcycle to commanding battlefield vantage points. With their long-range vox, the Alphus calls in strike missions against tougher, armoured targets. Should a foe fall beneath the cross hairs of their cult sniper rifle, its life expectancy can be measured in moments.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autopistol; cult sniper rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | +| Cult sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Priority Target** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more of those attacks made with a cult sniper rifle. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. +- **Master Outrider** (Datasheet): In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge. + +**Keywords:** Jackal Alphus, Mounted, Character, Grenades, Great Devourer +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Jackal Alphus + +**Leader:** +Can lead: Atalan Jackals + +**Points:** +- 1 model: 55pts + +--- + +# Kasrkin + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kasrkin Sergeant is equipped with:** hot-shot laspistol; chainsword. + +**Every Kasrkin Trooper is equipped with:** hot-shot lasgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| | | 0 | 3 | - | 0 | - | — | +| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | +| | | 0 | 3 | - | 0 | - | — | +| Hot-shot marksman rifle | 36 | 1 | 3 | 4 | -2 | 3 | heavy, precision | +| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | +| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Warrior Elite** (Datasheet): Once per battle round, at the start of any phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders issued to this unit by an Officer model this battle round. +- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. +- **Melta Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit. + +**Keywords:** Kasrkin, Regiment, Imperium, Grenades, Infantry +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Kasrkin Sergeant +- 9 Kasrkin Troopers + +**Wargear Options:** +- Up to 4 Kasrkin Troopers can each have their hot-shot lasgun replaced with one of the following:*- 1 flamer +- 1 grenade launcher +- 1 hot-shot volley gun +- 1 meltagun +- 1 plasma gun +- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot marksman rifle. +- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 melta mine. +- 1 Kasrkin Trooper equipped with a hot-shot lasgun can be equipped with 1 vox-caster (that model’s hot-shot lasgun cannot be replaced). +- The Kasrkin Sergeant’s chainsword can be replaced with 1 power weapon. +- The Kasrkin Sergeant’s hot-shot laspistol can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol. +- * You cannot select the same weapon from this list more than twice per unit. + +**Leader:** +Led By: Cadian Castellan, Primaris Psyker + +**Points:** +- 10 models: 110pts + +--- + +# Kelermorph + +**Role:** Characters + +*This gunfighter is a living icon of rebellion, moulded to exploit the psyche of fractured Human societies. Whip-fast reactions and hypersensory acuity lend the Kelermorph lethal reaction speeds and help it unleash withering volleys from its iconic liberator autostubs, whose depleted volonium rounds can punch through tank armour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** liberator autostubs; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Liberator autostubs | 12 | 6 | 2 | 6 | -2 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Heroic Fusillade** (Datasheet): Once per turn, after one model from your army with this ability has shot, you can select one INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. +- **Hypersensory Abilities** (Datasheet): Once per turn, in your opponent’s Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can shoot at that unit as if it were your Shooting phase and then make a Normal move of up to D6" (it cannot embark within a TRANSPORT as part of this move). + +**Keywords:** Infantry, Character, Great Devourer, Kelermorph +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Kelermorph + +**Points:** +- 1 model: 60pts + +--- + +# Krieg Combat Engineers + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; trench club. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| | | 0 | - | - | 0 | - | — | +| Combat shotgun | 12 | 2 | 4 | 4 | 0 | 1 | assault | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| | | 0 | - | - | 0 | - | — | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Trench club | Melee | 2 | 4 | 4 | 0 | 1 | — | +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Grenadiers** (Datasheet): Once per turn, you can target this unit with the Grenade Stratagem for 0CP. +- **Remote Mine** (Wargear): Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit. + +**Designer’s Note:** *Place a Remote Mine token next to the unit, removing it once this ability has been used.* + +**Keywords:** Infantry, Smoke, Grenades, Imperium, Krieg Combat Engineers, Regiment +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Krieg Engineer Watchmaster +- 4-9 Krieg Combat Engineers + +**Wargear Options:** +- 1 Krieg Combat Engineer's autopistol and trench club can be replaced with 1 flamer and 1 close combat weapon. +- 1 Krieg Combat Engineer’s autopistol and trench club can be replaced with 1 autopistol, 1 remote mine and 1 close combat weapon. +- Any number of models can each have their autopistol and trench club replaced with 1 combat shotgun and 1 close combat weapon. +- The Krieg Engineer Watchmaster’s autopistol can be replaced with one of the following: +- 1 bolt pistol +- 1 hand flamer +- 1 plasma pistol +- The Krieg Engineer Watchmaster’s trench club can be replaced with one of the following:- 1 chainsword +- 1 power weapon + +**Leader:** +Led By: Krieg Command Squad, Primaris Psyker + +**Points:** +- 5 models: 60pts +- 10 models: 95pts + +--- + +# Krieg Command Squad + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| LORD COMMISSAR | 6" | 3 | 5+ | 3 | 6+ | 1 | +| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Lord Commissar is equipped with:** laspistol; power weapon. + +**One Veteran Guardsman is equipped with:** laspistol; chainsword. + +**One Veteran Guardsman is equipped with:** laspistol; close combat weapon; alchemyk counteragents; servo-scribes. + +**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; master vox. + +**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; regimental standard. + +**One Veteran Guardsman is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | +| | | 0 | - | - | 0 | - | — | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| | | 0 | - | - | 0 | - | — | +| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Trench club | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Grim Determination** (Datasheet): While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked. +- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. +- **Alchemyk Counteragents** (Wargear): The bearer’s unit has the Feel No Pain 6+ ability against mortal wounds. +- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Servo-scribes** (Wargear): Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. + +**Designer’s Note:** *Place a Servo-scribes token next to the unit, removing it when this ability has been used.* +- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. + +**Keywords:** Infantry, Grenades, Command Squad, Krieg, Platoon, Imperium, Officer, Character +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Lord Commissar +- 5 Veteran Guardsmen + +**Wargear Options:** +- 1 Veteran Guardsman’s boltgun can be replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun +- The Lord Commissar's power weapon can be replaced with 1 power fist. +- The Lord Commissar can be equipped with 1 plasma pistol. +- 1 Veteran Guardsman’s chainsword can be replaced with one of the following:- 1 trench club +- 1 power weapon +- 1 Veteran Guardsman not equipped with alchemyk counteragents can replace its laspistol with one of the following: +- 1 bolt pistol +- 1 plasma pistol + +**Leader:** +Can lead: Death Korps Of Krieg, Krieg Combat Engineers + +**Points:** +- 6 models: 65pts + +--- + +# Krieg Heavy Weapons Squad + +**Role:** Other + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| HEAVY WEAPONS GUNNER | 4" | 3 | 4+ | 2 | 7+ | 1 | +| FIRE COORDINATOR | 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Each Heavy Weapons Gunner is equipped with:** lascannon; laspistol; close combat weapon. + +**The Fire Coordinator is equipped with:** laspistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Krieg heavy flamer | 18 | D6 | N/A | 5 | -1 | 2 | ignores cover, torrent | +| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Twin Krieg heavy stubber | 48 | 3 | 5 | 6 | -1 | 1 | heavy, rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Final Duty** (Datasheet): While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each Heavy Weapons Gunner model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. + +**Keywords:** Krieg Heavy Weapons Squad, Imperium, Grenades, Infantry, Regiment +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 3 Heavy Weapons Gunners +- 1 Fire Coordinator + +**Wargear Options:** +- Any number of Heavy Weapons Gunners can each have their lascannon replaced with one of the following:- 1 Krieg heavy flamer +- 1 twin Krieg heavy stubber + +**Points:** +- 4 models: 75pts + +--- + +# Leman Russ Battle Tank + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Smoke, Vehicle, Squadron, Leman Russ Battle Tank +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Leman Russ Battle Tank + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 185pts + +--- + +# Leman Russ Commander + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| | | 0 | - | - | 0 | - | — | +| | | 0 | - | - | 0 | - | — | +| | | 0 | - | - | 0 | - | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| | | 0 | - | - | 0 | - | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| | | 0 | - | - | 0 | - | — | +| | | 0 | - | - | 0 | - | — | +| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | +| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | +| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | +| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | +| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | +| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | +| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. +- **Death Befitting An Officer** (Datasheet): When this model is destroyed, roll one D6: on a 2+, do not remove it from play - it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Leman Russ Commander, Smoke, Imperium, Character, Officer, Vehicle, Squadron +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Commander + +**Wargear Options:** +- This model’s Leman Russ battle cannon can be replaced with one of the following:- 1 demolisher battle cannon +- 1 eradicator nova cannon +- 1 executioner plasma cannon +- 1 exterminator autocannon +- 1 punisher gatling cannon +- 1 vanquisher battle cannon +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 235pts + +--- + +# Leman Russ Demolisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher battle cannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Line-breaker** (Datasheet): When making ranged attacks with its demolisher battle cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Leman Russ Demolisher, Squadron, Imperium, Smoke, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Leman Russ Demolisher + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 190pts + +--- + +# Leman Russ Eradicator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** eradicator nova cannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Urban Warfare** (Datasheet): Each time a ranged attack targets this model, if this model has the Benefit of Cover against that attack, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Leman Russ Eradicator, Squadron, Smoke, Imperium, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Leman Russ Eradicator + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 170pts + +--- + +# Leman Russ Executioner + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** executioner plasma cannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | +| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Gung-ho Executioners** (Datasheet): Each time this model makes an attack with its executioner plasma cannon that targets a unit that is Below Half-strength, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Imperium, Vehicle, Squadron, Leman Russ Executioner +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Leman Russ Executioner + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 170pts + +--- + +# Leman Russ Exterminator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** exterminator autocannon; lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Withering Hail** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its exterminator autocannon. Until the end of the phase, each time a friendly ASTRA MILITARUM unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Leman Russ Exterminator, Vehicle, Squadron, Imperium +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Exterminator + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 180pts + +--- + +# Leman Russ Punisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; punisher gatling cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mow Down the Enemy** (Datasheet): Each time this model makes an attack with its punisher gatling cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING WOUNDS] ability. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Leman Russ Punisher, Imperium, Vehicle, Smoke +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Leman Russ Punisher + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 150pts + +--- + +# Leman Russ Vanquisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** lascannon; vanquisher battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tank-killer** (Datasheet): Each time this model makes a ranged attack with its vanquisher battle cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Vehicle, Leman Russ Vanquisher, Smoke, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Leman Russ Vanquisher + +**Wargear Options:** +- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 multi-meltas +- 2 plasma cannons +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 145pts + +--- + +# Lictor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Lictor claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **Pheromone Trail** (Datasheet): Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP. + +**Keywords:** Great Devourer, Infantry, Vanguard Invader, Lictor +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Lictor + +**Points:** +- 1 model: 60pts + +--- + +# Locus + +**Role:** Characters + +*An unassuming bodyguard, the Locus may be overlooked by the foe until the exact moment it abandons calm stillness for lightning-fast attack. Robes thrown back, the Locus’ whipping tail barb and vestigial limbs are revealed even as its twin blades flash out to neutralise any threats to its ward.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Locus blades. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Locus blades | Melee | 5 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Sudden Assault** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. +- **Bodyguard** (Datasheet): While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability. + +**Keywords:** Great Devourer, Locus, Character, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Locus + +**Leader:** +Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs + +**Points:** +- 1 model: 45pts + +--- + +# Macharius Omega + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** omega-pattern plasma blastgun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Omega-pattern plasma blastgun – supercharge | 60 | 2D6 | 4 | 9 | -3 | 3 | blast, hazardous | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Omega-pattern plasma blastgun – standard | 60 | 2D6 | 4 | 8 | -2 | 2 | blast | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Overwhelming Short-range Firepower** (Datasheet): Each time this model makes an attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll or 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Imperium, Vehicle, Titanic, Macharius Omega +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Macharius Omega + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 autocannons +- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 310pts + +--- + +# Macharius Vanquisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; Macharius twin vanquisher cannon; twin heavy stubber; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Macharius twin vanquisher cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack with its Macharius twin vanquisher cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Titanic, Imperium, Smoke, Macharius Vanquisher +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Macharius Vanquisher + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 285pts + +--- + +# Macharius Vulcan + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; Macharius vulcan mega-bolter; twin heavy stubber; armoured tracks + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Macharius vulcan mega-bolter | 48 | 16 | 4 | 6 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Aggressor** (Datasheet): Each time this model makes a ranged attack, it does not suffer the penalty to the Hit roll for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Titanic, Imperium, Smoke, Macharius Vulcan +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Macharius Vulcan + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 310pts + +--- + +# Macharius + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; Macharius twin battle cannon; twin heavy stubber; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Macharius twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battlefield Control** (Datasheet): Each time this model makes a ranged attack, if it is within range of an objective marker you control, re-roll a Hit roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Macharius, Imperium, Titanic +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Macharius + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters +- 2 heavy flamers +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 310pts + +--- + +# Magus + +**Role:** Characters + +*The Magus acts as its Patriarch’s vizier, and as the head of that alien monstrosity’s deviant church. Each one is a powerful psyker, their formidable will enhanced by the gestalt powers of the Star Children until they can manipulate enemies’ minds and bodies like puppets – or tear them apart from within.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** autopistol; Magus stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magus stave | Melee | 3 | 3 | 5 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Spiritual Leader** (Datasheet): Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. +- **Mind Control (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll. +- **Psychic Familiar** (Datasheet): Once per battle, at the start of your opponent’s Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability. + +**Designer’s Note:** *Place a Psychic Familiar token next to the model, removing it once this ability has been used.* + +**Keywords:** Great Devourer, Psyker, Infantry, Character, Magus +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Magus + +**Leader:** +Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols + +**Points:** +- 1 model: 50pts + +--- + +# Malcador Annihilator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; 2 heavy bolters; Malcador twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Malcador twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Battlefield Dominance** (Datasheet): Ranged weapons equipped by this model have the [IGNORES COVER] ability while targeting an enemy unit within half range. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Malcador Annihilator, Smoke, Squadron +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Malcador Annihilator + +**Wargear Options:** +- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 270pts + +--- + +# Malcador Defender + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; 7 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Defender** (Datasheet): Each time you target this model with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Malcador Defender, Smoke, Squadron, Imperium, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Malcador Defender + +**Wargear Options:** +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 310pts + +--- + +# Malcador Infernus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; inferno gun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Inferno gun | 18 | D6+3 | N/A | 5 | -2 | 2 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. +- **Explosive Death** (Datasheet): When this model is destroyed, roll one D6: on a 3+, do not remove it from play – it can, after the attacking model’s unit has finished making its attacks, shoot with its inferno gun as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. + +**Keywords:** Malcador Infernus, Smoke, Squadron, Imperium, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Malcador Infernus + +**Wargear Options:** +- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 autocannons +- 2 heavy bolters +- 2 heavy flamers +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 235pts + +--- + +# Malcador + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 autocannons; heavy bolter; Malcador battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Malcador battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rugged Reliability** (Datasheet): Each time a ranged attack targets this model, worsen the Armour Penetration characteristic of that attack by 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Malcador, Squadron, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Malcador + +**Wargear Options:** +- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters +- 2 lascannons +- This model’s heavy bolter can be replaced with one of the following:- 1 autocannon +- 1 lascannon +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 250pts + +--- + +# Manticore Platform + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm eagle rockets; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm eagle rockets | 120 | D6+1 | 4 | 10 | -2 | 3 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Furious Barrage** (Datasheet): Each time this model makes an attack with its storm eagle rockets that targets an enemy unit that contains five or more models, you can re-roll the Hit roll. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Imperium, Artillery, Manticore Platform, Fortification +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Manticore Platform + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Manticore + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; storm eagle rockets; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm eagle rockets | 120 | D6 | 4 | 7 | -2 | 3 | anti-infantry 2+, blast, indirect fire | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Furious Barrage** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s storm eagle rockets. Until the start of your next Shooting phase, that enemy unit is staggered. While a unit is staggered, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1). +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Smoke, Artillery, Vehicle, Imperium, Manticore +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Manticore + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 165pts + +--- + +# Mawloc + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** distensible jaw; Mawloc scything talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mawloc scything talons | Melee | 16 | 3 | 8 | -2 | 1 | — | +| Distensible jaw | Melee | 1 | 3 | 5 | 0 | 3 | anti-infantry 4+, devastating wounds, extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Terror From The Deep** (Datasheet): Each time this model is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test. + +**Keywords:** Mawloc, Vanguard Invader, Great Devourer, Monster, Mawloc, Vanguard Invader, Monster, Mawloc, Vanguard Invader, Great Devourer, Monster, Mawloc, Monster, Monster, Great Devourer, Vanguard Invader, Great Devourer, Vanguard Invader, Mawloc, Great Devourer +**Faction Keywords:** Tyranids, Genestealer Cults + +**Unit Composition:** +- 1 Mawloc + +**Points:** +- 1 model: 135pts + +--- + +# Medusa Carriage Battery + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Medusa siege cannon; battery close combat weapons. + +**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Medusa Carriage model when this unit is first set up, removing one each time its Medusa Carriage model loses a wound (a Medusa Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Medusa siege cannon | 36 | D6 | 5 | 10 | -3 | 3 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Siege Bombardment** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. + +**Keywords:** Medusa Carriage Battery, Regiment, Grenades, Imperium, Artillery, Infantry +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Medusa Carriage + +**Wargear Options:** +- None + +**Points:** +- 1 model: 125pts + +--- + +# Minotaur + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Minotaur twin earthshaker cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Minotaur twin earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Frontis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Minotaur, Imperium, Vehicle, Artillery, Smoke, Transport, Squadron +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Minotaur + +**Wargear Options:** +- None + +**Points:** +- 1 model: 225pts + +--- + +# Mukaali Riders + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 4+ | 5 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** laspistol; hunting lance; stomping feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma pistol – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stomping feet | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | +| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | +| Hunting lance | Melee | 3 | 4 | 4 | 0 | 1 | lance | +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Desert Riders** (Datasheet): You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for it. In addition, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Imperium, Mounted, Mukaali Riders, Regiment, Grenades +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Mukaali Rider Sergeant +- 2 Mukaali Riders + +**Wargear Options:** +- The Mukaali Rider Sergeant’s laspistol can be replaced with 1 plasma pistol. +- The Mukaali Rider Sergeant’s hunting lance can be replaced with one of the following:- 1 chainsword +- 1 power weapon +- Up to 2 Mukaali Riders can each have their hunting lance replaced with one of the following:- 1 flamer +- 1 grenade launcher +- 1 meltagun +- 1 plasma gun + +**Points:** +- 3 models: 110pts + +--- + +# Munitorum Servitors + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Servitor’s servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma cannon – standard | 36 | D3 | 6 | 7 | -2 | 1 | blast, heavy | +| Heavy bolter | 36 | 3 | 6 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Multi-melta | 18 | 2 | 6 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – supercharge | 36 | D3 | 6 | 8 | -3 | 2 | blast, hazardous, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | + +**Abilities:** +- **Mindlock** (Datasheet): While a friendly Tech-Priest Enginseer model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by MUNITORUM SERVITOR models in this unit by 1. +- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Regimental Enginseer (a unit cannot have more than one MUNITORUM SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Munitorum Servitors, Imperium, Infantry +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 4 Munitorum Servitors + +**Wargear Options:** +- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 plasma cannon + +**Points:** +- 4 models: 35pts + +--- + +# Neophyte Hybrids + +**Role:** Battleline + +*Making up the bulk of their cult’s ranks, Neophyte Hybrids are the least alien in appearance of all the Patriarch’s brood. They are no less dangerous for this, however, and what they lack in weaponised bio-adaptations they make up for in numbers, massed firepower and zealous revolutionary fanaticism.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; Hybrid firearm; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Anointed pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Hybrid firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Mining laser | 24 | 1 | 5 | 10 | -3 | D6+1 | heavy | +| Seismic cannon | 24 | 2 | 5 | 6 | -1 | D3 | heavy, rapid fire 2 | +| Webber | 12 | D6 | N/A | 2 | 0 | 1 | devastating wounds, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 1 | 4 | 4 | -2 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **A Plan Generations in the Making** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **Cult Icon** (Wargear): In your Command phase, you can return up to 3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to D3+3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. + +**Keywords:** Great Devourer, Neophyte Hybrids, Grenades, Battleline, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Neophyte Leader +- 9-19 Neophyte Hybrids + +**Wargear Options:** +- One Neophyte Hybrid equipped with a Hybrid firearm can be equipped with 1 cult icon. +- For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:- Heavy stubber* +- Mining laser* +- Seismic cannon* +- For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:- Flamer* +- Grenade launcher* +- Webber* +- The Neophyte Leader’s Hybrid firearm and close combat weapon can be replaced with 1 of the following:- 1 anointed pistol and 1 chainsword +- 1 anointed pistol and 1 power weapon +- * To a maximum of 1 per 10 models in this unit. + +**Leader:** +Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus + +**Points:** +- 10 models: 65pts +- 20 models: 145pts + +--- + +# Neurolictor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 7 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** piercing claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Piercing claws and talons | Melee | 6 | 2 | 6 | -2 | 1 | precision | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **Neural Disruption** (Datasheet): In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test. +- **Psychological Saboteur (Aura)** (Datasheet): While an enemy unit is within 12" of this model, if that unit is Battle-shocked: +- Each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll. + +**Keywords:** Infantry, Great Devourer, Vanguard Invader, Synapse, Neurolictor +**Faction Keywords:** Tyranids, Genestealer Cults + +**Unit Composition:** +- 1 Neurolictor + +**Points:** +- 1 model: 70pts + +--- + +# Nexos + +**Role:** Characters + +*Engineered to share a portion of the Patriarch’s cerebral might, the Nexos can absorb the entirety of a cultist’s thoughts and experiences through physical contact. They compartmentalise millions of these snapshots, building a formidable mental map, then using it to direct cult forces like a rear-echelon officer of prodigious skill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autopistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Battlefield Analysis** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Cult Infiltration** (Datasheet): At the start of each player’s Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and has not been moved this turn and move it up to 6". + +**Keywords:** Character, Great Devourer, Nexos, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Nexos + +**Leader:** +Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs + +**Points:** +- 1 model: 60pts + +--- + +# Parasite Of Mortrex + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 5 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** barbed ovipositor; clawed limbs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Barbed ovipositor | Melee | 1 | 2 | 3 | -2 | 3 | anti-infantry 3+, extra attacks | +| Clawed limbs | Melee | 6 | 2 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Parasitic Infection** (Datasheet): Each time an INFANTRY model is destroyed by an attack made with this model’s barbed ovipositor, after this model has finished making its attacks, you can add one new Ripper Swarms unit to your army consisting of D3 models and set it up within 3" of this model. If you do, that RIPPER SWARMS unit can be set up within Engagement Range of the destroyed model’s unit (but not within Engagement Range of any other enemy units). +- **It Itches!** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test. + +**Keywords:** Parasite of Mortrex, Vanguard Invader, Great Devourer, Fly, Character, Infantry, Synapse +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Parasite of Mortrex + +**Points:** +- 1 model: 80pts + +--- + +# Patriarch + +**Role:** Characters + +*Psychic abomination; alpha predator; parasitic demigod – the Patriarch is all of these things and worse. They are the source of the bio corruption that spawns each Genestealer Cult cell. Moreover, when the Day of Ascension comes, they are the cult’s deadliest killer, prowling the shadows of embattled worlds to rip and slay.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Patriarch’s claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Patriarch’s claws | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Might From Beyond** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **Cosmic Horror (Psychic)** (Datasheet): At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test. +- **Psychic Familiar** (Datasheet): Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6" to the range of its Cosmic Horror ability. + +**Designer’s Note:** *Place a Psychic Familiar token next to the model, removing it once this ability has been used.* +- **SUPREME COMMANDER** (Special (правая колонка)): - You cannot include more than one PATRIARCH model in your army. +- If this model is in your army, it must be your Warlord. + +**Keywords:** Patriarch, Great Devourer, Psyker, Character, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Patriarch + +**Leader:** +Can lead: Purestrain Genestealers + +**Points:** +- 1 model: 75pts + +--- + +# Praetor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy bolters; Praetor launcher; armoured tracks + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Praetor launcher – firestorm | 120 | 2D6 | 4 | 6 | -1 | 2 | blast, heavy, ignores cover, indirect fire | +| Praetor launcher – foehammer | 120 | D6+1 | 4 | 4 | -2 | 3 | anti-monster 4+, anti-vehicle 4+, blast, heavy, indirect fire | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Targeting Coordinates** (Datasheet): While this model is being affected by an Order, each time it makes an attack with its Praetor launcher, it does not suffer the penalty to the Hit roll for attacking a unit that is not visible to it. + +**Keywords:** Smoke, Praetor, Squadron, Imperium, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Praetor + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 275pts + +--- + +# Primaris Psyker + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** laspistol; Psychic Maelstrom; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psychic Maelstrom – focused witchfire | 18 | D6+1 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | +| Psychic Maelstrom – witchfire | 18 | D6 | 3 | 5 | -2 | 1 | blast, devastating wounds, psychic | +| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 3 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Malign Wardings(Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. + +**Keywords:** Imperium, Psyker, Primaris Psyker, Character, Infantry +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Primaris Psyker + +**Leader:** +Can lead: Cadian Shock Troops, Catachan Jungle Fighters, Death Korps Of Krieg, Kasrkin, Krieg Combat Engineers + +**Points:** +- 1 model: 60pts + +--- + +# Primus + +**Role:** Characters + +*Occupying a role somewhere between guerrilla general and shadowy symbol of resistance, the Primus is a Genestealer Cult’s ultimate military commander. Besides being deadly combatants in their own right, their mastery of insurgent tactics transforms their followers from a rebellious mob into a lethal military machine.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** scoped needle pistol; cult bonesword; toxin injector claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scoped needle pistol | 18 | 1 | 2 | 1 | 0 | D3 | anti-infantry 2+, ignores cover, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cult bonesword | Melee | 5 | 2 | 5 | -2 | 1 | — | +| Toxin injector claw | Melee | 2 | 2 | 2 | 0 | D3 | anti-infantry 2+, extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cult Demagogue** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll. +- **Decoys and Misdirection** (Datasheet): If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Primus, Great Devourer, Infantry, Character +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Primus + +**Leader:** +Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols + +**Points:** +- 1 model: 70pts + +--- + +# Purestrain Genestealers + +**Role:** Other + +*Vanguard organisms for the Tyranid hive fleets, Purestrain Genestealers are one of the most lethal life forms in the galaxy. They combine the cunning of an apex predator with inhuman speed and agility, closing with their prey in the blink of an eye before tearing their victims to bloody tatters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** cult claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cult claws and talons | Melee | 4 | 2 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. +- **Incursion:** 6 Resurgence points +- **Strike Force:** 10 Resurgence points +- **Onslaught:** 14 Resurgence points + +Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. + +**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points +If you do: +- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. +- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). + +Units in Cult Ambush +Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. + +Cult Ambush Markers +Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). +- **Swift and Deadly** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Purestrain Genestealers, Great Devourer, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 5-10 Purestrain Genestealers + +**Leader:** +Led By: Patriarch + +**Points:** +- 5 models: 75pts +- 10 models: 140pts + +--- + +# Quartermaster Cadre Squad + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| QUARTERMASTER REVENANT | 6" | 3 | 4+ | 3 | 7+ | 1 | +| MEDICAE SERVITOR | 6" | 3 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Quartermaster Revenant is equipped with:** Quartermaster’s pistol; Quartermaster’s close combat weapon. + +**Every Medicae Servitor is equipped with:** medical scalpels + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quartermaster’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Medical scalpels | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Quartermaster’s close combat weapon | Melee | 2 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Medicae Medi-packs** (Datasheet): Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability. +- **Mindlock** (Datasheet): While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit’s Medical scalpels by 1. + +**Keywords:** Character, Quartermaster Cadre Squad, Infantry, Imperium, Grenades, Regiment +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Quartermaster Revenant +- 4 Medicae Servitors + +**Wargear Options:** +- None + +**Leader:** +Can lead: Death Korps Of Krieg, Death Korps Grenadier Squad + +**Points:** +- 5 models: 45pts + +--- + +# Rapier Laser Destroyer Battery + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** laser destroyer; close combat weapon. + +**Designer’s Note:** *Place two Artillery Crew tokens next to each Rapier Laser Destroyer model when this unit is first set up, removing one each time its Rapier Laser Destroyer model loses a wound (a Rapier Laser Destroyer model itself is considered to represent its final wound).* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laser destroyer | 36 | 2 | 5 | 12 | -2 | D6+1 | heavy, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Powerful Volley** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Rapier Laser Destroyer Battery, Imperium, Grenades, Artillery, Regiment, Infantry +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1-3 Rapier Laser Destroyers + +**Wargear Options:** +- None + +**Points:** +- 1 model: 35pts +- 2 models: 70pts +- 3 models: 105pts + +--- + +# Raveners + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ravener claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ravener claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Death From Below** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +**Keywords:** Infantry, Great Devourer, Vanguard Invader, Burrowers, Raveners +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 5 Raveners + +**Wargear Options:** +- None + +**Leader:** +Led By: Hyperadapted Raveners + +**Points:** +- 5 models: 125pts + +--- + +# Reductus Saboteur + +**Role:** Characters + +*There is no engine of the oppressors that a Reductus Saboteur cannot lay low, and few materials they cannot fashion into a bomb given a little time to tinker. Flitting through the shadows, they lace the battlefield with booby traps and deploy powerful explosives that make short work of enemy armour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** autopistol; demolition charges; remote explosives; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | +| Demolition charges | 8 | D6 | 3 | 9 | -2 | 2 | assault, blast, one shot | +| Remote explosives | 24 | D6+3 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Primed and Ready** (Datasheet): In your Shooting phase, you can select one model from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that model has not already been the target of that Stratagem this phase. +- **Planted Explosives** (Datasheet): Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 9” of this model, this model can use its Reductus mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3+3 mortal wounds. Only one model from your army with this ability can use it in the same battle round. + +**Designer’s Note:** *Place a Reductus Mine token next to the model, removing it once this ability has been used.* +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Great Devourer, Reductus Saboteur, Grenades, Character, Infantry +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Reductus Saboteur + +**Points:** +- 1 model: 65pts + +--- + +# Regimental Attachés + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Master of Ordnance and Officer of the Fleet are both equipped with:** laspistol; close combat weapon. + +**The Astropath is equipped with:** laspistol; Astropath’s stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Astropath’s stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Artillery Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Master of Ordnance model that has not already been selected for this ability this phase. Until the end of the phase, Blast weapons equipped by friendly Astra Militarum Artillery models have the [SUSTAINED HITS 1] ability when targeting that unit. +- **Aeronautica Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Officer of the Fleet model. Until the end of the phase, each time a friendly Astra Militarum Aircraft model makes a ranged attack that targets that unit, add 1 to the Hit roll. +- **Divination (Psychic)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit’s Astropath model. +- **ATTACHÉS** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit must join one Command Squad unit from your army (a COMMAND SQUAD unit cannot have more than one REGIMENTAL ATTACHÉ unit joined to it). For the rest of the battle, every model in this unit counts as part of that COMMAND SQUAD unit, and its Starting Strength is increased accordingly. If it is not possible to join a REGIMENTAL ATTACHÉ unit to a COMMAND SQUAD in this way, it does not take part in the battle and counts as having been destroyed. + +While this unit is joined to a unit, it can embark within any Transport that unit can embark within. + +**Keywords:** Imperium, Infantry, Regimental Attachés, Psyker +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Master of Ordnance, 1 Officer of the Fleet and 1 Astropath. + +**Wargear Options:** +- None + +**Points:** +- 3 models: 40pts + +--- + +# Rogal Dorn Battle Tank + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | +| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | +| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ablative Plating** (Datasheet): Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0. + +**Keywords:** Squadron, Rogal Dorn Battle Tank, Imperium, Smoke, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Rogal Dorn Battle Tank + +**Wargear Options:** +- This model’s twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. +- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. +- This model can be equipped with one of the following:- 2 meltaguns +- 2 additional heavy stubbers +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 multi-meltas + +**Points:** +- 1 model: 260pts + +--- + +# Rogal Dorn Commander + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | +| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | +| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| | | 0 | - | - | 0 | - | — | +| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. +- **Called Shots** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its attacks. +- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. + +**Keywords:** Vehicle, Squadron, Smoke, Character, Rogal Dorn Commander, Officer, Imperium +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Rogal Dorn Tank Commander + +**Wargear Options:** +- This model's twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. +- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. +- This model can be equipped with one of the following:- 2 meltaguns +- 2 additional heavy stubbers +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 multi-meltas + +**Points:** +- 1 model: 290pts + +--- + +# Sabre Weapons Battery + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 4 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | +| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Defence Searchlight** (Wargear): At the start of your Shooting phase, you can select one enemy unit within 24" and visible to the bearer. Until the end of the phase, that unit cannot have the Benefit of Cover. +- **Sentinel Directives** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Artillery, Sabre Weapons Battery, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1-2 Sabre Gun Platforms + +**Wargear Options:** +- Any number of models’ twin heavy bolters can each be replaced with one of the following:- 1 defence searchlight +- 1 twin autocannon +- 1 twin heavy stubber +- 1 twin lascannon + +**Points:** +- 1 model: 45pts +- 2 models: 90pts + +--- + +# Salamander Command Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; heavy flamer; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Auspex Surveyor** (Datasheet): Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Squadron, Smoke, Salamander Command Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Salamander Command Vehicle + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 80pts + +--- + +# Salamander Scout Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Outflank** (Datasheet): When this model arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Salamander Scout Vehicle, Smoke, Squadron, Vehicle, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Salamander Scout Vehicle + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 95pts + +--- + +# Sanctus + +**Role:** Characters + +*A Sanctus is an inescapable assassin who can track by psychic spoor and squirm through the smallest gaps. Its bio-dagger – spawned from the Patriarch’s genesis pools – unleashes the psychic might of the Broodmind with the slightest cut, while the Sanctus’ cult sniper rifle allows it to strike down prey from afar.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Sanctus bio-dagger. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cult sniper rifle | 36 | 1 | 3 | 7 | -2 | 3 | anti-psyker 2+, heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sanctus bio-dagger | Melee | 6 | 2 | 3 | -2 | 2 | anti-infantry 3+, precision | +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Creeping Shadow** (Datasheet): If this model is equipped with a cult sniper rifle, once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". +- **Cloaked Assassin** (Datasheet): If this model is equipped with a Sanctus bio-dagger, enemy units cannot use the Fire Overwatch Stratagem to shoot at this model. +- **Psychic Spoor** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s prey. Each time this model makes an attack that targets its prey, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Character, Infantry, Sanctus, Great Devourer +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Sanctus + +**Wargear Options:** +- This model’s Sanctus bio-dagger can be replaced with 1 cult sniper rifle and 1 close combat weapon. + +**Points:** +- 1 model: 50pts + +--- + +# Scout Sentinels + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** multi-laser; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Daring Recon** (Datasheet): At the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time a friendly ASTRA MILITARUM model makes an attack that targets that unit, re-roll a Hit roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Squadron, Scout Sentinels, Regiment, Imperium, Smoke, Vehicle, Walker +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1-2 Scout Sentinels + +**Wargear Options:** +- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon +- 1 heavy flamer +- 1 lascannon +- 1 missile launcher +- 1 plasma cannon +- Any number of models can each be equipped with 1 Sentinel chainsaw. +- Any number of models can each be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 55pts +- 2 models: 110pts + +--- + +# Sentinel Powerlifter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 7 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** powerlifter. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Powerlifter | Melee | 3 | 4 | 10 | -2 | D3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Powerlifter Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Sentinel Powerlifter, Vehicle, Smoke, Squadron, Imperium, Walker, Regiment +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Sentinel Powerlifter + +**Wargear Options:** +- None + +**Points:** +- 1 model: 55pts + +--- + +# Shadowsword + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +This model is equipped with: 2 lascannons; twin heavy bolter; 2 twin heavy flamers; volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Volcano cannon | 96 | D3+1 | 4 | 24 | -5 | 12 | blast, heavy | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Smoke, Titanic, Imperium, Shadowsword, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Shadowsword + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Points:** +- 1 model: 410pts + +--- + +# Storm Chimera + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Dedicated Transport, Storm Chimera, Transport, Imperium, Vehicle, Squadron +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Storm Chimera + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 90pts + +--- + +# Stormblade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; 1 Stormblade plasma blastgun; 2 twin heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Stormblade plasma blastgun – supercharge | 48 | D6+3 | 4 | 10 | -3 | 4 | blast, hazardous | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Stormblade plasma blastgun – standard | 48 | D6+3 | 4 | 9 | -2 | 3 | blast | +| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Close-range Devastation** (Datasheet): Each time this model makes a ranged attack with its Stormblade plasma blastgun that targets a unit within half range, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Stormblade, Vehicle, Titanic, Imperium, Smoke +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Stormblade + +**Wargear Options:** +- This model’s 2 twin heavy bolters can be replaced with 2 twin heavy flamers. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Points:** +- 1 model: 415pts + +--- + +# Stormlord + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy stubbers; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; vulcan mega-bolter; armoured tracks + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vulcan mega-bolter | 48 | 20 | 4 | 6 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. + +**Keywords:** Vehicle, Titanic, Transport, Smoke, Imperium, Stormlord +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Stormlord + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Transport:** +This model has a transport capacity of 40 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 430pts + +--- + +# Stormsword + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Stormsword siege cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Stormsword siege cannon | 48 | D6+6 | 4 | 16 | -4 | D6+2 | blast, ignores cover | +| Twin heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Concussive Wave** (Datasheet): In your Shooting phase, just after selecting a target for this model’s Stormsword siege cannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave suffers D3 mortal wounds. + +**Keywords:** Stormsword, Imperium, Titanic, Smoke, Vehicle +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Stormsword + +**Wargear Options:** +- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. +- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters +- 2 lascannons and 2 twin heavy flamers + +**Points:** +- 1 model: 465pts + +--- + +# Stygies Destroyer Tank Hunter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 13 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Stygies laser destroyer; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stygies laser destroyer | 72 | 2 | 4 | 14 | -4 | D6+3 | heavy | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack that targets a VEHICLE unit, add 1 to the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Stygies Destroyer Tank Hunter, Smoke, Squadron +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Stygies Destroyer Tank Hunter + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 180pts + +--- + +# Tarantula Battery + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 5 | 3+ | 4 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Sentry Programming** (Datasheet): You can target this unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Imperium, Vehicle, Tarantula Battery +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1-3 Tarantula Sentry Guns + +**Wargear Options:** +- Any number of models can each have their twin heavy bolter replaced with 1 twin lascannon. + +**Points:** +- 1 model: 40pts +- 2 models: 80pts +- 3 models: 120pts + +--- + +# Tauros Assault Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy flamer; armoured frame. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tauros grenade launcher – frag | 24 | D6 | 4 | 4 | 0 | 1 | blast | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Tauros grenade launcher – krak | 24 | 2 | 4 | 9 | -2 | D3 | — | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Turbo-boost** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Tauros Assault Vehicle, Mounted, Regiment, Tauros +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Tauros Assault Vehicle + +**Wargear Options:** +- This model’s heavy flamer can be replaced with 1 Tauros grenade launcher. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 50pts + +--- + +# Tauros Venator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin multi-laser; armoured frame. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Mobile Hunter-killer** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Mounted, Regiment, Imperium, Tauros, Tauros Venator +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Tauros Venator + +**Wargear Options:** +- This model’s twin multi-laser can be replaced with 1 twin lascannon. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 50pts + +--- + +# Taurox Prime + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Taurox battle cannon; twin Taurox hot-shot volley gun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Taurox battle cannon | 48 | D6 | 3 | 8 | -1 | 2 | blast | +| Taurox gatling cannon | 24 | 8 | 3 | 4 | 0 | 1 | devastating wounds, twin-linked | +| Taurox missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | twin-linked | +| Taurox missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast, twin-linked | +| Twin Taurox hot-shot volley gun | 30 | 3 | 3 | 4 | -1 | 1 | rapid fire 3, twin-linked | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Transport Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Hit roll. + +**Keywords:** Vehicle, Imperium, Squadron, Transport, Dedicated Transport, Taurox Prime +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Taurox Prime + +**Wargear Options:** +- This model’s Taurox battle cannon can be replaced with one of the following:- 1 Taurox gatling cannon +- 1 Taurox missile launcher +- This model’s twin Taurox hot-shot volley gun can be replaced with 1 twin autocannon. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Militarum Tempestus Infantry or Astra Militarum Infantry Character models. + +**Points:** +- 1 model: 90pts + +--- + +# Taurox + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 3+ | 10 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. + +**Keywords:** Transport, Dedicated Transport, Taurox, Squadron, Imperium, Vehicle +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Taurox + +**Wargear Options:** +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. + +**Points:** +- 1 model: 75pts + +--- + +# Tectonic Fragdrill + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 11 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** fragdrill. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fragdrill | Melee | 6 | 6 | 12 | -2 | D6 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Tectonic Fragdrill** (Datasheet): Friendly Genestealer Cult Infantry models can be set up or end any type of move on top of the floor sections of this FORTIFICATION. +- **Underground Egress** (Datasheet): Each time one of your Cult Ambush markers is removed as the result of an enemy unit ending any kind of move within 9" of it, you can instead move that marker so that it is wholly within 9" of this FORTIFICATION and more than 9" horizontally away from all enemy units (if this is not possible, that marker is removed as normal). +- **Manufactorum Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Vehicle, Tectonic Fragdrill +**Faction Keywords:** Genestealer Cults + +**Unit Composition:** +- 1 Tectonic Fragdrill + +**Wargear Options:** +- None + +**Points:** +- 1 model: 125pts + +--- + +# Trojan Support Vehicle + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Support Vehicle** (Datasheet): In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, re-roll a Hit roll of 1. The same VEHICLE model cannot be selected for both this ability and the Regimental Enginseer’s Omnissiah’s Blessing ability in the same turn, and each model can only be selected for this ability once per Command phase. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Trojan Support Vehicle, Squadron, Smoke, Imperium +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Trojan Support Vehicle + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 80pts + +--- + +# Trygon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bio-electric pulse; Trygon scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-electric pulse | 12 | 6 | 3 | 5 | 0 | 1 | sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Trygon scything talons | Melee | 12 | 3 | 9 | -2 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Subterranean Tunnels** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can use a subterranean tunnel. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. + +**Keywords:** Trygon, Monster, Vanguard Invader, Trygon, Monster, Great Devourer, Vanguard Invader, Trygon, Monster, Great Devourer, Vanguard Invader, Trygon, Monster, Great Devourer, Vanguard Invader, Vanguard Invader, Trygon, Great Devourer, Great Devourer, Monster +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Trygon + +**Points:** +- 1 model: 140pts + +--- + +# Tyrannocyte + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 3+ | 10 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Tyrannocyte bio-weapons; flensing whips. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tyrannocyte bio-weapons | 24 | 5 | 4 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flensing whips | Melee | 6 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Aerial Seeding** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it. + +**Keywords:** Monster, Tyrannocyte, Vanguard Invader, Great Devourer, Dedicated Transport, Transport, Fly +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Tyrannocyte + +**Transport:** +This model has a transport capacity of 20 Tyranids Infantry models, or 1 Tyranids Monster model with a Wounds characteristic of 12 or less. Each INFANTRY model with a Wounds characteristic of more than 1 takes up the space of 3 models. + +**Points:** +- 1 model: 105pts + +--- + +# Valdor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 20 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Valdor neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | +| Valdor neutron laser | 48 | 2 | 4 | 16 | -4 | D6+1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Power Overload** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Damage roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Titanic, Smoke, Valdor +**Faction Keywords:** Astra Militarum, Genestealer Cults + +**Unit Composition:** +- 1 Valdor + +**Wargear Options:** +- This model’s autocannon can be replaced with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 lascannon +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter + +**Points:** +- 1 model: 285pts + +--- + +# Von Ryan’s Leapers + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Leaper’s talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Leaper’s talons | Melee | 6 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Pouncing Leap** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Infantry, Great Devourer, Vanguard Invader, Von Ryan’s Leapers +**Faction Keywords:** Tyranids, Genestealer Cults + +**Unit Composition:** +- 3-6 Von Ryan’s Leapers + +**Points:** +- 3 models: 70pts +- 6 models: 140pts + +--- + +# Winged Hive Tyrant + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 2+ | 10 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** monstrous bonesword and lash whip; Tyrant talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast | +| Heavy venom cannon | 36 | D3 | 2 | 9 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monstrous scything talons | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | +| Monstrous bonesword and lash whip | Melee | 6 | 2 | 9 | -2 | 3 | twin-linked | +| Tyrant talons | Melee | 5 | 2 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Will of the Hive Mind** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. +- **Paroxysm (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 1, this PSYKER suffers D3 mortal wounds; on a 2+, until the end of the phase, subtract 1 from the Attacks characteristic of weapons equipped by models in that unit. + +**Keywords:** Monster, Hive Tyrant, Vanguard Invader, Winged Hive Tyrant, Character, Psyker, Fly, Great Devourer, Synapse +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Winged Hive Tyrant + +**Wargear Options:** +- This model’s monstrous bonesword and lash whip can be replaced with one of the following:- 1 heavy venom cannon +- 1 stranglethorn cannon +- 1 monstrous scything talons + +**Points:** +- 1 model: 170pts + +--- + +# Winged Tyranid Prime + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Prime talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prime talons | Melee | 6 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Alpha Warrior** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Death Blow** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +**Keywords:** Vanguard Invader, Synapse, Great Devourer, Fly, Character, Infantry, Winged Tyranid Prime +**Faction Keywords:** Genestealer Cults, Tyranids + +**Unit Composition:** +- 1 Winged Tyranid Prime + +**Wargear Options:** +- None + +**Leader:** +Can lead: Gargoyles + +**Points:** +- 1 model: 65pts + +--- + +# Wyvern + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Wyvern quad stormshard mortar; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Wyvern quad stormshard mortar | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire, twin-linked | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s Wyvern quad stormshard mortar. Until the start of your next Shooting phase, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Artillery, Squadron, Smoke, Wyvern +**Faction Keywords:** Genestealer Cults, Astra Militarum + +**Unit Composition:** +- 1 Wyvern + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model can be equipped with 1 hunter-killer missile. + +**Points:** +- 1 model: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/aberrants.md b/cogitator/factions/genestealer-cults/datasheets/aberrants.md deleted file mode 100644 index 5c2b619..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/aberrants.md +++ /dev/null @@ -1,63 +0,0 @@ -# Aberrants - -**Role:** Other - -*No one truly knows what causes Aberrants to spring up amidst the brood cycle, yet the uses of these lumpen gene-deviants are obvious. Possessed of immense strength and resilience coupled with simplistic loyalty to the cult, they are hurled into battle as line breakers or massed as hulking, expendable bodyguards.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Aberrant is equipped with:** Aberrant weapons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aberrant weapons | Melee | 3 | 3 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **Hulking Bodyguards** (Datasheet): While a Character is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. - -**Keywords:** Aberrants, Great Devourer, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Aberrant Hypermorph -- 4-9 Aberrants - -**Leader:** -Led By: Biophagus, Abominant - -**Points:** -- 5 models: 135pts -- 10 models: 300pts diff --git a/cogitator/factions/genestealer-cults/datasheets/abominant.md b/cogitator/factions/genestealer-cults/datasheets/abominant.md deleted file mode 100644 index 6f2660f..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/abominant.md +++ /dev/null @@ -1,63 +0,0 @@ -# Abominant - -**Role:** Characters - -*Born from the sting of a mindwyrm familiar, the Abominant is an Aberrant tainted with the Patriarch’s own gene-mass. This transforms the beast into a mountain of mutated chitin and muscle that can regenerate as swiftly as its foes can harm it, and whose raw might is a lethal battlefield asset.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** power sledgehammer. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power sledgehammer | Melee | 4 | 3 | 12 | -2 | D6+1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **The Chosen One** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **Regenerating Gene-mass** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. - -**Keywords:** Character, Great Devourer, Abominant, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Abominant - -**Leader:** -Can lead: Aberrants - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/genestealer-cults/datasheets/achilles-ridgerunners.md b/cogitator/factions/genestealer-cults/datasheets/achilles-ridgerunners.md deleted file mode 100644 index ef3da10..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/achilles-ridgerunners.md +++ /dev/null @@ -1,67 +0,0 @@ -# Achilles Ridgerunners - -**Role:** Other - -*The operators of these lightweight but rugged scout vehicles help to coordinate lethal armoured ambushes that eliminate isolated foes or sever communication and supply lines. They can mount a versatile range of heavy weapons, and their speed and manoeuvrability enable them to skirt enemy ranks before unleashing their payloads at a more vulnerable quarter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 3+ | 8 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy mining laser; twin heavy stubbers; armoured hull; flare launcher. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Achilles missile launcher | 36 | 3 | 4 | 9 | -2 | 3 | — | -| Heavy mining laser | 36 | D3 | 4 | 12 | -3 | D6+1 | blast | -| Heavy mortar | 48 | D6+3 | 4 | 6 | 0 | 1 | blast, indirect fire | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | twin-linked, rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Crossfire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. -- **Flare Launcher** (Wargear): The bearer’s unit has the SMOKE keyword and you can target it with the Smokescreen Stratagem for 0CP. -- **Spotter** (Wargear): The bearer’s ranged weapons have a Ballistic Skill characteristic of 3+. -- **Survey Augur** (Wargear): Each time the bearer’s unit has shot, select one enemy unit that was hit by one or more attacks made by the bearer this phase. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack against that unit, that attack has the [IGNORES COVER] ability. - -**Keywords:** Vehicle, Achilles Ridgerunners, Great Devourer -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1-2 Achilles Ridgerunners - -**Wargear Options:** -- Any number of models can each have their heavy mining laser replaced with one of the following:- 1 achilles missile launcher -- 1 heavy mortar -- Any number of models can each have their flare launcher replaced with one of the following:- 1 spotter -- 1 survey augur - -**Points:** -- 1 model: 95pts -- 2 models: 170pts diff --git a/cogitator/factions/genestealer-cults/datasheets/acolyte-hybrids-with-autopistols.md b/cogitator/factions/genestealer-cults/datasheets/acolyte-hybrids-with-autopistols.md deleted file mode 100644 index 48711b0..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/acolyte-hybrids-with-autopistols.md +++ /dev/null @@ -1,71 +0,0 @@ -# Acolyte Hybrids With Autopistols - -**Role:** Battleline - -*Acolyte Hybrids comprise the earliest generations of a cult’s brood cycles, and they are monstrous in body and mind. Some equip themselves with an array of automatic pistols and repurposed heavy tools, applying industrialised might to the battlefield in acts of sabotage or resource acquisition.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; cult claws and knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cult claws and knife | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Heavy mining tool | Melee | 2 | 3 | 5 | -2 | 3 | anti-vehicle 4+ | -| Leader’s bio-weapons | Melee | 5 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **Claimed for the Cult** (Datasheet): At the start of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP. -- **Cult Icon** (Wargear): In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. - -**Keywords:** Acolyte Hybrids With Autopistols, Great Devourer, Infantry, Battleline, Grenades, Acolyte Hybrids -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Acolyte Leader -- 4-9 Acolyte Hybrids - -**Wargear Options:** -- One Acolyte Hybrid’s autopistol can be replaced with 1 cult icon. -- For every 5 models in this unit, up to 3 Acolyte Hybrids can each have their autopistol and cult claws and knife replaced with 1 heavy mining tool. -- The Acolyte Leader’s cult claws and knife can be replaced with 1 Leader's bio-weapons. - -**Leader:** -Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus - -**Points:** -- 5 models: 65pts -- 10 models: 130pts diff --git a/cogitator/factions/genestealer-cults/datasheets/acolyte-hybrids-with-hand-flamers.md b/cogitator/factions/genestealer-cults/datasheets/acolyte-hybrids-with-hand-flamers.md deleted file mode 100644 index 3ac01e1..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/acolyte-hybrids-with-hand-flamers.md +++ /dev/null @@ -1,72 +0,0 @@ -# Acolyte Hybrids With Hand Flamers - -**Role:** Battleline - -*Equipped with hand flamers and using their hulking strength andxenos dexterity to wield pilfered explosive charges, Acolyte Hybrids excel in bold missions of arson and ruination. Denying the oppressors any opportunity of a foothold, their destructive acts are often so wholesale that few witnesses survive their operations.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** hand flamer; cult claws and knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolition charges | 8 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous, one shot | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cult claws and knife | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Leader’s bio-weapons | Melee | 5 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **Industrialised Destruction** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll. -- **Cult Icon** (Wargear): In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Battleline, Grenades, Acolyte Hybrids, Acolyte Hybrids With Hand Flamers, Infantry, Great Devourer -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Acolyte Leader -- 4-9 Acolyte Hybrids - -**Wargear Options:** -- One Acolyte Hybrid’s hand flamer can be replaced with 1 cult icon. -- For every 5 models in this unit, up to 2 Acolyte Hybrids can each have their hand flamer replaced with 1 demolition charges -- The Acolyte Leader’s cult claws and knife can be replaced with 1 Leader’s bio-weapons. - -**Leader:** -Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus - -**Points:** -- 5 models: 70pts -- 10 models: 140pts diff --git a/cogitator/factions/genestealer-cults/datasheets/acolyte-iconward.md b/cogitator/factions/genestealer-cults/datasheets/acolyte-iconward.md deleted file mode 100644 index 9113437..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/acolyte-iconward.md +++ /dev/null @@ -1,75 +0,0 @@ -# Acolyte Iconward - -**Role:** Characters - -*It is a great honour to bear the cult’s sigil aloft, out in the open for all to see. These banners are hung with pseudo-sacred artefacts, some stemming from the secretions or body of the Patriarch itself. The effect of the Acolyte Iconward’s presence upon nearby cult warriors is electrifying, driving them to new heights of violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autopistol; cult claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cult claws | Melee | 4 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Nexus of Devotion** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Hybrid Metamorphs keyword, models in that unit have the Feel No Pain 4+ ability instead. -- **Summon the Cult** (Datasheet): Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12" of a model from your army with this ability and more than 9" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal). - -**Keywords:** Character, Infantry, Grenades, Great Devourer, Acolyte Iconward -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Acolyte Iconward - -**Leader:** -Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/aegis-defence-line.md b/cogitator/factions/genestealer-cults/datasheets/aegis-defence-line.md deleted file mode 100644 index c572e17..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/aegis-defence-line.md +++ /dev/null @@ -1,35 +0,0 @@ -# Aegis Defence Line - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Emplacement Platform** (Datasheet): Friendly ASTRA MILITARUM INFANTRY models can be set up or end any type of move on top of the platform section of this FORTIFICATION. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Defence Line** (Datasheet): While an ASTRA MILITARUM INFANTRY model has the Benefit of Cover as a result of this terrain feature (see above), that model has a 4+ invulnerable save. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **DEPLOYMENT** (Special (правая колонка)): When this model is set up, it will consist of 1 platform section, up to 5 shield sections, up to 2 broken shield sections, and up to 2 end sections. All sections must be connected to each other to form a continuous defence line; the two broken shield sections can be placed either at the end of the defence line, or in the middle of it such that both are within 1/2" of each other (in this case, these two sections count as being connected to each other). All the sections that have been set up are then treated as a single model for all rules purposes. - -**Keywords:** Imperium, Fortification, Aegis Defence Line -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Aegis Defence Line - -**Wargear Options:** -- None - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/genestealer-cults/datasheets/arkurian-stormhammer.md b/cogitator/factions/genestealer-cults/datasheets/arkurian-stormhammer.md deleted file mode 100644 index 235979c..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/arkurian-stormhammer.md +++ /dev/null @@ -1,57 +0,0 @@ -# Arkurian Stormhammer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; 7 multi-lasers; Stormhammer cannon; twin battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Stormhammer cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Twin battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this ARKURIAN STORMHAMMER model, that model has the Benefit of Cover against that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Titanic, Smoke, Arkurian Stormhammer -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Arkurian Stormhammer - -**Wargear Options:** -- This model’s 7 multi-lasers can be replaced with one of the following:- 7 heavy bolters -- 7 heavy flamers -- 7 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/genestealer-cults/datasheets/armageddon-pattern-medusa.md b/cogitator/factions/genestealer-cults/datasheets/armageddon-pattern-medusa.md deleted file mode 100644 index adb4708..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/armageddon-pattern-medusa.md +++ /dev/null @@ -1,52 +0,0 @@ -# Armageddon-pattern Medusa - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Medusa siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Medusa siege cannon | 36 | D6 | 4 | 12 | -2 | 4 | blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Medusa siege cannon scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Artillery, Imperium, Squadron, Smoke, Armageddon-pattern Medusa -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Armageddon-pattern Medusa - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 storm bolter -- 1 heavy stubber - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/genestealer-cults/datasheets/armoured-sentinels.md b/cogitator/factions/genestealer-cults/datasheets/armoured-sentinels.md deleted file mode 100644 index fed74d0..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/armoured-sentinels.md +++ /dev/null @@ -1,60 +0,0 @@ -# Armoured Sentinels - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 2+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** multi-laser; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | -| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mobile Hunter-killers** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Walker, Smoke, Regiment, Vehicle, Imperium, Squadron, Armoured Sentinels -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1-2 Armoured Sentinels - -**Wargear Options:** -- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon -- 1 heavy flamer -- 1 lascannon -- 1 missile launcher -- 1 plasma cannon -- Any number of models can each be equipped with 1 Sentinel chainsaw. -- Any number of models can each be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 65pts -- 2 models: 130pts diff --git a/cogitator/factions/genestealer-cults/datasheets/artillery-team.md b/cogitator/factions/genestealer-cults/datasheets/artillery-team.md deleted file mode 100644 index 984ec07..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/artillery-team.md +++ /dev/null @@ -1,44 +0,0 @@ -# Artillery Team - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 7 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy mortar; lasgun; crew close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy mortar | 48 | D6+3 | 5 | 8 | -1 | 2 | blast, heavy, indirect fire | -| Heavy quad launcher | 48 | 2D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire, twin-linked | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Multiple rocket launcher | 48 | D6+3 | 5 | 2 | -1 | 1 | anti-infantry 3+, blast, heavy, indirect fire | -| Siege cannon | 48 | D6 | 5 | 12 | -2 | 3 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crew close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Remorseless Barrage** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test (if an INFANTRY unit is hit by one or more attacks made by a multiple rocket launcher, they must subtract 1 from their Battle-shock test when doing so). - -**Keywords:** Grenades, Regiment, Artillery Team, Imperium, Infantry, Artillery -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Artillery Team - -**Wargear Options:** -- This model’s heavy mortar can be replaced with one of the following: -- 1 siege cannon -- 1 heavy quad launcher -- 1 multiple rocket launcher - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/genestealer-cults/datasheets/atalan-jackals.md b/cogitator/factions/genestealer-cults/datasheets/atalan-jackals.md deleted file mode 100644 index 3e1b1f2..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/atalan-jackals.md +++ /dev/null @@ -1,91 +0,0 @@ -# Atalan Jackals - -**Role:** Other - -*Atalan Jackals share a mental link that allows them to coordinate in hunting packs and ride in tight formations at high speeds with no risk of mishap. They harass the foe with hit-and-run strikes, their Wolfquads unleashing heavy firepower to augment the guns, bludgeons and mining charges of their packmates.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| ATALAN JACKAL | 12" | 4 | 5+ | 2 | 7+ | 1 | -| ATALAN WOLFQUAD | 12" | 4 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -****** This unit can only contain 2 Atalan Wolfquads if it also contains 8 Atalan Jackals.* - -**Every Atalan Jackal is equipped with:** Atalan small arms; close combat weapon. - -**Every Atalan Wolfquad is equipped with:** Atalan small arms; heavy stubber; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atalan incinerator | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Atalan small arms | 12 | 2 | 4 | 4 | 0 | 1 | pistol | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | assault, rapid fire 3 | -| Mining laser | 24 | 1 | 4 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atalan power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **Outrider Gangs** (Datasheet): Each time you use the Cult Ambush ability to set this unit back upon the battlefield, in addition to the normal rules, all of its models must be set up wholly within 9" of a battlefield edge and at least one of its models must be touching one of your Cult Ambush markers (that marker is then removed from the battlefield). If this cannot be done, this unit cannot be set back up. -- **Demolition Run** (Datasheet): Once per turn, in your Movement phase, when this unit ends a Normal, Advance or Fall Back move, you can select one enemy unit within 6" of and visible to this unit and roll one D6 for each ATALAN JACKALS model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -**Keywords:** Mounted, Atalan Jackals, Great Devourer, Grenades -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 4-8 Atalan Jackals -- 1-2 Atalan Wolfquads* - -**Wargear Options:** -- For every 4 Atalan Jackals in this unit, up to 2 Atalan Jackals' close combat weapons can each be replaced with 1 Atalan power weapon. -- For every 4 Atalan Jackals in this unit, 1 Atalan Jackal's Atalan small arms can be replaced with 1 grenade launcher. -- Any number of Atalan Wolfquads can each have their heavy stubber replaced with one of the following:- 1 Atalan incinerator -- 1 mining laser - -**Leader:** -Led By: Jackal Alphus - -**Points:** -- 5 models: 85pts -- 10 models: 150pts diff --git a/cogitator/factions/genestealer-cults/datasheets/atlas-recovery-vehicle.md b/cogitator/factions/genestealer-cults/datasheets/atlas-recovery-vehicle.md deleted file mode 100644 index 7d0dc97..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/atlas-recovery-vehicle.md +++ /dev/null @@ -1,49 +0,0 @@ -# Atlas Recovery Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Recovery Vehicle** (Datasheet): At the end of your Movement phase, you can select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Smoke, Atlas Recovery Vehicle, Vehicle, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Atlas Recovery Vehicle - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/genestealer-cults/datasheets/attilan-rough-riders.md b/cogitator/factions/genestealer-cults/datasheets/attilan-rough-riders.md deleted file mode 100644 index 7ce49db..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/attilan-rough-riders.md +++ /dev/null @@ -1,45 +0,0 @@ -# Attilan Rough Riders - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** lasgun; laspistol; hunting lance; steed’s hooves. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Steed’s hooves | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | -| Goad lance | Melee | 2 | 3 | 6 | -2 | 2 | lance | -| Hunting lance – frag tip | Melee | D6 | 3 | 4 | 0 | 1 | lance | -| Hunting lance – melta tip | Melee | 1 | 3 | 9 | -4 | D6 | lance | -| Power sabre | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Horsemasters** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Attilan Rough Riders, Imperium, Mounted, Grenades, Regiment -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Rough Rider Sergeant -- 4-9 Rough Riders - -**Wargear Options:** -- For every 5 models in this unit, 1 model’s hunting lance can be replaced with 1 goad lance. -- The Rough Rider Sergeant can be equipped with 1 power sabre. - -**Points:** -- 5 models: 60pts -- 10 models: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/baneblade.md b/cogitator/factions/genestealer-cults/datasheets/baneblade.md deleted file mode 100644 index e2fd597..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/baneblade.md +++ /dev/null @@ -1,51 +0,0 @@ -# Baneblade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Baneblade cannon; coaxial autocannon; demolisher cannon; heavy stubber; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baneblade cannon | 72 | 3D6 | 4 | 12 | -2 | 3 | blast | -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ASTRA MILITARUM model from your army, if that model is not fully visible to every model in the attacking unit because of this BANEBLADE model, that model has the Benefit of Cover against that attack. - -**Keywords:** Vehicle, Baneblade, Titanic, Smoke, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Baneblade - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Points:** -- 1 model: 450pts diff --git a/cogitator/factions/genestealer-cults/datasheets/banehammer.md b/cogitator/factions/genestealer-cults/datasheets/banehammer.md deleted file mode 100644 index 030f072..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/banehammer.md +++ /dev/null @@ -1,56 +0,0 @@ -# Banehammer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; tremor cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Tremor cannon | 36 | 2D6+3 | 4 | 12 | -2 | 3 | blast | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Tremor Quake** (Datasheet): In your Shooting phase, just after selecting a target for this model’s tremor cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. - -**Keywords:** Vehicle, Imperium, Titanic, Smoke, Transport, Banehammer -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Banehammer - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Transport:** -This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/genestealer-cults/datasheets/banesword.md b/cogitator/factions/genestealer-cults/datasheets/banesword.md deleted file mode 100644 index 50cd019..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/banesword.md +++ /dev/null @@ -1,48 +0,0 @@ -# Banesword - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; quake cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Quake cannon | 72 | D6+6 | 4 | 16 | -4 | 4 | blast, ignores cover | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armour Obliteration** (Datasheet): Each time an attack made with this model’s quake cannon destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. - -**Keywords:** Banesword, Imperium, Smoke, Titanic, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Banesword - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Points:** -- 1 model: 450pts diff --git a/cogitator/factions/genestealer-cults/datasheets/basilisk.md b/cogitator/factions/genestealer-cults/datasheets/basilisk.md deleted file mode 100644 index 8edbc9a..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/basilisk.md +++ /dev/null @@ -1,48 +0,0 @@ -# Basilisk - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** earthshaker cannon; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy INFANTRY unit, until the start of your next Shooting phase, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Smoke, Artillery, Vehicle, Basilisk, Squadron -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Basilisk - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/genestealer-cults/datasheets/benefictus.md b/cogitator/factions/genestealer-cults/datasheets/benefictus.md deleted file mode 100644 index cf19d9a..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/benefictus.md +++ /dev/null @@ -1,64 +0,0 @@ -# Benefictus - -**Role:** Characters - -*A Benefictus uses the swollen mass of their brain to focus the will of the Broodmind. They unleash it in a lancing beam of incredible power that has the potential to carve through battle tank armour. Where the psionic strike hits, intense shock waves of nauseating alien horror spread out, leaving survivors vulnerable to lurking broodkin.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Psionic Cascade; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psionic Cascade - witchfire | 18 | 1 | 3 | 12 | -3 | D6+1 | ignores cover,psychic | -| Psionic Cascade - focused witchfire | 18 | 2 | 3 | 12 | -3 | D6+1 | hazardous, ignores cover, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Bio-horror Disruption (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Psionic Shield (Psychic)** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 4+ invulnerable save. - -**Keywords:** Psyker, Infantry, Character, Great Devourer, Benefictus -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Benefictus - -**Leader:** -Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/genestealer-cults/datasheets/biophagus.md b/cogitator/factions/genestealer-cults/datasheets/biophagus.md deleted file mode 100644 index 47a4ff7..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/biophagus.md +++ /dev/null @@ -1,67 +0,0 @@ -# Biophagus - -**Role:** Characters - -*The Biophagus is a scientist-surgeon whose injector goad can be used to enhance the unholy might of Aberrants and other favoured cultists, or to dose enemies with a mutagenic cocktail that rapidly dissolves them from within. Coupled with hurled vials of bio-acids, this arsenal renders the Biophagus a deadly agent of biological warfare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autopistol; chemical vials; injector goad, alchemicus familiar. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | -| Chemical vials | 6 | 1 | 3 | 1 | -1 | 2 | anti-infantry 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Injector goad | Melee | 1 | 3 | 2 | 0 | D3 | anti-infantry 2+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Twisted Science** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Biological Warfare** (Datasheet): Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3. -- **Alchemicus Familiar** (Wargear): Once per battle, when the bearer’s unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer’s unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. - -**Designer’s Note:** *Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used.* - -**Keywords:** Character, Infantry, Great Devourer, Biophagus -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Biophagus - -**Leader:** -Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Aberrants - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/cadian-castellan.md b/cogitator/factions/genestealer-cults/datasheets/cadian-castellan.md deleted file mode 100644 index bb03be1..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/cadian-castellan.md +++ /dev/null @@ -1,72 +0,0 @@ -# Cadian Castellan - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** laspistol; chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | -| | | 0 | 3 | - | 0 | - | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | -| Chainsword | Melee | 5 | 3 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Senior Officer** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Get Back in the Fight** (Datasheet): While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue 2 Orders to Regiment units. - -**Keywords:** Character, Grenades, Imperium, Infantry, Officer, Cadian Castellan -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Cadian Castellan - -**Wargear Options:** -- This model’s chainsword can be replaced with one of the following:- 1 boltgun and 1 close combat weapon -- 1 power fist -- 1 power weapon -- This model’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol - -**Leader:** -Can lead: Cadian Shock Troops, Kasrkin - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/genestealer-cults/datasheets/cadian-command-squad.md b/cogitator/factions/genestealer-cults/datasheets/cadian-command-squad.md deleted file mode 100644 index 1e76a06..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/cadian-command-squad.md +++ /dev/null @@ -1,102 +0,0 @@ -# Cadian Command Squad - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CADIAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | -| CADIAN VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Cadian Commander is equipped with:** laspistol; chainsword. - -**1 Cadian Veteran Guardsman is equipped with:** las pistol; chainsword. - -**1 other Cadian Veteran Guardsman is equipped with:** lasgun; master vox; close combat weapon. - -**1 other Cadian Veteran Guardsman is equipped with:** lasgun; medi-pack; close combat weapon. - -**1 other Cadian Veteran Guardsman is equipped with:** lasgun; regimental standard; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| | | 0 | - | - | 0 | - | — | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| | | 0 | - | - | 0 | - | — | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cadia Stands!** (Datasheet): While this unit contains an OFFICER, each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Command Squad, Officer, Character, Grenades, Cadian, Infantry, Imperium, Platoon -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Cadian Commander -- 4 Cadian Veteran Guardsmen - -**Wargear Options:** -- 1 Cadian Veteran Guardsman’s lasgun and regimental standard can be replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun -- 1 Cadian Veteran Guardsman’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- The Cadian Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 Cadian Veteran Guardsman's chainsword can be replaced with one of the following:- 1 flamer and 1 close combat weapon -- 1 grenade launcher and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon -- 1 power fist -- 1 power weapon -- The Cadian Commander’s chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Cadian Shock Troops - -**Points:** -- 5 models: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/cadian-heavy-weapons-squad.md b/cogitator/factions/genestealer-cults/datasheets/cadian-heavy-weapons-squad.md deleted file mode 100644 index 15201fa..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/cadian-heavy-weapons-squad.md +++ /dev/null @@ -1,47 +0,0 @@ -# Cadian Heavy Weapons Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolter; laspistol; weapons team close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | -| Laspistol | 12 | 2 | 4 | 3 | 0 | 1 | pistol | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Covering Fire** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or on unmodified Hit rolls of 4+ instead if this unit is within 6" of one or more friendly Platoon units. -- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. - -**Keywords:** Regiment, Imperium, Grenades, Infantry, Cadian Heavy Weapons Squad -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 3 Heavy Weapons Teams - -**Wargear Options:** -- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/cadian-shock-troops.md b/cogitator/factions/genestealer-cults/datasheets/cadian-shock-troops.md deleted file mode 100644 index fed4ecc..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/cadian-shock-troops.md +++ /dev/null @@ -1,65 +0,0 @@ -# Cadian Shock Troops - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Shock Trooper Sergeant is equipped with:** laspistol; chainsword. - -**Every Shock Trooper is equipped with:** lasgun; close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Sergeant's autogun | 24 | 2 | 4 | 3 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Shock Troops** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. - -**Keywords:** Platoon, Cadian, Cadian Shock Troops, Imperium, Grenades, Battleline, Infantry, Regiment -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Shock Trooper Sergeant and 9 Shock Troopers -- OR -- 2 Shock Trooper Sergeants and 18 Shock Troopers - -**Wargear Options:** -- For every 10 models in this unit, up to 2 Shock Troopers can each have their lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun -- For every 10 models in this unit, 1 Shock Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). -- Any number of Shock Trooper Sergeants can each have their laspistol replaced with 1 bolt pistol. -- Any number of Shock Trooper Sergeants can each have their laspistol and chainsword replaced with 1 Sergeant's autogun and 1 close combat weapon. -- * You cannot select the same weapon more than once per unit unless it contains 20 models, in which case you cannot select the same weapon more than twice per unit. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Cadian Castellan, Cadian Command Squad, Primaris Psyker, Hell’s Last, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 65pts -- 20 models: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/carnodon.md b/cogitator/factions/genestealer-cults/datasheets/carnodon.md deleted file mode 100644 index f0e78b3..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/carnodon.md +++ /dev/null @@ -1,62 +0,0 @@ -# Carnodon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 2+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 autocannons; Carnodon twin autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Carnodon twin lascannon | 48 | 1 | 4 | 14 | -3 | D6+1 | twin-linked | -| Carnodon twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | -| Volkite caliver | 24 | 2 | 4 | 5 | 0 | 2 | devastating wounds | -| Militarum Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Volkite culverin | 36 | 4 | 4 | 6 | 0 | 2 | devastating wounds | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Carnodon twin multi-laser | 36 | 6 | 4 | 6 | 0 | 1 | twin-linked | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ancient Conquest** (Datasheet): Each time this model makes an attack that targets an enemy unit that is within your opponent’s deployment zone, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Smoke, Carnodon, Squadron -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Carnodon - -**Wargear Options:** -- This model’s Carnodon twin autocannon can be replaced with one of the following:- 1 Carnodon twin lascannon -- 1 Carnodon twin multi-laser -- 1 volkite culverin -- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 lascannons -- 2 Militarum multi-lasers -- 2 volkite calivers -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/genestealer-cults/datasheets/catachan-command-squad.md b/cogitator/factions/genestealer-cults/datasheets/catachan-command-squad.md deleted file mode 100644 index 804bece..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/catachan-command-squad.md +++ /dev/null @@ -1,114 +0,0 @@ -# Catachan Command Squad - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| CATACHAN COMMANDER | 6" | 3 | 5+ | 3 | 7+ | 1 | -| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Catachan Commander is equipped with:** laspistol; close combat weapon. - -**Every Veteran Guardsman is equipped with:** lasgun; laspistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | -| | | 0 | - | - | 0 | - | — | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| | | 0 | - | - | 0 | - | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| | | 0 | - | - | 0 | - | — | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | -| Sniper rifle | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Gung-ho Command** (Datasheet): While this unit contains an OFFICER, ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS) to this unit. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Catachan, Infantry, Officer, Character, Command Squad, Platoon, Imperium, Grenades -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Catachan Commander -- 4 Veteran Guardsmen - -**Wargear Options:** -- Any number of Veteran Guardsmen can each have their lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 heavy flamer -- 1 meltagun -- 1 plasma gun -- 1 sniper rifle -- * You cannot select the same weapon from this list more than once per unit. -- Veteran Guardsman equipped with a lasgun can be equipped with 1 master vox.** -- Veteran Guardsman equipped with a lasgun can be equipped 1 medi-pack.** -- 1 Veteran Guardsman equipped with a lasgun can be equipped with 1 regimental standard.** -- ** A model can only take one of these options. -- The Catachan Commander’s laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- The Catachan Commander can be equipped with one of the following:- 1 boltgun -- 1 chainsword -- 1 power fist -- 1 power weapon - -**Leader:** -Can lead: Catachan Jungle Fighters - -**Points:** -- 5 models: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/catachan-heavy-weapons-squad.md b/cogitator/factions/genestealer-cults/datasheets/catachan-heavy-weapons-squad.md deleted file mode 100644 index 044e9aa..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/catachan-heavy-weapons-squad.md +++ /dev/null @@ -1,59 +0,0 @@ -# Catachan Heavy Weapons Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolter; lasgun; weapons team close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Heavy bolter | 36 | 3 | 5 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Autocannon | 48 | 2 | 5 | 9 | -1 | 3 | heavy | -| Missile launcher – frag | 48 | D6 | 5 | 4 | 0 | 1 | blast, heavy | -| Mortar | 48 | D6 | 5 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Missile launcher – krak | 48 | 1 | 5 | 9 | -2 | D6 | heavy | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Weapons team close combat weapons | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Bring it Down!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER of VEHICLE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. - -**Keywords:** Catachan Heavy Weapons Squad, Regiment, Infantry, Grenades, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 3 Heavy Weapons Teams - -**Wargear Options:** -- Any number of models can each have their heavy bolter replaced with one of the following:- 1 autocannon -- 1 lascannon -- 1 missile launcher -- 1 mortar - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/catachan-jungle-fighters.md b/cogitator/factions/genestealer-cults/datasheets/catachan-jungle-fighters.md deleted file mode 100644 index 8941081..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/catachan-jungle-fighters.md +++ /dev/null @@ -1,63 +0,0 @@ -# Catachan Jungle Fighters - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Jungle Fighter Sergeant is equipped with:** laspistol; close combat weapon. - -**Every Jungle Fighter is equipped with:** lasgun; close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Jungle Fighters** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move or was charged this turn, add 1 to the Wound roll. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. - -**Keywords:** Infantry, Catachan Jungle Fighters, Platoon, Imperium, Grenades, Regiment, Battleline -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Jungle Fighter Sergeant and 9 Jungle Fighters -- OR -- 2 Jungle Fighter Sergeants and 18 Jungle Fighters - -**Wargear Options:** -- For every 5 models in this unit, 1 Jungle Fighter’s lasgun can be replaced with 1 flamer. -- For every 10 models in this unit, 1 Jungle Fighter equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced). - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Catachan Command Squad, Primaris Psyker, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 65pts -- 20 models: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/centaur-light-carrier.md b/cogitator/factions/genestealer-cults/datasheets/centaur-light-carrier.md deleted file mode 100644 index ccbb40e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/centaur-light-carrier.md +++ /dev/null @@ -1,48 +0,0 @@ -# Centaur Light Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blistering Advance** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Squadron, Transport, Smoke, Centaur Light Carrier -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Centaur Light Carrier - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 6 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. It cannot transport Ogryn or Artillery models. - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/genestealer-cults/datasheets/chimera.md b/cogitator/factions/genestealer-cults/datasheets/chimera.md deleted file mode 100644 index f2b5f1e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/chimera.md +++ /dev/null @@ -1,64 +0,0 @@ -# Chimera - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** multi-laser; heavy bolter; lasgun array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lasgun array | 24 | 6 | 4 | 3 | 0 | 1 | rapid fire 6 | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Chimera, Dedicated Transport, Transport, Squadron, Imperium, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Chimera - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model’s multi-laser can be replaced with one of the following:- 1 heavy bolter* -- 1 heavy flamer* -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. -- * This weapon cannot be replaced. - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/genestealer-cults/datasheets/clamavus.md b/cogitator/factions/genestealer-cults/datasheets/clamavus.md deleted file mode 100644 index b21d0a8..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/clamavus.md +++ /dev/null @@ -1,63 +0,0 @@ -# Clamavus - -**Role:** Characters - -*Vox-hacker and information assassin supreme, the Clamavus scythes into enemy communications networks for intelligence. It seeds the amplified psychic signal of the Broodmind through the foe’s comms to spread dismay from a distance, while up close it can rupture its victims’ brains with its savage audial symphony.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autopistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Voice of New Truths** (Datasheet): In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18" of it; that enemy unit must take a Battle-shock test. -- **Scrambler Array** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. - -**Keywords:** Infantry, Character, Great Devourer, Clamavus -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Clamavus - -**Leader:** -Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/colossus.md b/cogitator/factions/genestealer-cults/datasheets/colossus.md deleted file mode 100644 index bb35f28..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/colossus.md +++ /dev/null @@ -1,49 +0,0 @@ -# Colossus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Colossus siege mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Colossus siege mortar | 120 | D6 | 4 | 6 | -1 | D6+2 | blast, devastating wounds | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tracking Target** (Datasheet): Each time this model is selected to shoot, provided it Remained Stationary this turn, its Colossus siege mortar has the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities while resolving those attacks. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Colossus, Smoke, Vehicle, Imperium, Squadron -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Colossus - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/genestealer-cults/datasheets/crassus.md b/cogitator/factions/genestealer-cults/datasheets/crassus.md deleted file mode 100644 index 35b20a9..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/crassus.md +++ /dev/null @@ -1,49 +0,0 @@ -# Crassus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Crassus, Smoke, Transport, Squadron, Imperium, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Crassus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 35 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/genestealer-cults/datasheets/cyclops-demolition-vehicle.md b/cogitator/factions/genestealer-cults/datasheets/cyclops-demolition-vehicle.md deleted file mode 100644 index 3fb739e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/cyclops-demolition-vehicle.md +++ /dev/null @@ -1,40 +0,0 @@ -# Cyclops Demolition Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Demolition Charges** (Datasheet): Each time this model or an enemy unit ends a move, if this model is within 3" of one or more enemy units, select one of those enemy units. This model is destroyed, but instead of rolling for its Deadly Demise ability, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds. -- **Unstable Payload** (Datasheet): When rolling for this model’s Deadly Demise ability, units within 6" suffer mortal wounds on a 4+, instead of on a 6. -- **COMPACT** (Special (правая колонка)): This model can embark within an Astra Militarum Transport model as if it were an Infantry model. If it does, it takes up the space of 7 models. - -**Keywords:** Vehicle, Imperium, Cyclops Demolition Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Cyclops Demolition Vehicle - -**Wargear Options:** -- None - -**Points:** -- 1 model: 25pts diff --git a/cogitator/factions/genestealer-cults/datasheets/death-korps-grenadier-squad.md b/cogitator/factions/genestealer-cults/datasheets/death-korps-grenadier-squad.md deleted file mode 100644 index 7849e94..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/death-korps-grenadier-squad.md +++ /dev/null @@ -1,65 +0,0 @@ -# Death Korps Grenadier Squad - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GRENADIER | 6" | 3 | 4+ | 1 | 7+ | 2 | -| HEAVY WEAPONS TEAM | 6" | 3 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Grenadier Sergeant is equipped with:** sergeant’s pistol; sergeant’s close combat weapon. - -**Every Grenadier model is equipped with:** hot-shot lasgun; close combat weapon. - -**The Heavy Weapons Team is equipped with:** heavy flamer; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | heavy, rapid fire 3 | -| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Sergeant’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sergeant’s close combat weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. -- **Primed and Ready** (Datasheet): In your Shooting phase, you can select one unit from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that unit has not already been the target of that Stratagem this phase. This can allow you to use the Grenade Stratagem for a second time this phase. -- **GRENADIER SQUAD** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Death Korps of Krieg unit, it can be attached to this unit instead. - -**Keywords:** Platoon, Regiment, Grenades, Imperium, Infantry, Death Korps Grenadier Squad -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- One of the following: -- 1 Grenadier Sergeant and 9 Grenadiers -- 1 Grenadier Sergeant, 7 Grenadiers and 1 Heavy Weapons Team - -**Wargear Options:** -- Up to 2 Grenadier models can each have their hot-shot lasgun replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 heavy stubber -- 1 meltagun -- 1 plasma gun -- 1 sniper rifle - -**Leader:** -Led By: Quartermaster Cadre Squad - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/death-korps-of-krieg.md b/cogitator/factions/genestealer-cults/datasheets/death-korps-of-krieg.md deleted file mode 100644 index d335519..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/death-korps-of-krieg.md +++ /dev/null @@ -1,78 +0,0 @@ -# Death Korps Of Krieg - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Death Korps Watchmaster is equipped with:** laspistol; chainsword. - -**Every Death Korps Trooper is equipped with: lasgun;** close combat weapon. - -*This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Long-las | 36 | 1 | 4 | 4 | -2 | 2 | heavy, precision | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| | | 0 | - | - | 0 | - | — | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| | | 0 | - | - | 0 | - | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| | | 0 | - | - | 0 | - | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Grim Demeanour** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. -- **Death Korps Medi-pack** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Death Korps Troopers to this unit (if this unit contains two models equipped with a Death Korps medi-pack, return up to D3+1 destroyed Death Korps Troopers to this unit instead). - -**Keywords:** Infantry, Death Korps of Krieg, Platoon, Regiment, Grenades, Imperium, Battleline -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Death Korps Watchmaster and 9 Death Korps Troopers -- OR -- 2 Death Korps Watchmasters and 18 Death Korps Troopers - -**Wargear Options:** -- For every 10 models in this unit, up to 2 Death Korps Troopers can each have their lasgun replaced with one of the following*:- 1 flamer -- 1 grenade launcher -- 1 long-las -- 1 meltagun -- 1 plasma gun -- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 Death Korps medi-pack (that model’s lasgun cannot be replaced)**. -- For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced).** -- Any number of Death Korps Watchmasters can each replace their laspistol and chainsword with 1 boltgun and 1 close combat weapon. -- Any number of Death Korps Watchmasters can each replace their chainsword with 1 power weapon. -- Any number of Death Korps Watchmasters can each replace their laspistol with one of the following:- 1 bolt pistol -- 1 plasma pistol -- * You cannot select the same option more than once per unit unless it contains 20 models, in which case you cannot select the same option more than twice per unit. -- ** A model can only take one of these options. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Krieg Command Squad, Primaris Psyker, Quartermaster Cadre Squad, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 65pts -- 20 models: 145pts diff --git a/cogitator/factions/genestealer-cults/datasheets/death-rider-commissar.md b/cogitator/factions/genestealer-cults/datasheets/death-rider-commissar.md deleted file mode 100644 index 2cf65e7..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/death-rider-commissar.md +++ /dev/null @@ -1,61 +0,0 @@ -# Death Rider Commissar - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Commissar's pistol; Commissar's close combat weapon; savage claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Commissar’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Commissar’s close combat weapon | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Summary Execution** (Datasheet): Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry or Astra Militarum Mounted unit that is Battle-shocked and within 12" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked. -- **Political Overwatch** (Datasheet): While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit. -- **ORDERS** (Special (правая колонка)): This Officer can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders. - -**Keywords:** Death Rider Commissar, Officer, Imperium, Character, Mounted, Grenades -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Death Rider Commissar - -**Wargear Options:** -- None - -**Leader:** -Can lead: Death Riders - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/genestealer-cults/datasheets/death-riders.md b/cogitator/factions/genestealer-cults/datasheets/death-riders.md deleted file mode 100644 index 0e9a4c0..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/death-riders.md +++ /dev/null @@ -1,41 +0,0 @@ -# Death Riders - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Death Rider lascarbine; frag lance; power sabre; steed’s savage claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death Rider lascarbine | 18 | 2 | 4 | 3 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Frag lance | Melee | D6 | 3 | 4 | 0 | 1 | lance | -| Power sabre | Melee | 3 | 3 | 4 | -2 | 1 | — | -| Steed's savage claws | Melee | 2 | 4 | 4 | -1 | 1 | extra attacks | - -**Abilities:** -- **Screening Line** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -**Keywords:** Mounted, Grenades, Regiment, Imperium, Death Riders -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Ridemaster -- 4-9 Death Riders - -**Leader:** -Led By: Death Rider Commissar - -**Points:** -- 5 models: 60pts -- 10 models: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/deathleaper.md b/cogitator/factions/genestealer-cults/datasheets/deathleaper.md deleted file mode 100644 index 29764c3..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/deathleaper.md +++ /dev/null @@ -1,46 +0,0 @@ -# Deathleaper - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 7 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lictor claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **Fear of the Unseen (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test. -- **HUNTER ORGANISM** (Special (правая колонка)): This model cannot be your WARLORD. - -**Keywords:** Infantry, Epic Hero, Great Devourer, Vanguard Invader, Deathleaper, Character -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Deathleaper – EPIC HERO - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/genestealer-cults/datasheets/deathstrike.md b/cogitator/factions/genestealer-cults/datasheets/deathstrike.md deleted file mode 100644 index 03190fb..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/deathstrike.md +++ /dev/null @@ -1,51 +0,0 @@ -# Deathstrike - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Deathstrike missile; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deathstrike missile | N/A | 2D6 | 2 | 16 | -4 | 1 | blast, one shot, plasma warhead | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 3 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deathstrike Missile** (Datasheet): In your Shooting phase, each time this model is selected to shoot, if it has not shot with its Deathstrike missile this battle, you can do one of the following in addition to resolving this model’s ranged attacks: -- **Designate Target:** If this model does not have a Deathstrike Target marker on the battlefield, place a unique Deathstrike Target marker for this model anywhere on the battlefield. -- **Adjust Target:** If this model has a Deathstrike Target marker on the battlefield, move that marker to anywhere else on the battlefield. -- **Plasma Warhead** (Wargear profile): The bearer can only shoot with this weapon in your Shooting phase, and only if it Remained Stationary this turn and you did not use its Deathstrike Missile ability to Designate Target or Adjust Target this phase. When the bearer shoots with this weapon, do not select a target. Instead, resolve this weapon’s attacks, rolling for each unit within 6" of the centre of its Deathstrike Target marker individually. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Artillery, Smoke, Imperium, Squadron, Deathstrike, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Deathstrike - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/genestealer-cults/datasheets/dominus-armoured-siege-bombard.md b/cogitator/factions/genestealer-cults/datasheets/dominus-armoured-siege-bombard.md deleted file mode 100644 index 2309b44..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/dominus-armoured-siege-bombard.md +++ /dev/null @@ -1,56 +0,0 @@ -# Dominus Armoured Siege Bombard - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Dominus triple bombard; 2 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dominus triple bombard | 48 | 2D6 | 4 | 12 | -2 | 3 | blast, indirect fire | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Dominus triple bombard scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Titanic, Dominus Armoured Siege Bombard, Smoke, Imperium, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Dominus Armoured Siege Bombard - -**Wargear Options:** -- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 heavy flamers -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 325pts diff --git a/cogitator/factions/genestealer-cults/datasheets/doomhammer.md b/cogitator/factions/genestealer-cults/datasheets/doomhammer.md deleted file mode 100644 index 0121f43..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/doomhammer.md +++ /dev/null @@ -1,56 +0,0 @@ -# Doomhammer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; magma cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Magma cannon | 24 | D6+3 | 4 | 12 | -4 | D6 | blast, melta 6 | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Close-range Titan Killer** (Datasheet): Each time this model’s magma cannon targets a MONSTER or VEHICLE unit, that target is always considered to be within half range of that weapon. - -**Keywords:** Titanic, Smoke, Vehicle, Transport, Imperium, Doomhammer -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Doomhammer - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Transport:** -This model has a transport capacity of 26 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/genestealer-cults/datasheets/earthshaker-carriage-battery.md b/cogitator/factions/genestealer-cults/datasheets/earthshaker-carriage-battery.md deleted file mode 100644 index 1c9eac8..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/earthshaker-carriage-battery.md +++ /dev/null @@ -1,39 +0,0 @@ -# Earthshaker Carriage Battery - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** earthshaker cannon; battery close combat weapons. - -**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Earthshaker Carriage model when this unit is first set up, removing one each time its Earthshaker Carriage model loses a wound (an Earthshaker Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Earthshaker cannon | 240 | D6+3 | 5 | 8 | -2 | 2 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an INFANTRY unit, until the end of your opponent’s next turn, that INFANTRY unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. - -**Keywords:** Imperium, Artillery, Infantry, Earthshaker Carriage Battery, Regiment, Grenades -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Earthshaker Carriage - -**Wargear Options:** -- None - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/earthshaker-platform.md b/cogitator/factions/genestealer-cults/datasheets/earthshaker-platform.md deleted file mode 100644 index 9145d5e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/earthshaker-platform.md +++ /dev/null @@ -1,47 +0,0 @@ -# Earthshaker Platform - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** earthshaker cannon; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Earthshaker Rounds** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy Infantry unit, until the end of your opponent’s next turn, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Earthshaker Platform, Artillery, Imperium, Fortification -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Earthshaker Platform - -**Wargear Options:** -- None - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/elysian-drop-sentinel.md b/cogitator/factions/genestealer-cults/datasheets/elysian-drop-sentinel.md deleted file mode 100644 index c839a76..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/elysian-drop-sentinel.md +++ /dev/null @@ -1,54 +0,0 @@ -# Elysian Drop Sentinel - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Meteoric Descent** (Datasheet): When this model is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this model can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Smoke, Elysian Drop Sentinel, Vehicle, Walker, Imperium, Regiment -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Elysian Drop Sentinel - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy flamer -- 1 multi-melta - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/genestealer-cults/datasheets/elysian-sniper-squad.md b/cogitator/factions/genestealer-cults/datasheets/elysian-sniper-squad.md deleted file mode 100644 index 82ec736..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/elysian-sniper-squad.md +++ /dev/null @@ -1,44 +0,0 @@ -# Elysian Sniper Squad - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** lasgun; sniper rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Mark the Target** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **SNIPER TEAMS** (Special (правая колонка)): For the purposes of embarking within TRANSPORTS, each Elysian Sniper Team model counts as one Heavy Weapons Team model. - -**Keywords:** Elysian Sniper Squad, Grenades, Imperium, Infantry, Regiment -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 3 Elysian Sniper Teams - -**Wargear Options:** -- None - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/field-ordnance-battery.md b/cogitator/factions/genestealer-cults/datasheets/field-ordnance-battery.md deleted file mode 100644 index 4919580..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/field-ordnance-battery.md +++ /dev/null @@ -1,42 +0,0 @@ -# Field Ordnance Battery - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 5 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** malleus rocket launcher; lasgun; laspistol; battery close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bombast field gun | 48 | D6 | 5 | 7 | -1 | 2 | blast, heavy, indirect fire | -| Heavy lascannon | 48 | 2 | 5 | 14 | -3 | D6+1 | heavy | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Malleus rocket launcher | 48 | D6+6 | 5 | 6 | -1 | 1 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battery close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Rearm, Reload, Fire** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, all Heavy weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -**Keywords:** Grenades, Field Ordnance Battery, Regiment, Imperium, Artillery, Infantry -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 2 Ordnance Teams - -**Wargear Options:** -- Any number of models can each have their malleus rocket launcher replaced with one of the following:- 1 bombast field gun -- 1 heavy lascannon - -**Points:** -- 2 models: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/gargoyles.md b/cogitator/factions/genestealer-cults/datasheets/gargoyles.md deleted file mode 100644 index 590113e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/gargoyles.md +++ /dev/null @@ -1,46 +0,0 @@ -# Gargoyles - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 6+ | 1 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** fleshborer; blinding venom. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fleshborer | 18 | 1 | 4 | 5 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blinding venom | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Winged Swarm** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Battleline, Fly, Great Devourer, Endless Multitude, Gargoyles, Vanguard Invader, Infantry -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 10-20 Gargoyles - -**Leader:** -Led By: Winged Tyranid Prime - -**Points:** -- 10 models: 85pts -- 20 models: 170pts diff --git a/cogitator/factions/genestealer-cults/datasheets/goliath-rockgrinder.md b/cogitator/factions/genestealer-cults/datasheets/goliath-rockgrinder.md deleted file mode 100644 index ebcf8bd..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/goliath-rockgrinder.md +++ /dev/null @@ -1,62 +0,0 @@ -# Goliath Rockgrinder - -**Role:** Other - -*The drilldozer blade fitted to the Goliath Rockgrinder is intended for gouging tunnels deep into solid rock faces in search of mineral riches. However, it works just as well as both an ablative shield and a hideously bloody line-breaking weapon, mangling a crimson path through the luckless foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy mining laser; heavy stubber; drilldozer blade; demolition charge cache. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Clearance incinerator | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Demolition charge cache | 8 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous | -| Heavy mining laser | 36 | D3 | 4 | 12 | -3 | D6+1 | blast | -| Heavy seismic cannon | 24 | 4 | 4 | 8 | -2 | D3 | rapid fire 2 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drilldozer blade | Melee | 8 | 3 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Grinding Clearance** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this model Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -**Keywords:** Transport, Goliath Rockgrinder, Vehicle, Great Devourer -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Goliath Rockgrinder - -**Wargear Options:** -- This model’s heavy mining laser can be replaced with one of the following:- 1 clearance incinerator -- 1 heavy seismic cannon - -**Transport:** -This model has a transport capacity of 6 Genestealer Cults Infantry models. - -**Damaged Profile:** -Remaining Wounds: 1-3 -While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/goliath-truck.md b/cogitator/factions/genestealer-cults/datasheets/goliath-truck.md deleted file mode 100644 index 40154f8..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/goliath-truck.md +++ /dev/null @@ -1,52 +0,0 @@ -# Goliath Truck - -**Role:** Dedicated Transports - -*Robust and versatile, the Goliath Truck is the armoured transport of choice for the Genestealer Cults. These vehicles boast thick armour and capacious holds, and their heavy stubber and twin autocannon allow the crew to lay down a hail of supporting fire as the broodkin passengers disembark into battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy stubber; twin autocannon; demolition charge cache; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolition charge cache | 8 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. - -**Keywords:** Great Devourer, Goliath Truck, Dedicated Transport, Transport, Vehicle -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Goliath Truck - -**Transport:** -This model has a transport capacity of 12 Genestealer Cults Infantry models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/genestealer-cults/datasheets/gorgon-heavy-transport.md b/cogitator/factions/genestealer-cults/datasheets/gorgon-heavy-transport.md deleted file mode 100644 index ecd5cf6..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/gorgon-heavy-transport.md +++ /dev/null @@ -1,56 +0,0 @@ -# Gorgon Heavy Transport - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** 5 -*Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Gorgon mortars; 2 twin heavy stubbers; landing ramp. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Gorgon mortar | 48 | D6 | 4 | 5 | 0 | 1 | blast, indirect fire | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Landing ramp | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Gorgon Heavy Transport, Transport, Smoke, Titanic, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Gorgon Heavy Transport - -**Wargear Options:** -- This model’s 2 Gorgon mortars can be replaced with one of the following:- 4 heavy bolters -- 4 heavy flamers -- 4 heavy stubbers -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 30 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/genestealer-cults/datasheets/griffon-mortar-carrier.md b/cogitator/factions/genestealer-cults/datasheets/griffon-mortar-carrier.md deleted file mode 100644 index 0938415..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/griffon-mortar-carrier.md +++ /dev/null @@ -1,49 +0,0 @@ -# Griffon Mortar Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Griffon heavy mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Griffon heavy mortar | 48 | D6 | 4 | 7 | -1 | 2 | blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks made with this model’s Griffon heavy mortar. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Imperium, Artillery, Griffon Mortar Carrier, Smoke, Squadron, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Griffon Mortar Carrier - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can each be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hades-breaching-drill.md b/cogitator/factions/genestealer-cults/datasheets/hades-breaching-drill.md deleted file mode 100644 index 77f0ae9..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hades-breaching-drill.md +++ /dev/null @@ -1,37 +0,0 @@ -# Hades Breaching Drill - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** melta-cutter drill. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Melta-cutter drill | Melee | 6 | 4 | 9 | -4 | D6+2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Subterranean Assault** (Datasheet): Each time you set up this model on the battlefield using the Deep Strike ability, you can select one friendly Astra Militarum Infantry unit in Strategic Reserves. If you do, set up that unit anywhere on the battlefield that is wholly within 9" of this model and more than 9" away from all enemy units. - -**Keywords:** Hades Breaching Drill, Imperium, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Hades Breaching Drill - -**Wargear Options:** -- None - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/heavy-mortar-team.md b/cogitator/factions/genestealer-cults/datasheets/heavy-mortar-team.md deleted file mode 100644 index 5b43365..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/heavy-mortar-team.md +++ /dev/null @@ -1,38 +0,0 @@ -# Heavy Mortar Team - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy mortar; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy mortar | 48 | D6 | 5 | 6 | -1 | 2 | heavy, blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Rearm, Reload, Fire** (Datasheet): While this model is being affected by an Order, provided it Remained Stationary this turn, ranged weapons equipped by this model have the [SUSTAINED HITS 1] ability. -- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Mortar Team model itself is considered to represent its final wound).* - -**Keywords:** Imperium, Infantry, Artillery, Grenades, Heavy Mortar Team, Regiment -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Heavy Mortar Team - -**Wargear Options:** -- None - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/heavy-quad-launcher-team.md b/cogitator/factions/genestealer-cults/datasheets/heavy-quad-launcher-team.md deleted file mode 100644 index 7a39fd1..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/heavy-quad-launcher-team.md +++ /dev/null @@ -1,38 +0,0 @@ -# Heavy Quad Launcher Team - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy quad launcher; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy quad launcher | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTER and VEHICLE units) hit by one or more of those attacks. Unit the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **ARTILLERY TEAM** (Special (правая колонка)): **Designer’s Note:** *Place three Crew tokens next to this model when it is first set up, removing one each time this model loses a wound (the Heavy Quad Launcher Team model itself is considered to represent its final wound).* - -**Keywords:** Heavy Quad Launcher Team, Imperium, Regiment, Infantry, Grenades, Artillery -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Heavy Quad Launcher Team - -**Wargear Options:** -- None - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hellhammer.md b/cogitator/factions/genestealer-cults/datasheets/hellhammer.md deleted file mode 100644 index a38f6d4..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hellhammer.md +++ /dev/null @@ -1,51 +0,0 @@ -# Hellhammer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** coaxial autocannon; demolisher cannon; heavy stubber; Hellhammer cannon; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hellhammer cannon | 30 | 4D6 | 4 | 7 | -1 | 2 | blast, ignores cover | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Close-quarters Warfare** (Datasheet): This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it. - -**Keywords:** Imperium, Hellhammer, Vehicle, Smoke, Titanic -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Hellhammer - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hellhound.md b/cogitator/factions/genestealer-cults/datasheets/hellhound.md deleted file mode 100644 index b548ac1..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hellhound.md +++ /dev/null @@ -1,54 +0,0 @@ -# Hellhound - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy flamer; inferno cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Melta cannon | 18 | D3 | 4 | 9 | -4 | D6 | blast, melta 4 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Chem cannon | 12 | D6+1 | N/A | 2 | -2 | 2 | anti-infantry 2+, torrent | -| Inferno cannon | 18 | 2D6 | N/A | 6 | -2 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Flush Them Out** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is scattered. While a unit is scattered, it cannot have the Benefit of Cover. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Smoke, Vehicle, Squadron, Hellhound -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Hellhound - -**Wargear Options:** -- This model’s inferno cannon can be replaced with one of the following:- 1 chem cannon -- 1 melta cannon -- This model’s heavy flamer can be replaced with one of the following:- 1 heavy bolter -- 1 multi-melta -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hells-last.md b/cogitator/factions/genestealer-cults/datasheets/hells-last.md deleted file mode 100644 index 48dbfa6..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hells-last.md +++ /dev/null @@ -1,77 +0,0 @@ -# Hell’s Last - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| MINKA LESK | 6" | 3 | 5+ | 3 | 7+ | 1 | -| LESK’S VETERANS | 6" | 3 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Minka Lesk is equipped with:** bolt pistol; power weapon. - -**1 Lesk’s Hero is equipped with:** demolitions; meltagun; close combat weapon. - -**1 Lesk’s Hero is equipped with:** hot-shot laspistol; dirk - -**1 Lesk’s Hero is equipped with:** bolt pistol; power weapon. - -**1 Lesk’s Hero is equipped with:** power weapon; regimental banner. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Demolitions | 6 | D6 | 4 | 9 | -2 | 2 | blast, one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dirk | Melee | 3 | 3 | 3 | -1 | 1 | precision | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 4 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Heroic Example** (Datasheet): While this unit’s Minka Lesk model is on the battlefield, each time a model in this unit makes an attack, you can re-roll the Hit roll. -- **Lesk’s Heroes** (Datasheet): Add 1 to the Leadership characteristic of models in this unit and you can re-roll Battle-shock and Leadership tests taken for this unit. -- **ORDERS** (Fortification (левая колонка)): This unit’s OFFICER can issue 2 Orders to Regiment units. -- **Regimental Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Officer, Character, Platoon, Hell’s Last, Command Squad, Infantry, Grenades -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Minka Lesk - EPIC HERO -- 4 Lesk’s Heroes - -**Wargear Options:** -- None - -**Leader:** -Can lead: Cadian Shock Troops - -**Points:** -- 5 model: 80pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hybrid-metamorphs.md b/cogitator/factions/genestealer-cults/datasheets/hybrid-metamorphs.md deleted file mode 100644 index d2fea0f..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hybrid-metamorphs.md +++ /dev/null @@ -1,92 +0,0 @@ -# Hybrid Metamorphs - -**Role:** Other - -*Triggered by the approach of a hive fleet or a sudden trauma to the cult, Hybrid Metamorphs mutate from early generations of the brood cycle. Dormant gene-codes burst to life, bestowing weaponised limbs, ghastly bio-acidic glands and other so-called blessings upon these creatures, transforming them into devastating shock troops.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Metamorph Leader is equipped with:** autopistol; Leader’s bio-weapons. - -**Every Hybrid Metamorph is equipped with:** autopistol; Metamorph mutations. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Leader’s bio-weapons | Melee | 5 | 3 | 5 | -1 | 2 | — | -| Metamorph mutations – strike | Melee | 3 | 3 | 5 | -1 | 2 | — | -| Metamorph mutations – sweep | Melee | 5 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **Brood Surge** (Datasheet): Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brood Surge move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -If, at the start of the battle, no model in this unit is equipped with a hand flamer, each time this unit makes a Brood Surge move, it can be moved up to 6" instead of up to D6". A unit cannot make a Brood Surge move while it is Battle-shocked. -- **Cult Icon** (Wargear): In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. - -**Keywords:** Infantry, Grenades, Great Devourer, Hybrid Metamorphs -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Metamorph Leader -- 4-9 Hybrid Metamorphs - -**Wargear Options:** -- Any number of models can each have their autopistol replaced with 1 hand flamer. -- One Hybrid Metamorph’s autopistol can be replaced with 1 cult icon. - -**Leader:** -Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus - -**Points:** -- 5 models: 70pts -- 10 models: 140pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hydra-platform.md b/cogitator/factions/genestealer-cults/datasheets/hydra-platform.md deleted file mode 100644 index 64faf55..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hydra-platform.md +++ /dev/null @@ -1,47 +0,0 @@ -# Hydra Platform - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Hydra quad autocannon; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hydra quad autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Artillery, Hydra Platform, Fortification, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Hydra Platform - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hydra.md b/cogitator/factions/genestealer-cults/datasheets/hydra.md deleted file mode 100644 index 9cd52d2..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hydra.md +++ /dev/null @@ -1,48 +0,0 @@ -# Hydra - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Hydra autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hydra autocannon | 72 | 4 | 4 | 9 | -1 | 3 | anti-fly 2+, twin-linked | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Flak Battery** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Hydra, Squadron, Imperium, Smoke, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Hydra - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/genestealer-cults/datasheets/hyperadapted-raveners.md b/cogitator/factions/genestealer-cults/datasheets/hyperadapted-raveners.md deleted file mode 100644 index 0f9f383..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/hyperadapted-raveners.md +++ /dev/null @@ -1,72 +0,0 @@ -# Hyperadapted Raveners - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Ravener Prime | 10" | 5 | 4+ | 6 | 7+ | 1 | -| Raveners | 10" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Ravener Prime is equipped with:** Prime claws and talons. - -**3 Raveners are equipped with:** Ravener heavy claws and talons. - -**1 Ravener is equipped with:** venom bolt; Ravener heavy claws and talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Venom bolt | 12 | D6+3 | N/A | 6 | -1 | 1 | assault, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prime claws and talons | Melee | 6 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | -| Ravener heavy claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Alpha Invader** (Datasheet): Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. -- **Hypersensory Array** (Datasheet): Once per battle round, you can target this unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. - -**Keywords:** Infantry, Great Devourer, Vanguard Invader, Burrowers, Hyperadapted Raveners, Character, Synapse -**Faction Keywords:** Tyranids, Genestealer Cults - -**Unit Composition:** -- 1 Ravener Prime -- 4 Raveners - -**Leader:** -Can lead: Raveners - -**Points:** -- 5 models: 165pts diff --git a/cogitator/factions/genestealer-cults/datasheets/jackal-alphus.md b/cogitator/factions/genestealer-cults/datasheets/jackal-alphus.md deleted file mode 100644 index 2f90003..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/jackal-alphus.md +++ /dev/null @@ -1,74 +0,0 @@ -# Jackal Alphus - -**Role:** Characters - -*The Jackal Alphus rides their dirtcycle to commanding battlefield vantage points. With their long-range vox, the Alphus calls in strike missions against tougher, armoured targets. Should a foe fall beneath the cross hairs of their cult sniper rifle, its life expectancy can be measured in moments.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autopistol; cult sniper rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | -| Cult sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Priority Target** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more of those attacks made with a cult sniper rifle. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. -- **Master Outrider** (Datasheet): In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge. - -**Keywords:** Jackal Alphus, Mounted, Character, Grenades, Great Devourer -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Jackal Alphus - -**Leader:** -Can lead: Atalan Jackals - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/genestealer-cults/datasheets/kasrkin.md b/cogitator/factions/genestealer-cults/datasheets/kasrkin.md deleted file mode 100644 index 9070c4b..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/kasrkin.md +++ /dev/null @@ -1,84 +0,0 @@ -# Kasrkin - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kasrkin Sergeant is equipped with:** hot-shot laspistol; chainsword. - -**Every Kasrkin Trooper is equipped with:** hot-shot lasgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hot-shot volley gun | 30 | 2 | 3 | 4 | -1 | 1 | rapid fire 2 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| | | 0 | 3 | - | 0 | - | — | -| Hot-shot lasgun | 24 | 1 | 3 | 3 | -1 | 1 | rapid fire 1 | -| | | 0 | 3 | - | 0 | - | — | -| Hot-shot marksman rifle | 36 | 1 | 3 | 4 | -2 | 3 | heavy, precision | -| Hot-shot laspistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | -| Grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Warrior Elite** (Datasheet): Once per battle round, at the start of any phase, you can select one Order to affect this unit until the start of your next Command phase, in addition to any other Orders issued to this unit by an Officer model this battle round. -- **Vox-caster** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP. -- **Melta Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit. - -**Keywords:** Kasrkin, Regiment, Imperium, Grenades, Infantry -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Kasrkin Sergeant -- 9 Kasrkin Troopers - -**Wargear Options:** -- Up to 4 Kasrkin Troopers can each have their hot-shot lasgun replaced with one of the following:*- 1 flamer -- 1 grenade launcher -- 1 hot-shot volley gun -- 1 meltagun -- 1 plasma gun -- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot marksman rifle. -- 1 Kasrkin Trooper’s hot-shot lasgun can be replaced with 1 hot-shot laspistol and 1 melta mine. -- 1 Kasrkin Trooper equipped with a hot-shot lasgun can be equipped with 1 vox-caster (that model’s hot-shot lasgun cannot be replaced). -- The Kasrkin Sergeant’s chainsword can be replaced with 1 power weapon. -- The Kasrkin Sergeant’s hot-shot laspistol can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol. -- * You cannot select the same weapon from this list more than twice per unit. - -**Leader:** -Led By: Cadian Castellan, Primaris Psyker - -**Points:** -- 10 models: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/kelermorph.md b/cogitator/factions/genestealer-cults/datasheets/kelermorph.md deleted file mode 100644 index f26b6b8..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/kelermorph.md +++ /dev/null @@ -1,45 +0,0 @@ -# Kelermorph - -**Role:** Characters - -*This gunfighter is a living icon of rebellion, moulded to exploit the psyche of fractured Human societies. Whip-fast reactions and hypersensory acuity lend the Kelermorph lethal reaction speeds and help it unleash withering volleys from its iconic liberator autostubs, whose depleted volonium rounds can punch through tank armour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** liberator autostubs; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Liberator autostubs | 12 | 6 | 2 | 6 | -2 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Heroic Fusillade** (Datasheet): Once per turn, after one model from your army with this ability has shot, you can select one INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test. -- **Hypersensory Abilities** (Datasheet): Once per turn, in your opponent’s Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can shoot at that unit as if it were your Shooting phase and then make a Normal move of up to D6" (it cannot embark within a TRANSPORT as part of this move). - -**Keywords:** Infantry, Character, Great Devourer, Kelermorph -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Kelermorph - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/genestealer-cults/datasheets/krieg-combat-engineers.md b/cogitator/factions/genestealer-cults/datasheets/krieg-combat-engineers.md deleted file mode 100644 index 8b7f710..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/krieg-combat-engineers.md +++ /dev/null @@ -1,76 +0,0 @@ -# Krieg Combat Engineers - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; trench club. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| | | 0 | - | - | 0 | - | — | -| Combat shotgun | 12 | 2 | 4 | 4 | 0 | 1 | assault | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| | | 0 | - | - | 0 | - | — | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | PISTOL | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Trench club | Melee | 2 | 4 | 4 | 0 | 1 | — | -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Grenadiers** (Datasheet): Once per turn, you can target this unit with the Grenade Stratagem for 0CP. -- **Remote Mine** (Wargear): Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit. - -**Designer’s Note:** *Place a Remote Mine token next to the unit, removing it once this ability has been used.* - -**Keywords:** Infantry, Smoke, Grenades, Imperium, Krieg Combat Engineers, Regiment -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Krieg Engineer Watchmaster -- 4-9 Krieg Combat Engineers - -**Wargear Options:** -- 1 Krieg Combat Engineer's autopistol and trench club can be replaced with 1 flamer and 1 close combat weapon. -- 1 Krieg Combat Engineer’s autopistol and trench club can be replaced with 1 autopistol, 1 remote mine and 1 close combat weapon. -- Any number of models can each have their autopistol and trench club replaced with 1 combat shotgun and 1 close combat weapon. -- The Krieg Engineer Watchmaster’s autopistol can be replaced with one of the following: -- 1 bolt pistol -- 1 hand flamer -- 1 plasma pistol -- The Krieg Engineer Watchmaster’s trench club can be replaced with one of the following:- 1 chainsword -- 1 power weapon - -**Leader:** -Led By: Krieg Command Squad, Primaris Psyker - -**Points:** -- 5 models: 60pts -- 10 models: 95pts diff --git a/cogitator/factions/genestealer-cults/datasheets/krieg-command-squad.md b/cogitator/factions/genestealer-cults/datasheets/krieg-command-squad.md deleted file mode 100644 index f310de4..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/krieg-command-squad.md +++ /dev/null @@ -1,105 +0,0 @@ -# Krieg Command Squad - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| LORD COMMISSAR | 6" | 3 | 5+ | 3 | 6+ | 1 | -| VETERAN GUARDSMAN | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Lord Commissar is equipped with:** laspistol; power weapon. - -**One Veteran Guardsman is equipped with:** laspistol; chainsword. - -**One Veteran Guardsman is equipped with:** laspistol; close combat weapon; alchemyk counteragents; servo-scribes. - -**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; master vox. - -**One Veteran Guardsman is equipped with:** lasgun; close combat weapon; regimental standard. - -**One Veteran Guardsman is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | -| | | 0 | - | - | 0 | - | — | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| | | 0 | - | - | 0 | - | — | -| Boltgun | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power fist | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Trench club | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Grim Determination** (Datasheet): While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked. -- **Master Vox** (Wargear): Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away. -- **Alchemyk Counteragents** (Wargear): The bearer’s unit has the Feel No Pain 6+ ability against mortal wounds. -- **Regimental Standard** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Servo-scribes** (Wargear): Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. - -**Designer’s Note:** *Place a Servo-scribes token next to the unit, removing it when this ability has been used.* -- **ORDERS** (Special (правая колонка)): This unit’s OFFICER can issue 1 Order to a Regiment unit. - -**Keywords:** Infantry, Grenades, Command Squad, Krieg, Platoon, Imperium, Officer, Character -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Lord Commissar -- 5 Veteran Guardsmen - -**Wargear Options:** -- 1 Veteran Guardsman’s boltgun can be replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun -- The Lord Commissar's power weapon can be replaced with 1 power fist. -- The Lord Commissar can be equipped with 1 plasma pistol. -- 1 Veteran Guardsman’s chainsword can be replaced with one of the following:- 1 trench club -- 1 power weapon -- 1 Veteran Guardsman not equipped with alchemyk counteragents can replace its laspistol with one of the following: -- 1 bolt pistol -- 1 plasma pistol - -**Leader:** -Can lead: Death Korps Of Krieg, Krieg Combat Engineers - -**Points:** -- 6 models: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/krieg-heavy-weapons-squad.md b/cogitator/factions/genestealer-cults/datasheets/krieg-heavy-weapons-squad.md deleted file mode 100644 index 6f52a71..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/krieg-heavy-weapons-squad.md +++ /dev/null @@ -1,46 +0,0 @@ -# Krieg Heavy Weapons Squad - -**Role:** Other - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| HEAVY WEAPONS GUNNER | 4" | 3 | 4+ | 2 | 7+ | 1 | -| FIRE COORDINATOR | 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Each Heavy Weapons Gunner is equipped with:** lascannon; laspistol; close combat weapon. - -**The Fire Coordinator is equipped with:** laspistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Krieg heavy flamer | 18 | D6 | N/A | 5 | -1 | 2 | ignores cover, torrent | -| Lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | heavy | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Twin Krieg heavy stubber | 48 | 3 | 5 | 6 | -1 | 1 | heavy, rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Final Duty** (Datasheet): While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **EMBARKING** (Special (правая колонка)): While embarked within a Transport, each Heavy Weapons Gunner model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models’ weapons for the purposes of the Firing Deck ability. - -**Keywords:** Krieg Heavy Weapons Squad, Imperium, Grenades, Infantry, Regiment -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 3 Heavy Weapons Gunners -- 1 Fire Coordinator - -**Wargear Options:** -- Any number of Heavy Weapons Gunners can each have their lascannon replaced with one of the following:- 1 Krieg heavy flamer -- 1 twin Krieg heavy stubber - -**Points:** -- 4 models: 75pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-battle-tank.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-battle-tank.md deleted file mode 100644 index cd6b45e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-battle-tank.md +++ /dev/null @@ -1,61 +0,0 @@ -# Leman Russ Battle Tank - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Smoke, Vehicle, Squadron, Leman Russ Battle Tank -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Leman Russ Battle Tank - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-commander.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-commander.md deleted file mode 100644 index 8915eb5..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-commander.md +++ /dev/null @@ -1,81 +0,0 @@ -# Leman Russ Commander - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; Leman Russ battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Leman Russ battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| | | 0 | - | - | 0 | - | — | -| | | 0 | - | - | 0 | - | — | -| | | 0 | - | - | 0 | - | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| | | 0 | - | - | 0 | - | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| | | 0 | - | - | 0 | - | — | -| | | 0 | - | - | 0 | - | — | -| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | -| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | -| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | -| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | -| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | -| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | -| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. -- **Death Befitting An Officer** (Datasheet): When this model is destroyed, roll one D6: on a 2+, do not remove it from play - it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Leman Russ Commander, Smoke, Imperium, Character, Officer, Vehicle, Squadron -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Commander - -**Wargear Options:** -- This model’s Leman Russ battle cannon can be replaced with one of the following:- 1 demolisher battle cannon -- 1 eradicator nova cannon -- 1 executioner plasma cannon -- 1 exterminator autocannon -- 1 punisher gatling cannon -- 1 vanquisher battle cannon -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 235pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-demolisher.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-demolisher.md deleted file mode 100644 index 3bc1f3d..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-demolisher.md +++ /dev/null @@ -1,61 +0,0 @@ -# Leman Russ Demolisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher battle cannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolisher battle cannon | 24 | D6+1 | 4 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Line-breaker** (Datasheet): When making ranged attacks with its demolisher battle cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Leman Russ Demolisher, Squadron, Imperium, Smoke, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Leman Russ Demolisher - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-eradicator.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-eradicator.md deleted file mode 100644 index 25a4998..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-eradicator.md +++ /dev/null @@ -1,61 +0,0 @@ -# Leman Russ Eradicator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** eradicator nova cannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Eradicator nova cannon | 36 | D3+6 | 4 | 7 | -1 | 2 | blast, ignores cover | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Urban Warfare** (Datasheet): Each time a ranged attack targets this model, if this model has the Benefit of Cover against that attack, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Leman Russ Eradicator, Squadron, Smoke, Imperium, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Leman Russ Eradicator - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-executioner.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-executioner.md deleted file mode 100644 index 88a83aa..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-executioner.md +++ /dev/null @@ -1,62 +0,0 @@ -# Leman Russ Executioner - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** executioner plasma cannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner plasma cannon – standard | 36 | D6+3 | 4 | 7 | -2 | 2 | blast | -| Executioner plasma cannon – supercharge | 36 | D6+3 | 4 | 8 | -3 | 3 | blast, hazardous | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Gung-ho Executioners** (Datasheet): Each time this model makes an attack with its executioner plasma cannon that targets a unit that is Below Half-strength, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Imperium, Vehicle, Squadron, Leman Russ Executioner -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Leman Russ Executioner - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-exterminator.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-exterminator.md deleted file mode 100644 index 3751c9a..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-exterminator.md +++ /dev/null @@ -1,61 +0,0 @@ -# Leman Russ Exterminator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** exterminator autocannon; lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Exterminator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 4, twin-linked | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Withering Hail** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with its exterminator autocannon. Until the end of the phase, each time a friendly ASTRA MILITARUM unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Leman Russ Exterminator, Vehicle, Squadron, Imperium -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Exterminator - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-punisher.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-punisher.md deleted file mode 100644 index a5e84be..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-punisher.md +++ /dev/null @@ -1,61 +0,0 @@ -# Leman Russ Punisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; punisher gatling cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Punisher gatling cannon | 24 | 20 | 4 | 6 | 0 | 1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mow Down the Enemy** (Datasheet): Each time this model makes an attack with its punisher gatling cannon that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING WOUNDS] ability. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Leman Russ Punisher, Imperium, Vehicle, Smoke -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Leman Russ Punisher - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/genestealer-cults/datasheets/leman-russ-vanquisher.md b/cogitator/factions/genestealer-cults/datasheets/leman-russ-vanquisher.md deleted file mode 100644 index 0e00662..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/leman-russ-vanquisher.md +++ /dev/null @@ -1,61 +0,0 @@ -# Leman Russ Vanquisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** lascannon; vanquisher battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Vanquisher battle cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tank-killer** (Datasheet): Each time this model makes a ranged attack with its vanquisher battle cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Vehicle, Leman Russ Vanquisher, Smoke, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Leman Russ Vanquisher - -**Wargear Options:** -- This model’s lascannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 multi-meltas -- 2 plasma cannons -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/genestealer-cults/datasheets/lictor.md b/cogitator/factions/genestealer-cults/datasheets/lictor.md deleted file mode 100644 index 2c33e09..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/lictor.md +++ /dev/null @@ -1,45 +0,0 @@ -# Lictor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Lictor claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **Pheromone Trail** (Datasheet): Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP. - -**Keywords:** Great Devourer, Infantry, Vanguard Invader, Lictor -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Lictor - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/genestealer-cults/datasheets/locus.md b/cogitator/factions/genestealer-cults/datasheets/locus.md deleted file mode 100644 index b5f9a77..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/locus.md +++ /dev/null @@ -1,61 +0,0 @@ -# Locus - -**Role:** Characters - -*An unassuming bodyguard, the Locus may be overlooked by the foe until the exact moment it abandons calm stillness for lightning-fast attack. Robes thrown back, the Locus’ whipping tail barb and vestigial limbs are revealed even as its twin blades flash out to neutralise any threats to its ward.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Locus blades. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Locus blades | Melee | 5 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Sudden Assault** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. -- **Bodyguard** (Datasheet): While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability. - -**Keywords:** Great Devourer, Locus, Character, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Locus - -**Leader:** -Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/genestealer-cults/datasheets/macharius-omega.md b/cogitator/factions/genestealer-cults/datasheets/macharius-omega.md deleted file mode 100644 index 07258de..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/macharius-omega.md +++ /dev/null @@ -1,56 +0,0 @@ -# Macharius Omega - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** omega-pattern plasma blastgun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Omega-pattern plasma blastgun – supercharge | 60 | 2D6 | 4 | 9 | -3 | 3 | blast, hazardous | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Omega-pattern plasma blastgun – standard | 60 | 2D6 | 4 | 8 | -2 | 2 | blast | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Overwhelming Short-range Firepower** (Datasheet): Each time this model makes an attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll or 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Imperium, Vehicle, Titanic, Macharius Omega -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Macharius Omega - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 autocannons -- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/genestealer-cults/datasheets/macharius-vanquisher.md b/cogitator/factions/genestealer-cults/datasheets/macharius-vanquisher.md deleted file mode 100644 index 17a6e00..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/macharius-vanquisher.md +++ /dev/null @@ -1,54 +0,0 @@ -# Macharius Vanquisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; Macharius twin vanquisher cannon; twin heavy stubber; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Macharius twin vanquisher cannon | 72 | 1 | 4 | 18 | -4 | D6+6 | heavy, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack with its Macharius twin vanquisher cannon that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Titanic, Imperium, Smoke, Macharius Vanquisher -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Macharius Vanquisher - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/genestealer-cults/datasheets/macharius-vulcan.md b/cogitator/factions/genestealer-cults/datasheets/macharius-vulcan.md deleted file mode 100644 index 07af1f8..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/macharius-vulcan.md +++ /dev/null @@ -1,54 +0,0 @@ -# Macharius Vulcan - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; Macharius vulcan mega-bolter; twin heavy stubber; armoured tracks - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Macharius vulcan mega-bolter | 48 | 16 | 4 | 6 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Aggressor** (Datasheet): Each time this model makes a ranged attack, it does not suffer the penalty to the Hit roll for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Titanic, Imperium, Smoke, Macharius Vulcan -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Macharius Vulcan - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/genestealer-cults/datasheets/macharius.md b/cogitator/factions/genestealer-cults/datasheets/macharius.md deleted file mode 100644 index 40794a2..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/macharius.md +++ /dev/null @@ -1,54 +0,0 @@ -# Macharius - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; Macharius twin battle cannon; twin heavy stubber; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Macharius twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battlefield Control** (Datasheet): Each time this model makes a ranged attack, if it is within range of an objective marker you control, re-roll a Hit roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Macharius, Imperium, Titanic -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Macharius - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 heavy bolters -- 2 heavy flamers -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/genestealer-cults/datasheets/magus.md b/cogitator/factions/genestealer-cults/datasheets/magus.md deleted file mode 100644 index 502d59e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/magus.md +++ /dev/null @@ -1,66 +0,0 @@ -# Magus - -**Role:** Characters - -*The Magus acts as its Patriarch’s vizier, and as the head of that alien monstrosity’s deviant church. Each one is a powerful psyker, their formidable will enhanced by the gestalt powers of the Star Children until they can manipulate enemies’ minds and bodies like puppets – or tear them apart from within.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** autopistol; Magus stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magus stave | Melee | 3 | 3 | 5 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Spiritual Leader** (Datasheet): Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. -- **Mind Control (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll. -- **Psychic Familiar** (Datasheet): Once per battle, at the start of your opponent’s Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability. - -**Designer’s Note:** *Place a Psychic Familiar token next to the model, removing it once this ability has been used.* - -**Keywords:** Great Devourer, Psyker, Infantry, Character, Magus -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Magus - -**Leader:** -Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/malcador-annihilator.md b/cogitator/factions/genestealer-cults/datasheets/malcador-annihilator.md deleted file mode 100644 index 23c3feb..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/malcador-annihilator.md +++ /dev/null @@ -1,55 +0,0 @@ -# Malcador Annihilator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; 2 heavy bolters; Malcador twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Malcador twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Battlefield Dominance** (Datasheet): Ranged weapons equipped by this model have the [IGNORES COVER] ability while targeting an enemy unit within half range. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Malcador Annihilator, Smoke, Squadron -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Malcador Annihilator - -**Wargear Options:** -- This model’s 2 heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/genestealer-cults/datasheets/malcador-defender.md b/cogitator/factions/genestealer-cults/datasheets/malcador-defender.md deleted file mode 100644 index d565792..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/malcador-defender.md +++ /dev/null @@ -1,54 +0,0 @@ -# Malcador Defender - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; 7 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Demolisher cannon | 24 | D6+3 | 4 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Defender** (Datasheet): Each time you target this model with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Malcador Defender, Smoke, Squadron, Imperium, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Malcador Defender - -**Wargear Options:** -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 310pts diff --git a/cogitator/factions/genestealer-cults/datasheets/malcador-infernus.md b/cogitator/factions/genestealer-cults/datasheets/malcador-infernus.md deleted file mode 100644 index 7c59d1f..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/malcador-infernus.md +++ /dev/null @@ -1,57 +0,0 @@ -# Malcador Infernus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; inferno gun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Inferno gun | 18 | D6+3 | N/A | 5 | -2 | 2 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. -- **Explosive Death** (Datasheet): When this model is destroyed, roll one D6: on a 3+, do not remove it from play – it can, after the attacking model’s unit has finished making its attacks, shoot with its inferno gun as if it were your Shooting phase and as if it had its full wounds remaining. This model is then removed from play. - -**Keywords:** Malcador Infernus, Smoke, Squadron, Imperium, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Malcador Infernus - -**Wargear Options:** -- This model’s 2 heavy stubbers can be replaced with one of the following:- 2 autocannons -- 2 heavy bolters -- 2 heavy flamers -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 235pts diff --git a/cogitator/factions/genestealer-cults/datasheets/malcador.md b/cogitator/factions/genestealer-cults/datasheets/malcador.md deleted file mode 100644 index c7802ef..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/malcador.md +++ /dev/null @@ -1,56 +0,0 @@ -# Malcador - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 autocannons; heavy bolter; Malcador battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Malcador battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | blast | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rugged Reliability** (Datasheet): Each time a ranged attack targets this model, worsen the Armour Penetration characteristic of that attack by 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Malcador, Squadron, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Malcador - -**Wargear Options:** -- This model’s 2 autocannons can be replaced with one of the following:- 2 heavy bolters -- 2 lascannons -- This model’s heavy bolter can be replaced with one of the following:- 1 autocannon -- 1 lascannon -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/genestealer-cults/datasheets/manticore-platform.md b/cogitator/factions/genestealer-cults/datasheets/manticore-platform.md deleted file mode 100644 index 080da18..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/manticore-platform.md +++ /dev/null @@ -1,47 +0,0 @@ -# Manticore Platform - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm eagle rockets; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm eagle rockets | 120 | D6+1 | 4 | 10 | -2 | 3 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Furious Barrage** (Datasheet): Each time this model makes an attack with its storm eagle rockets that targets an enemy unit that contains five or more models, you can re-roll the Hit roll. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Imperium, Artillery, Manticore Platform, Fortification -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Manticore Platform - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/genestealer-cults/datasheets/manticore.md b/cogitator/factions/genestealer-cults/datasheets/manticore.md deleted file mode 100644 index 22219df..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/manticore.md +++ /dev/null @@ -1,48 +0,0 @@ -# Manticore - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; storm eagle rockets; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm eagle rockets | 120 | D6 | 4 | 7 | -2 | 3 | anti-infantry 2+, blast, indirect fire | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Furious Barrage** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s storm eagle rockets. Until the start of your next Shooting phase, that enemy unit is staggered. While a unit is staggered, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1). -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Smoke, Artillery, Vehicle, Imperium, Manticore -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Manticore - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/genestealer-cults/datasheets/mawloc.md b/cogitator/factions/genestealer-cults/datasheets/mawloc.md deleted file mode 100644 index 7dc3e36..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/mawloc.md +++ /dev/null @@ -1,38 +0,0 @@ -# Mawloc - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** distensible jaw; Mawloc scything talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mawloc scything talons | Melee | 16 | 3 | 8 | -2 | 1 | — | -| Distensible jaw | Melee | 1 | 3 | 5 | 0 | 3 | anti-infantry 4+, devastating wounds, extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Terror From The Deep** (Datasheet): Each time this model is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test. - -**Keywords:** Mawloc, Vanguard Invader, Great Devourer, Monster, Mawloc, Vanguard Invader, Monster, Mawloc, Vanguard Invader, Great Devourer, Monster, Mawloc, Monster, Monster, Great Devourer, Vanguard Invader, Great Devourer, Vanguard Invader, Mawloc, Great Devourer -**Faction Keywords:** Tyranids, Genestealer Cults - -**Unit Composition:** -- 1 Mawloc - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/genestealer-cults/datasheets/medusa-carriage-battery.md b/cogitator/factions/genestealer-cults/datasheets/medusa-carriage-battery.md deleted file mode 100644 index d7563ce..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/medusa-carriage-battery.md +++ /dev/null @@ -1,39 +0,0 @@ -# Medusa Carriage Battery - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Medusa siege cannon; battery close combat weapons. - -**Designer’s Note:** *Place five Heavy Artillery Crew tokens next to each Medusa Carriage model when this unit is first set up, removing one each time its Medusa Carriage model loses a wound (a Medusa Carriage model itself is considered to represent its final wound). These do not count as models for any rules purposes.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Medusa siege cannon | 36 | D6 | 5 | 10 | -3 | 3 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battery close combat weapons | Melee | 5 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Siege Bombardment** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test. - -**Keywords:** Medusa Carriage Battery, Regiment, Grenades, Imperium, Artillery, Infantry -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Medusa Carriage - -**Wargear Options:** -- None - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/genestealer-cults/datasheets/minotaur.md b/cogitator/factions/genestealer-cults/datasheets/minotaur.md deleted file mode 100644 index a1c392b..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/minotaur.md +++ /dev/null @@ -1,43 +0,0 @@ -# Minotaur - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Minotaur twin earthshaker cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Minotaur twin earthshaker cannon | 240 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Frontis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Minotaur, Imperium, Vehicle, Artillery, Smoke, Transport, Squadron -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Minotaur - -**Wargear Options:** -- None - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/genestealer-cults/datasheets/mukaali-riders.md b/cogitator/factions/genestealer-cults/datasheets/mukaali-riders.md deleted file mode 100644 index 8378289..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/mukaali-riders.md +++ /dev/null @@ -1,67 +0,0 @@ -# Mukaali Riders - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 4+ | 5 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** laspistol; hunting lance; stomping feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma pistol – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stomping feet | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | -| Chainsword | Melee | 4 | 4 | 3 | 0 | 1 | — | -| Hunting lance | Melee | 3 | 4 | 4 | 0 | 1 | lance | -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Desert Riders** (Datasheet): You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for it. In addition, this unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Imperium, Mounted, Mukaali Riders, Regiment, Grenades -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Mukaali Rider Sergeant -- 2 Mukaali Riders - -**Wargear Options:** -- The Mukaali Rider Sergeant’s laspistol can be replaced with 1 plasma pistol. -- The Mukaali Rider Sergeant’s hunting lance can be replaced with one of the following:- 1 chainsword -- 1 power weapon -- Up to 2 Mukaali Riders can each have their hunting lance replaced with one of the following:- 1 flamer -- 1 grenade launcher -- 1 meltagun -- 1 plasma gun - -**Points:** -- 3 models: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/munitorum-servitors.md b/cogitator/factions/genestealer-cults/datasheets/munitorum-servitors.md deleted file mode 100644 index 823f605..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/munitorum-servitors.md +++ /dev/null @@ -1,44 +0,0 @@ -# Munitorum Servitors - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Servitor’s servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma cannon – standard | 36 | D3 | 6 | 7 | -2 | 1 | blast, heavy | -| Heavy bolter | 36 | 3 | 6 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Multi-melta | 18 | 2 | 6 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – supercharge | 36 | D3 | 6 | 8 | -3 | 2 | blast, hazardous, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | - -**Abilities:** -- **Mindlock** (Datasheet): While a friendly Tech-Priest Enginseer model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by MUNITORUM SERVITOR models in this unit by 1. -- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Regimental Enginseer (a unit cannot have more than one MUNITORUM SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Munitorum Servitors, Imperium, Infantry -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 4 Munitorum Servitors - -**Wargear Options:** -- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 plasma cannon - -**Points:** -- 4 models: 35pts diff --git a/cogitator/factions/genestealer-cults/datasheets/neophyte-hybrids.md b/cogitator/factions/genestealer-cults/datasheets/neophyte-hybrids.md deleted file mode 100644 index c264b6b..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/neophyte-hybrids.md +++ /dev/null @@ -1,87 +0,0 @@ -# Neophyte Hybrids - -**Role:** Battleline - -*Making up the bulk of their cult’s ranks, Neophyte Hybrids are the least alien in appearance of all the Patriarch’s brood. They are no less dangerous for this, however, and what they lack in weaponised bio-adaptations they make up for in numbers, massed firepower and zealous revolutionary fanaticism.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; Hybrid firearm; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Anointed pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Hybrid firearm | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Mining laser | 24 | 1 | 5 | 10 | -3 | D6+1 | heavy | -| Seismic cannon | 24 | 2 | 5 | 6 | -1 | D3 | heavy, rapid fire 2 | -| Webber | 12 | D6 | N/A | 2 | 0 | 1 | devastating wounds, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 1 | 4 | 4 | -2 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **A Plan Generations in the Making** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **Cult Icon** (Wargear): In your Command phase, you can return up to 3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to D3+3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot. - -**Keywords:** Great Devourer, Neophyte Hybrids, Grenades, Battleline, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Neophyte Leader -- 9-19 Neophyte Hybrids - -**Wargear Options:** -- One Neophyte Hybrid equipped with a Hybrid firearm can be equipped with 1 cult icon. -- For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:- Heavy stubber* -- Mining laser* -- Seismic cannon* -- For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:- Flamer* -- Grenade launcher* -- Webber* -- The Neophyte Leader’s Hybrid firearm and close combat weapon can be replaced with 1 of the following:- 1 anointed pistol and 1 chainsword -- 1 anointed pistol and 1 power weapon -- * To a maximum of 1 per 10 models in this unit. - -**Leader:** -Led By: Benefictus, Magus, Primus, Acolyte Iconward, Clamavus, Locus, Nexos, Biophagus - -**Points:** -- 10 models: 65pts -- 20 models: 145pts diff --git a/cogitator/factions/genestealer-cults/datasheets/neurolictor.md b/cogitator/factions/genestealer-cults/datasheets/neurolictor.md deleted file mode 100644 index 0e8d7c5..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/neurolictor.md +++ /dev/null @@ -1,46 +0,0 @@ -# Neurolictor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 7 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** piercing claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Piercing claws and talons | Melee | 6 | 2 | 6 | -2 | 1 | precision | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **Neural Disruption** (Datasheet): In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test. -- **Psychological Saboteur (Aura)** (Datasheet): While an enemy unit is within 12" of this model, if that unit is Battle-shocked: -- Each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll. - -**Keywords:** Infantry, Great Devourer, Vanguard Invader, Synapse, Neurolictor -**Faction Keywords:** Tyranids, Genestealer Cults - -**Unit Composition:** -- 1 Neurolictor - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/genestealer-cults/datasheets/nexos.md b/cogitator/factions/genestealer-cults/datasheets/nexos.md deleted file mode 100644 index 19b0e68..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/nexos.md +++ /dev/null @@ -1,63 +0,0 @@ -# Nexos - -**Role:** Characters - -*Engineered to share a portion of the Patriarch’s cerebral might, the Nexos can absorb the entirety of a cultist’s thoughts and experiences through physical contact. They compartmentalise millions of these snapshots, building a formidable mental map, then using it to direct cult forces like a rear-echelon officer of prodigious skill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autopistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Battlefield Analysis** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Cult Infiltration** (Datasheet): At the start of each player’s Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and has not been moved this turn and move it up to 6". - -**Keywords:** Character, Great Devourer, Nexos, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Nexos - -**Leader:** -Can lead: Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols, Neophyte Hybrids, Hybrid Metamorphs - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/genestealer-cults/datasheets/parasite-of-mortrex.md b/cogitator/factions/genestealer-cults/datasheets/parasite-of-mortrex.md deleted file mode 100644 index 859eb8a..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/parasite-of-mortrex.md +++ /dev/null @@ -1,45 +0,0 @@ -# Parasite Of Mortrex - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 5 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** barbed ovipositor; clawed limbs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Barbed ovipositor | Melee | 1 | 2 | 3 | -2 | 3 | anti-infantry 3+, extra attacks | -| Clawed limbs | Melee | 6 | 2 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Parasitic Infection** (Datasheet): Each time an INFANTRY model is destroyed by an attack made with this model’s barbed ovipositor, after this model has finished making its attacks, you can add one new Ripper Swarms unit to your army consisting of D3 models and set it up within 3" of this model. If you do, that RIPPER SWARMS unit can be set up within Engagement Range of the destroyed model’s unit (but not within Engagement Range of any other enemy units). -- **It Itches!** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test. - -**Keywords:** Parasite of Mortrex, Vanguard Invader, Great Devourer, Fly, Character, Infantry, Synapse -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Parasite of Mortrex - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/genestealer-cults/datasheets/patriarch.md b/cogitator/factions/genestealer-cults/datasheets/patriarch.md deleted file mode 100644 index 6816fe6..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/patriarch.md +++ /dev/null @@ -1,66 +0,0 @@ -# Patriarch - -**Role:** Characters - -*Psychic abomination; alpha predator; parasitic demigod – the Patriarch is all of these things and worse. They are the source of the bio corruption that spawns each Genestealer Cult cell. Moreover, when the Day of Ascension comes, they are the cult’s deadliest killer, prowling the shadows of embattled worlds to rip and slay.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Patriarch’s claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Patriarch’s claws | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Might From Beyond** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **Cosmic Horror (Psychic)** (Datasheet): At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test. -- **Psychic Familiar** (Datasheet): Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6" to the range of its Cosmic Horror ability. - -**Designer’s Note:** *Place a Psychic Familiar token next to the model, removing it once this ability has been used.* -- **SUPREME COMMANDER** (Special (правая колонка)): - You cannot include more than one PATRIARCH model in your army. -- If this model is in your army, it must be your Warlord. - -**Keywords:** Patriarch, Great Devourer, Psyker, Character, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Patriarch - -**Leader:** -Can lead: Purestrain Genestealers - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/genestealer-cults/datasheets/praetor.md b/cogitator/factions/genestealer-cults/datasheets/praetor.md deleted file mode 100644 index ea91db1..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/praetor.md +++ /dev/null @@ -1,48 +0,0 @@ -# Praetor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy bolters; Praetor launcher; armoured tracks - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Praetor launcher – firestorm | 120 | 2D6 | 4 | 6 | -1 | 2 | blast, heavy, ignores cover, indirect fire | -| Praetor launcher – foehammer | 120 | D6+1 | 4 | 4 | -2 | 3 | anti-monster 4+, anti-vehicle 4+, blast, heavy, indirect fire | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Targeting Coordinates** (Datasheet): While this model is being affected by an Order, each time it makes an attack with its Praetor launcher, it does not suffer the penalty to the Hit roll for attacking a unit that is not visible to it. - -**Keywords:** Smoke, Praetor, Squadron, Imperium, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Praetor - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/genestealer-cults/datasheets/primaris-psyker.md b/cogitator/factions/genestealer-cults/datasheets/primaris-psyker.md deleted file mode 100644 index 1b63354..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/primaris-psyker.md +++ /dev/null @@ -1,58 +0,0 @@ -# Primaris Psyker - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** laspistol; Psychic Maelstrom; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psychic Maelstrom – focused witchfire | 18 | D6+1 | 3 | 6 | -2 | 2 | blast, devastating wounds, hazardous, psychic | -| Psychic Maelstrom – witchfire | 18 | D6 | 3 | 5 | -2 | 1 | blast, devastating wounds, psychic | -| Laspistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 3 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Malign Wardings(Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Psychic Barrier (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER’s unit have a 4+ invulnerable save. - -**Keywords:** Imperium, Psyker, Primaris Psyker, Character, Infantry -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Primaris Psyker - -**Leader:** -Can lead: Cadian Shock Troops, Catachan Jungle Fighters, Death Korps Of Krieg, Kasrkin, Krieg Combat Engineers - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/genestealer-cults/datasheets/primus.md b/cogitator/factions/genestealer-cults/datasheets/primus.md deleted file mode 100644 index 608e635..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/primus.md +++ /dev/null @@ -1,64 +0,0 @@ -# Primus - -**Role:** Characters - -*Occupying a role somewhere between guerrilla general and shadowy symbol of resistance, the Primus is a Genestealer Cult’s ultimate military commander. Besides being deadly combatants in their own right, their mastery of insurgent tactics transforms their followers from a rebellious mob into a lethal military machine.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** scoped needle pistol; cult bonesword; toxin injector claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scoped needle pistol | 18 | 1 | 2 | 1 | 0 | D3 | anti-infantry 2+, ignores cover, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cult bonesword | Melee | 5 | 2 | 5 | -2 | 1 | — | -| Toxin injector claw | Melee | 2 | 2 | 2 | 0 | D3 | anti-infantry 2+, extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cult Demagogue** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll. -- **Decoys and Misdirection** (Datasheet): If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Primus, Great Devourer, Infantry, Character -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Primus - -**Leader:** -Can lead: Neophyte Hybrids, Hybrid Metamorphs, Acolyte Hybrids With Hand Flamers, Acolyte Hybrids With Autopistols - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/genestealer-cults/datasheets/purestrain-genestealers.md b/cogitator/factions/genestealer-cults/datasheets/purestrain-genestealers.md deleted file mode 100644 index c28b43c..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/purestrain-genestealers.md +++ /dev/null @@ -1,60 +0,0 @@ -# Purestrain Genestealers - -**Role:** Other - -*Vanguard organisms for the Tyranid hive fleets, Purestrain Genestealers are one of the most lethal life forms in the galaxy. They combine the cunning of an apex predator with inhuman speed and agility, closing with their prey in the blink of an eye before tearing their victims to bloody tatters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** cult claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cult claws and talons | Melee | 4 | 2 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Cult Ambush** (Faction): If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below. -- **Incursion:** 6 Resurgence points -- **Strike Force:** 10 Resurgence points -- **Onslaught:** 14 Resurgence points - -Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength. - -**Aberrants**5 models4 Resurgence points10 models8 Resurgence points**Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs**5 models2 Resurgence points10 models4 Resurgence points**Atalan Jackals**5 models2 Resurgence points10 models6 Resurgence points**Neophyte Hybrids**10 models3 Resurgence points20 models6 Resurgence points**Purestrain Genestealers**5 models2 Resurgence points10 models6 Resurgence points -If you do: -- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. -- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). - -Units in Cult Ambush -Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. - -Cult Ambush Markers -Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). -- **Swift and Deadly** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Purestrain Genestealers, Great Devourer, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 5-10 Purestrain Genestealers - -**Leader:** -Led By: Patriarch - -**Points:** -- 5 models: 75pts -- 10 models: 140pts diff --git a/cogitator/factions/genestealer-cults/datasheets/quartermaster-cadre-squad.md b/cogitator/factions/genestealer-cults/datasheets/quartermaster-cadre-squad.md deleted file mode 100644 index 504b188..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/quartermaster-cadre-squad.md +++ /dev/null @@ -1,64 +0,0 @@ -# Quartermaster Cadre Squad - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| QUARTERMASTER REVENANT | 6" | 3 | 4+ | 3 | 7+ | 1 | -| MEDICAE SERVITOR | 6" | 3 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Quartermaster Revenant is equipped with:** Quartermaster’s pistol; Quartermaster’s close combat weapon. - -**Every Medicae Servitor is equipped with:** medical scalpels - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quartermaster’s pistol | 12 | 1 | 3 | 3 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Medical scalpels | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Quartermaster’s close combat weapon | Melee | 2 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Medicae Medi-packs** (Datasheet): Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability. -- **Mindlock** (Datasheet): While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit’s Medical scalpels by 1. - -**Keywords:** Character, Quartermaster Cadre Squad, Infantry, Imperium, Grenades, Regiment -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Quartermaster Revenant -- 4 Medicae Servitors - -**Wargear Options:** -- None - -**Leader:** -Can lead: Death Korps Of Krieg, Death Korps Grenadier Squad - -**Points:** -- 5 models: 45pts diff --git a/cogitator/factions/genestealer-cults/datasheets/rapier-laser-destroyer-battery.md b/cogitator/factions/genestealer-cults/datasheets/rapier-laser-destroyer-battery.md deleted file mode 100644 index d4d826a..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/rapier-laser-destroyer-battery.md +++ /dev/null @@ -1,41 +0,0 @@ -# Rapier Laser Destroyer Battery - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** laser destroyer; close combat weapon. - -**Designer’s Note:** *Place two Artillery Crew tokens next to each Rapier Laser Destroyer model when this unit is first set up, removing one each time its Rapier Laser Destroyer model loses a wound (a Rapier Laser Destroyer model itself is considered to represent its final wound).* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laser destroyer | 36 | 2 | 5 | 12 | -2 | D6+1 | heavy, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Powerful Volley** (Datasheet): While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Rapier Laser Destroyer Battery, Imperium, Grenades, Artillery, Regiment, Infantry -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1-3 Rapier Laser Destroyers - -**Wargear Options:** -- None - -**Points:** -- 1 model: 35pts -- 2 models: 70pts -- 3 models: 105pts diff --git a/cogitator/factions/genestealer-cults/datasheets/raveners.md b/cogitator/factions/genestealer-cults/datasheets/raveners.md deleted file mode 100644 index d545ca5..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/raveners.md +++ /dev/null @@ -1,43 +0,0 @@ -# Raveners - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ravener claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ravener claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Death From Below** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. - -**Keywords:** Infantry, Great Devourer, Vanguard Invader, Burrowers, Raveners -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 5 Raveners - -**Wargear Options:** -- None - -**Leader:** -Led By: Hyperadapted Raveners - -**Points:** -- 5 models: 125pts diff --git a/cogitator/factions/genestealer-cults/datasheets/reductus-saboteur.md b/cogitator/factions/genestealer-cults/datasheets/reductus-saboteur.md deleted file mode 100644 index d56e839..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/reductus-saboteur.md +++ /dev/null @@ -1,56 +0,0 @@ -# Reductus Saboteur - -**Role:** Characters - -*There is no engine of the oppressors that a Reductus Saboteur cannot lay low, and few materials they cannot fashion into a bomb given a little time to tinker. Flitting through the shadows, they lace the battlefield with booby traps and deploy powerful explosives that make short work of enemy armour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** autopistol; demolition charges; remote explosives; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 3 | 3 | 0 | 1 | pistol | -| Demolition charges | 8 | D6 | 3 | 9 | -2 | 2 | assault, blast, one shot | -| Remote explosives | 24 | D6+3 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Primed and Ready** (Datasheet): In your Shooting phase, you can select one model from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that model has not already been the target of that Stratagem this phase. -- **Planted Explosives** (Datasheet): Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 9” of this model, this model can use its Reductus mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3+3 mortal wounds. Only one model from your army with this ability can use it in the same battle round. - -**Designer’s Note:** *Place a Reductus Mine token next to the model, removing it once this ability has been used.* -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Great Devourer, Reductus Saboteur, Grenades, Character, Infantry -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Reductus Saboteur - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/regimental-attachs.md b/cogitator/factions/genestealer-cults/datasheets/regimental-attachs.md deleted file mode 100644 index 1b434b8..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/regimental-attachs.md +++ /dev/null @@ -1,45 +0,0 @@ -# Regimental Attachés - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Master of Ordnance and Officer of the Fleet are both equipped with:** laspistol; close combat weapon. - -**The Astropath is equipped with:** laspistol; Astropath’s stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Astropath’s stave | Melee | 1 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Artillery Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Master of Ordnance model that has not already been selected for this ability this phase. Until the end of the phase, Blast weapons equipped by friendly Astra Militarum Artillery models have the [SUSTAINED HITS 1] ability when targeting that unit. -- **Aeronautica Commander** (Datasheet): At the start of your Shooting phase, select one enemy unit within 30" of and visible to this unit’s Officer of the Fleet model. Until the end of the phase, each time a friendly Astra Militarum Aircraft model makes a ranged attack that targets that unit, add 1 to the Hit roll. -- **Divination (Psychic)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this unit’s Astropath model. -- **ATTACHÉS** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit must join one Command Squad unit from your army (a COMMAND SQUAD unit cannot have more than one REGIMENTAL ATTACHÉ unit joined to it). For the rest of the battle, every model in this unit counts as part of that COMMAND SQUAD unit, and its Starting Strength is increased accordingly. If it is not possible to join a REGIMENTAL ATTACHÉ unit to a COMMAND SQUAD in this way, it does not take part in the battle and counts as having been destroyed. - -While this unit is joined to a unit, it can embark within any Transport that unit can embark within. - -**Keywords:** Imperium, Infantry, Regimental Attachés, Psyker -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Master of Ordnance, 1 Officer of the Fleet and 1 Astropath. - -**Wargear Options:** -- None - -**Points:** -- 3 models: 40pts diff --git a/cogitator/factions/genestealer-cults/datasheets/rogal-dorn-battle-tank.md b/cogitator/factions/genestealer-cults/datasheets/rogal-dorn-battle-tank.md deleted file mode 100644 index b7a5ff2..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/rogal-dorn-battle-tank.md +++ /dev/null @@ -1,56 +0,0 @@ -# Rogal Dorn Battle Tank - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | -| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | -| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ablative Plating** (Datasheet): Once per battle, when an attack is allocated to this model, you change the Damage characteristic of that attack to 0. - -**Keywords:** Squadron, Rogal Dorn Battle Tank, Imperium, Smoke, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Rogal Dorn Battle Tank - -**Wargear Options:** -- This model’s twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. -- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. -- This model can be equipped with one of the following:- 2 meltaguns -- 2 additional heavy stubbers -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 multi-meltas - -**Points:** -- 1 model: 260pts diff --git a/cogitator/factions/genestealer-cults/datasheets/rogal-dorn-commander.md b/cogitator/factions/genestealer-cults/datasheets/rogal-dorn-commander.md deleted file mode 100644 index 1dcec74..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/rogal-dorn-commander.md +++ /dev/null @@ -1,58 +0,0 @@ -# Rogal Dorn Commander - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** castigator gatling cannon; heavy stubber; twin battle cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coaxial autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Oppressor cannon | 72 | D6+3 | 4 | 12 | -2 | 3 | blast | -| Pulveriser cannon | 24 | D6 | 4 | 9 | -3 | 3 | blast | -| Twin battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, twin-linked | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| | | 0 | - | - | 0 | - | — | -| Castigator gatling cannon | 24 | 12 | 4 | 5 | 0 | 1 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Vox-net** (Datasheet): Each time this model issues an Order, it can issue it to an eligible unit up to 12" away. -- **Called Shots** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its attacks. -- **ORDERS** (Special (правая колонка)): This OFFICER can issue up to 2 Orders to Squadron units. - -**Keywords:** Vehicle, Squadron, Smoke, Character, Rogal Dorn Commander, Officer, Imperium -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Rogal Dorn Tank Commander - -**Wargear Options:** -- This model's twin battle cannon can be replaced with 1 oppressor cannon and 1 coaxial autocannon. -- This model’s castigator gatling cannon can be replaced with 1 pulveriser cannon. -- This model can be equipped with one of the following:- 2 meltaguns -- 2 additional heavy stubbers -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 multi-meltas - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/genestealer-cults/datasheets/sabre-weapons-battery.md b/cogitator/factions/genestealer-cults/datasheets/sabre-weapons-battery.md deleted file mode 100644 index 17c0bf6..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/sabre-weapons-battery.md +++ /dev/null @@ -1,48 +0,0 @@ -# Sabre Weapons Battery - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 4 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | -| Twin heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Defence Searchlight** (Wargear): At the start of your Shooting phase, you can select one enemy unit within 24" and visible to the bearer. Until the end of the phase, that unit cannot have the Benefit of Cover. -- **Sentinel Directives** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle- shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Artillery, Sabre Weapons Battery, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1-2 Sabre Gun Platforms - -**Wargear Options:** -- Any number of models’ twin heavy bolters can each be replaced with one of the following:- 1 defence searchlight -- 1 twin autocannon -- 1 twin heavy stubber -- 1 twin lascannon - -**Points:** -- 1 model: 45pts -- 2 models: 90pts diff --git a/cogitator/factions/genestealer-cults/datasheets/salamander-command-vehicle.md b/cogitator/factions/genestealer-cults/datasheets/salamander-command-vehicle.md deleted file mode 100644 index 6d3c8c4..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/salamander-command-vehicle.md +++ /dev/null @@ -1,50 +0,0 @@ -# Salamander Command Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; heavy flamer; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Auspex Surveyor** (Datasheet): Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Squadron, Smoke, Salamander Command Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Salamander Command Vehicle - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/genestealer-cults/datasheets/salamander-scout-vehicle.md b/cogitator/factions/genestealer-cults/datasheets/salamander-scout-vehicle.md deleted file mode 100644 index 9e9264d..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/salamander-scout-vehicle.md +++ /dev/null @@ -1,62 +0,0 @@ -# Salamander Scout Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Outflank** (Datasheet): When this model arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Salamander Scout Vehicle, Smoke, Squadron, Vehicle, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Salamander Scout Vehicle - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/genestealer-cults/datasheets/sanctus.md b/cogitator/factions/genestealer-cults/datasheets/sanctus.md deleted file mode 100644 index 992cb83..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/sanctus.md +++ /dev/null @@ -1,56 +0,0 @@ -# Sanctus - -**Role:** Characters - -*A Sanctus is an inescapable assassin who can track by psychic spoor and squirm through the smallest gaps. Its bio-dagger – spawned from the Patriarch’s genesis pools – unleashes the psychic might of the Broodmind with the slightest cut, while the Sanctus’ cult sniper rifle allows it to strike down prey from afar.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Sanctus bio-dagger. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cult sniper rifle | 36 | 1 | 3 | 7 | -2 | 3 | anti-psyker 2+, heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sanctus bio-dagger | Melee | 6 | 2 | 3 | -2 | 2 | anti-infantry 3+, precision | -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Creeping Shadow** (Datasheet): If this model is equipped with a cult sniper rifle, once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". -- **Cloaked Assassin** (Datasheet): If this model is equipped with a Sanctus bio-dagger, enemy units cannot use the Fire Overwatch Stratagem to shoot at this model. -- **Psychic Spoor** (Datasheet): At the start of the first battle round, select one enemy unit to be this model’s prey. Each time this model makes an attack that targets its prey, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Character, Infantry, Sanctus, Great Devourer -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Sanctus - -**Wargear Options:** -- This model’s Sanctus bio-dagger can be replaced with 1 cult sniper rifle and 1 close combat weapon. - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/scout-sentinels.md b/cogitator/factions/genestealer-cults/datasheets/scout-sentinels.md deleted file mode 100644 index 580980b..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/scout-sentinels.md +++ /dev/null @@ -1,72 +0,0 @@ -# Scout Sentinels - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** multi-laser; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sentinel chainsaw | Melee | 3 | 4 | 6 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Daring Recon** (Datasheet): At the start of your Shooting phase, select one enemy unit within 18" of and visible to this unit. Until the end of the phase, each time a friendly ASTRA MILITARUM model makes an attack that targets that unit, re-roll a Hit roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Squadron, Scout Sentinels, Regiment, Imperium, Smoke, Vehicle, Walker -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1-2 Scout Sentinels - -**Wargear Options:** -- Any number of models can each have their multi-laser replaced with one of the following:- 1 autocannon -- 1 heavy flamer -- 1 lascannon -- 1 missile launcher -- 1 plasma cannon -- Any number of models can each be equipped with 1 Sentinel chainsaw. -- Any number of models can each be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 55pts -- 2 models: 110pts diff --git a/cogitator/factions/genestealer-cults/datasheets/sentinel-powerlifter.md b/cogitator/factions/genestealer-cults/datasheets/sentinel-powerlifter.md deleted file mode 100644 index 77cb5ee..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/sentinel-powerlifter.md +++ /dev/null @@ -1,38 +0,0 @@ -# Sentinel Powerlifter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 7 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** powerlifter. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Powerlifter | Melee | 3 | 4 | 10 | -2 | D3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Powerlifter Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Sentinel Powerlifter, Vehicle, Smoke, Squadron, Imperium, Walker, Regiment -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Sentinel Powerlifter - -**Wargear Options:** -- None - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/genestealer-cults/datasheets/shadowsword.md b/cogitator/factions/genestealer-cults/datasheets/shadowsword.md deleted file mode 100644 index 71fc223..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/shadowsword.md +++ /dev/null @@ -1,48 +0,0 @@ -# Shadowsword - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -This model is equipped with: 2 lascannons; twin heavy bolter; 2 twin heavy flamers; volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Volcano cannon | 96 | D3+1 | 4 | 24 | -5 | 12 | blast, heavy | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Smoke, Titanic, Imperium, Shadowsword, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Shadowsword - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Points:** -- 1 model: 410pts diff --git a/cogitator/factions/genestealer-cults/datasheets/storm-chimera.md b/cogitator/factions/genestealer-cults/datasheets/storm-chimera.md deleted file mode 100644 index 6fffd01..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/storm-chimera.md +++ /dev/null @@ -1,60 +0,0 @@ -# Storm Chimera - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Mobile Command Vehicle** (Datasheet): In your Command phase, one Officer model embarked within this TRANSPORT can issue Orders even though it is not on the battlefield. When doing so, measure distances to and from this TRANSPORT. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Dedicated Transport, Storm Chimera, Transport, Imperium, Vehicle, Squadron -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Storm Chimera - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Heavy Weapons Team model and Veteran Heavy Weapons Team model takes up the space of 2 models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/genestealer-cults/datasheets/stormblade.md b/cogitator/factions/genestealer-cults/datasheets/stormblade.md deleted file mode 100644 index 9b3e9a5..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/stormblade.md +++ /dev/null @@ -1,56 +0,0 @@ -# Stormblade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; 1 Stormblade plasma blastgun; 2 twin heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Stormblade plasma blastgun – supercharge | 48 | D6+3 | 4 | 10 | -3 | 4 | blast, hazardous | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Stormblade plasma blastgun – standard | 48 | D6+3 | 4 | 9 | -2 | 3 | blast | -| Storm bolter | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Close-range Devastation** (Datasheet): Each time this model makes a ranged attack with its Stormblade plasma blastgun that targets a unit within half range, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Stormblade, Vehicle, Titanic, Imperium, Smoke -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Stormblade - -**Wargear Options:** -- This model’s 2 twin heavy bolters can be replaced with 2 twin heavy flamers. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/genestealer-cults/datasheets/stormlord.md b/cogitator/factions/genestealer-cults/datasheets/stormlord.md deleted file mode 100644 index 289929d..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/stormlord.md +++ /dev/null @@ -1,57 +0,0 @@ -# Stormlord - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy stubbers; 2 lascannons; twin heavy bolter; 2 twin heavy flamers; vulcan mega-bolter; armoured tracks - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vulcan mega-bolter | 48 | 20 | 4 | 6 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Mount Up!** (Datasheet): At the end of your opponent’s Movement phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Astra Militarum Infantry unit (excluding Artillery units) that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. - -**Keywords:** Vehicle, Titanic, Transport, Smoke, Imperium, Stormlord -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Stormlord - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Transport:** -This model has a transport capacity of 40 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 430pts diff --git a/cogitator/factions/genestealer-cults/datasheets/stormsword.md b/cogitator/factions/genestealer-cults/datasheets/stormsword.md deleted file mode 100644 index c9b4a35..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/stormsword.md +++ /dev/null @@ -1,48 +0,0 @@ -# Stormsword - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Stormsword siege cannon; twin heavy bolter; 2 twin heavy flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Stormsword siege cannon | 48 | D6+6 | 4 | 16 | -4 | D6+2 | blast, ignores cover | -| Twin heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Concussive Wave** (Datasheet): In your Shooting phase, just after selecting a target for this model’s Stormsword siege cannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave suffers D3 mortal wounds. - -**Keywords:** Stormsword, Imperium, Titanic, Smoke, Vehicle -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Stormsword - -**Wargear Options:** -- This model’s 2 twin heavy flamers can be replaced with 2 twin heavy bolters. -- This model can be equipped with one of the following:- 2 lascannons and 2 twin heavy bolters -- 2 lascannons and 2 twin heavy flamers - -**Points:** -- 1 model: 465pts diff --git a/cogitator/factions/genestealer-cults/datasheets/stygies-destroyer-tank-hunter.md b/cogitator/factions/genestealer-cults/datasheets/stygies-destroyer-tank-hunter.md deleted file mode 100644 index 15ee083..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/stygies-destroyer-tank-hunter.md +++ /dev/null @@ -1,49 +0,0 @@ -# Stygies Destroyer Tank Hunter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 13 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Stygies laser destroyer; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stygies laser destroyer | 72 | 2 | 4 | 14 | -4 | D6+3 | heavy | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tank Hunter** (Datasheet): Each time this model makes a ranged attack that targets a VEHICLE unit, add 1 to the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Stygies Destroyer Tank Hunter, Smoke, Squadron -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Stygies Destroyer Tank Hunter - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/genestealer-cults/datasheets/tarantula-battery.md b/cogitator/factions/genestealer-cults/datasheets/tarantula-battery.md deleted file mode 100644 index b388680..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/tarantula-battery.md +++ /dev/null @@ -1,46 +0,0 @@ -# Tarantula Battery - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 5 | 3+ | 4 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Sentry Programming** (Datasheet): You can target this unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Imperium, Vehicle, Tarantula Battery -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1-3 Tarantula Sentry Guns - -**Wargear Options:** -- Any number of models can each have their twin heavy bolter replaced with 1 twin lascannon. - -**Points:** -- 1 model: 40pts -- 2 models: 80pts -- 3 models: 120pts diff --git a/cogitator/factions/genestealer-cults/datasheets/tauros-assault-vehicle.md b/cogitator/factions/genestealer-cults/datasheets/tauros-assault-vehicle.md deleted file mode 100644 index 1d8229e..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/tauros-assault-vehicle.md +++ /dev/null @@ -1,60 +0,0 @@ -# Tauros Assault Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy flamer; armoured frame. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tauros grenade launcher – frag | 24 | D6 | 4 | 4 | 0 | 1 | blast | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Tauros grenade launcher – krak | 24 | 2 | 4 | 9 | -2 | D3 | — | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Turbo-boost** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Tauros Assault Vehicle, Mounted, Regiment, Tauros -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Tauros Assault Vehicle - -**Wargear Options:** -- This model’s heavy flamer can be replaced with 1 Tauros grenade launcher. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/tauros-venator.md b/cogitator/factions/genestealer-cults/datasheets/tauros-venator.md deleted file mode 100644 index 0ffe29f..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/tauros-venator.md +++ /dev/null @@ -1,47 +0,0 @@ -# Tauros Venator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin multi-laser; armoured frame. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured frame | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Mobile Hunter-killer** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Mounted, Regiment, Imperium, Tauros, Tauros Venator -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Tauros Venator - -**Wargear Options:** -- This model’s twin multi-laser can be replaced with 1 twin lascannon. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/genestealer-cults/datasheets/taurox-prime.md b/cogitator/factions/genestealer-cults/datasheets/taurox-prime.md deleted file mode 100644 index a515932..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/taurox-prime.md +++ /dev/null @@ -1,55 +0,0 @@ -# Taurox Prime - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Taurox battle cannon; twin Taurox hot-shot volley gun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Taurox battle cannon | 48 | D6 | 3 | 8 | -1 | 2 | blast | -| Taurox gatling cannon | 24 | 8 | 3 | 4 | 0 | 1 | devastating wounds, twin-linked | -| Taurox missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | twin-linked | -| Taurox missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast, twin-linked | -| Twin Taurox hot-shot volley gun | 30 | 3 | 3 | 4 | -1 | 1 | rapid fire 3, twin-linked | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Transport Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Hit roll. - -**Keywords:** Vehicle, Imperium, Squadron, Transport, Dedicated Transport, Taurox Prime -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Taurox Prime - -**Wargear Options:** -- This model’s Taurox battle cannon can be replaced with one of the following:- 1 Taurox gatling cannon -- 1 Taurox missile launcher -- This model’s twin Taurox hot-shot volley gun can be replaced with 1 twin autocannon. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Militarum Tempestus Infantry or Astra Militarum Infantry Character models. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/genestealer-cults/datasheets/taurox.md b/cogitator/factions/genestealer-cults/datasheets/taurox.md deleted file mode 100644 index 29d6646..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/taurox.md +++ /dev/null @@ -1,47 +0,0 @@ -# Taurox - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 3+ | 10 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | twin-linked | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. - -**Keywords:** Transport, Dedicated Transport, Taurox, Squadron, Imperium, Vehicle -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Taurox - -**Wargear Options:** -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Astra Militarum Infantry models. Each Ogryn model takes up the space of 3 models. It cannot transport Artillery models. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/genestealer-cults/datasheets/tectonic-fragdrill.md b/cogitator/factions/genestealer-cults/datasheets/tectonic-fragdrill.md deleted file mode 100644 index 62e4c0f..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/tectonic-fragdrill.md +++ /dev/null @@ -1,43 +0,0 @@ -# Tectonic Fragdrill - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 11 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** fragdrill. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fragdrill | Melee | 6 | 6 | 12 | -2 | D6 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Tectonic Fragdrill** (Datasheet): Friendly Genestealer Cult Infantry models can be set up or end any type of move on top of the floor sections of this FORTIFICATION. -- **Underground Egress** (Datasheet): Each time one of your Cult Ambush markers is removed as the result of an enemy unit ending any kind of move within 9" of it, you can instead move that marker so that it is wholly within 9" of this FORTIFICATION and more than 9" horizontally away from all enemy units (if this is not possible, that marker is removed as normal). -- **Manufactorum Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Vehicle, Tectonic Fragdrill -**Faction Keywords:** Genestealer Cults - -**Unit Composition:** -- 1 Tectonic Fragdrill - -**Wargear Options:** -- None - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/genestealer-cults/datasheets/trojan-support-vehicle.md b/cogitator/factions/genestealer-cults/datasheets/trojan-support-vehicle.md deleted file mode 100644 index c131f27..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/trojan-support-vehicle.md +++ /dev/null @@ -1,47 +0,0 @@ -# Trojan Support Vehicle - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Support Vehicle** (Datasheet): In your Command phase, select one friendly Astra Militarum Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, re-roll a Hit roll of 1. The same VEHICLE model cannot be selected for both this ability and the Regimental Enginseer’s Omnissiah’s Blessing ability in the same turn, and each model can only be selected for this ability once per Command phase. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Trojan Support Vehicle, Squadron, Smoke, Imperium -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Trojan Support Vehicle - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/genestealer-cults/datasheets/trygon.md b/cogitator/factions/genestealer-cults/datasheets/trygon.md deleted file mode 100644 index 3ff2c96..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/trygon.md +++ /dev/null @@ -1,42 +0,0 @@ -# Trygon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bio-electric pulse; Trygon scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-electric pulse | 12 | 6 | 3 | 5 | 0 | 1 | sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Trygon scything talons | Melee | 12 | 3 | 9 | -2 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Subterranean Tunnels** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can use a subterranean tunnel. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. - -**Keywords:** Trygon, Monster, Vanguard Invader, Trygon, Monster, Great Devourer, Vanguard Invader, Trygon, Monster, Great Devourer, Vanguard Invader, Trygon, Monster, Great Devourer, Vanguard Invader, Vanguard Invader, Trygon, Great Devourer, Great Devourer, Monster -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Trygon - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/genestealer-cults/datasheets/tyrannocyte.md b/cogitator/factions/genestealer-cults/datasheets/tyrannocyte.md deleted file mode 100644 index 2c9bc88..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/tyrannocyte.md +++ /dev/null @@ -1,51 +0,0 @@ -# Tyrannocyte - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 3+ | 10 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Tyrannocyte bio-weapons; flensing whips. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tyrannocyte bio-weapons | 24 | 5 | 4 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flensing whips | Melee | 6 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Aerial Seeding** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it. - -**Keywords:** Monster, Tyrannocyte, Vanguard Invader, Great Devourer, Dedicated Transport, Transport, Fly -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Tyrannocyte - -**Transport:** -This model has a transport capacity of 20 Tyranids Infantry models, or 1 Tyranids Monster model with a Wounds characteristic of 12 or less. Each INFANTRY model with a Wounds characteristic of more than 1 takes up the space of 3 models. - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/genestealer-cults/datasheets/valdor.md b/cogitator/factions/genestealer-cults/datasheets/valdor.md deleted file mode 100644 index 2e95f97..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/valdor.md +++ /dev/null @@ -1,56 +0,0 @@ -# Valdor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 20 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Valdor neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Autocannon | 48 | 2 | 4 | 9 | -1 | 3 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | -| Valdor neutron laser | 48 | 2 | 4 | 16 | -4 | D6+1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Power Overload** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Damage roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Titanic, Smoke, Valdor -**Faction Keywords:** Astra Militarum, Genestealer Cults - -**Unit Composition:** -- 1 Valdor - -**Wargear Options:** -- This model’s autocannon can be replaced with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 lascannon -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/genestealer-cults/datasheets/von-ryans-leapers.md b/cogitator/factions/genestealer-cults/datasheets/von-ryans-leapers.md deleted file mode 100644 index 0d15691..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/von-ryans-leapers.md +++ /dev/null @@ -1,42 +0,0 @@ -# Von Ryan’s Leapers - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Leaper’s talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Leaper’s talons | Melee | 6 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Pouncing Leap** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Infantry, Great Devourer, Vanguard Invader, Von Ryan’s Leapers -**Faction Keywords:** Tyranids, Genestealer Cults - -**Unit Composition:** -- 3-6 Von Ryan’s Leapers - -**Points:** -- 3 models: 70pts -- 6 models: 140pts diff --git a/cogitator/factions/genestealer-cults/datasheets/winged-hive-tyrant.md b/cogitator/factions/genestealer-cults/datasheets/winged-hive-tyrant.md deleted file mode 100644 index 15cb242..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/winged-hive-tyrant.md +++ /dev/null @@ -1,58 +0,0 @@ -# Winged Hive Tyrant - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 2+ | 10 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** monstrous bonesword and lash whip; Tyrant talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast | -| Heavy venom cannon | 36 | D3 | 2 | 9 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monstrous scything talons | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | -| Monstrous bonesword and lash whip | Melee | 6 | 2 | 9 | -2 | 3 | twin-linked | -| Tyrant talons | Melee | 5 | 2 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Will of the Hive Mind** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. -- **Paroxysm (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 1, this PSYKER suffers D3 mortal wounds; on a 2+, until the end of the phase, subtract 1 from the Attacks characteristic of weapons equipped by models in that unit. - -**Keywords:** Monster, Hive Tyrant, Vanguard Invader, Winged Hive Tyrant, Character, Psyker, Fly, Great Devourer, Synapse -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Winged Hive Tyrant - -**Wargear Options:** -- This model’s monstrous bonesword and lash whip can be replaced with one of the following:- 1 heavy venom cannon -- 1 stranglethorn cannon -- 1 monstrous scything talons - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/genestealer-cults/datasheets/winged-tyranid-prime.md b/cogitator/factions/genestealer-cults/datasheets/winged-tyranid-prime.md deleted file mode 100644 index 98a1ef4..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/winged-tyranid-prime.md +++ /dev/null @@ -1,63 +0,0 @@ -# Winged Tyranid Prime - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Prime talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prime talons | Melee | 6 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Alpha Warrior** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Death Blow** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -**Keywords:** Vanguard Invader, Synapse, Great Devourer, Fly, Character, Infantry, Winged Tyranid Prime -**Faction Keywords:** Genestealer Cults, Tyranids - -**Unit Composition:** -- 1 Winged Tyranid Prime - -**Wargear Options:** -- None - -**Leader:** -Can lead: Gargoyles - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/genestealer-cults/datasheets/wyvern.md b/cogitator/factions/genestealer-cults/datasheets/wyvern.md deleted file mode 100644 index 77d9984..0000000 --- a/cogitator/factions/genestealer-cults/datasheets/wyvern.md +++ /dev/null @@ -1,48 +0,0 @@ -# Wyvern - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Wyvern quad stormshard mortar; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Wyvern quad stormshard mortar | 48 | 2D6 | 4 | 5 | 0 | 1 | blast, indirect fire, twin-linked | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Suppression Bombardment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) that was hit by one or more of those attacks made with this model’s Wyvern quad stormshard mortar. Until the start of your next Shooting phase, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Artillery, Squadron, Smoke, Wyvern -**Faction Keywords:** Genestealer Cults, Astra Militarum - -**Unit Composition:** -- 1 Wyvern - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model can be equipped with 1 hunter-killer missile. - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/genestealer-cults/detachments.md b/cogitator/factions/genestealer-cults/detachments.md new file mode 100644 index 0000000..560420d --- /dev/null +++ b/cogitator/factions/genestealer-cults/detachments.md @@ -0,0 +1,753 @@ +# Genestealer Cults Detachments + +# Biosanctic Broodsurge + +## Abilities + +### Hypermorphic Fury +Add 1 to Charge rolls made for AbERRANTS, BIOPHAgUS and PURESTRAIN GENESTEALERS units from your army. In addition, each time such a unit is selected to fight, if it made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. + +## Stratagems + +### BIO-HORROR REVELATION — 1CP +**Type:** Biosanctic Broodsurge – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your opponent's Shooting phase. + +**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. + +### EVASIVE VANGUARD — 1CP +**Type:** Biosanctic Broodsurge – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield. + +**TARGET:** Select one of those Cult Ambush markers. + +**EFFECT:** You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units. + +### GENE-TWISTED MUSCLE — 1CP +**Type:** Biosanctic Broodsurge – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. + +### HYPER-METABOLIC VIGOUR — 1CP +**Type:** Biosanctic Broodsurge – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit. + +### SAINTLY PAROXYSM — 1CP +**Type:** Biosanctic Broodsurge – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit destroys a Genestealer Cults Character model from your army. + +**TARGET:** That destroyed CHARACTER model. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. If that Character model is an Abominant or Patriarch, that enemy unit suffers 2D3 mortal wounds instead. + +### STIMULATED BIO-SURGE — 1CP +**Type:** Biosanctic Broodsurge – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3. + +## Enhancements + +### Alien Majesty — 15pts +*An aura of palpable grandeur surrounds this individual, their mere presence a powerful stimulant to the nerve of their followers and a cowing nimbus to subjugate tyrannical foes.* +AbOmINANT, BIOPHAgUS or PATRIARCH model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1). + +### Biomorph Adaptation — 25pts +*The power of the Star Children flows through this creatures veins, their physiology showing unnatural gifts and lethal enhancements.* +AbOmINANT or PATRIARCH model only. Improve the Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1. + +### Mutagenic Regeneration — 10pts +*Though the truth may lie with cocktails of alchemical enzymes or xenos hormones triggering ferocious metabolic renewal, the cult’s masses see this nigh-immortal leader as a vessel of divine favour.* +AbOmINANT, BIOPHAgUS or PATRIARCH model only. In each Command phase, one model in the bearer’s unit regains 1 lost wound. + +### Predatory Instincts — 20pts +*With alien senses and instincts augmented with hyper-adaptive gene-strands, this chosen of the cult leads the way deep into enemy lines, like a toxic barb working its way to the heart.* +AbOmINANT, BIOPHAgUS or PATRIARCH model only. Models in the bearer’s unit have the Infiltrators ability and, once per battle round, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +--- + +# Brood Brother Auxilia + +## Abilities + +### Integrated Tactics +Each time an ASTRA MILITARUm unit from your army (see below) is selected to shoot, you can select one enemy unit within 18" of and visible to that unit. If you do, until the end of the phase, models in that ASTRA MILITARUM unit can only target that enemy unit (and only if it is an eligible target) and that enemy unit is caught in overlapping fire. While an enemy unit is caught in overlapping fire, each time a GENESTEALER CULTS model from your army targets that enemy unit with a ranged attack, add 1 to the Hit roll. + +### BROOD BROTHERS +You can include ASTRA MILITARUm units in your army, even though they do not have the GENESTEALER CULTS Faction keyword. The combined points cost of such units you can include in your army is: +- Incursion: Up to 500 pts +- Strike Force: Up to 1000 pts +- Onslaught: Up to 1500 pts +A GENESTEALER CULTS model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST. + +## Stratagems + +### A DARK NETWORK — 1CP +**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves. + +**TARGET:** One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### ACCEPTABLE LOSSES — 2CP +**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Astra Militarum unit from your army. + +**EFFECT:** Select one enemy unit within Engagement Range of one or more GENESTEALER CULTS units from your army. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after it has resolved those attacks, roll one D6 for each of those GENESTEALER CULTS units: on a 5+, the unit being rolled for suffers D3+1 mortal wounds. + +### IN THE SHADOW OF IRON — 1CP +**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy unit ends a move within 9” of one or more of your Cult Ambush markers. + +**TARGET:** One Astra Militarum Vehicle unit from your army. + +**EFFECT:** Select one of those Cult Ambush markers. You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units and wholly within 6" of your unit. + +### REGIMENTAL REINFORCEMENTS — 1CP +**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an Astra Militarum Infantry Regiment unit from your army (excluding Artillery and Character units) is destroyed. + +**TARGET:** That INFANTRY unit. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. + +**RESTRICTIONS:** You can only use this Stratagem once per battle. + +### SUPPRESS AND OVERWHELM — 1CP +**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after an Astra Militarum unit from your army has shot. + +**TARGET:** That ASTRA MILITARUM unit. + +**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit cannot be targeted with the Fire Overwatch Stratagem and each time a GENESTEALER CULTS unit from your army selects that enemy unit as a target of a charge, you can re-roll the Charge roll. + +### SYMBIOTIC DESTRUCTION — 1CP +**Type:** Brood Brother Auxilia – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase. + +**EFFECT:** Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1. + +## Enhancements + +### Adaptive Reprisal — 15pts +*Whether through intensive cross-training with tainted officers or some symbiotic neuro-mimicry, this insurrectionist is adept in daring tactical manoeuvres.* +GENESTEALER CULTS INFANTRY model only. Once per turn, you can target a friendly GENESTEALER CULTS unit within 9" of the bearer with the Heroic Intervention Stratagem for 0CP. + +### Firepoint Commander — 10pts +*Taking a righteous vindication in turning the oppressor’s tactics against them, this war leader coordinates their broodkins last-second fire into effective volleys to drive back the foe.* +GENESTEALER CULTS INFANTRY model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. + +### Martial Espionage — 25pts +*With access to Imperial data-logs and servo-scry records, this cult leader feeds the stolen information to their professional allies, enabling them to immediately exploit weak points in the enemy.* +GENESTEALER CULTS INFANTRy model only. Once per turn, when a friendly ASTRA MILITARUm INFANTRy or ASTRA MILITARUm MOUNTED unit within 9" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1. + +### The Hero Returned — 20pts +*Hidden for years within a xeno-tainted regiment, this feted commander has returned to lead their guerrillas, donning once more the garb of the insurgent. Respected with reverent awe, they instil a disciplined professionalism and focus in their cult comrades.* +GENESTEALER CULTS INFANTRY model only. Improve the Leadership and Objective Control characteristics of models in the bearer’s unit by 1. + +--- + +# Cult Unveiled + +***Many Genestealer Cults seek to spread beyond their birth worlds by smuggling broods of the faithful onto departing voidships. Though cunning, some such cult cells are discovered before they reach their destinations. In such circumstances, they will fight furiously to overtake their host vessel entirely.*** + +## Abilities + +### Harassing Fire +At the encl of your Shooting phase, you can select one GENESTEALER CULTS unit from your army that is not within Engagement Range of one or more enemy units. If you do, that unit can attempt to operate one open Hatchway it is within 1" of (if there is one), and can then make a Normal move of up to 3" (regardless of whether it attempted to operate a Hatchway or not). Until the end of the turn, that unit is not eligible to declare a charge. + +## Stratagems + +### FOR THE BROOD — 1CP +**Type:** Cult Unveiled – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One GENESTEALER CULTS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Select one enemy unit within Engagement Range of one or more friendly GENESTEALER CULTS units. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after your unit has finished making those attacks, roll one D6 for each of those friendly units: on a 2-4, that friendly unit suffers 1 mortal wound; on a 5+, that friendly unit suffers 2 mortal wounds. + +### LURKING MENACE — 1CP +**Type:** Cult Unveiled – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One GENESTEALER CULTS unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the attacking model is not within 3", subtract 1 from the Hit roll. + +### OUT OF HIDING — 1CP +**Type:** Cult Unveiled – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. + +**TARGET:** One NEOPHYTE HYBRIDS unit from your army that is in Reserves. + +**EFFECT:** Until the end of the phase, models in your unit have the Deep Strike ability. + +**RESTRICTIONS:** You can only use this Stratagem once. + +### PLANNED EXTRACTION — 1CP +**Type:** Cult Unveiled – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One GENESTEALER CULTS unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. + +## Enhancements + +### Master Saboteur — 0pts +*This cult leader is skilled in the arts of covert sabotage, and has pre-emptively employed these skills against a key strategic target on this deck.* +The first time in the battle that your opponent’s army Secures an objective marker while the bearer is on the battlefield, roll one D6: on a 3+, that objective marker is not Secured by your opponent’s army. + +### Primary Detonator — 0pts +*A chunky technological device with a deviant machine spirit and an array of triggers, this jury-rigged detonator connects to multiple explosive charges laced through this deck. By pumping one of the triggers, its wielder can set off a powerful detonation.* +Once per battle, when an enemy unit opens a closed Hatchway, if the bearer is on the battlefield, it can use this Enhancement. If it does, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. + +--- + +# Final Day + +*Every Genestealer Cultist wishes to witness the Star Children’s arrival and ascend to join them in blessed oneness. They believe this will be a transcendent experience, a sublime reward for their devotion. The reality is altogether more hideous. As the Tyranids approach through the void, the utterly alien Hive Mind assimilates the more nuanced Broodmind of the cult. Many faithful die from psionic shock. Others are freed from Tyranid mind control only to go mad with horror as the truth is revealed. The rest become short-lived puppets for the first waves of Tyranid vanguard organisms descending on their world. Exerting its will to make them fight harder and move faster, the Hive Mind swiftly burns out these surviving faithful, harvesting each flicker of bioenergy to reinvigorate its more valuable Tyranid organisms.* + +## Abilities + +### Psionic Parasitism +At the end of your Movement phase, for each Tyranids Synapse unit from your army, you can select one friendly Genestealer Cults unit (excluding Purestrain Genestealer and Patriarch units) and one friendly Tyranids unit each within 9" of and visible to that SYNAPSE unit. If you do, that GENESTEALER CULTS unit from your army suffers D3+1 mortal wounds and one model in the selected TYRANIDS unit regains up to that many lost wounds and until the start of your next Movement phase, each time a model in the selected TYRANIDS unit makes an attack, add 1 to the Hit roll. + +TYRANIDS units from your army have the following ability: + +**Catalyst (Aura):** While an enemy unit is within 6" of this unit, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, add 1 to the Hit roll. + +The Star Children’s Blessings +You can include Tyranids Vanguard Invader units (excluding AIRCRAFT, BROODLORD and GENESTEALERS units) in your army. The combined points cost of such units depends on your battle size: +- **Incursion:** Up to 500 pts +- **Strike Force:** Up to 1000 pts +- **Onslaught:** Up to 1500 pts + +No TYRANIDS models from your army can be your WARLORD. + +## Stratagems + +### AVENGE THE STAR CHILDREN — 1CP +**Type:** Final Day – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. + +**TARGET:** One Tyranids Character unit from your army that was destroyed by that enemy unit this phase. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a Genestealer Cults model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll. + +### DARTING ATTACKS — 1CP +**Type:** Final Day – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting or Charge phase +**Description:** **WHEN:** Your Shooting phase or your Charge phase. + +**TARGET:** One Tyranids unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### DIVINE IMPERATIVE — 1CP +**Type:** Final Day – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Genestealer Cults unit from your army that has not declared a charge this phase. + +**EFFECT:** Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll. + +### HYPERFEROCITY — 1CP +**Type:** Final Day – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Genestealer Cults unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead. + +### PSI SURGE — 1CP +**Type:** Final Day – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start of any phase. + +**TARGET:** One Tyranids unit from your army. + +**EFFECT:** Until the start of your next Command phase, increase the range of your unit’s Catalyst ability by 3". + +**RESTRICTIONS:** Each time you use this Stratagem, until the end of your next Command phase, you cannot use this Stratagem again. + +### RESISTANCE TUNNELS — 1CP +**Type:** Final Day – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +## Enhancements + +### Enraptured Damnation — 10pts +*Though hollowing them out like acid, the insidious power of the Hive Mind blazes from this delirious fanatic and forces their enemies to recoil.* +Genestealer Cults model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Inhuman Integration — 20pts +*This cult leader’s powerful psyche has withstood Hive Mind integration better than most, at least for now. It even relays a crude approximation of synaptic signals to their underlings. Of course, this only makes them and their followers more selflessly obedient drones.* +Genestealer Cults model only. Weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 6" of one or more friendly Tyranids units. + +### Synaptic Auger — 15pts +*Invisible psionic tendrils drift around this bioform’s cranium, stabbing out to force alien demands into fragmenting hybrid minds and suck the bioenergy from them in merciless draughts.* +Tyranids model only. Each time the bearer would regain one or more lost wounds from the Psionic Parasitism Detachment rule, it regains up to twice that number of lost wounds instead. + +### Vanguard Tyrant — 25pts +*Adapted by the Hive Mind to lead the first invasion swarms, this leader organism’s bioweapons emphasise vicious shock assault and maximum bloodshed.* +Winged Hive Tyrant model only. Improve the Strength and Armour Penetration characteristics of melee weapons equipped by the bearer by 1. + +--- + +# Genespawn Onslaught + +***Unleashed by a voidborne cult as a deadly boarding spearhead, or boiling up from the depths of a host vessel as the first blow struck by a cult rising in its underdecks, this tide of horrors crushes all before it. Blessed by the Star Children, these favoured of the cult can be relied upon to wreak absolute havoc.*** + +## Abilities + +### Blessed Visages +Each time an enemy unit declares a charge that targets one or more GENESTEALER CULTS units from your army, that enemy unit must take a Leadership test. If failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. + +## Stratagems + +### GROWING DREAD — 1CP +**Type:** Genespawn Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre. + +**TARGET:** One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit. + +**EFFECT:** That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally). + +### MONSTROUS MOMENTUM — 1CP +**Type:** Genespawn Onslaught – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit. + +**TARGET:** That GENESTEALER CULTS unit. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway. + +### SOLDIERS OF THE STAR CHILDREN — 1CP +**Type:** Genespawn Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a HYBRID METAMORPHS unit from your army is selected to perform the Set Overwatch Tactical Manoeuvre. + +**TARGET:** That HYBRID METAMORPHS unit. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army. + +### UNSTOPPABLE BRUTES — 1CP +**Type:** Genespawn Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement or Charge phase. + +**TARGET:** One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. + +**RESTRICTIONS:** You can only use this Stratagem once per turn. + +## Enhancements + +### Miasmic Fumes — 0pts +*So potent are the bubbling toxins and tinctures carried into battle by the Biophagus that they choke the ship’s corridors with gene-corrosive fumes that choke foes and obscure their bearer from view.* +BiOPHAGUS model only. Each time an attack targets the bearer, subtract 1 from the Hit roll and subtract 1 from the Wound roll. + +### Spiteful Imp — 0pts +*This Abominant’s familiar is of an especially vicious breed. Not content to lead its lumpen companion into the fight, it also exploits enemies’fearful distraction to strike barbed blows of its own.* +AbOMiNANT model only. Each time an enemy unit opens a Hatchway, if the bearer is within 1" of that Hatchway, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. + +--- + +# Host of Ascension + +## Abilities + +### A Perfect Ambush +Each time a GENESTEALER CULTS unit from your army is set up on the battlefield as Reinforcements, until the end of your next Fight phase, weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. + +## Stratagems + +### A DEADLY SNARE — 1CP +**Type:** Host of Ascension – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. + +**TARGET:** One Genestealer Cults Infantry unit from your army that was selected as a target of that charge. + +**EFFECT:** Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds. + +### COORDINATED TRAP — 2CP +**Type:** Host of Ascension – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** The start of your Shooting phase or the start of the Fight phase. + +**TARGET:** Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase. + +**EFFECT:** Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll. + +### LYING IN WAIT — 1CP +**Type:** Host of Ascension – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase. + +**TARGET:** One Genestealer Cults Battleline unit from your army in Cult Ambush. + +**EFFECT:** Until the end of the phase, when setting your unit up using a Cult Ambush marker, set your unit up anywhere on the battlefield wholly within 6" of that Cult Ambush marker and not within Engagement Range of one or more enemy units. + +### PRIMED AND READIED — 2CP +**Type:** Host of Ascension – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. + +### RETURN TO THE SHADOWS — 1CP +**Type:** Host of Ascension – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### TUNNEL CRAWLERS — 1CP +**Type:** Host of Ascension – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. + +**RESTRICTIONS:** A unit targeted by this Stratagem is not eligible to declare a charge in the same turn. + +## Enhancements + +### A Chink in Their Armour — 20pts +*Every oppressor has a weak spot. This savant of tactical analysis pinpoints fractured armour plates, exposed cabling or unshielded flesh with a glance and directs the cults fire to shatter the enemy’s greatest assets.* +GENESTEALER CULTS model only. Each time the bearer is set up on the battlefield as Reinforcements, until the end of your next Fight phase, ranged weapons equipped by models in the bearer’s unit have the [LETHAL HITS] ability. + +### Assassination Edict — 15pts +*With an impulse of the Broodmind pulsing in their brain, this holy avenger stalks the battlefield, seeking to slay generals, preachers and all those the foe looks to for salvation and inspiration.* +GENESTEALER CULTS model only. Each time a model in the bearer’s unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll + +### Our Time Is Nigh — 20pts +*Infused with transcendent zeal, this insurrectionist and their chosen cultists are assured by telepathic whispers that they are the Star Childrens avatars and that now is the moment to strike.* +GENESTEALER CULTS model only. Once per battle, when the bearer’s unit declares a charge, the bearer can use this Enhancement. If it does, until the end of the phase, add 2 to Charge rolls made for the bearer’s unit. + +### Prowling Agitant — 15pts +*No matter how often the oppressors seek to trap or silence this leader, they always find themselves left empty-handed and foolish, their elusive quarry long gone.* +GENESTEALER CULTS model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, if the bearer’s unit is not within Engagement Range of any enemy units, it can make a Normal move of up to D6". + +--- + +# Infestation Swarm + +***Many doomed voidships have been infested by Genestealers, their corridors and crawlways transformed into the hunting grounds and brood-lairs of monstrous vanguard organisms. Such infestations prove nightmarishly deadly to any unwise enough to board these apparent derelicts.*** + +## Abilities + +### Half-Glimpsed Shadows +Each time a ranged attack targets a GREAT DEvOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll. + +## Stratagems + +### HUNTING GROUNDS — 1CP +**Type:** Infestation Swarm – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway. + +**TARGET:** That GREAT DEVOURER unit. + +**EFFECT:** Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it. + +### HYPERADRENAL REFLEXES — 1CP +**Type:** Infestation Swarm – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### OUTFLANK — 1CP +**Type:** Infestation Swarm – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One GENESTEALERs or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed. + +### PERVASIVE DREAD — 1CP +**Type:** Infestation Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army. + +**TARGET:** That GREAT DEVOURER unit. + +**EFFECT:** In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase. + +## Enhancements + +### Psi-spoor Sensitivity — 0pts +*Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.* +Each time the bearer declares a charge, it can target enemy units that are not visible to it. + +### Stalking Menace — 0pts +*Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.* +Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge. + +--- + +# Outlander Claw + +## Abilities + +### Rapid Takeover +While a Genestealer Cults Mounted or Genestealer Cults Vehicle model from your army is not Battle-shocked, add 1 to its Objective Control characteristic. In addition, at the end of your Command phase, if one or more Atalan Jackals units from your army are within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +## Stratagems + +### ALONG SHADOWED TRAILS — 1CP +**Type:** Outlander Claw – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers. + +**TARGET:** Select one of those Cult Ambush markers. + +**EFFECT:** You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units. + +### CLOSE-RANGE SHOOT-OUT — 1CP +**Type:** Outlander Claw – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting an enemy unit within 18". + +### DEFT MANOEUVRING — 1CP +**Type:** Outlander Claw – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Achilles Ridgerunners or Atalan Jackals unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### DEVOTED CREW — 1CP +**Type:** Outlander Claw – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Goliath Rockgrinder or Goliath Truck unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Damage characteristic of that attack. + +### ENCIRCLING THE PREY — 1CP +**Type:** Outlander Claw – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent's Fight phase. + +**TARGET:** One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that is not within Engagement Range of one or more enemy units and is wholly within 9" of one or more battlefield edges. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### RAPID FEINT — 1CP +**Type:** Outlander Claw – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Achilles Ridgerunners or Atalan Jackals unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +## Enhancements + +### Assault Commando — 15pts +*An expert in rapid attacks from speeding vehicles, this veteran has drilled their insurrectionist cell, readying them to leap into the fray with stolen weapons blazing.* +GENESTEALER CULTS model only. Each time a model in the bearer’s unit makes a ranged attack, if it disembarked from a TRANSPORT this turn, you can re-roll the Hit roll. + +### Cartographic Data-leech — 10pts +*This parasitic, cybernetic implant allows its host to tap into the survey augurs and proximity detectors of the cults industrial transports. They use this leeched data to guide their comrades’ fire from vision slits and hatches, even at high speed.* +GENESTEALER CULTS model only. While the bearer is embarked within a TRANSPORT, each time that TRANSPORT is selected to shoot, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by that TRANSPORT as a result of the Firing Deck ability by 1. + +### Serpentine Tactics — 10pts +*With a chilling focus enabling them to identify ideal firing positions at a glance, this frontier assassin leads their brood in a coiling evasion from their enemies that suddenly changes into a lunging strike back.* +GENESTEALER CULTS MOUNTED model only. The bearer’s unit is eligible to shoot in a turn in which it Fell Back. + +### Starfall Shells — 10pts +*When they hit, these hand-crafted sniper bullets radiate with a supernatural aura redolent of the void’s numbing chill. Muscles seize, fingers cramp and thought slows as the sinister saturation takes effect.* +GENESTEALER CULTS MOUNTED model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made with a cult sniper rifle. Until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. + +--- + +# Xenocreed Congregation + +## Abilities + +### Unquestioning Fanaticism +For each ACOLyTE HybRIDS, HybRID METAmORPHS and NEOPHyTE HybRIDS unit from your army, while one or more CHARACTER models are leading that unit, you can re-roll Advance and Charge rolls made for it. If that CHARACTER model is a MAgUS, PRImUS or ACOLyTE ICONwARD, that model has the Feel No Pain 3+ ability while leading that unit. + +## Stratagems + +### FRENZIED DEVOTION — 1CP +**Type:** Xenocreed Congregation – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Attacks and Weapon Skill characteristics of melee weapons equipped by models (excluding Characters) in your unit by 1 and those weapons have the [HAZARDOUS] ability. + +### THE DOWNTRODDEN RISE — 2CP +**Type:** Xenocreed Congregation – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** End of the Reinforcements step of your opponent’s Movement phase. + +**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army in Cult Ambush. + +**EFFECT:** Until the end of the phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 6" horizontally away from all enemy units. + +### THE PATH OF ANGUISH — 1CP +**Type:** Xenocreed Congregation – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Acolyte Hybrids or Neophyte Hybrids unit from your army that had one or more of its models destroyed as a result of the attacking unit's attacks. + +**EFFECT:** Your unit can make a move of up to D6", but it unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, models in your unit can be moved within Engagement Range of that enemy unit. + +### TIRELESS FERVOUR — 1CP +**Type:** Xenocreed Congregation – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. When doing so, if it targets an enemy unit within Engagement Range of one or more friendly Character units, you can re-roll the Charge roll. + +### TRANSCENDENT CELERITY — 1CP +**Type:** Xenocreed Congregation – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. + +### VENGEANCE FOR THE MARTYR! — 1CP +**Type:** Xenocreed Congregation – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Genestealer Cults Character model from your army. + +**TARGET:** One other GENESTEALER CULTS CHARACTER model from your army. + +**EFFECT:** Until the end of the battle, each time a friendly Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a Magus, Primus or Acolyte Iconward, you can re-roll the Hit roll instead. + +## Enhancements + +### Deeds That Speak to the Masses — 25pts +*This agent of the Star Children is a living legend known amongst the entire cult. Their reputation as a spiritual orator, undefeated liberator or sanctified warden is mythic, and their very presence draws the faithful to their side for a chance to fight alongside them.* +Magus, Primus or Acolyte Iconward model only. You start the battle with 2 additional Resurgence points. + +### Denunciator of Tyrants — 25pts +*With vitriol and passion do the cult’s leaders castigate the foe’s champions, casting them as the most hated architects of oppression and inciting their comrades to murderous intent.* +MAgUS, PRImUS or ACOLyTE ICONwARD model only. Each time a model in the bearer’s unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll and add 1 to the Wound roll. + +### Gene-sire’s Reliquant — 5pts +*This war leader carries a gift from their Patriarch: a talismanic shard of a chitinous claw, a vial of the liquid that seeps into the genesis pools or a psionic growth within the chosen one’s brain. Its form matters less than its effect, for it radiates an inspirational wave of the Broodmind that focuses the minds of the faithful on their duties to the cult above all else.* +MAgUS, PRImUS or ACOLyTE ICONwARD model only. You can re-roll Battle-shock tests taken for the bearer’s unit. + +### Incendiary Inspiration — 15pts +*This insurgent is a font of aggressive encouragement. As some supernatural vitality their broodkin feel in their souls, the leader’s words and deeds rouse them with fresh energy and stir them to charge forth in blind fury.* +MAgUS, PRImUS or ACOLyTE ICONwARD model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced. diff --git a/cogitator/factions/genestealer-cults/detachments/biosanctic-broodsurge.md b/cogitator/factions/genestealer-cults/detachments/biosanctic-broodsurge.md deleted file mode 100644 index d81e31a..0000000 --- a/cogitator/factions/genestealer-cults/detachments/biosanctic-broodsurge.md +++ /dev/null @@ -1,86 +0,0 @@ -# Biosanctic Broodsurge - -## Abilities - -### Hypermorphic Fury -Add 1 to Charge rolls made for AbERRANTS, BIOPHAgUS and PURESTRAIN GENESTEALERS units from your army. In addition, each time such a unit is selected to fight, if it made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. - -## Stratagems - -### BIO-HORROR REVELATION — 1CP -**Type:** Biosanctic Broodsurge – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your opponent's Shooting phase. - -**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. - -### EVASIVE VANGUARD — 1CP -**Type:** Biosanctic Broodsurge – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield. - -**TARGET:** Select one of those Cult Ambush markers. - -**EFFECT:** You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units. - -### GENE-TWISTED MUSCLE — 1CP -**Type:** Biosanctic Broodsurge – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. - -### HYPER-METABOLIC VIGOUR — 1CP -**Type:** Biosanctic Broodsurge – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit. - -### SAINTLY PAROXYSM — 1CP -**Type:** Biosanctic Broodsurge – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit destroys a Genestealer Cults Character model from your army. - -**TARGET:** That destroyed CHARACTER model. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. If that Character model is an Abominant or Patriarch, that enemy unit suffers 2D3 mortal wounds instead. - -### STIMULATED BIO-SURGE — 1CP -**Type:** Biosanctic Broodsurge – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Aberrants, Biophagus or Purestrain Genestealers unit from your army that has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3. - -## Enhancements - -### Alien Majesty — 15pts -*An aura of palpable grandeur surrounds this individual, their mere presence a powerful stimulant to the nerve of their followers and a cowing nimbus to subjugate tyrannical foes.* -AbOmINANT, BIOPHAgUS or PATRIARCH model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1). - -### Biomorph Adaptation — 25pts -*The power of the Star Children flows through this creatures veins, their physiology showing unnatural gifts and lethal enhancements.* -AbOmINANT or PATRIARCH model only. Improve the Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1. - -### Mutagenic Regeneration — 10pts -*Though the truth may lie with cocktails of alchemical enzymes or xenos hormones triggering ferocious metabolic renewal, the cult’s masses see this nigh-immortal leader as a vessel of divine favour.* -AbOmINANT, BIOPHAgUS or PATRIARCH model only. In each Command phase, one model in the bearer’s unit regains 1 lost wound. - -### Predatory Instincts — 20pts -*With alien senses and instincts augmented with hyper-adaptive gene-strands, this chosen of the cult leads the way deep into enemy lines, like a toxic barb working its way to the heart.* -AbOmINANT, BIOPHAgUS or PATRIARCH model only. Models in the bearer’s unit have the Infiltrators ability and, once per battle round, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. diff --git a/cogitator/factions/genestealer-cults/detachments/brood-brother-auxilia.md b/cogitator/factions/genestealer-cults/detachments/brood-brother-auxilia.md deleted file mode 100644 index bc51d27..0000000 --- a/cogitator/factions/genestealer-cults/detachments/brood-brother-auxilia.md +++ /dev/null @@ -1,95 +0,0 @@ -# Brood Brother Auxilia - -## Abilities - -### Integrated Tactics -Each time an ASTRA MILITARUm unit from your army (see below) is selected to shoot, you can select one enemy unit within 18" of and visible to that unit. If you do, until the end of the phase, models in that ASTRA MILITARUM unit can only target that enemy unit (and only if it is an eligible target) and that enemy unit is caught in overlapping fire. While an enemy unit is caught in overlapping fire, each time a GENESTEALER CULTS model from your army targets that enemy unit with a ranged attack, add 1 to the Hit roll. - -### BROOD BROTHERS -You can include ASTRA MILITARUm units in your army, even though they do not have the GENESTEALER CULTS Faction keyword. The combined points cost of such units you can include in your army is: -- Incursion: Up to 500 pts -- Strike Force: Up to 1000 pts -- Onslaught: Up to 1500 pts -A GENESTEALER CULTS model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST. - -## Stratagems - -### A DARK NETWORK — 1CP -**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves. - -**TARGET:** One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### ACCEPTABLE LOSSES — 2CP -**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Astra Militarum unit from your army. - -**EFFECT:** Select one enemy unit within Engagement Range of one or more GENESTEALER CULTS units from your army. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after it has resolved those attacks, roll one D6 for each of those GENESTEALER CULTS units: on a 5+, the unit being rolled for suffers D3+1 mortal wounds. - -### IN THE SHADOW OF IRON — 1CP -**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy unit ends a move within 9” of one or more of your Cult Ambush markers. - -**TARGET:** One Astra Militarum Vehicle unit from your army. - -**EFFECT:** Select one of those Cult Ambush markers. You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units and wholly within 6" of your unit. - -### REGIMENTAL REINFORCEMENTS — 1CP -**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an Astra Militarum Infantry Regiment unit from your army (excluding Artillery and Character units) is destroyed. - -**TARGET:** That INFANTRY unit. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. - -**RESTRICTIONS:** You can only use this Stratagem once per battle. - -### SUPPRESS AND OVERWHELM — 1CP -**Type:** Brood Brother Auxilia – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after an Astra Militarum unit from your army has shot. - -**TARGET:** That ASTRA MILITARUM unit. - -**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit cannot be targeted with the Fire Overwatch Stratagem and each time a GENESTEALER CULTS unit from your army selects that enemy unit as a target of a charge, you can re-roll the Charge roll. - -### SYMBIOTIC DESTRUCTION — 1CP -**Type:** Brood Brother Auxilia – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase. - -**EFFECT:** Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1. - -## Enhancements - -### Adaptive Reprisal — 15pts -*Whether through intensive cross-training with tainted officers or some symbiotic neuro-mimicry, this insurrectionist is adept in daring tactical manoeuvres.* -GENESTEALER CULTS INFANTRY model only. Once per turn, you can target a friendly GENESTEALER CULTS unit within 9" of the bearer with the Heroic Intervention Stratagem for 0CP. - -### Firepoint Commander — 10pts -*Taking a righteous vindication in turning the oppressor’s tactics against them, this war leader coordinates their broodkins last-second fire into effective volleys to drive back the foe.* -GENESTEALER CULTS INFANTRY model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. - -### Martial Espionage — 25pts -*With access to Imperial data-logs and servo-scry records, this cult leader feeds the stolen information to their professional allies, enabling them to immediately exploit weak points in the enemy.* -GENESTEALER CULTS INFANTRy model only. Once per turn, when a friendly ASTRA MILITARUm INFANTRy or ASTRA MILITARUm MOUNTED unit within 9" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1. - -### The Hero Returned — 20pts -*Hidden for years within a xeno-tainted regiment, this feted commander has returned to lead their guerrillas, donning once more the garb of the insurgent. Respected with reverent awe, they instil a disciplined professionalism and focus in their cult comrades.* -GENESTEALER CULTS INFANTRY model only. Improve the Leadership and Objective Control characteristics of models in the bearer’s unit by 1. diff --git a/cogitator/factions/genestealer-cults/detachments/cult-unveiled.md b/cogitator/factions/genestealer-cults/detachments/cult-unveiled.md deleted file mode 100644 index 9b03397..0000000 --- a/cogitator/factions/genestealer-cults/detachments/cult-unveiled.md +++ /dev/null @@ -1,62 +0,0 @@ -# Cult Unveiled - -***Many Genestealer Cults seek to spread beyond their birth worlds by smuggling broods of the faithful onto departing voidships. Though cunning, some such cult cells are discovered before they reach their destinations. In such circumstances, they will fight furiously to overtake their host vessel entirely.*** - -## Abilities - -### Harassing Fire -At the encl of your Shooting phase, you can select one GENESTEALER CULTS unit from your army that is not within Engagement Range of one or more enemy units. If you do, that unit can attempt to operate one open Hatchway it is within 1" of (if there is one), and can then make a Normal move of up to 3" (regardless of whether it attempted to operate a Hatchway or not). Until the end of the turn, that unit is not eligible to declare a charge. - -## Stratagems - -### FOR THE BROOD — 1CP -**Type:** Cult Unveiled – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One GENESTEALER CULTS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Select one enemy unit within Engagement Range of one or more friendly GENESTEALER CULTS units. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after your unit has finished making those attacks, roll one D6 for each of those friendly units: on a 2-4, that friendly unit suffers 1 mortal wound; on a 5+, that friendly unit suffers 2 mortal wounds. - -### LURKING MENACE — 1CP -**Type:** Cult Unveiled – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One GENESTEALER CULTS unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the attacking model is not within 3", subtract 1 from the Hit roll. - -### OUT OF HIDING — 1CP -**Type:** Cult Unveiled – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. - -**TARGET:** One NEOPHYTE HYBRIDS unit from your army that is in Reserves. - -**EFFECT:** Until the end of the phase, models in your unit have the Deep Strike ability. - -**RESTRICTIONS:** You can only use this Stratagem once. - -### PLANNED EXTRACTION — 1CP -**Type:** Cult Unveiled – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One GENESTEALER CULTS unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. - -## Enhancements - -### Master Saboteur — 0pts -*This cult leader is skilled in the arts of covert sabotage, and has pre-emptively employed these skills against a key strategic target on this deck.* -The first time in the battle that your opponent’s army Secures an objective marker while the bearer is on the battlefield, roll one D6: on a 3+, that objective marker is not Secured by your opponent’s army. - -### Primary Detonator — 0pts -*A chunky technological device with a deviant machine spirit and an array of triggers, this jury-rigged detonator connects to multiple explosive charges laced through this deck. By pumping one of the triggers, its wielder can set off a powerful detonation.* -Once per battle, when an enemy unit opens a closed Hatchway, if the bearer is on the battlefield, it can use this Enhancement. If it does, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. diff --git a/cogitator/factions/genestealer-cults/detachments/final-day.md b/cogitator/factions/genestealer-cults/detachments/final-day.md deleted file mode 100644 index a27ee98..0000000 --- a/cogitator/factions/genestealer-cults/detachments/final-day.md +++ /dev/null @@ -1,102 +0,0 @@ -# Final Day - -*Every Genestealer Cultist wishes to witness the Star Children’s arrival and ascend to join them in blessed oneness. They believe this will be a transcendent experience, a sublime reward for their devotion. The reality is altogether more hideous. As the Tyranids approach through the void, the utterly alien Hive Mind assimilates the more nuanced Broodmind of the cult. Many faithful die from psionic shock. Others are freed from Tyranid mind control only to go mad with horror as the truth is revealed. The rest become short-lived puppets for the first waves of Tyranid vanguard organisms descending on their world. Exerting its will to make them fight harder and move faster, the Hive Mind swiftly burns out these surviving faithful, harvesting each flicker of bioenergy to reinvigorate its more valuable Tyranid organisms.* - -## Abilities - -### Psionic Parasitism -At the end of your Movement phase, for each Tyranids Synapse unit from your army, you can select one friendly Genestealer Cults unit (excluding Purestrain Genestealer and Patriarch units) and one friendly Tyranids unit each within 9" of and visible to that SYNAPSE unit. If you do, that GENESTEALER CULTS unit from your army suffers D3+1 mortal wounds and one model in the selected TYRANIDS unit regains up to that many lost wounds and until the start of your next Movement phase, each time a model in the selected TYRANIDS unit makes an attack, add 1 to the Hit roll. - -TYRANIDS units from your army have the following ability: - -**Catalyst (Aura):** While an enemy unit is within 6" of this unit, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, add 1 to the Hit roll. - -The Star Children’s Blessings -You can include Tyranids Vanguard Invader units (excluding AIRCRAFT, BROODLORD and GENESTEALERS units) in your army. The combined points cost of such units depends on your battle size: -- **Incursion:** Up to 500 pts -- **Strike Force:** Up to 1000 pts -- **Onslaught:** Up to 1500 pts - -No TYRANIDS models from your army can be your WARLORD. - -## Stratagems - -### AVENGE THE STAR CHILDREN — 1CP -**Type:** Final Day – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. - -**TARGET:** One Tyranids Character unit from your army that was destroyed by that enemy unit this phase. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a Genestealer Cults model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll. - -### DARTING ATTACKS — 1CP -**Type:** Final Day – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting or Charge phase -**Description:** **WHEN:** Your Shooting phase or your Charge phase. - -**TARGET:** One Tyranids unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### DIVINE IMPERATIVE — 1CP -**Type:** Final Day – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Genestealer Cults unit from your army that has not declared a charge this phase. - -**EFFECT:** Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll. - -### HYPERFEROCITY — 1CP -**Type:** Final Day – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Genestealer Cults unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead. - -### PSI SURGE — 1CP -**Type:** Final Day – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start of any phase. - -**TARGET:** One Tyranids unit from your army. - -**EFFECT:** Until the start of your next Command phase, increase the range of your unit’s Catalyst ability by 3". - -**RESTRICTIONS:** Each time you use this Stratagem, until the end of your next Command phase, you cannot use this Stratagem again. - -### RESISTANCE TUNNELS — 1CP -**Type:** Final Day – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -## Enhancements - -### Enraptured Damnation — 10pts -*Though hollowing them out like acid, the insidious power of the Hive Mind blazes from this delirious fanatic and forces their enemies to recoil.* -Genestealer Cults model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Inhuman Integration — 20pts -*This cult leader’s powerful psyche has withstood Hive Mind integration better than most, at least for now. It even relays a crude approximation of synaptic signals to their underlings. Of course, this only makes them and their followers more selflessly obedient drones.* -Genestealer Cults model only. Weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 6" of one or more friendly Tyranids units. - -### Synaptic Auger — 15pts -*Invisible psionic tendrils drift around this bioform’s cranium, stabbing out to force alien demands into fragmenting hybrid minds and suck the bioenergy from them in merciless draughts.* -Tyranids model only. Each time the bearer would regain one or more lost wounds from the Psionic Parasitism Detachment rule, it regains up to twice that number of lost wounds instead. - -### Vanguard Tyrant — 25pts -*Adapted by the Hive Mind to lead the first invasion swarms, this leader organism’s bioweapons emphasise vicious shock assault and maximum bloodshed.* -Winged Hive Tyrant model only. Improve the Strength and Armour Penetration characteristics of melee weapons equipped by the bearer by 1. diff --git a/cogitator/factions/genestealer-cults/detachments/genespawn-onslaught.md b/cogitator/factions/genestealer-cults/detachments/genespawn-onslaught.md deleted file mode 100644 index 08b72d7..0000000 --- a/cogitator/factions/genestealer-cults/detachments/genespawn-onslaught.md +++ /dev/null @@ -1,62 +0,0 @@ -# Genespawn Onslaught - -***Unleashed by a voidborne cult as a deadly boarding spearhead, or boiling up from the depths of a host vessel as the first blow struck by a cult rising in its underdecks, this tide of horrors crushes all before it. Blessed by the Star Children, these favoured of the cult can be relied upon to wreak absolute havoc.*** - -## Abilities - -### Blessed Visages -Each time an enemy unit declares a charge that targets one or more GENESTEALER CULTS units from your army, that enemy unit must take a Leadership test. If failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. - -## Stratagems - -### GROWING DREAD — 1CP -**Type:** Genespawn Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre. - -**TARGET:** One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit. - -**EFFECT:** That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally). - -### MONSTROUS MOMENTUM — 1CP -**Type:** Genespawn Onslaught – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit. - -**TARGET:** That GENESTEALER CULTS unit. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway. - -### SOLDIERS OF THE STAR CHILDREN — 1CP -**Type:** Genespawn Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a HYBRID METAMORPHS unit from your army is selected to perform the Set Overwatch Tactical Manoeuvre. - -**TARGET:** That HYBRID METAMORPHS unit. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army. - -### UNSTOPPABLE BRUTES — 1CP -**Type:** Genespawn Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement or Charge phase. - -**TARGET:** One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. - -**RESTRICTIONS:** You can only use this Stratagem once per turn. - -## Enhancements - -### Miasmic Fumes — 0pts -*So potent are the bubbling toxins and tinctures carried into battle by the Biophagus that they choke the ship’s corridors with gene-corrosive fumes that choke foes and obscure their bearer from view.* -BiOPHAGUS model only. Each time an attack targets the bearer, subtract 1 from the Hit roll and subtract 1 from the Wound roll. - -### Spiteful Imp — 0pts -*This Abominant’s familiar is of an especially vicious breed. Not content to lead its lumpen companion into the fight, it also exploits enemies’fearful distraction to strike barbed blows of its own.* -AbOMiNANT model only. Each time an enemy unit opens a Hatchway, if the bearer is within 1" of that Hatchway, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. diff --git a/cogitator/factions/genestealer-cults/detachments/host-of-ascension.md b/cogitator/factions/genestealer-cults/detachments/host-of-ascension.md deleted file mode 100644 index e526dad..0000000 --- a/cogitator/factions/genestealer-cults/detachments/host-of-ascension.md +++ /dev/null @@ -1,88 +0,0 @@ -# Host of Ascension - -## Abilities - -### A Perfect Ambush -Each time a GENESTEALER CULTS unit from your army is set up on the battlefield as Reinforcements, until the end of your next Fight phase, weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. - -## Stratagems - -### A DEADLY SNARE — 1CP -**Type:** Host of Ascension – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. - -**TARGET:** One Genestealer Cults Infantry unit from your army that was selected as a target of that charge. - -**EFFECT:** Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds. - -### COORDINATED TRAP — 2CP -**Type:** Host of Ascension – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** The start of your Shooting phase or the start of the Fight phase. - -**TARGET:** Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase. - -**EFFECT:** Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll. - -### LYING IN WAIT — 1CP -**Type:** Host of Ascension – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase. - -**TARGET:** One Genestealer Cults Battleline unit from your army in Cult Ambush. - -**EFFECT:** Until the end of the phase, when setting your unit up using a Cult Ambush marker, set your unit up anywhere on the battlefield wholly within 6" of that Cult Ambush marker and not within Engagement Range of one or more enemy units. - -### PRIMED AND READIED — 2CP -**Type:** Host of Ascension – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. - -### RETURN TO THE SHADOWS — 1CP -**Type:** Host of Ascension – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### TUNNEL CRAWLERS — 1CP -**Type:** Host of Ascension – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. - -**RESTRICTIONS:** A unit targeted by this Stratagem is not eligible to declare a charge in the same turn. - -## Enhancements - -### A Chink in Their Armour — 20pts -*Every oppressor has a weak spot. This savant of tactical analysis pinpoints fractured armour plates, exposed cabling or unshielded flesh with a glance and directs the cults fire to shatter the enemy’s greatest assets.* -GENESTEALER CULTS model only. Each time the bearer is set up on the battlefield as Reinforcements, until the end of your next Fight phase, ranged weapons equipped by models in the bearer’s unit have the [LETHAL HITS] ability. - -### Assassination Edict — 15pts -*With an impulse of the Broodmind pulsing in their brain, this holy avenger stalks the battlefield, seeking to slay generals, preachers and all those the foe looks to for salvation and inspiration.* -GENESTEALER CULTS model only. Each time a model in the bearer’s unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll - -### Our Time Is Nigh — 20pts -*Infused with transcendent zeal, this insurrectionist and their chosen cultists are assured by telepathic whispers that they are the Star Childrens avatars and that now is the moment to strike.* -GENESTEALER CULTS model only. Once per battle, when the bearer’s unit declares a charge, the bearer can use this Enhancement. If it does, until the end of the phase, add 2 to Charge rolls made for the bearer’s unit. - -### Prowling Agitant — 15pts -*No matter how often the oppressors seek to trap or silence this leader, they always find themselves left empty-handed and foolish, their elusive quarry long gone.* -GENESTEALER CULTS model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, if the bearer’s unit is not within Engagement Range of any enemy units, it can make a Normal move of up to D6". diff --git a/cogitator/factions/genestealer-cults/detachments/infestation-swarm.md b/cogitator/factions/genestealer-cults/detachments/infestation-swarm.md deleted file mode 100644 index 893289d..0000000 --- a/cogitator/factions/genestealer-cults/detachments/infestation-swarm.md +++ /dev/null @@ -1,60 +0,0 @@ -# Infestation Swarm - -***Many doomed voidships have been infested by Genestealers, their corridors and crawlways transformed into the hunting grounds and brood-lairs of monstrous vanguard organisms. Such infestations prove nightmarishly deadly to any unwise enough to board these apparent derelicts.*** - -## Abilities - -### Half-Glimpsed Shadows -Each time a ranged attack targets a GREAT DEvOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll. - -## Stratagems - -### HUNTING GROUNDS — 1CP -**Type:** Infestation Swarm – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway. - -**TARGET:** That GREAT DEVOURER unit. - -**EFFECT:** Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it. - -### HYPERADRENAL REFLEXES — 1CP -**Type:** Infestation Swarm – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### OUTFLANK — 1CP -**Type:** Infestation Swarm – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One GENESTEALERs or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed. - -### PERVASIVE DREAD — 1CP -**Type:** Infestation Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army. - -**TARGET:** That GREAT DEVOURER unit. - -**EFFECT:** In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase. - -## Enhancements - -### Psi-spoor Sensitivity — 0pts -*Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.* -Each time the bearer declares a charge, it can target enemy units that are not visible to it. - -### Stalking Menace — 0pts -*Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.* -Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge. diff --git a/cogitator/factions/genestealer-cults/detachments/outlander-claw.md b/cogitator/factions/genestealer-cults/detachments/outlander-claw.md deleted file mode 100644 index 7dd3f2f..0000000 --- a/cogitator/factions/genestealer-cults/detachments/outlander-claw.md +++ /dev/null @@ -1,86 +0,0 @@ -# Outlander Claw - -## Abilities - -### Rapid Takeover -While a Genestealer Cults Mounted or Genestealer Cults Vehicle model from your army is not Battle-shocked, add 1 to its Objective Control characteristic. In addition, at the end of your Command phase, if one or more Atalan Jackals units from your army are within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -## Stratagems - -### ALONG SHADOWED TRAILS — 1CP -**Type:** Outlander Claw – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers. - -**TARGET:** Select one of those Cult Ambush markers. - -**EFFECT:** You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units. - -### CLOSE-RANGE SHOOT-OUT — 1CP -**Type:** Outlander Claw – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting an enemy unit within 18". - -### DEFT MANOEUVRING — 1CP -**Type:** Outlander Claw – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Achilles Ridgerunners or Atalan Jackals unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### DEVOTED CREW — 1CP -**Type:** Outlander Claw – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Goliath Rockgrinder or Goliath Truck unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Damage characteristic of that attack. - -### ENCIRCLING THE PREY — 1CP -**Type:** Outlander Claw – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent's Fight phase. - -**TARGET:** One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that is not within Engagement Range of one or more enemy units and is wholly within 9" of one or more battlefield edges. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### RAPID FEINT — 1CP -**Type:** Outlander Claw – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Achilles Ridgerunners or Atalan Jackals unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -## Enhancements - -### Assault Commando — 15pts -*An expert in rapid attacks from speeding vehicles, this veteran has drilled their insurrectionist cell, readying them to leap into the fray with stolen weapons blazing.* -GENESTEALER CULTS model only. Each time a model in the bearer’s unit makes a ranged attack, if it disembarked from a TRANSPORT this turn, you can re-roll the Hit roll. - -### Cartographic Data-leech — 10pts -*This parasitic, cybernetic implant allows its host to tap into the survey augurs and proximity detectors of the cults industrial transports. They use this leeched data to guide their comrades’ fire from vision slits and hatches, even at high speed.* -GENESTEALER CULTS model only. While the bearer is embarked within a TRANSPORT, each time that TRANSPORT is selected to shoot, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by that TRANSPORT as a result of the Firing Deck ability by 1. - -### Serpentine Tactics — 10pts -*With a chilling focus enabling them to identify ideal firing positions at a glance, this frontier assassin leads their brood in a coiling evasion from their enemies that suddenly changes into a lunging strike back.* -GENESTEALER CULTS MOUNTED model only. The bearer’s unit is eligible to shoot in a turn in which it Fell Back. - -### Starfall Shells — 10pts -*When they hit, these hand-crafted sniper bullets radiate with a supernatural aura redolent of the void’s numbing chill. Muscles seize, fingers cramp and thought slows as the sinister saturation takes effect.* -GENESTEALER CULTS MOUNTED model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made with a cult sniper rifle. Until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/genestealer-cults/detachments/xenocreed-congregation.md b/cogitator/factions/genestealer-cults/detachments/xenocreed-congregation.md deleted file mode 100644 index 5a02c66..0000000 --- a/cogitator/factions/genestealer-cults/detachments/xenocreed-congregation.md +++ /dev/null @@ -1,86 +0,0 @@ -# Xenocreed Congregation - -## Abilities - -### Unquestioning Fanaticism -For each ACOLyTE HybRIDS, HybRID METAmORPHS and NEOPHyTE HybRIDS unit from your army, while one or more CHARACTER models are leading that unit, you can re-roll Advance and Charge rolls made for it. If that CHARACTER model is a MAgUS, PRImUS or ACOLyTE ICONwARD, that model has the Feel No Pain 3+ ability while leading that unit. - -## Stratagems - -### FRENZIED DEVOTION — 1CP -**Type:** Xenocreed Congregation – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Attacks and Weapon Skill characteristics of melee weapons equipped by models (excluding Characters) in your unit by 1 and those weapons have the [HAZARDOUS] ability. - -### THE DOWNTRODDEN RISE — 2CP -**Type:** Xenocreed Congregation – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** End of the Reinforcements step of your opponent’s Movement phase. - -**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army in Cult Ambush. - -**EFFECT:** Until the end of the phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 6" horizontally away from all enemy units. - -### THE PATH OF ANGUISH — 1CP -**Type:** Xenocreed Congregation – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Acolyte Hybrids or Neophyte Hybrids unit from your army that had one or more of its models destroyed as a result of the attacking unit's attacks. - -**EFFECT:** Your unit can make a move of up to D6", but it unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, models in your unit can be moved within Engagement Range of that enemy unit. - -### TIRELESS FERVOUR — 1CP -**Type:** Xenocreed Congregation – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. When doing so, if it targets an enemy unit within Engagement Range of one or more friendly Character units, you can re-roll the Charge roll. - -### TRANSCENDENT CELERITY — 1CP -**Type:** Xenocreed Congregation – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. - -### VENGEANCE FOR THE MARTYR! — 1CP -**Type:** Xenocreed Congregation – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Genestealer Cults Character model from your army. - -**TARGET:** One other GENESTEALER CULTS CHARACTER model from your army. - -**EFFECT:** Until the end of the battle, each time a friendly Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a Magus, Primus or Acolyte Iconward, you can re-roll the Hit roll instead. - -## Enhancements - -### Deeds That Speak to the Masses — 25pts -*This agent of the Star Children is a living legend known amongst the entire cult. Their reputation as a spiritual orator, undefeated liberator or sanctified warden is mythic, and their very presence draws the faithful to their side for a chance to fight alongside them.* -Magus, Primus or Acolyte Iconward model only. You start the battle with 2 additional Resurgence points. - -### Denunciator of Tyrants — 25pts -*With vitriol and passion do the cult’s leaders castigate the foe’s champions, casting them as the most hated architects of oppression and inciting their comrades to murderous intent.* -MAgUS, PRImUS or ACOLyTE ICONwARD model only. Each time a model in the bearer’s unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll and add 1 to the Wound roll. - -### Gene-sire’s Reliquant — 5pts -*This war leader carries a gift from their Patriarch: a talismanic shard of a chitinous claw, a vial of the liquid that seeps into the genesis pools or a psionic growth within the chosen one’s brain. Its form matters less than its effect, for it radiates an inspirational wave of the Broodmind that focuses the minds of the faithful on their duties to the cult above all else.* -MAgUS, PRImUS or ACOLyTE ICONwARD model only. You can re-roll Battle-shock tests taken for the bearer’s unit. - -### Incendiary Inspiration — 15pts -*This insurgent is a font of aggressive encouragement. As some supernatural vitality their broodkin feel in their souls, the leader’s words and deeds rouse them with fresh energy and stir them to charge forth in blind fury.* -MAgUS, PRImUS or ACOLyTE ICONwARD model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced. diff --git a/cogitator/factions/grey-knights/datasheets.md b/cogitator/factions/grey-knights/datasheets.md new file mode 100644 index 0000000..2890e59 --- /dev/null +++ b/cogitator/factions/grey-knights/datasheets.md @@ -0,0 +1,2088 @@ +# Grey Knights + +# Brother-captain Stern + +**Role:** Characters + +*A valorous and duty-bound leader, Brother-Captain Arvann Stern has survived battles so brutal often he and his nemesis are the last standing. His growing understanding of the weaknesses of warp-spawn makes his presence anathema to daemonkind and he wields his Nemesis blade with a furious skill that few can match.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; Nemesis force sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force sword | Melee | 5 | 2 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Exemplar of the Silvered Host** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, on a Critical Wound, the target suffers 1 mortal wound in addition to any normal damage. +- **Strands of Fate (Psychic)** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. + +**Keywords:** Infantry, Character, Epic Hero, Psyker, Terminator, Brother-Captain Stern, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Brother-Captain Stern – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Brotherhood Terminator Squad, Paladin Squad + +**Points:** +- 1 model: 90pts + +--- + +# Brother-captain + +**Role:** Characters + +*As the strong left hands of their Grand Masters, the Brother-Captains are seasoned battlefield commanders and potent warriors. They turn their prodigious psychic gifts to the swift annihilation of their enemies, augmenting their battle-brothers’ strength, sensing the foe’s hidden weaknesses, and setting an uncompromising example to those who follow them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 2 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 2 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 4 | 2 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Hammerhand (Psychic)** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Eye of Judgement (Psychic)** (Datasheet): Each time this model makes an attack, you can re-roll the Wound roll. + +**Keywords:** Infantry, Character, Psyker, Grenades, Terminator, Imperium, Brother-Captain +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Brother-Captain + +**Wargear Options:** +- This model’s storm bolter can be replaced with one of the following:- 1 incinerator +- 1 psilencer +- 1 psycannon + +**Leader:** +Can lead: Paladin Squad, Brotherhood Terminator Squad + +**Points:** +- 1 model: 90pts + +--- + +# Brotherhood Champion + +**Role:** Characters + +*A Brotherhood Champion acts as an exemplar of martial prowess to which all Grey Knights aspire. He is a warrior of peerless skill who mentors recruits in the ways of the blade. Upon the battlefield, these singular warriors set a merciless example to their brothers, singling out the war leaders of the enemy host and cutting them down in brutal duels where only victory matters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 5 | 2 | 6 | -2 | 2 | precision, psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Clarion of Haste (Psychic)** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. +- **Inspiring Exemplar** (Datasheet): Each time this model destroys an enemy CHARACTER model in the Fight phase, you gain 1CP and until the end of the battle, add 1 to the Attacks characteristic of its Nemesis force weapon. + +**Keywords:** Psyker, Grenades, Brotherhood Champion, Imperium, Infantry, Character +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Brotherhood Champion + +**Leader:** +Can lead: Strike Squad, Purgation Squad + +**Points:** +- 1 model: 70pts + +--- + +# Brotherhood Chaplain + +**Role:** Characters + +*Chaplains safeguard the spiritual sanctity of their battle-brothers and the Chapter as a whole. They chant liturgies of sacred fortitude and unmerciful zeal, projecting these both in the form of stentorian, vox-amplified oration and through telepathic sorcery directly into the minds of their fellows. In this way, the Chaplains help to bolster the Grey Knights’ already formidable resolve.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Zealous Path** (Datasheet): While this model is leading a unit, you can re-roll Charge rolls made for that unit. +- **Litanies of Sanctity** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Grey Knights unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Infantry, Brotherhood Chaplain, Character, Psyker, Terminator, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Brotherhood Chaplain + +**Leader:** +Can lead: Paladin Squad, Brotherhood Terminator Squad + +**Points:** +- 1 model: 65pts + +--- + +# Brotherhood Librarian + +**Role:** Characters + +*Even in a Chapter of potent psykers, the Grey Knights’ Librarians wield the energies of the Warp with exacting control and devastating power. Even as they shield their battle-brothers with whirling storms of psychic flame and the warding sigils wrought into their arcane wargear, the Librarians gather their true might before unleashing it in vortices of devastating sorcerous annihilation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Nemesis force weapon; Vortex of Doom. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Vortex of Doom | 18 | D6+3 | 3 | 8 | -2 | 2 | blast, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 4 | 2 | 6 | -1 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Sanctic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Haloed in Soulfire (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +**Keywords:** Infantry, Character, Terminator, Psyker, Imperium, Brotherhood Librarian +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Brotherhood Librarian + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 storm bolter + +**Leader:** +Can lead: Brotherhood Terminator Squad, Paladin Squad + +**Points:** +- 1 model: 80pts + +--- + +# Brotherhood Techmarine + +**Role:** Characters + +*On those occasions when their duties take them to the battlefield, the Grey Knights’ Techmarines turn all their arcane engineering lore to preserving their Chapter’s irreplaceable war machines. Relying more upon the gifts of the Omnissiah than the psychic talents employed so widely by their brothers, the Techmarines wield potent blades and firearms against the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** forge bolter; grav-pistol; Omnissian power axe; servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Forge bolter | 24 | 3 | 2 | 5 | -1 | 2 | — | +| Grav-pistol | 12 | 1 | 2 | 4 | -1 | 2 | anti-vehicle 2+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 | — | +| Servo-arms | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Techmarine** (Datasheet): While this model is within 3" of one or more friendly Grey Knights Vehicle units, this model has the Lone Operative ability. +- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Grey Knights Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. +- **Guardians of the Machine** (Datasheet): Each time an enemy unit ends a charge move within Engagement Range of one or more Grey Knights Vehicle units from your army and within 6" of this model’s unit, you can target this model’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Infantry, Psyker, Grenades, Imperium, Brotherhood Techmarine, Character +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Brotherhood Techmarine + +**Leader:** +Can lead: Purifier Squad, Purgation Squad, Strike Squad + +**Points:** +- 1 model: 70pts + +--- + +# Brotherhood Terminator Squad + +**Role:** Battleline + +*Massively armoured, heavily armed and ruthlessly devoted to their sacred duties, Grey Knights Terminators form the indomitable heart of many strike forces. Some squads are accompanied by Apothecaries, whose nartheciums dispense healing salves to staunch grievous wounds, or Ancients who hold aloft finely wrought banners to inspire their battle-brothers in war.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 4 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Force Edge (Psychic)** (Datasheet): Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1. +- **Ancient’s Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Apothecary’s Narthecium** (Wargear): In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit. + +**Keywords:** Psyker, Infantry, Battleline, Terminator, Grenades, Imperium, Brotherhood Terminator Squad +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Justicar +- 3-9 Terminators + +**Wargear Options:** +- For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following:- 1 incinerator +- 1 psilencer +- 1 psycannon +- 1 Terminator can have its storm bolter replaced with 1 Apothecary’s narthecium. +- 1 Terminator’s storm bolter can be replaced with one of the following:- 1 incinerator and 1 Ancient’s banner +- 1 psilencer and 1 Ancient’s banner +- 1 psycannon and 1 Ancient’s banner +- 1 storm bolter and 1 Ancient’s banner* +- * That model’s storm bolter cannot be replaced. + +**Leader:** +Led By: Inquisitor Draxus, Grand Master Voldus, Grand Master, Brother-captain, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Brotherhood Librarian, Brotherhood Chaplain, Inquisitor Eisenhorn, Brother-captain Stern, Kaldor Draigo, Inquisitor Ostromandeus + +**Points:** +- 4 models: 150pts +- 5 models: 185pts +- 8 models: 300pts +- 10 models: 375pts + +--- + +# Castellan Crowe + +**Role:** Characters + +*Castellan Crowe charges into battle, wreathed in the blinding psychic fire that is the hallmark of his order. Though he will never be fool enough to unlock the forbidden power of the Black Blade of Antwyr, he still wields the captive blade with tremendous skill and strength, using it, his storm bolter and his potent psychic might to cut a path through his foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Purifying Flame; storm bolter; Black Blade of Antwyr. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Purifying Flame | 18 | 3 | 2 | 4 | -2 | 1 | anti-infantry 2+, ignores cover, psychic | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Blade of Antwyr | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Champion of the Order of Purifiers (Psychic)** (Datasheet): While this model is leading a unit, add 1 to the Attacks characteristic of Purifying Flame weapons equipped by models in that unit. +- **Foresight (Psychic)** (Datasheet): Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll. + +**Keywords:** Infantry, Imperium, Epic Hero, Castellan Crowe, Character, Psyker, Grenades +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Castellan Crowe – EPIC HERO + +**Leader:** +Can lead: Purifier Squad + +**Points:** +- 1 model: 90pts + +--- + +# Grand Master In Nemesis Dreadknight + +**Role:** Characters + +*Piloting a Nemesis Dreadknight allows a Grand Master to wield the kind of ordnance usually restricted to battle tanks. Augmented with his psychic puissance and the servo-driven strength to wield huge and terrifying melee weapons, the sheer killing power of such a warrior is terrifying indeed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 2+ | 13 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** dreadfists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Gatling psilencer | 24 | 12 | 3 | 6 | 0 | 1 | psychic, sustained hits 1 | +| Heavy incinerator | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Heavy psycannon | 24 | 6 | 3 | 10 | -2 | 3 | ignores cover, psychic | +| Sublimator | 18 | 2 | 3 | 9 | -4 | D6 | melta 4, psychic, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadfists | Melee | 6 | 2 | 6 | -1 | 1 | — | +| Nemesis daemon greathammer | Melee | 5 | 3 | 14 | -3 | D6+1 | psychic | +| Nemesis flail | Melee | 10 | 2 | 5 | -1 | 2 | psychic | +| Nemesis greatsword – strike | Melee | 5 | 2 | 10 | -2 | D6 | psychic | +| Nemesis greatsword – sweep | Melee | 10 | 2 | 5 | -1 | 1 | psychic | +| Nemesis mace | Melee | 5 | 2 | 6 | -3 | 3 | anti-character 2+, precision, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Surge of Wrath (Psychic)** (Datasheet): Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll. +- **Warrior Strategist** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. + +**Keywords:** Grand Master in Nemesis Dreadknight, Vehicle, Character, Walker, Psyker, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Grand Master in Nemesis Dreadknight + +**Wargear Options:** +- This model’s dreadfists can be replaced with one of the following:- 1 Nemesis daemon greathammer +- 1 Nemesis flail +- 1 Nemesis greatsword +- 1 Nemesis mace +- This model can be equipped with up to two of the following, but cannot take duplicates:- 1 gatling psilencer +- 1 heavy incinerator +- 1 heavy psycannon +- 1 sublimator +- This model can be equipped with 1 fragstorm grenade launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 225pts + +--- + +# Grand Master Voldus + +**Role:** Characters + +*Grand Master Aldrik Voldus wields the mighty Malleus Argyrum, a daemon hammer whose head dances with sorcerous flame fewfoes can withstand. One of the most potent psykers his Chapter has known in years, he also possesses the power to unleash waves of soulfire against his enemies and to conjure sanctuaries of dancing psychic luminescence that shield his brothers from harm.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 7 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Searing Purity; storm bolter; Malleus Argyrum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Searing Purity | 12 | D3+1 | 2 | 12 | -2 | 2 | devastating wounds, psychic | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Malleus Argyrum | Melee | 5 | 2 | 10 | -2 | 3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Sanctuary (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Hammer Aflame (Psychic)** (Datasheet): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Terminator, Psyker, Epic Hero, Character, Infantry, Grand Master Voldus, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Grand Master Voldus – EPIC HERO + +**Leader:** +Can lead: Paladin Squad, Brotherhood Terminator Squad + +**Points:** +- 1 model: 110pts + +--- + +# Grand Master + +**Role:** Characters + +*The Grand Masters are the leaders of the Grey Knights brotherhoods and stand amongst their greatest warriors. More than this, they are accomplished battle psykers able to augment their martial might with tightly focused empyric power and strategic scholars and savants whose grasp of the strategies required to battle the supernatural and malign is unmatched.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 7 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 2 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 2 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 5 | 2 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Warrior Strategist** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Might of Titan (Psychic)** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks and Strength characteristics of melee weapons equipped by this model. + +**Keywords:** Psyker, Grenades, Terminator, Imperium, Grand Master, Character, Infantry +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Grand Master + +**Wargear Options:** +- This model’s storm bolter can be replaced with one of the following:- 1 incinerator +- 1 psilencer +- 1 psycannon + +**Leader:** +Can lead: Paladin Squad, Brotherhood Terminator Squad + +**Points:** +- 1 model: 95pts + +--- + +# Grey Knights Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Heavy psycannon | 24 | 6 | 3 | 10 | -1 | 3 | psychic | +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Nemesis doomglaive | Melee | 5 | 3 | 14 | -3 | 3 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Wisdom of the Ancients (Aura)** (Datasheet): While a friendly Grey Knights Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +**Keywords:** Walker, Psyker, Smoke, Imperium, Dreadnought, Vehicle +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Grey Knights Dreadnought + +**Wargear Options:** +- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon +- 1 multi-melta +- 1 twin lascannon +- This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 heavy psycannon, 1 storm bolter and 1 Nemesis doomglaive +- 1 heavy psycannon, 1 incinerator and 1 Nemesis doomglaive +- This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 missile launcher and 1 armoured feet +- 1 heavy flamer and 1 Dreadnought combat weapon + +**Points:** +- 1 model: 160pts + +--- + +# Grey Knights Relic Razorback + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Relic Razorback, Imperium, Smoke, Transport, Dedicated Transport, Vehicle +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Grey Knights Relic Razorback + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model’s twin heavy bolter can be replaced with one of the following:- 1 multi-melta +- 1 twin assault cannon +- 1 twin lascannon +- 1 twin psycannon + +**Transport:** +This model has a transport capacity of 6 Grey Knights Infantry models. It cannot transport Terminator models. + +**Points:** +- 1 model: 95pts + +--- + +# Grey Knights Thunderhawk Gunship + +**Role:** Other + +*Mighty Thunderhawk Gunships serve the Grey Knights Chapter as any other. Powerful, versatile flyers, they deploy squads of Titan’s sons into the heart of battle whilst slaughtering hosts of enemies with their vast array of anti-personnel and anti-armour weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | +| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Titanic, Thunderhawk Gunship, Imperium, Transport, Aircraft, Vehicle, Fly +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Grey Knights Thunderhawk Gunship + +**Wargear Options:** +- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery. +- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. + +**Transport:** +This model has a transport capacity of 30 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 805pts + +--- + +# Interceptor Squad + +**Role:** Other + +*Interceptor squads embody the Grey Knights’ ability to respond rapidly to crises and emergent threats. Their teleporters enable them to flicker in and out of realspace, performing short-ranged teleport ’shunts’and bursting from the Warp repeatedly with guns blazing and Nemesis force weapons singing as they butcher the unsuspecting foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 2+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Personal Teleporters** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Psyker, Fly, Grenades, Imperium, Interceptor Squad, Infantry +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Interceptor Justicar +- 4-9 Interceptors + +**Wargear Options:** +- For every 5 models in this unit, 1 Interceptor’s storm bolter and Nemesis force weapon can be replaced with one of the following:- 1 incinerator and 1 close combat weapon +- 1 psilencer and 1 close combat weapon +- 1 psycannon and 1 close combat weapon + +**Points:** +- 5 models: 125pts +- 10 models: 250pts + +--- + +# Kaldor Draigo + +**Role:** Characters + +*The Supreme Grand Master of the Grey Knights, Lord Kaldor Draigo enters battle directly from the warp itself and his resolute spirit inspires his warriors to acts of high valour. He hunts down and slays the spawn of Chaos with psychic fire and blows from the legendary Titansword, its blade reforged with a purified daemon weapon.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 7 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Scourging; storm bolter; the Titansword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scourging | 18 | 3 | 2 | 6 | -2 | 2 | anti-daemon 2+, ignores cover, psychic | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Titansword | Melee | 6 | 2 | 8 | -4 | 3 | anti-daemon 2+, psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Untouchable Purity** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds. +- **One With the Warp (Psychic)** (Datasheet): Once per battle, when this model’s unit declares a charge in the same turn it was set up on the battlefield using the Deep Strike or Teleport Assault ability, add 3 to the Charge roll. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your WARLORD. + +**Keywords:** Infantry, Character, Epic Hero, Psyker, Terminator, Grenades, Imperium, Kaldor Draigo +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Kaldor Draigo – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Brotherhood Terminator Squad, Paladin Squad + +**Points:** +- 1 model: 125pts + +--- + +# Land Raider Crusader + +**Role:** Other + +*Designed for storming defence lines and trenches, the Land Raider Crusader lays down withering anti-personnel fire as it advances. The Grey Knights often employ it to tear through the defenders of ritual sites and halt their diabolical summoning rites.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 hurricane bolters; twin assault cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Transport, Smoke, Grenades, Imperium, Land Raider, Crusader +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Land Raider Crusader + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 16 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Land Raider Redeemer + +**Role:** Other + +*A terror weapon with few equals, the Land Raider Redeemer mounts enormous flamestorm cannons. Those fielded by the Grey Knights project arcs of blinding sanctified flame that ignite the soul and the psyche as well as the physical and make these tanks exceptional tools for rooting supernatural horrors and entrenched heretics out of the densest cover.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 flamestorm cannons; twin assault cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamestorm cannon | 12 | D6+3 | N/A | 6 | -2 | 2 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Grenades, Vehicle, Transport, Smoke, Imperium, Land Raider, Redeemer +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Land Raider Redeemer + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 14 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 270pts + +--- + +# Land Raider + +**Role:** Other + +*The redoubtable Land Raider is the perfect armoured transport tank for the Grey Knights. Its arsenal of potent firepower is more than enough to mow down hordes of foes and,blast their armour support to scrap even as the Land Raider roars forward to deliver its passengers into the heart of the shell-shocked enemies’ lines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 godhammer lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Godhammer lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Transport, Smoke, Imperium, Land Raider +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Land Raider + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Nemesis Dreadknight + +**Role:** Other + +*Nemesis Dreadknights wield enormous Nemesis force weapons and provide devastating heavy firepower. The lowering psychic presences of their pilots coupled with servo-assisted speed and might enables these exo-suits to stride through ranks of foes like giants, heedless of those who seek to bar their advance.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 2+ | 13 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** dreadfists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gatling psilencer | 24 | 12 | 3 | 6 | 0 | 1 | psychic, sustained hits 1 | +| Heavy incinerator | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Heavy psycannon | 24 | 6 | 3 | 10 | -2 | 3 | ignores cover, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadfists | Melee | 6 | 2 | 6 | -1 | 1 | — | +| Nemesis daemon greathammer | Melee | 5 | 3 | 14 | -3 | D6+1 | psychic | +| Nemesis greatsword – strike | Melee | 5 | 2 | 10 | -2 | D6 | psychic | +| Nemesis greatsword – sweep | Melee | 10 | 2 | 5 | -1 | 1 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Indomitable Spirit (Psychic)** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +**Keywords:** Nemesis Dreadknight, Walker, Psyker, Vehicle, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Nemesis Dreadknight + +**Wargear Options:** +- This model’s dreadfists can be replaced with one of the following:- 1 Nemesis daemon greathammer +- 1 Nemesis greatsword +- This model can be equipped with up to two of the following, but cannot take duplicates:- 1 gatling psilencer +- 1 heavy incinerator +- 1 heavy psycannon + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts + +--- + +# Paladin Squad + +**Role:** Other + +*Even amongst the rarefied ranks of the Grey Knights, Paladins are exceptional warriors whose potent psychic powers intertwine seamlessly with their martial bladework to devastate even the mightiest foes. Often accompanied by Apothecaries or banner-bearing Ancients, they are the favoured bodyguards of Brother-Captains and Grand Masters alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 2 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 2 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 4 | 2 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Attuned Onslaught (Psychic)** (Datasheet): Each time this unit makes a Charge move, until the end of the turn, add 1 to the Damage characteristic of melee weapons equipped by PALADIN SQUAD models in this unit. +- **Ancient’s Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Apothecary's Narthecium** (Wargear): In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit. + +**Keywords:** Terminator, Grenades, Paladin Squad, Imperium, Infantry, Psyker +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Paragon +- 3-9 Paladins + +**Wargear Options:** +- For every 5 models in this unit, up to 2 Paladins can each have their storm bolter replaced with one of the following:- 1 incinerator +- 1 psilencer +- 1 psycannon +- 1 Paladin can have its storm bolter replaced with 1 Apothecary’s narthecium. +- 1 Paladin’s storm bolter can be replaced with one of the following:- 1 incinerator and 1 Ancient’s banner +- 1 psilencer and 1 Ancient’s banner +- 1 psycannon and 1 Ancient’s banner +- 1 storm bolter and 1 Ancient’s banner* +- * That model’s storm bolter cannot be replaced. + +**Leader:** +Led By: Grand Master Voldus, Grand Master, Brother-captain, Brotherhood Librarian, Brotherhood Chaplain, Brother-captain Stern, Kaldor Draigo + +**Points:** +- 4 models: 180pts +- 5 models: 225pts +- 8 models: 360pts +- 10 models: 450pts + +--- + +# Purgation Squad + +**Role:** Other + +*Providing vital heavy-fire support for the highly mobile assaults favoured by the Grey Knights, Purgation Squads comprise master sharpshooters armed with powerful firearms. Focusing their psychic potential to detect foes concealed in the heaviest cover and even bend their shots through the air to seek their prey, their volleys leave the enemy cowering in abject terror.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Righteous Persecution** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks: until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. + +**Keywords:** Purgation Squad, Infantry, Psyker, Grenades, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Purgator Justicar +- 4-9 Purgators + +**Wargear Options:** +- Up to 4 Purgators can each have their storm bolter and Nemesis force weapon replaced with one of the following:- 1 incinerator and 1 close combat weapon +- 1 psilencer and 1 close combat weapon +- 1 psycannon and 1 close combat weapon + +**Leader:** +Led By: Brotherhood Champion, Brotherhood Techmarine + +**Points:** +- 5 models: 115pts +- 10 models: 230pts + +--- + +# Purifier Squad + +**Role:** Other + +*The Order of Purifiers epitomise the Grey Knights’ sanctity of purpose. They are incorruptible and fanatical, possessed of an untarnished spirit. Teleported into the heart of daemonic legions, they often fight as a spearhead from where they unleash a cleansing fire that sears the corrupted to ash.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Purifying Flame; storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Purifying Flame | 18 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, ignores cover, psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Sanctity of Purpose** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. + +**Keywords:** Infantry, Psyker, Grenades, Imperium, Purifier Squad +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Knight of the Flame +- 4-9 Purifiers + +**Wargear Options:** +- For every 5 models in this unit, up to 2 Purifiers can each have their storm bolter and Nemesis force weapon replaced with one of the following:- 1 incinerator and 1 close combat weapon +- 1 psilencer and 1 close combat weapon +- 1 psycannon and 1 close combat weapon + +**Leader:** +Led By: Castellan Crowe, Brotherhood Techmarine + +**Points:** +- 5 models: 125pts +- 10 models: 250pts + +--- + +# Razorback + +**Role:** Dedicated Transports + +*The Razorback is an adaptation of the Rhino that sacrifices some transport capacity for a hull-mounted heavy weapon’s ammunition and power cells, ideal for rapidly transporting elite teams of power-armoured Grey Knights into battle. Razorbacks are thus able to lay down coordinated covering fire as their passengers disembark.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Fire Focus** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Razorback, Vehicle, Transport, Dedicated Transport, Smoke, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Razorback + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model’s twin heavy bolter can be replaced with 1 twin lascannon. + +**Transport:** +This model has a transport capacity of 6 Grey Knights Infantry models. It cannot transport Terminator models. + +**Points:** +- 1 model: 85pts + +--- + +# Rhino + +**Role:** Dedicated Transports + +*Dauntless, durable and ruggedly resilient, Rhinos have been the ubiquitous armoured transport of the Space Marines for millennia. Those fielded by the Grey Knights are heavily warded, their hulls shot through with truesilver psychocircuitry that redoubles the protection of the Aegis in their vicinity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Truesilver Aegis (Aura)** (Datasheet): While a friendly Grey Knights unit is wholly within 6" of this unit, models in that unit have the Feel No Pain 6+ ability against mortal wounds. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Dedicated Transport, Smoke, Imperium, Rhino, Transport, Vehicle +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Rhino + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 additional storm bolter. + +**Transport:** +This model has a transport capacity of 12 Grey Knights Infantry models. It cannot transport Terminator models. + +**Points:** +- 1 model: 80pts + +--- + +# Servitors + +**Role:** Other + +*Some servitors were once serfs, failed aspirants or former allies, now cyborgised with mechanical augmentation. Many have limbs replaced with servo-arms or heavy weapons, employed to defend or aid their Techmarine masters during repairs. The brutal mind-wiping process ensures none ever reveal what they have witnessed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Servitor’s servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast, heavy | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | +| Servitor’s tools | Melee | 1 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Mindlock** (Datasheet): While a Brotherhood Techmarine model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by SERVITOR models in this unit by 1. +- **Retinue** (Datasheet): While a Brotherhood Techmarine model is leading this unit, models in this unit have the Deep Strike and Teleport Assault abilities. +- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Brotherhood Techmarine (a unit cannot have more than one SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Servitors, Imperium, Infantry +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 4 Servitors + +**Wargear Options:** +- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter and 1 Servitor’s tools +- 1 multi-melta and 1 Servitor’s tools +- 1 plasma cannon and 1 Servitor’s tools + +**Points:** +- 4 models: 50pts + +--- + +# Stormhawk Interceptor + +**Role:** Other + +*As pugnacious as it is swift and agile, the Stormhawk Interceptor is an exceptional air superiority fighter. With a Grey Knight in the pilot seat and its hull worked with sorcerous wards, this craft can blast winged daemonic abominations from the skies and slay heretic aircraft in vicious dogfights.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** las-talon; skyhammer missile launcher; twin assault cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icarus stormcannon | 48 | 6 | 3 | 7 | -1 | 2 | anti-fly 2+ | +| Las-talon | 36 | 2 | 3 | 10 | -3 | D6+1 | — | +| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Stormhawk Interceptor, Vehicle, Aircraft, Fly, Smoke, Imperium +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Stormhawk Interceptor + +**Wargear Options:** +- This model’s las-talon can be replaced with 1 icarus stormcannon. +- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter +- 1 typhoon missile launcher + +**Points:** +- 1 model: 160pts + +--- + +# Stormraven Gunship + +**Role:** Other + +*Powerful close-support aircraft, Stormraven Gunships are capable of deploying Grey Knights and even a revered Dreadnought where empyric disturbances prevent teleportation. Resilient and bristling with heavy weapons, Stormravens excel in armoured assaults and the fiery purgations of landing zones.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -3 | D6+2 | — | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy plasma cannon – standard | 36 | 3 | 3 | 7 | -2 | 2 | blast, twin-linked | +| Twin heavy plasma cannon – supercharge | 36 | 3 | 3 | 8 | -3 | 3 | blast, hazardous, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Transport, Aircraft, Imperium, Fly, Vehicle, Stormraven Gunship +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Stormraven Gunship + +**Wargear Options:** +- This model can be equipped with 2 hurricane bolters. +- This model’s twin assault cannon can be replaced with one of the following:- 1 twin heavy plasma cannon +- 1 twin lascannon +- This model’s typhoon missile launcher can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin multi-melta + +**Transport:** +This model has a transport capacity of 12 Grey Knights Infantry models and 1 Grey Knights Venerable Dreadnought model. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 280pts + +--- + +# Stormtalon Gunship + +**Role:** Other + +*Stormtalon Gunships are highly manoeuvrable aircraft that are versatile in their role and choice of target. Often running escort duties for larger craft, they hunt down Warp-spawned foes. Using vectored afterburners, their pilots unleash ground attacks, saturating teleportation zones with fire and clearing them for their brothers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** skyhammer missile launcher; twin assault cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot FLY, add 1 to the Hit roll. + +**Keywords:** Imperium, Stormtalon Gunship, Vehicle, Aircraft, Fly +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Stormtalon Gunship + +**Wargear Options:** +- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin lascannon +- 1 typhoon missile launcher + +**Points:** +- 1 model: 170pts + +--- + +# Strike Squad + +**Role:** Battleline + +*Strike Squads act as vanguard forces, employing teleport technologies and sorcery to manifest deep within the enemy lines. Once in position, they launch devastating shock assaults against unprepared foes, wielding an arsenal of Nemesis force weaponry, heavy firepower and psychic fury to capture and sorcerously ward vital tactical locations.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Sanctifying Ritual (Psychic)** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +**Keywords:** Battleline, Psyker, Grenades, Imperium, Infantry, Strike Squad +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Justicar +- 4-9 Grey Knights + +**Wargear Options:** +- For every 5 models in this unit, 1 Grey Knight’s storm bolter and Nemesis force weapon can be replaced with one of the following:- 1 incinerator and 1 close combat weapon +- 1 psilencer and 1 close combat weapon +- 1 psycannon and 1 close combat weapon + +**Leader:** +Led By: Inquisitor Draxus, Brotherhood Champion, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Brotherhood Techmarine, Inquisitor Ostromandeus + +**Points:** +- 5 models: 120pts +- 10 models: 240pts + +--- + +# Venerable Dreadnought + +**Role:** Characters + +*The ancient Grey Knights interred within Venerable Dreadnought sarcophagi direct their potent heavy weapons and the blows of their hydraulicfists with time-honed skill. Yet their many centuries of wisdom and experience are most valuable of all, aiding them in commanding strike forces while offering psychic guidance to their battle-brothers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. +- **Guidance of the Ancients (Psychic)** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a Grey Knights model from your army makes an attack that targets that unit, add 1 to the Hit roll. + +**Keywords:** Character, Smoke, Imperium, Venerable Dreadnought, Vehicle, Walker, Psyker +**Faction Keywords:** Grey Knights + +**Unit Composition:** +- 1 Venerable Dreadnought + +**Wargear Options:** +- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon +- 1 twin lascannon +- This model’s storm bolter can be replaced with 1 heavy flamer. + +**Points:** +- 1 model: 140pts diff --git a/cogitator/factions/grey-knights/datasheets/brother-captain-stern.md b/cogitator/factions/grey-knights/datasheets/brother-captain-stern.md deleted file mode 100644 index 9d9e00a..0000000 --- a/cogitator/factions/grey-knights/datasheets/brother-captain-stern.md +++ /dev/null @@ -1,70 +0,0 @@ -# Brother-captain Stern - -**Role:** Characters - -*A valorous and duty-bound leader, Brother-Captain Arvann Stern has survived battles so brutal often he and his nemesis are the last standing. His growing understanding of the weaknesses of warp-spawn makes his presence anathema to daemonkind and he wields his Nemesis blade with a furious skill that few can match.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; Nemesis force sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force sword | Melee | 5 | 2 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Exemplar of the Silvered Host** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, on a Critical Wound, the target suffers 1 mortal wound in addition to any normal damage. -- **Strands of Fate (Psychic)** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. - -**Keywords:** Infantry, Character, Epic Hero, Psyker, Terminator, Brother-Captain Stern, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Brother-Captain Stern – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Brotherhood Terminator Squad, Paladin Squad - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/grey-knights/datasheets/brother-captain.md b/cogitator/factions/grey-knights/datasheets/brother-captain.md deleted file mode 100644 index 0db6808..0000000 --- a/cogitator/factions/grey-knights/datasheets/brother-captain.md +++ /dev/null @@ -1,75 +0,0 @@ -# Brother-captain - -**Role:** Characters - -*As the strong left hands of their Grand Masters, the Brother-Captains are seasoned battlefield commanders and potent warriors. They turn their prodigious psychic gifts to the swift annihilation of their enemies, augmenting their battle-brothers’ strength, sensing the foe’s hidden weaknesses, and setting an uncompromising example to those who follow them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 2 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 2 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 4 | 2 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Hammerhand (Psychic)** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Eye of Judgement (Psychic)** (Datasheet): Each time this model makes an attack, you can re-roll the Wound roll. - -**Keywords:** Infantry, Character, Psyker, Grenades, Terminator, Imperium, Brother-Captain -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Brother-Captain - -**Wargear Options:** -- This model’s storm bolter can be replaced with one of the following:- 1 incinerator -- 1 psilencer -- 1 psycannon - -**Leader:** -Can lead: Paladin Squad, Brotherhood Terminator Squad - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/grey-knights/datasheets/brotherhood-champion.md b/cogitator/factions/grey-knights/datasheets/brotherhood-champion.md deleted file mode 100644 index a89b7fa..0000000 --- a/cogitator/factions/grey-knights/datasheets/brotherhood-champion.md +++ /dev/null @@ -1,67 +0,0 @@ -# Brotherhood Champion - -**Role:** Characters - -*A Brotherhood Champion acts as an exemplar of martial prowess to which all Grey Knights aspire. He is a warrior of peerless skill who mentors recruits in the ways of the blade. Upon the battlefield, these singular warriors set a merciless example to their brothers, singling out the war leaders of the enemy host and cutting them down in brutal duels where only victory matters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 5 | 2 | 6 | -2 | 2 | precision, psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Clarion of Haste (Psychic)** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. -- **Inspiring Exemplar** (Datasheet): Each time this model destroys an enemy CHARACTER model in the Fight phase, you gain 1CP and until the end of the battle, add 1 to the Attacks characteristic of its Nemesis force weapon. - -**Keywords:** Psyker, Grenades, Brotherhood Champion, Imperium, Infantry, Character -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Brotherhood Champion - -**Leader:** -Can lead: Strike Squad, Purgation Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/grey-knights/datasheets/brotherhood-chaplain.md b/cogitator/factions/grey-knights/datasheets/brotherhood-chaplain.md deleted file mode 100644 index 760505f..0000000 --- a/cogitator/factions/grey-knights/datasheets/brotherhood-chaplain.md +++ /dev/null @@ -1,67 +0,0 @@ -# Brotherhood Chaplain - -**Role:** Characters - -*Chaplains safeguard the spiritual sanctity of their battle-brothers and the Chapter as a whole. They chant liturgies of sacred fortitude and unmerciful zeal, projecting these both in the form of stentorian, vox-amplified oration and through telepathic sorcery directly into the minds of their fellows. In this way, the Chaplains help to bolster the Grey Knights’ already formidable resolve.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Zealous Path** (Datasheet): While this model is leading a unit, you can re-roll Charge rolls made for that unit. -- **Litanies of Sanctity** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Grey Knights unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Infantry, Brotherhood Chaplain, Character, Psyker, Terminator, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Brotherhood Chaplain - -**Leader:** -Can lead: Paladin Squad, Brotherhood Terminator Squad - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/grey-knights/datasheets/brotherhood-librarian.md b/cogitator/factions/grey-knights/datasheets/brotherhood-librarian.md deleted file mode 100644 index eaf61a2..0000000 --- a/cogitator/factions/grey-knights/datasheets/brotherhood-librarian.md +++ /dev/null @@ -1,73 +0,0 @@ -# Brotherhood Librarian - -**Role:** Characters - -*Even in a Chapter of potent psykers, the Grey Knights’ Librarians wield the energies of the Warp with exacting control and devastating power. Even as they shield their battle-brothers with whirling storms of psychic flame and the warding sigils wrought into their arcane wargear, the Librarians gather their true might before unleashing it in vortices of devastating sorcerous annihilation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Nemesis force weapon; Vortex of Doom. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Vortex of Doom | 18 | D6+3 | 3 | 8 | -2 | 2 | blast, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 4 | 2 | 6 | -1 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Sanctic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Haloed in Soulfire (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -**Keywords:** Infantry, Character, Terminator, Psyker, Imperium, Brotherhood Librarian -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Brotherhood Librarian - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 storm bolter - -**Leader:** -Can lead: Brotherhood Terminator Squad, Paladin Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/grey-knights/datasheets/brotherhood-techmarine.md b/cogitator/factions/grey-knights/datasheets/brotherhood-techmarine.md deleted file mode 100644 index 9772a70..0000000 --- a/cogitator/factions/grey-knights/datasheets/brotherhood-techmarine.md +++ /dev/null @@ -1,70 +0,0 @@ -# Brotherhood Techmarine - -**Role:** Characters - -*On those occasions when their duties take them to the battlefield, the Grey Knights’ Techmarines turn all their arcane engineering lore to preserving their Chapter’s irreplaceable war machines. Relying more upon the gifts of the Omnissiah than the psychic talents employed so widely by their brothers, the Techmarines wield potent blades and firearms against the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** forge bolter; grav-pistol; Omnissian power axe; servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Forge bolter | 24 | 3 | 2 | 5 | -1 | 2 | — | -| Grav-pistol | 12 | 1 | 2 | 4 | -1 | 2 | anti-vehicle 2+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 | — | -| Servo-arms | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Techmarine** (Datasheet): While this model is within 3" of one or more friendly Grey Knights Vehicle units, this model has the Lone Operative ability. -- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Grey Knights Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. -- **Guardians of the Machine** (Datasheet): Each time an enemy unit ends a charge move within Engagement Range of one or more Grey Knights Vehicle units from your army and within 6" of this model’s unit, you can target this model’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Infantry, Psyker, Grenades, Imperium, Brotherhood Techmarine, Character -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Brotherhood Techmarine - -**Leader:** -Can lead: Purifier Squad, Purgation Squad, Strike Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/grey-knights/datasheets/brotherhood-terminator-squad.md b/cogitator/factions/grey-knights/datasheets/brotherhood-terminator-squad.md deleted file mode 100644 index eb1ac3d..0000000 --- a/cogitator/factions/grey-knights/datasheets/brotherhood-terminator-squad.md +++ /dev/null @@ -1,68 +0,0 @@ -# Brotherhood Terminator Squad - -**Role:** Battleline - -*Massively armoured, heavily armed and ruthlessly devoted to their sacred duties, Grey Knights Terminators form the indomitable heart of many strike forces. Some squads are accompanied by Apothecaries, whose nartheciums dispense healing salves to staunch grievous wounds, or Ancients who hold aloft finely wrought banners to inspire their battle-brothers in war.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 4 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Force Edge (Psychic)** (Datasheet): Each time a model in this unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1. -- **Ancient’s Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Apothecary’s Narthecium** (Wargear): In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit. - -**Keywords:** Psyker, Infantry, Battleline, Terminator, Grenades, Imperium, Brotherhood Terminator Squad -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Justicar -- 3-9 Terminators - -**Wargear Options:** -- For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following:- 1 incinerator -- 1 psilencer -- 1 psycannon -- 1 Terminator can have its storm bolter replaced with 1 Apothecary’s narthecium. -- 1 Terminator’s storm bolter can be replaced with one of the following:- 1 incinerator and 1 Ancient’s banner -- 1 psilencer and 1 Ancient’s banner -- 1 psycannon and 1 Ancient’s banner -- 1 storm bolter and 1 Ancient’s banner* -- * That model’s storm bolter cannot be replaced. - -**Leader:** -Led By: Inquisitor Draxus, Grand Master Voldus, Grand Master, Brother-captain, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Brotherhood Librarian, Brotherhood Chaplain, Inquisitor Eisenhorn, Brother-captain Stern, Kaldor Draigo, Inquisitor Ostromandeus - -**Points:** -- 4 models: 150pts -- 5 models: 185pts -- 8 models: 300pts -- 10 models: 375pts diff --git a/cogitator/factions/grey-knights/datasheets/castellan-crowe.md b/cogitator/factions/grey-knights/datasheets/castellan-crowe.md deleted file mode 100644 index 2aa92d5..0000000 --- a/cogitator/factions/grey-knights/datasheets/castellan-crowe.md +++ /dev/null @@ -1,68 +0,0 @@ -# Castellan Crowe - -**Role:** Characters - -*Castellan Crowe charges into battle, wreathed in the blinding psychic fire that is the hallmark of his order. Though he will never be fool enough to unlock the forbidden power of the Black Blade of Antwyr, he still wields the captive blade with tremendous skill and strength, using it, his storm bolter and his potent psychic might to cut a path through his foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Purifying Flame; storm bolter; Black Blade of Antwyr. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Purifying Flame | 18 | 3 | 2 | 4 | -2 | 1 | anti-infantry 2+, ignores cover, psychic | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Blade of Antwyr | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Champion of the Order of Purifiers (Psychic)** (Datasheet): While this model is leading a unit, add 1 to the Attacks characteristic of Purifying Flame weapons equipped by models in that unit. -- **Foresight (Psychic)** (Datasheet): Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll. - -**Keywords:** Infantry, Imperium, Epic Hero, Castellan Crowe, Character, Psyker, Grenades -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Castellan Crowe – EPIC HERO - -**Leader:** -Can lead: Purifier Squad - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/grey-knights/datasheets/grand-master-in-nemesis-dreadknight.md b/cogitator/factions/grey-knights/datasheets/grand-master-in-nemesis-dreadknight.md deleted file mode 100644 index 34ba8f5..0000000 --- a/cogitator/factions/grey-knights/datasheets/grand-master-in-nemesis-dreadknight.md +++ /dev/null @@ -1,76 +0,0 @@ -# Grand Master In Nemesis Dreadknight - -**Role:** Characters - -*Piloting a Nemesis Dreadknight allows a Grand Master to wield the kind of ordnance usually restricted to battle tanks. Augmented with his psychic puissance and the servo-driven strength to wield huge and terrifying melee weapons, the sheer killing power of such a warrior is terrifying indeed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 2+ | 13 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** dreadfists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Gatling psilencer | 24 | 12 | 3 | 6 | 0 | 1 | psychic, sustained hits 1 | -| Heavy incinerator | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Heavy psycannon | 24 | 6 | 3 | 10 | -2 | 3 | ignores cover, psychic | -| Sublimator | 18 | 2 | 3 | 9 | -4 | D6 | melta 4, psychic, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadfists | Melee | 6 | 2 | 6 | -1 | 1 | — | -| Nemesis daemon greathammer | Melee | 5 | 3 | 14 | -3 | D6+1 | psychic | -| Nemesis flail | Melee | 10 | 2 | 5 | -1 | 2 | psychic | -| Nemesis greatsword – strike | Melee | 5 | 2 | 10 | -2 | D6 | psychic | -| Nemesis greatsword – sweep | Melee | 10 | 2 | 5 | -1 | 1 | psychic | -| Nemesis mace | Melee | 5 | 2 | 6 | -3 | 3 | anti-character 2+, precision, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Surge of Wrath (Psychic)** (Datasheet): Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll. -- **Warrior Strategist** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. - -**Keywords:** Grand Master in Nemesis Dreadknight, Vehicle, Character, Walker, Psyker, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Grand Master in Nemesis Dreadknight - -**Wargear Options:** -- This model’s dreadfists can be replaced with one of the following:- 1 Nemesis daemon greathammer -- 1 Nemesis flail -- 1 Nemesis greatsword -- 1 Nemesis mace -- This model can be equipped with up to two of the following, but cannot take duplicates:- 1 gatling psilencer -- 1 heavy incinerator -- 1 heavy psycannon -- 1 sublimator -- This model can be equipped with 1 fragstorm grenade launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/grey-knights/datasheets/grand-master-voldus.md b/cogitator/factions/grey-knights/datasheets/grand-master-voldus.md deleted file mode 100644 index 4979793..0000000 --- a/cogitator/factions/grey-knights/datasheets/grand-master-voldus.md +++ /dev/null @@ -1,68 +0,0 @@ -# Grand Master Voldus - -**Role:** Characters - -*Grand Master Aldrik Voldus wields the mighty Malleus Argyrum, a daemon hammer whose head dances with sorcerous flame fewfoes can withstand. One of the most potent psykers his Chapter has known in years, he also possesses the power to unleash waves of soulfire against his enemies and to conjure sanctuaries of dancing psychic luminescence that shield his brothers from harm.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 7 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Searing Purity; storm bolter; Malleus Argyrum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Searing Purity | 12 | D3+1 | 2 | 12 | -2 | 2 | devastating wounds, psychic | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Malleus Argyrum | Melee | 5 | 2 | 10 | -2 | 3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Sanctuary (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Hammer Aflame (Psychic)** (Datasheet): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Terminator, Psyker, Epic Hero, Character, Infantry, Grand Master Voldus, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Grand Master Voldus – EPIC HERO - -**Leader:** -Can lead: Paladin Squad, Brotherhood Terminator Squad - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/grey-knights/datasheets/grand-master.md b/cogitator/factions/grey-knights/datasheets/grand-master.md deleted file mode 100644 index 002a5b9..0000000 --- a/cogitator/factions/grey-knights/datasheets/grand-master.md +++ /dev/null @@ -1,75 +0,0 @@ -# Grand Master - -**Role:** Characters - -*The Grand Masters are the leaders of the Grey Knights brotherhoods and stand amongst their greatest warriors. More than this, they are accomplished battle psykers able to augment their martial might with tightly focused empyric power and strategic scholars and savants whose grasp of the strategies required to battle the supernatural and malign is unmatched.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 7 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 2 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 2 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 5 | 2 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Warrior Strategist** (Datasheet): Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Might of Titan (Psychic)** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks and Strength characteristics of melee weapons equipped by this model. - -**Keywords:** Psyker, Grenades, Terminator, Imperium, Grand Master, Character, Infantry -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Grand Master - -**Wargear Options:** -- This model’s storm bolter can be replaced with one of the following:- 1 incinerator -- 1 psilencer -- 1 psycannon - -**Leader:** -Can lead: Paladin Squad, Brotherhood Terminator Squad - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/grey-knights/datasheets/grey-knights-dreadnought.md b/cogitator/factions/grey-knights/datasheets/grey-knights-dreadnought.md deleted file mode 100644 index 06e5340..0000000 --- a/cogitator/factions/grey-knights/datasheets/grey-knights-dreadnought.md +++ /dev/null @@ -1,65 +0,0 @@ -# Grey Knights Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Heavy psycannon | 24 | 6 | 3 | 10 | -1 | 3 | psychic | -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Nemesis doomglaive | Melee | 5 | 3 | 14 | -3 | 3 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Wisdom of the Ancients (Aura)** (Datasheet): While a friendly Grey Knights Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -**Keywords:** Walker, Psyker, Smoke, Imperium, Dreadnought, Vehicle -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Grey Knights Dreadnought - -**Wargear Options:** -- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon -- 1 multi-melta -- 1 twin lascannon -- This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 heavy psycannon, 1 storm bolter and 1 Nemesis doomglaive -- 1 heavy psycannon, 1 incinerator and 1 Nemesis doomglaive -- This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 missile launcher and 1 armoured feet -- 1 heavy flamer and 1 Dreadnought combat weapon - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/grey-knights/datasheets/grey-knights-relic-razorback.md b/cogitator/factions/grey-knights/datasheets/grey-knights-relic-razorback.md deleted file mode 100644 index fd0c355..0000000 --- a/cogitator/factions/grey-knights/datasheets/grey-knights-relic-razorback.md +++ /dev/null @@ -1,58 +0,0 @@ -# Grey Knights Relic Razorback - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Relic Razorback, Imperium, Smoke, Transport, Dedicated Transport, Vehicle -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Grey Knights Relic Razorback - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model’s twin heavy bolter can be replaced with one of the following:- 1 multi-melta -- 1 twin assault cannon -- 1 twin lascannon -- 1 twin psycannon - -**Transport:** -This model has a transport capacity of 6 Grey Knights Infantry models. It cannot transport Terminator models. - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/grey-knights/datasheets/grey-knights-thunderhawk-gunship.md b/cogitator/factions/grey-knights/datasheets/grey-knights-thunderhawk-gunship.md deleted file mode 100644 index bf65e88..0000000 --- a/cogitator/factions/grey-knights/datasheets/grey-knights-thunderhawk-gunship.md +++ /dev/null @@ -1,63 +0,0 @@ -# Grey Knights Thunderhawk Gunship - -**Role:** Other - -*Mighty Thunderhawk Gunships serve the Grey Knights Chapter as any other. Powerful, versatile flyers, they deploy squads of Titan’s sons into the heart of battle whilst slaughtering hosts of enemies with their vast array of anti-personnel and anti-armour weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | -| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Titanic, Thunderhawk Gunship, Imperium, Transport, Aircraft, Vehicle, Fly -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Grey Knights Thunderhawk Gunship - -**Wargear Options:** -- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery. -- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. - -**Transport:** -This model has a transport capacity of 30 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 805pts diff --git a/cogitator/factions/grey-knights/datasheets/interceptor-squad.md b/cogitator/factions/grey-knights/datasheets/interceptor-squad.md deleted file mode 100644 index bc65ef8..0000000 --- a/cogitator/factions/grey-knights/datasheets/interceptor-squad.md +++ /dev/null @@ -1,56 +0,0 @@ -# Interceptor Squad - -**Role:** Other - -*Interceptor squads embody the Grey Knights’ ability to respond rapidly to crises and emergent threats. Their teleporters enable them to flicker in and out of realspace, performing short-ranged teleport ’shunts’and bursting from the Warp repeatedly with guns blazing and Nemesis force weapons singing as they butcher the unsuspecting foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 2+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Personal Teleporters** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Psyker, Fly, Grenades, Imperium, Interceptor Squad, Infantry -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Interceptor Justicar -- 4-9 Interceptors - -**Wargear Options:** -- For every 5 models in this unit, 1 Interceptor’s storm bolter and Nemesis force weapon can be replaced with one of the following:- 1 incinerator and 1 close combat weapon -- 1 psilencer and 1 close combat weapon -- 1 psycannon and 1 close combat weapon - -**Points:** -- 5 models: 125pts -- 10 models: 250pts diff --git a/cogitator/factions/grey-knights/datasheets/kaldor-draigo.md b/cogitator/factions/grey-knights/datasheets/kaldor-draigo.md deleted file mode 100644 index 32f769b..0000000 --- a/cogitator/factions/grey-knights/datasheets/kaldor-draigo.md +++ /dev/null @@ -1,72 +0,0 @@ -# Kaldor Draigo - -**Role:** Characters - -*The Supreme Grand Master of the Grey Knights, Lord Kaldor Draigo enters battle directly from the warp itself and his resolute spirit inspires his warriors to acts of high valour. He hunts down and slays the spawn of Chaos with psychic fire and blows from the legendary Titansword, its blade reforged with a purified daemon weapon.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 7 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Scourging; storm bolter; the Titansword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scourging | 18 | 3 | 2 | 6 | -2 | 2 | anti-daemon 2+, ignores cover, psychic | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Titansword | Melee | 6 | 2 | 8 | -4 | 3 | anti-daemon 2+, psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Untouchable Purity** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds. -- **One With the Warp (Psychic)** (Datasheet): Once per battle, when this model’s unit declares a charge in the same turn it was set up on the battlefield using the Deep Strike or Teleport Assault ability, add 3 to the Charge roll. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your WARLORD. - -**Keywords:** Infantry, Character, Epic Hero, Psyker, Terminator, Grenades, Imperium, Kaldor Draigo -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Kaldor Draigo – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Brotherhood Terminator Squad, Paladin Squad - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/grey-knights/datasheets/land-raider-crusader.md b/cogitator/factions/grey-knights/datasheets/land-raider-crusader.md deleted file mode 100644 index 0b4b140..0000000 --- a/cogitator/factions/grey-knights/datasheets/land-raider-crusader.md +++ /dev/null @@ -1,59 +0,0 @@ -# Land Raider Crusader - -**Role:** Other - -*Designed for storming defence lines and trenches, the Land Raider Crusader lays down withering anti-personnel fire as it advances. The Grey Knights often employ it to tear through the defenders of ritual sites and halt their diabolical summoning rites.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 hurricane bolters; twin assault cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Transport, Smoke, Grenades, Imperium, Land Raider, Crusader -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Land Raider Crusader - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 16 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/grey-knights/datasheets/land-raider-redeemer.md b/cogitator/factions/grey-knights/datasheets/land-raider-redeemer.md deleted file mode 100644 index 35e7041..0000000 --- a/cogitator/factions/grey-knights/datasheets/land-raider-redeemer.md +++ /dev/null @@ -1,59 +0,0 @@ -# Land Raider Redeemer - -**Role:** Other - -*A terror weapon with few equals, the Land Raider Redeemer mounts enormous flamestorm cannons. Those fielded by the Grey Knights project arcs of blinding sanctified flame that ignite the soul and the psyche as well as the physical and make these tanks exceptional tools for rooting supernatural horrors and entrenched heretics out of the densest cover.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 flamestorm cannons; twin assault cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamestorm cannon | 12 | D6+3 | N/A | 6 | -2 | 2 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Grenades, Vehicle, Transport, Smoke, Imperium, Land Raider, Redeemer -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Land Raider Redeemer - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 14 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/grey-knights/datasheets/land-raider.md b/cogitator/factions/grey-knights/datasheets/land-raider.md deleted file mode 100644 index cd354b3..0000000 --- a/cogitator/factions/grey-knights/datasheets/land-raider.md +++ /dev/null @@ -1,59 +0,0 @@ -# Land Raider - -**Role:** Other - -*The redoubtable Land Raider is the perfect armoured transport tank for the Grey Knights. Its arsenal of potent firepower is more than enough to mow down hordes of foes and,blast their armour support to scrap even as the Land Raider roars forward to deliver its passengers into the heart of the shell-shocked enemies’ lines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 godhammer lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Godhammer lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Transport, Smoke, Imperium, Land Raider -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Land Raider - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Grey Knights Infantry models. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/grey-knights/datasheets/nemesis-dreadknight.md b/cogitator/factions/grey-knights/datasheets/nemesis-dreadknight.md deleted file mode 100644 index db31675..0000000 --- a/cogitator/factions/grey-knights/datasheets/nemesis-dreadknight.md +++ /dev/null @@ -1,67 +0,0 @@ -# Nemesis Dreadknight - -**Role:** Other - -*Nemesis Dreadknights wield enormous Nemesis force weapons and provide devastating heavy firepower. The lowering psychic presences of their pilots coupled with servo-assisted speed and might enables these exo-suits to stride through ranks of foes like giants, heedless of those who seek to bar their advance.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 2+ | 13 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** dreadfists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gatling psilencer | 24 | 12 | 3 | 6 | 0 | 1 | psychic, sustained hits 1 | -| Heavy incinerator | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Heavy psycannon | 24 | 6 | 3 | 10 | -2 | 3 | ignores cover, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadfists | Melee | 6 | 2 | 6 | -1 | 1 | — | -| Nemesis daemon greathammer | Melee | 5 | 3 | 14 | -3 | D6+1 | psychic | -| Nemesis greatsword – strike | Melee | 5 | 2 | 10 | -2 | D6 | psychic | -| Nemesis greatsword – sweep | Melee | 10 | 2 | 5 | -1 | 1 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Indomitable Spirit (Psychic)** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -**Keywords:** Nemesis Dreadknight, Walker, Psyker, Vehicle, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Nemesis Dreadknight - -**Wargear Options:** -- This model’s dreadfists can be replaced with one of the following:- 1 Nemesis daemon greathammer -- 1 Nemesis greatsword -- This model can be equipped with up to two of the following, but cannot take duplicates:- 1 gatling psilencer -- 1 heavy incinerator -- 1 heavy psycannon - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/grey-knights/datasheets/paladin-squad.md b/cogitator/factions/grey-knights/datasheets/paladin-squad.md deleted file mode 100644 index 8f0ea87..0000000 --- a/cogitator/factions/grey-knights/datasheets/paladin-squad.md +++ /dev/null @@ -1,68 +0,0 @@ -# Paladin Squad - -**Role:** Other - -*Even amongst the rarefied ranks of the Grey Knights, Paladins are exceptional warriors whose potent psychic powers intertwine seamlessly with their martial bladework to devastate even the mightiest foes. Often accompanied by Apothecaries or banner-bearing Ancients, they are the favoured bodyguards of Brother-Captains and Grand Masters alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 2 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 2 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 4 | 2 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Attuned Onslaught (Psychic)** (Datasheet): Each time this unit makes a Charge move, until the end of the turn, add 1 to the Damage characteristic of melee weapons equipped by PALADIN SQUAD models in this unit. -- **Ancient’s Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Apothecary's Narthecium** (Wargear): In your Command phase, if the bearer is not destroyed, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit. - -**Keywords:** Terminator, Grenades, Paladin Squad, Imperium, Infantry, Psyker -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Paragon -- 3-9 Paladins - -**Wargear Options:** -- For every 5 models in this unit, up to 2 Paladins can each have their storm bolter replaced with one of the following:- 1 incinerator -- 1 psilencer -- 1 psycannon -- 1 Paladin can have its storm bolter replaced with 1 Apothecary’s narthecium. -- 1 Paladin’s storm bolter can be replaced with one of the following:- 1 incinerator and 1 Ancient’s banner -- 1 psilencer and 1 Ancient’s banner -- 1 psycannon and 1 Ancient’s banner -- 1 storm bolter and 1 Ancient’s banner* -- * That model’s storm bolter cannot be replaced. - -**Leader:** -Led By: Grand Master Voldus, Grand Master, Brother-captain, Brotherhood Librarian, Brotherhood Chaplain, Brother-captain Stern, Kaldor Draigo - -**Points:** -- 4 models: 180pts -- 5 models: 225pts -- 8 models: 360pts -- 10 models: 450pts diff --git a/cogitator/factions/grey-knights/datasheets/purgation-squad.md b/cogitator/factions/grey-knights/datasheets/purgation-squad.md deleted file mode 100644 index 697ce4b..0000000 --- a/cogitator/factions/grey-knights/datasheets/purgation-squad.md +++ /dev/null @@ -1,59 +0,0 @@ -# Purgation Squad - -**Role:** Other - -*Providing vital heavy-fire support for the highly mobile assaults favoured by the Grey Knights, Purgation Squads comprise master sharpshooters armed with powerful firearms. Focusing their psychic potential to detect foes concealed in the heaviest cover and even bend their shots through the air to seek their prey, their volleys leave the enemy cowering in abject terror.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Righteous Persecution** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks: until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. - -**Keywords:** Purgation Squad, Infantry, Psyker, Grenades, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Purgator Justicar -- 4-9 Purgators - -**Wargear Options:** -- Up to 4 Purgators can each have their storm bolter and Nemesis force weapon replaced with one of the following:- 1 incinerator and 1 close combat weapon -- 1 psilencer and 1 close combat weapon -- 1 psycannon and 1 close combat weapon - -**Leader:** -Led By: Brotherhood Champion, Brotherhood Techmarine - -**Points:** -- 5 models: 115pts -- 10 models: 230pts diff --git a/cogitator/factions/grey-knights/datasheets/purifier-squad.md b/cogitator/factions/grey-knights/datasheets/purifier-squad.md deleted file mode 100644 index 07f932b..0000000 --- a/cogitator/factions/grey-knights/datasheets/purifier-squad.md +++ /dev/null @@ -1,60 +0,0 @@ -# Purifier Squad - -**Role:** Other - -*The Order of Purifiers epitomise the Grey Knights’ sanctity of purpose. They are incorruptible and fanatical, possessed of an untarnished spirit. Teleported into the heart of daemonic legions, they often fight as a spearhead from where they unleash a cleansing fire that sears the corrupted to ash.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Purifying Flame; storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Purifying Flame | 18 | 1 | 3 | 4 | -2 | 1 | anti-infantry 2+, ignores cover, psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Sanctity of Purpose** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. - -**Keywords:** Infantry, Psyker, Grenades, Imperium, Purifier Squad -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Knight of the Flame -- 4-9 Purifiers - -**Wargear Options:** -- For every 5 models in this unit, up to 2 Purifiers can each have their storm bolter and Nemesis force weapon replaced with one of the following:- 1 incinerator and 1 close combat weapon -- 1 psilencer and 1 close combat weapon -- 1 psycannon and 1 close combat weapon - -**Leader:** -Led By: Castellan Crowe, Brotherhood Techmarine - -**Points:** -- 5 models: 125pts -- 10 models: 250pts diff --git a/cogitator/factions/grey-knights/datasheets/razorback.md b/cogitator/factions/grey-knights/datasheets/razorback.md deleted file mode 100644 index 0bcb1e6..0000000 --- a/cogitator/factions/grey-knights/datasheets/razorback.md +++ /dev/null @@ -1,54 +0,0 @@ -# Razorback - -**Role:** Dedicated Transports - -*The Razorback is an adaptation of the Rhino that sacrifices some transport capacity for a hull-mounted heavy weapon’s ammunition and power cells, ideal for rapidly transporting elite teams of power-armoured Grey Knights into battle. Razorbacks are thus able to lay down coordinated covering fire as their passengers disembark.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Fire Focus** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Razorback, Vehicle, Transport, Dedicated Transport, Smoke, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Razorback - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model’s twin heavy bolter can be replaced with 1 twin lascannon. - -**Transport:** -This model has a transport capacity of 6 Grey Knights Infantry models. It cannot transport Terminator models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/grey-knights/datasheets/rhino.md b/cogitator/factions/grey-knights/datasheets/rhino.md deleted file mode 100644 index bafe311..0000000 --- a/cogitator/factions/grey-knights/datasheets/rhino.md +++ /dev/null @@ -1,56 +0,0 @@ -# Rhino - -**Role:** Dedicated Transports - -*Dauntless, durable and ruggedly resilient, Rhinos have been the ubiquitous armoured transport of the Space Marines for millennia. Those fielded by the Grey Knights are heavily warded, their hulls shot through with truesilver psychocircuitry that redoubles the protection of the Aegis in their vicinity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Truesilver Aegis (Aura)** (Datasheet): While a friendly Grey Knights unit is wholly within 6" of this unit, models in that unit have the Feel No Pain 6+ ability against mortal wounds. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Dedicated Transport, Smoke, Imperium, Rhino, Transport, Vehicle -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Rhino - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 additional storm bolter. - -**Transport:** -This model has a transport capacity of 12 Grey Knights Infantry models. It cannot transport Terminator models. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/grey-knights/datasheets/servitors.md b/cogitator/factions/grey-knights/datasheets/servitors.md deleted file mode 100644 index 9bb81b5..0000000 --- a/cogitator/factions/grey-knights/datasheets/servitors.md +++ /dev/null @@ -1,47 +0,0 @@ -# Servitors - -**Role:** Other - -*Some servitors were once serfs, failed aspirants or former allies, now cyborgised with mechanical augmentation. Many have limbs replaced with servo-arms or heavy weapons, employed to defend or aid their Techmarine masters during repairs. The brutal mind-wiping process ensures none ever reveal what they have witnessed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Servitor’s servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast, heavy | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Servitor’s servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | -| Servitor’s tools | Melee | 1 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Mindlock** (Datasheet): While a Brotherhood Techmarine model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by SERVITOR models in this unit by 1. -- **Retinue** (Datasheet): While a Brotherhood Techmarine model is leading this unit, models in this unit have the Deep Strike and Teleport Assault abilities. -- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Brotherhood Techmarine (a unit cannot have more than one SERVITORS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Servitors, Imperium, Infantry -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 4 Servitors - -**Wargear Options:** -- Up to 2 models can each have their Servitor’s servo-arm replaced with one of the following:- 1 heavy bolter and 1 Servitor’s tools -- 1 multi-melta and 1 Servitor’s tools -- 1 plasma cannon and 1 Servitor’s tools - -**Points:** -- 4 models: 50pts diff --git a/cogitator/factions/grey-knights/datasheets/stormhawk-interceptor.md b/cogitator/factions/grey-knights/datasheets/stormhawk-interceptor.md deleted file mode 100644 index 3adb2ba..0000000 --- a/cogitator/factions/grey-knights/datasheets/stormhawk-interceptor.md +++ /dev/null @@ -1,58 +0,0 @@ -# Stormhawk Interceptor - -**Role:** Other - -*As pugnacious as it is swift and agile, the Stormhawk Interceptor is an exceptional air superiority fighter. With a Grey Knight in the pilot seat and its hull worked with sorcerous wards, this craft can blast winged daemonic abominations from the skies and slay heretic aircraft in vicious dogfights.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** las-talon; skyhammer missile launcher; twin assault cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icarus stormcannon | 48 | 6 | 3 | 7 | -1 | 2 | anti-fly 2+ | -| Las-talon | 36 | 2 | 3 | 10 | -3 | D6+1 | — | -| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Stormhawk Interceptor, Vehicle, Aircraft, Fly, Smoke, Imperium -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Stormhawk Interceptor - -**Wargear Options:** -- This model’s las-talon can be replaced with 1 icarus stormcannon. -- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter -- 1 typhoon missile launcher - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/grey-knights/datasheets/stormraven-gunship.md b/cogitator/factions/grey-knights/datasheets/stormraven-gunship.md deleted file mode 100644 index 57c84f5..0000000 --- a/cogitator/factions/grey-knights/datasheets/stormraven-gunship.md +++ /dev/null @@ -1,70 +0,0 @@ -# Stormraven Gunship - -**Role:** Other - -*Powerful close-support aircraft, Stormraven Gunships are capable of deploying Grey Knights and even a revered Dreadnought where empyric disturbances prevent teleportation. Resilient and bristling with heavy weapons, Stormravens excel in armoured assaults and the fiery purgations of landing zones.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -3 | D6+2 | — | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy plasma cannon – standard | 36 | 3 | 3 | 7 | -2 | 2 | blast, twin-linked | -| Twin heavy plasma cannon – supercharge | 36 | 3 | 3 | 8 | -3 | 3 | blast, hazardous, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Transport, Aircraft, Imperium, Fly, Vehicle, Stormraven Gunship -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Stormraven Gunship - -**Wargear Options:** -- This model can be equipped with 2 hurricane bolters. -- This model’s twin assault cannon can be replaced with one of the following:- 1 twin heavy plasma cannon -- 1 twin lascannon -- This model’s typhoon missile launcher can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin multi-melta - -**Transport:** -This model has a transport capacity of 12 Grey Knights Infantry models and 1 Grey Knights Venerable Dreadnought model. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 280pts diff --git a/cogitator/factions/grey-knights/datasheets/stormtalon-gunship.md b/cogitator/factions/grey-knights/datasheets/stormtalon-gunship.md deleted file mode 100644 index e343ed4..0000000 --- a/cogitator/factions/grey-knights/datasheets/stormtalon-gunship.md +++ /dev/null @@ -1,57 +0,0 @@ -# Stormtalon Gunship - -**Role:** Other - -*Stormtalon Gunships are highly manoeuvrable aircraft that are versatile in their role and choice of target. Often running escort duties for larger craft, they hunt down Warp-spawned foes. Using vectored afterburners, their pilots unleash ground attacks, saturating teleportation zones with fire and clearing them for their brothers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** skyhammer missile launcher; twin assault cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot FLY, add 1 to the Hit roll. - -**Keywords:** Imperium, Stormtalon Gunship, Vehicle, Aircraft, Fly -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Stormtalon Gunship - -**Wargear Options:** -- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin lascannon -- 1 typhoon missile launcher - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/grey-knights/datasheets/strike-squad.md b/cogitator/factions/grey-knights/datasheets/strike-squad.md deleted file mode 100644 index 8c3df4b..0000000 --- a/cogitator/factions/grey-knights/datasheets/strike-squad.md +++ /dev/null @@ -1,71 +0,0 @@ -# Strike Squad - -**Role:** Battleline - -*Strike Squads act as vanguard forces, employing teleport technologies and sorcery to manifest deep within the enemy lines. Once in position, they launch devastating shock assaults against unprepared foes, wielding an arsenal of Nemesis force weaponry, heavy firepower and psychic fury to capture and sorcerously ward vital tactical locations.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | precision, psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Nemesis force weapon | Melee | 3 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Sanctifying Ritual (Psychic)** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -**Keywords:** Battleline, Psyker, Grenades, Imperium, Infantry, Strike Squad -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Justicar -- 4-9 Grey Knights - -**Wargear Options:** -- For every 5 models in this unit, 1 Grey Knight’s storm bolter and Nemesis force weapon can be replaced with one of the following:- 1 incinerator and 1 close combat weapon -- 1 psilencer and 1 close combat weapon -- 1 psycannon and 1 close combat weapon - -**Leader:** -Led By: Inquisitor Draxus, Brotherhood Champion, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Brotherhood Techmarine, Inquisitor Ostromandeus - -**Points:** -- 5 models: 120pts -- 10 models: 240pts diff --git a/cogitator/factions/grey-knights/datasheets/venerable-dreadnought.md b/cogitator/factions/grey-knights/datasheets/venerable-dreadnought.md deleted file mode 100644 index ae46e17..0000000 --- a/cogitator/factions/grey-knights/datasheets/venerable-dreadnought.md +++ /dev/null @@ -1,61 +0,0 @@ -# Venerable Dreadnought - -**Role:** Characters - -*The ancient Grey Knights interred within Venerable Dreadnought sarcophagi direct their potent heavy weapons and the blows of their hydraulicfists with time-honed skill. Yet their many centuries of wisdom and experience are most valuable of all, aiding them in commanding strike forces while offering psychic guidance to their battle-brothers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Gate of Infinity** (Faction): If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**IncursionUp to 2 unitsStrike ForceUp to 3 unitsOnslaughtUp to 4 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. -- **Guidance of the Ancients (Psychic)** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a Grey Knights model from your army makes an attack that targets that unit, add 1 to the Hit roll. - -**Keywords:** Character, Smoke, Imperium, Venerable Dreadnought, Vehicle, Walker, Psyker -**Faction Keywords:** Grey Knights - -**Unit Composition:** -- 1 Venerable Dreadnought - -**Wargear Options:** -- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon -- 1 twin lascannon -- This model’s storm bolter can be replaced with 1 heavy flamer. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/grey-knights/detachments.md b/cogitator/factions/grey-knights/detachments.md new file mode 100644 index 0000000..76ed599 --- /dev/null +++ b/cogitator/factions/grey-knights/detachments.md @@ -0,0 +1,686 @@ +# Grey Knights Detachments + +# Augurium Task Force + +*Empyric scrying, ancient prophecies of cataclysmic events, Warp-sent visions experienced by the Chapter’s most potent psykers: by such esoteric means are the Grey Knights sometimes forewarned of where, when and how a threat will arise in far more detail even than is usual. Such omens are never squandered. When allowed to truly prepare, the warriors of Titan ensure they are positioned to prevent the rising peril rapidly. Battles of this sort see the Grey Knights remaining ahead of their enemies as they employ their foreknowledge to anticipate and outmanoeuvre the foe’s every strike. Bands of steely-eyed battle-brothers step from blazing teleport flares to gun down flanking forces. Champions of Titan intervene at pivotal moments to send summoning rituals awry or bring supernatural portals crashing down in ruin. Locking blades with fate itself, the Grey Knights hack and parry, stab and slice until they have carved the future into a new and bloody form that benefits the Imperium.* + +## Abilities + +### Prescient Redeployment +From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of Grey Knights units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves. + +**Designer’s Note:** *This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.* + +## Stratagems + +### AGGRESSIVE ANTICIPATION — 1CP +**Type:** Augurium Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll. + +### APPOINTED HOUR — 1CP +**Type:** Augurium Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### FOREWARNED EVASION — 1CP +**Type:** Augurium Task Force – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights Walker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### MIRAGE OF ECHOES — 1CP +**Type:** Augurium Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up. + +**TARGET:** One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units. + +**EFFECT:** If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. + +### NECESSARY END — 1CP +**Type:** Augurium Task Force – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### REDIRECTED STRIKE — 1CP +**Type:** Augurium Task Force – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** End of your Command phase. + +**TARGET:** One Grey Knights Psyker unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. + +**Designer’s Note:** *This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.* + +## Enhancements + +### A Foot in the Future — 15pts +*Stratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactical battlefield foretellings to which they swiftly react.* +GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a Charge. + +### Doomseer’s Amulet — 25pts +*The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.* +GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test. + +### Grimoire of Conjunctions — 10pts +*This crumbling and code-locked tome details propitious astrological conjunctions beneath whose prophesied stars powerful foes may be struck down.* +GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer. + +### Shield of Prophecy — 20pts +*Foreknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unleashed at the critical moment.* +GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit. + +--- + +# Baneslayer Strike + +***The infernal power of dire threats such as the Heretic Astartes, the Daemons of Chaos or the most abominable of xenos horrors is magnified within the close quarters of shipboard war. The Grey Knights have the tools to deal with even such arch-fiends, however, and they come clad in Terminator plate.*** + +## Abilities + +### Pre-Emptive Strike +In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge. + +## Stratagems + +### ARMOURED AEGIS — 1CP +**Type:** Baneslayer Strike – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One GREY KNIGHTS CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your model has the Feel No Pain 4+ ability. + +### PSYBOLT AMMUNITION — 1CP +**Type:** Baneslayer Strike – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1. + +### RELENTLESS BOARDERS — 1CP +**Type:** Baneslayer Strike – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to charge this phase. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. + +### SANCTIC CIRCLE — 2CP +**Type:** Baneslayer Strike – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army. + +**EFFECT:** Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army. + +## Enhancements + +### Close and Sanction — 0pts +*Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.* +In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase. + +### Shield of Admonishment — 0pts +*This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra that blind not only a foe’s physical sight, but also its intangible senses.* +Each time a melee attack targets the bearer, subtract 1 from the Hit roll. + +--- + +# Banishers + +*The esoteric arsenal of the Grey Knights is as potent as their armoury of more conventional munitions. Indeed, when the most corrupt or supernatural foes must be defeated, these arcane weapons may prove more powerful than any volume of bolt shells and blades. By bringing together their mightiest psychic warriors and focusing the empyric powers they have learned to wield as no others could, the Grey Knights harness the terrifying might of the Warp without succumbing to its insidious taint. The result is a strike force of warriors wreathed in unnatural flame and shielded by potent warding sigils that whirl about them like an arcane constellation. The air shudders with psychic overpressure as the Grey Knights advance, vox-amplified voices raised in chants of banishment and malediction that ring above the thunder of their guns and the crackle of their blades. Warp-spawned entities are blasted into ectoplasmic slicks before their advance, while more corporeal foes fall as swiftly before the psychic might of Titan made manifest.* + +## Abilities + +### Channelled Force +Each time a Grey Knights unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule. +- Melee weapons equipped by models in this unit with the [psychic] ability also have the [sustained hits 1] ability. +- Melee weapons equipped by models in this unit with the [psychic] ability also have the [LETHAL HITS] ability. + +## Stratagems + +### CELERITY — 1CP +**Type:** Banishers – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Grey Knights Psyker Infantry unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. + +### CHAOS BANE — 1CP +**Type:** Banishers – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Grey Knights Psyker unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability. + +### CIRCLE OF SANCTUARY — 1CP +**Type:** Banishers – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your opponent’s Movement phase. + +**TARGET:** One Grey Knights Character model from your army. + +**EFFECT:** Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model. + +### HEXWROUGHT REPRISAL — 1CP +**Type:** Banishers – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of any phase. + +**TARGET:** One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this phase. + +**EFFECT:** Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks. + +### SHADOW OF ANARCH — 1CP +**Type:** Banishers – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Grey Knights Psyker unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves. + +### WARDING CHANT — 1CP +**Type:** Banishers – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1. + +## Enhancements + +### Pyresoul (Psychic) — 20pts +*So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.* +GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds. + +### Sigil of the Hunt — 10pts +*Wrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades supernaturally accurate in battle.* +GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. + +### The Ephemeral Tome — 15pts +*A sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.* +GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge. + +### The Sixty-sixth Seal — 25pts +*One of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.* +GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. + +--- + +# Brotherhood Strike + +*When supernatural terrors endanger the very survival of Humanity, strike forces assembled from the might of the Grey Knights brotherhoods deploy to end the threat. Forewarned by the scrying of the Prognosticars, these hosts bring a balance of infantry and armour assets best suited to completing their mission, allied by the mightiest war leaders the Chapter can muster. No weapon or relic of esoteric technology is forbidden to such strike forces. In particular, these warriors wield the potent sorceries of Titan, not only to blast their enemies with excoriating energies but also to rapidly traverse battlefields through coruscating Warp gates. By employing such arcane tactics, the Grey Knights can rapidly outmanoeuvre even the most well-entrenched or fast-moving foes and focus the full wrath of their brotherhood precisely where it is most needed. Heretical rituals are cast into ruin, daemonic demagogues exorcised and slain, and the mightiest foes of the Imperium are purged without mercy by these warrior hosts.* + +## Abilities + +### Fury of Titan +Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +## Stratagems + +### COMBAT MANIFESTATION — 1CP +**Type:** Brotherhood Strike – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. + +### DUTY UNENDING — 1CP +**Type:** Brotherhood Strike – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more Grey Knights units from your army Falls Back. + +**TARGET:** One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units. + +**EFFECT:** If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. + +### EXPEDITIOUS EXIT — 2CP +**Type:** Brotherhood Strike – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Grey Knights Psyker Infantry unit from your army. + +**EFFECT:** If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves. + +**Designer’s Note:** *This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.* + +### PURGATION PATTERN — 1CP +**Type:** Brotherhood Strike – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. + +### SHINING VEIL — 1CP +**Type:** Brotherhood Strike – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit has the Stealth ability. + +### TRUESILVER CHANNELLING — 2CP +**Type:** Brotherhood Strike – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Grey Knights Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. + +## Enhancements + +### Banishing Wave (Psychic) — 20pts +*This warrior mystic harnesses the empyric overspill of teleport flares and Warp gates, channelling them into shock waves of purifying flame.* +GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. + +### Blinding Aura — 10pts +*A coruscating curtain of sorcerous energies surrounds this battle-brother, its radiance too fierce for any but the most strong-willed to look upon.* +GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Purity of Purpose — 15pts +*This warrior’s single-minded devotion to duty is exemplary, driving them into the fiercest fires of battle with no thought of hesitation.* +GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit. + +### Tome of Forbidden Ways — 25pts +*Drawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous paths that none but the bravest and most mighty dare walk.* +GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule. + +--- + +# Hallowed Conclave + +*The indomitable core of the Grey Knights’ fighting forces are their Terminator-armoured battle-brothers. When enough of these heavily equipped combatants gather, their amassed strength and resilience are a match for hosts of enemies many times their number. Incoming fire rattles from blessed and warded Terminator plate while hostile sorcery dwindles to nothing before the Grey Knights’ combined Aegis. In return, the hulking templars of Titan maintain unceasing firepower and banishing magicks that winnow the enemy’s ranks before their inevitable and overwhelming charge crashes home. Though surrounded by screaming foes, the Grey Knights hack a relentless path ever deeper with their Nemesis blades and hammers singing in their fists. Unstoppable, indefatigable, the Terminators press forward to shatter diabolical rites, seal diabolical Warp gates, slay possessed tyrants and carve the will of the Emperor into the flesh of their foes.* + +## Abilities + +### Duty Before All +Grey Knights Terminator units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back. + +## Stratagems + +### GIANTS OF THE BATTLEFIELD — 1CP +**Type:** Hallowed Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Grey Knights Terminator unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. + +### GRIND THEM UNDERFOOT — 1CP +**Type:** Hallowed Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Grey Knights Terminator unit from your army ends a Charge move. + +**TARGET:** That GREY KNIGHTS unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### POINT-BLANK PURGATION — 1CP +**Type:** Hallowed Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Grey Knights Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities. + +### PRECOGNITIVE STRATEGIES — 1CP +**Type:** Hallowed Conclave – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Grey Knights Infantry unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +### SHINING RESOLVE — 1CP +**Type:** Hallowed Conclave – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +### UNENDING FIDELITY — 1CP +**Type:** Hallowed Conclave – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### Eye of the Augurium — 25pts +*A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.* +GREY KNIGHTS model only. Once per battle round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. + +### Inescapable Judgement (Psychic) — 20pts +*So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.* +GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks. + +### Nemesis Rounds — 10pts +*Empowered through the invocation of true names and carved spells of seeking, each of these precious rounds veers unerringly toward its intended target.* +GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. + +### Sanctic Reaper — 15pts +*A veteran of dozens of purgation campaigns, this champion has honed his combat style to cut a bloody path through massed foes easily.* +GREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons. + +--- + +# Sanctic Spearhead + +*Many Grey Knights task forces are supported by assets drawn from the Chapter’s Armoury, be it ward-inscribed armoured transports, ancient Dreadnought battle-brothers, swift Stormraven Gunships or towering Nemesis Dreadknights piloted by the Chapter’s greatest warriors. Yet there are threats and foes so monstrous that they must be countered with a mass host of these sanctified engines of war. At such times, the ground shudders beneath pounding adamantine feet, and the grinding tracks of the mightiest battle tanks to roll from the Deimosian forges. Entire flights of silver-grey gunships streak overhead, their holds packed with psychic battle-brothers, their wings guarded by nimble fighter craft. Combat walkers stride from teleport flares just as the rest of their armoured onslaught hits the enemy lines like a thunderbolt, leaving nothing but devastation in their wake. In this way, the Grey Knights shatter the mightiest enemy armies or break through to critical locations in time to stave off calamity.* + +## Abilities + +### Mailed Fist +Each time a Grey Knights Vehicle unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability. + +## Stratagems + +### ABOMINUS-CLASS TARGETS — 1CP +**Type:** Sanctic Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Grey Knights unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll. + +### ARGENT WRATH — 1CP +**Type:** Sanctic Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Grey Knights Vehicle unit from your army ends a Charge move. + +**TARGET:** That GREY KNIGHTS VEHICLE unit. + +**EFFECT:** Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test. + +### ARMOURED AEGIS — 1CP +**Type:** Sanctic Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Grey Knights Psyker Vehicle unit from your army. + +**EFFECT:** One model in your unit regains up to 3 lost wounds. + +### FORCE WAVE — 1CP +**Type:** Sanctic Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. + +### REDOUBLED ASSAULT — 1CP +**Type:** Sanctic Spearhead – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Grey Knights Vehicle unit from your army Falls Back. + +**TARGET:** That GREY KNIGHTS VEHICLE unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### TRUESILVER WILL — 1CP +**Type:** Sanctic Spearhead – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a Grey Knights Psyker Vehicle unit from your army suffers a mortal wound. + +**TARGET:** That GREY KNIGHTS PSYKER VEHICLE unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds. + +## Enhancements + +### Driven by Duty — 10pts +*So single-minded is this warrior in their devotion to the Grey Knights’ duty that they press ever forward without pause or respite.* +GREY KNIGHTS WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can move up to 6" instead of up to 3". + +### Quickening Foci — 15pts +*Worked into purity seals or armour inscriptions, these cantrips of haste lend the bearer and their comrades a sudden burst of supernatural speed.* +GREY KNIGHTS INFANTRY model only. In your Movement phase, each time the bearer’s unit disembarks from a Transport, until the end of the turn, you can re-roll Charge rolls made for that unit. + +### Sigil of Exigence — 30pts +*This powerful and ancient sorcerous ward reacts to imminent peril by wrenching the bearer momentarily out of sync with reality itself.* +GREY KNIGHTS model only. Once per battle, in your opponent’s Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit. + +### Spiritus Machina — 25pts +*Thought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.* +GREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a Transport this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll. + +--- + +# Void Purge Force + +***Whether striking into a warp-compromised vessel to annihilate all aboard, defending a vital Grey Knights warship from infernal threats, or removing allies or foes who know too much, these strike teams of Grey Knights hit hard and fast to ensure none escape their purge.*** + +## Abilities + +### An Urgent Duty +Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army. + +## Stratagems + +### BREACH-SHOCK — 1CP +**Type:** Void Purge Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +### HEXBANE WARDS — 1CP +**Type:** Void Purge Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability. + +### SANCTIFIED SLAUGHTER — 1CP +**Type:** Void Purge Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Fight phase. + +**TARGET:** One GREY KNIGHTS unit from your army that charged this turn. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit. + +### TRANSLOCATION — 1CP +**Type:** Void Purge Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One INTERcEPTOR SqUAD or GREY KNIGHTS CHARAcTER unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +## Enhancements + +### Sigil of Warding — 0pts +*This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.* +Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn. + +### Tactical Haruspexy — 0pts +*Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.* +Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it. + +--- + +# Warpbane Task Force + +*When daemonic entities corrupt the worlds of the Imperium, Grey Knights forces strike to cleanse unhallowed ground and restore the sanctity of the Emperor’s domain. Such formations are raised when only the most obscure and esoteric rituals of purgation will drive the taint of Chaos back into the depths of the Warp. Striding fearlessly into malignant hellscapes, the warriors of the Order of Purifiers lead the assault. The combined psychic might of these anointed champions manifests in an azure fire that ignites the bodies and souls of unclean foes and scours away the taint of witchcraft and infernal corruption. In place of this excised perversion, an ensorcelled zone of consecration is created, within which the Grey Knights are emboldened and empowered.* + +## Abilities + +### Hallowed Ground +Certain areas of the battlefield are within your army’s Hallowed Ground, as follows: +- Your deployment zone is always within your army’s Hallowed Ground. +- The area of the battlefield within 6" of one or more Purifier Squad units from your army is within your army’s Hallowed Ground. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground. +Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re-roll the Hit roll instead. + +## Stratagems + +### AEGIS ETERNAL — 1CP +**Type:** Warpbane Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save. + +### FIRES OF COVENANT — 1CP +**Type:** Warpbane Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your opponent’s Movement phase. + +**TARGET:** One Grey Knights Infantry unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds. + +### FLAMES OF SANCTITY — 1CP +**Type:** Warpbane Task Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One Purifier Squad unit from your army that was eligible to fight this phase. + +**EFFECT:** Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds. + +### HALLOWED BEACON — 1CP +**Type:** Warpbane Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Reinforcements step of your Movement phase. + +**TARGET:** One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units. + +### REPELLING SPHERE — 1CP +**Type:** Warpbane Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One Grey Knights Infantry unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground. + +### SANCTIFIED KILL ZONE — 1CP +**Type:** Warpbane Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad. + +## Enhancements + +### Mandulian Reliquary — 20pts +*This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.* +GREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic. + +### Paragon of Sanctity — 10pts +*This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve.* +GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground. + +### Phial of the Abyss — 25pts +*Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.* +Grey Knights Infantry model only. Models in the bearer’s unit have the Stealth ability. + +### Radiant Champion — 15pts +*This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.* +Grey Knights Infantry model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage. diff --git a/cogitator/factions/grey-knights/detachments/augurium-task-force.md b/cogitator/factions/grey-knights/detachments/augurium-task-force.md deleted file mode 100644 index fd38484..0000000 --- a/cogitator/factions/grey-knights/detachments/augurium-task-force.md +++ /dev/null @@ -1,92 +0,0 @@ -# Augurium Task Force - -*Empyric scrying, ancient prophecies of cataclysmic events, Warp-sent visions experienced by the Chapter’s most potent psykers: by such esoteric means are the Grey Knights sometimes forewarned of where, when and how a threat will arise in far more detail even than is usual. Such omens are never squandered. When allowed to truly prepare, the warriors of Titan ensure they are positioned to prevent the rising peril rapidly. Battles of this sort see the Grey Knights remaining ahead of their enemies as they employ their foreknowledge to anticipate and outmanoeuvre the foe’s every strike. Bands of steely-eyed battle-brothers step from blazing teleport flares to gun down flanking forces. Champions of Titan intervene at pivotal moments to send summoning rituals awry or bring supernatural portals crashing down in ruin. Locking blades with fate itself, the Grey Knights hack and parry, stab and slice until they have carved the future into a new and bloody form that benefits the Imperium.* - -## Abilities - -### Prescient Redeployment -From the second battle round onwards, at the start of your Movement phase, if you did not select the maximum number of Grey Knights units from your army using the Gate of Infinity ability at the end of your opponent’s previous turn, you can select one GREY KNIGHTS unit from your army that is on the battlefield that could have been selected using the Gate of Infinity ability. Remove that unit from the battlefield and place it into Strategic Reserves. - -**Designer’s Note:** *This means that your unit can retain its position on the battlefield at the end of your Command phase, and then be placed into Strategic Reserves at the start of your Movement phase, to set it up again in your Reinforcements step in another position.* - -## Stratagems - -### AGGRESSIVE ANTICIPATION — 1CP -**Type:** Augurium Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll. - -### APPOINTED HOUR — 1CP -**Type:** Augurium Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Grey Knights Psyker unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### FOREWARNED EVASION — 1CP -**Type:** Augurium Task Force – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights Walker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### MIRAGE OF ECHOES — 1CP -**Type:** Augurium Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** The Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up. - -**TARGET:** One Grey Knights Psyker unit from your army that is within 12" of that enemy unit and is not within Engagement Range of one or more enemy units. - -**EFFECT:** If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. - -### NECESSARY END — 1CP -**Type:** Augurium Task Force – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. If the result is greater than the current battle round number, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### REDIRECTED STRIKE — 1CP -**Type:** Augurium Task Force – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** End of your Command phase. - -**TARGET:** One Grey Knights Psyker unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. - -**Designer’s Note:** *This Stratagem lets players utilise abilities that retain control of objective markers and react to their missions and objectives with this unit.* - -## Enhancements - -### A Foot in the Future — 15pts -*Stratego-prescient telecasts scroll over this warrior’s heads-up display, providing them with tactical battlefield foretellings to which they swiftly react.* -GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a Charge. - -### Doomseer’s Amulet — 25pts -*The cruel powers of this forbidden artefact cause foes to perceive the wearer as a death omen drawn from their culture, manifested to prophecy their doom.* -GREY KNIGHTS model only. Each time the bearer’s unit is set up in your Reinforcements step, the bearer can use this Enhancement. If it does, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Battle-shock test, subtracting 1 from that test. - -### Grimoire of Conjunctions — 10pts -*This crumbling and code-locked tome details propitious astrological conjunctions beneath whose prophesied stars powerful foes may be struck down.* -GREY KNIGHTS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 4 to the Strength characteristic of melee weapons equipped by the bearer. - -### Shield of Prophecy — 20pts -*Foreknowledge of the foe’s offensive capabilities allows tailored incantations of warding to be unleashed at the critical moment.* -GREY KNIGHTS model only. Once per battle, at the start of the battle round, the bearer can use this Enhancement. If it does, until the end of the battle round, add 2 to the Toughness characteristic of models in the bearer’s unit. diff --git a/cogitator/factions/grey-knights/detachments/baneslayer-strike.md b/cogitator/factions/grey-knights/detachments/baneslayer-strike.md deleted file mode 100644 index 7e1dde0..0000000 --- a/cogitator/factions/grey-knights/detachments/baneslayer-strike.md +++ /dev/null @@ -1,60 +0,0 @@ -# Baneslayer Strike - -***The infernal power of dire threats such as the Heretic Astartes, the Daemons of Chaos or the most abominable of xenos horrors is magnified within the close quarters of shipboard war. The Grey Knights have the tools to deal with even such arch-fiends, however, and they come clad in Terminator plate.*** - -## Abilities - -### Pre-Emptive Strike -In the Reinforcements step of your first Movement phase, you can set up on the battlefield one GREY KNIGHTS Reserves unit from your army using the Deep Strike ability. When doing so, you can set up that unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability). Until the end of the turn, that unit is not eligible to declare a charge. - -## Stratagems - -### ARMOURED AEGIS — 1CP -**Type:** Baneslayer Strike – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One GREY KNIGHTS CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your model has the Feel No Pain 4+ ability. - -### PSYBOLT AMMUNITION — 1CP -**Type:** Baneslayer Strike – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of storm bolters equipped by models in your unit by 1. - -### RELENTLESS BOARDERS — 1CP -**Type:** Baneslayer Strike – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to charge this phase. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. - -### SANCTIC CIRCLE — 2CP -**Type:** Baneslayer Strike – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One GREY KNIGHTS CHARAcTER or PALADIN SqUAD unit from your army. - -**EFFECT:** Select one objective marker within 9” of and visible to your unit. If that objective marker does not have any enemy models within range of it (excluding Battle-shocked models), your unit must take a Leadership test, subtracting 1 from the result if that objective marker is Secured by your opponent’s army. If that test is passed, that objective marker is no longer considered Secured by your opponent’s army and is Secured by your army. - -## Enhancements - -### Close and Sanction — 0pts -*Focused on closing the distance to their quarry, this warrior surges forward through enemy fire.* -In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was hit by one or more of those attacks, the bearer can make a Dash move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but it must finish that move as close as possible to the closest visible enemy unit. When doing so, it can be moved within Engagement Range of that enemy unit. The bearer can only make one Dash move per phase. - -### Shield of Admonishment — 0pts -*This ancient and heavily warded pauldron gleams with searing light in a range of empyric spectra that blind not only a foe’s physical sight, but also its intangible senses.* -Each time a melee attack targets the bearer, subtract 1 from the Hit roll. diff --git a/cogitator/factions/grey-knights/detachments/banishers.md b/cogitator/factions/grey-knights/detachments/banishers.md deleted file mode 100644 index e649b1e..0000000 --- a/cogitator/factions/grey-knights/detachments/banishers.md +++ /dev/null @@ -1,90 +0,0 @@ -# Banishers - -*The esoteric arsenal of the Grey Knights is as potent as their armoury of more conventional munitions. Indeed, when the most corrupt or supernatural foes must be defeated, these arcane weapons may prove more powerful than any volume of bolt shells and blades. By bringing together their mightiest psychic warriors and focusing the empyric powers they have learned to wield as no others could, the Grey Knights harness the terrifying might of the Warp without succumbing to its insidious taint. The result is a strike force of warriors wreathed in unnatural flame and shielded by potent warding sigils that whirl about them like an arcane constellation. The air shudders with psychic overpressure as the Grey Knights advance, vox-amplified voices raised in chants of banishment and malediction that ring above the thunder of their guns and the crackle of their blades. Warp-spawned entities are blasted into ectoplasmic slicks before their advance, while more corporeal foes fall as swiftly before the psychic might of Titan made manifest.* - -## Abilities - -### Channelled Force -Each time a Grey Knights unit from your army is selected to fight, that unit can take a Leadership test. If that test is passed, select one of the following rules. Until the end of the phase, that unit has that rule. -- Melee weapons equipped by models in this unit with the [psychic] ability also have the [sustained hits 1] ability. -- Melee weapons equipped by models in this unit with the [psychic] ability also have the [LETHAL HITS] ability. - -## Stratagems - -### CELERITY — 1CP -**Type:** Banishers – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Grey Knights Psyker Infantry unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. - -### CHAOS BANE — 1CP -**Type:** Banishers – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Grey Knights Psyker unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-CHAOS 4+] ability. - -### CIRCLE OF SANCTUARY — 1CP -**Type:** Banishers – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your opponent’s Movement phase. - -**TARGET:** One Grey Knights Character model from your army. - -**EFFECT:** Until the end of the phase, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of your model. - -### HEXWROUGHT REPRISAL — 1CP -**Type:** Banishers – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of any phase. - -**TARGET:** One Grey Knights Psyker unit from your army that is on the battlefield and suffered one or more mortal wounds this phase. - -**EFFECT:** Select one enemy unit which inflicted one or more mortal wounds on your unit this phase, then roll a number of dice equal to the number of mortal wounds your unit suffered this phase: for each 2+, that enemy unit suffers one mortal wound (to a maximum of 6 mortal wounds). These mortal wounds are Psychic Attacks. - -### SHADOW OF ANARCH — 1CP -**Type:** Banishers – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Grey Knights Psyker unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6" or, if it has the Deep Strike ability, it can be placed into Strategic Reserves. - -### WARDING CHANT — 1CP -**Type:** Banishers – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against attacks with an unmodified Damage characteristic of 1. - -## Enhancements - -### Pyresoul (Psychic) — 20pts -*So fiercely do the psychic flames of this warrior’s soul burn that they can be conjured forth in blazing columns of spiritual immolation to annihilate the foe.* -GREY KNIGHTS model only. At the start of your Shooting phase, the bearer can use this Enhancement. If it does, select one enemy unit within 24" of and visible to the bearer; that unit suffers D3 mortal wounds. - -### Sigil of the Hunt — 10pts -*Wrought from truesilver and noctilith, this ancient arcane sigil renders its bearer and comrades supernaturally accurate in battle.* -GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. - -### The Ephemeral Tome — 15pts -*A sorcerous volume whose treatises on the impermanence of reality change constantly, this tome’s harnessed power allows the bearer to flicker in and out of phase with realspace.* -GREY KNIGHTS INFANTRY model only. At the start of your Shooting phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, the bearer’s unit can make a Normal move of up to D6", and until the end of the turn, the bearer’s unit is not eligible to declare a charge. - -### The Sixty-sixth Seal — 25pts -*One of the six hundred and sixty-six seals of purity once affixed to the tomb of Vasandrius, the talismanic properties of this artefact lend a keen edge of sacred intolerance to their bearer’s armaments.* -GREY KNIGHTS model only. In your Shooting phase, each time a model in the bearer’s unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. diff --git a/cogitator/factions/grey-knights/detachments/brotherhood-strike.md b/cogitator/factions/grey-knights/detachments/brotherhood-strike.md deleted file mode 100644 index 7e11fd4..0000000 --- a/cogitator/factions/grey-knights/detachments/brotherhood-strike.md +++ /dev/null @@ -1,90 +0,0 @@ -# Brotherhood Strike - -*When supernatural terrors endanger the very survival of Humanity, strike forces assembled from the might of the Grey Knights brotherhoods deploy to end the threat. Forewarned by the scrying of the Prognosticars, these hosts bring a balance of infantry and armour assets best suited to completing their mission, allied by the mightiest war leaders the Chapter can muster. No weapon or relic of esoteric technology is forbidden to such strike forces. In particular, these warriors wield the potent sorceries of Titan, not only to blast their enemies with excoriating energies but also to rapidly traverse battlefields through coruscating Warp gates. By employing such arcane tactics, the Grey Knights can rapidly outmanoeuvre even the most well-entrenched or fast-moving foes and focus the full wrath of their brotherhood precisely where it is most needed. Heretical rituals are cast into ruin, daemonic demagogues exorcised and slain, and the mightiest foes of the Imperium are purged without mercy by these warrior hosts.* - -## Abilities - -### Fury of Titan -Each time a unit from your army is set up using the Deep Strike ability, until the end of the turn, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -## Stratagems - -### COMBAT MANIFESTATION — 1CP -**Type:** Brotherhood Strike – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Grey Knights unit from your army that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. - -### DUTY UNENDING — 1CP -**Type:** Brotherhood Strike – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit within Engagement Range of one or more Grey Knights units from your army Falls Back. - -**TARGET:** One of those GREY KNIGHTS units that is not within Engagement Range of one or more enemy units. - -**EFFECT:** If your unit has the Deep Strike ability, it can be placed into Strategic Reserves. - -### EXPEDITIOUS EXIT — 2CP -**Type:** Brotherhood Strike – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Grey Knights Psyker Infantry unit from your army. - -**EFFECT:** If every model in your unit has the Deep Strike ability, remove your unit from the battlefield and place it into Strategic Reserves. - -**Designer’s Note:** *This Stratagem allows you to remove a unit in addition to those removed using the Gate of Infinity rule, and it allows you to remove a unit within Engagement Range of one or more enemy units.* - -### PURGATION PATTERN — 1CP -**Type:** Brotherhood Strike – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Grey Knights unit from your army that was set up using the Deep Strike ability this turn and has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. - -### SHINING VEIL — 1CP -**Type:** Brotherhood Strike – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights unit that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit has the Stealth ability. - -### TRUESILVER CHANNELLING — 2CP -**Type:** Brotherhood Strike – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Grey Knights Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, Psychic weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. - -## Enhancements - -### Banishing Wave (Psychic) — 20pts -*This warrior mystic harnesses the empyric overspill of teleport flares and Warp gates, channelling them into shock waves of purifying flame.* -GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, roll one D6 for each enemy unit within 12" of the bearer: on a 2-5, that unit suffers 1 mortal wound; on a 6, that unit suffers D3 mortal wounds. - -### Blinding Aura — 10pts -*A coruscating curtain of sorcerous energies surrounds this battle-brother, its radiance too fierce for any but the most strong-willed to look upon.* -GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Purity of Purpose — 15pts -*This warrior’s single-minded devotion to duty is exemplary, driving them into the fiercest fires of battle with no thought of hesitation.* -GREY KNIGHTS model only. Each time the bearer’s unit is set up using the Deep Strike ability, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit. - -### Tome of Forbidden Ways — 25pts -*Drawn from the Chambers of Purity under special dispensation, this ancient book reveals sorcerous paths that none but the bravest and most mighty dare walk.* -GREY KNIGHTS model only. While the bearer is on the battlefield or in Strategic Reserves, add 1 to the number of units from your army that you can select for the Gate of Infinity rule. diff --git a/cogitator/factions/grey-knights/detachments/hallowed-conclave.md b/cogitator/factions/grey-knights/detachments/hallowed-conclave.md deleted file mode 100644 index ff079d7..0000000 --- a/cogitator/factions/grey-knights/detachments/hallowed-conclave.md +++ /dev/null @@ -1,88 +0,0 @@ -# Hallowed Conclave - -*The indomitable core of the Grey Knights’ fighting forces are their Terminator-armoured battle-brothers. When enough of these heavily equipped combatants gather, their amassed strength and resilience are a match for hosts of enemies many times their number. Incoming fire rattles from blessed and warded Terminator plate while hostile sorcery dwindles to nothing before the Grey Knights’ combined Aegis. In return, the hulking templars of Titan maintain unceasing firepower and banishing magicks that winnow the enemy’s ranks before their inevitable and overwhelming charge crashes home. Though surrounded by screaming foes, the Grey Knights hack a relentless path ever deeper with their Nemesis blades and hammers singing in their fists. Unstoppable, indefatigable, the Terminators press forward to shatter diabolical rites, seal diabolical Warp gates, slay possessed tyrants and carve the will of the Emperor into the flesh of their foes.* - -## Abilities - -### Duty Before All -Grey Knights Terminator units from your army are eligible to shoot and declare a charge in a turn in which they Fell Back. - -## Stratagems - -### GIANTS OF THE BATTLEFIELD — 1CP -**Type:** Hallowed Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Grey Knights Terminator unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. - -### GRIND THEM UNDERFOOT — 1CP -**Type:** Hallowed Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Grey Knights Terminator unit from your army ends a Charge move. - -**TARGET:** That GREY KNIGHTS unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### POINT-BLANK PURGATION — 1CP -**Type:** Hallowed Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Grey Knights Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, storm bolter weapons equipped by models in your unit have the [PISTOL] and [TWIN-LINKED] abilities. - -### PRECOGNITIVE STRATEGIES — 1CP -**Type:** Hallowed Conclave – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Grey Knights Infantry unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -### SHINING RESOLVE — 1CP -**Type:** Hallowed Conclave – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -### UNENDING FIDELITY — 1CP -**Type:** Hallowed Conclave – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### Eye of the Augurium — 25pts -*A miniature facsimile of the silver mirrors used by the Prognosticars, this artefact affords its bearer a glimpse of where they will be needed most in the heat of battle.* -GREY KNIGHTS model only. Once per battle round, the bearer can use this Enhancement. If it does, you can target the bearer’s unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. - -### Inescapable Judgement (Psychic) — 20pts -*So crushing is this warrior’s psychic presence that those he scorns as cowards are slain even as they flee, withering beneath the weight of his disgust.* -GREY KNIGHTS model only. Each time an enemy unit within Engagement Range of the bearer’s unit Falls Back, the bearer can use this Enhancement. If it does, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. These mortal wounds are Psychic Attacks. - -### Nemesis Rounds — 10pts -*Empowered through the invocation of true names and carved spells of seeking, each of these precious rounds veers unerringly toward its intended target.* -GREY KNIGHTS TERMINATOR model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. - -### Sanctic Reaper — 15pts -*A veteran of dozens of purgation campaigns, this champion has honed his combat style to cut a bloody path through massed foes easily.* -GREY KNIGHTS TERMINATOR model only. Add 3 to the Attacks characteristic of the bearer’s melee weapons. diff --git a/cogitator/factions/grey-knights/detachments/sanctic-spearhead.md b/cogitator/factions/grey-knights/detachments/sanctic-spearhead.md deleted file mode 100644 index c727f82..0000000 --- a/cogitator/factions/grey-knights/detachments/sanctic-spearhead.md +++ /dev/null @@ -1,88 +0,0 @@ -# Sanctic Spearhead - -*Many Grey Knights task forces are supported by assets drawn from the Chapter’s Armoury, be it ward-inscribed armoured transports, ancient Dreadnought battle-brothers, swift Stormraven Gunships or towering Nemesis Dreadknights piloted by the Chapter’s greatest warriors. Yet there are threats and foes so monstrous that they must be countered with a mass host of these sanctified engines of war. At such times, the ground shudders beneath pounding adamantine feet, and the grinding tracks of the mightiest battle tanks to roll from the Deimosian forges. Entire flights of silver-grey gunships streak overhead, their holds packed with psychic battle-brothers, their wings guarded by nimble fighter craft. Combat walkers stride from teleport flares just as the rest of their armoured onslaught hits the enemy lines like a thunderbolt, leaving nothing but devastation in their wake. In this way, the Grey Knights shatter the mightiest enemy armies or break through to critical locations in time to stave off calamity.* - -## Abilities - -### Mailed Fist -Each time a Grey Knights Vehicle unit from your army Advances, do not make an Advance roll for it; until the end of the phase, add 6" to the Move characteristic of models in that unit, and until the end of the turn, ranged weapons equipped by models in that unit have the [ASSAULT] ability. - -## Stratagems - -### ABOMINUS-CLASS TARGETS — 1CP -**Type:** Sanctic Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Grey Knights unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll. - -### ARGENT WRATH — 1CP -**Type:** Sanctic Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Grey Knights Vehicle unit from your army ends a Charge move. - -**TARGET:** That GREY KNIGHTS VEHICLE unit. - -**EFFECT:** Each enemy unit within 3" of your unit must take a Battle-shock test, subtracting 1 from that test. - -### ARMOURED AEGIS — 1CP -**Type:** Sanctic Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Grey Knights Psyker Vehicle unit from your army. - -**EFFECT:** One model in your unit regains up to 3 lost wounds. - -### FORCE WAVE — 1CP -**Type:** Sanctic Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Grey Knights Vehicle unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. - -### REDOUBLED ASSAULT — 1CP -**Type:** Sanctic Spearhead – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Grey Knights Vehicle unit from your army Falls Back. - -**TARGET:** That GREY KNIGHTS VEHICLE unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### TRUESILVER WILL — 1CP -**Type:** Sanctic Spearhead – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a Grey Knights Psyker Vehicle unit from your army suffers a mortal wound. - -**TARGET:** That GREY KNIGHTS PSYKER VEHICLE unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 4+ ability against mortal wounds. - -## Enhancements - -### Driven by Duty — 10pts -*So single-minded is this warrior in their devotion to the Grey Knights’ duty that they press ever forward without pause or respite.* -GREY KNIGHTS WALKER model only. Each time the bearer’s unit Piles In or Consolidates, the bearer can move up to 6" instead of up to 3". - -### Quickening Foci — 15pts -*Worked into purity seals or armour inscriptions, these cantrips of haste lend the bearer and their comrades a sudden burst of supernatural speed.* -GREY KNIGHTS INFANTRY model only. In your Movement phase, each time the bearer’s unit disembarks from a Transport, until the end of the turn, you can re-roll Charge rolls made for that unit. - -### Sigil of Exigence — 30pts -*This powerful and ancient sorcerous ward reacts to imminent peril by wrenching the bearer momentarily out of sync with reality itself.* -GREY KNIGHTS model only. Once per battle, in your opponent’s Shooting phase, when the bearer’s unit is selected as the target of a ranged attack, you can remove the bearer’s unit from the battlefield and then set it back up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. If the bearer’s unit is no longer an eligible target, your opponent can then select new targets for any attacks that had targeted the bearer’s unit. - -### Spiritus Machina — 25pts -*Thought to date back to Old Night, this device allows the bearer to draw targeting data from machine spirit senses and entwine it with their own perceptions.* -GREY KNIGHTS INFANTRY model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if the bearer’s unit disembarked from a Transport this turn, until the end of the phase, each time a model in the bearer’s unit makes an attack, you can re-roll the Wound roll. diff --git a/cogitator/factions/grey-knights/detachments/void-purge-force.md b/cogitator/factions/grey-knights/detachments/void-purge-force.md deleted file mode 100644 index 94b285d..0000000 --- a/cogitator/factions/grey-knights/detachments/void-purge-force.md +++ /dev/null @@ -1,62 +0,0 @@ -# Void Purge Force - -***Whether striking into a warp-compromised vessel to annihilate all aboard, defending a vital Grey Knights warship from infernal threats, or removing allies or foes who know too much, these strike teams of Grey Knights hit hard and fast to ensure none escape their purge.*** - -## Abilities - -### An Urgent Duty -Add 1 to Advance and Charge rolls made for GREY KNIGHTS units from your army. - -## Stratagems - -### BREACH-SHOCK — 1CP -**Type:** Void Purge Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -### HEXBANE WARDS — 1CP -**Type:** Void Purge Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One GREY KNIGHTS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in that enemy unit have the [HAZARDOUS] ability. - -### SANCTIFIED SLAUGHTER — 1CP -**Type:** Void Purge Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Fight phase. - -**TARGET:** One GREY KNIGHTS unit from your army that charged this turn. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit. - -### TRANSLOCATION — 1CP -**Type:** Void Purge Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One INTERcEPTOR SqUAD or GREY KNIGHTS CHARAcTER unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -## Enhancements - -### Sigil of Warding — 0pts -*This minute silver icon contains a personal teleport matrix and a vigilant machine spirit. Its precogitative psyroutines carefully watch for attacks from a distance, and at the sign of danger it transports its bearer away in a crack of energy.* -Once per battle, at the end of your Shooting phase, the bearer can use this Enhancement. If it does, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. The bearer is then not eligible to declare a charge this turn. - -### Tactical Haruspexy — 0pts -*Sanctioned psychic foretelling has determined the future whereabouts of this warrior’s primary target at a precise moment in time. It is a rendezvous only one will survive.* -Once per battle, when the bearer declares a charge, it can use this Enhancement. If it does, it can select units that are not visible to it as targets of that charge, provided they are within 9" of it. diff --git a/cogitator/factions/grey-knights/detachments/warpbane-task-force.md b/cogitator/factions/grey-knights/detachments/warpbane-task-force.md deleted file mode 100644 index 78442e0..0000000 --- a/cogitator/factions/grey-knights/detachments/warpbane-task-force.md +++ /dev/null @@ -1,93 +0,0 @@ -# Warpbane Task Force - -*When daemonic entities corrupt the worlds of the Imperium, Grey Knights forces strike to cleanse unhallowed ground and restore the sanctity of the Emperor’s domain. Such formations are raised when only the most obscure and esoteric rituals of purgation will drive the taint of Chaos back into the depths of the Warp. Striding fearlessly into malignant hellscapes, the warriors of the Order of Purifiers lead the assault. The combined psychic might of these anointed champions manifests in an azure fire that ignites the bodies and souls of unclean foes and scours away the taint of witchcraft and infernal corruption. In place of this excised perversion, an ensorcelled zone of consecration is created, within which the Grey Knights are emboldened and empowered.* - -## Abilities - -### Hallowed Ground -Certain areas of the battlefield are within your army’s Hallowed Ground, as follows: -- Your deployment zone is always within your army’s Hallowed Ground. -- The area of the battlefield within 6" of one or more Purifier Squad units from your army is within your army’s Hallowed Ground. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Hallowed Ground. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Hallowed Ground. -Each time a model in a GREY KNIGHTS unit from your army makes a ranged attack that targets a visible target or makes a melee attack, re-roll a Hit roll of 1. If that unit is a PURIFIER SQUAD and/or is wholly within your army’s Hallowed Ground, you can re-roll the Hit roll instead. - -## Stratagems - -### AEGIS ETERNAL — 1CP -**Type:** Warpbane Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit that are wholly within your Hallowed Ground have a 4+ invulnerable save. - -### FIRES OF COVENANT — 1CP -**Type:** Warpbane Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your opponent’s Movement phase. - -**TARGET:** One Grey Knights Infantry unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 6" of your unit, roll one D6, adding 2 to the result if your unit is wholly within your army’s Hallowed Ground: on a 4+, that enemy unit suffers D3 mortal wounds. - -### FLAMES OF SANCTITY — 1CP -**Type:** Warpbane Task Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One Purifier Squad unit from your army that was eligible to fight this phase. - -**EFFECT:** Roll one D6 for each enemy unit within 6" of your unit, adding 1 to the result if your unit includes Castellan Crowe: on a 4+, that enemy unit suffers D3 mortal wounds. - -### HALLOWED BEACON — 1CP -**Type:** Warpbane Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Reinforcements step of your Movement phase. - -**TARGET:** One Grey Knights Infantry unit (excluding Terminator units) that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Set up your unit wholly within your army’s Hallowed Ground and more than 6" horizontally away from all enemy units. - -### REPELLING SPHERE — 1CP -**Type:** Warpbane Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One Grey Knights Infantry unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit declares a charge and your unit is one of the targets of that charge, subtract 1 from the Charge roll, or subtract 2 instead if your unit is wholly within your army’s Hallowed Ground. - -### SANCTIFIED KILL ZONE — 1CP -**Type:** Warpbane Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One GREY KNIGHTS unit from your army that has not been selected to shoot or fight this phase and that is wholly within your army’s Hallowed Ground. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, or, re-roll the Wound roll instead if your unit is a Purifier Squad. - -## Enhancements - -### Mandulian Reliquary — 20pts -*This reliquary contains a single finger bone taken from the body of the feted former Grand Master, Mandulis. It serves as a symbol of unity and duty.* -GREY KNIGHTS model only. While the bearer’s unit is not Battle-shocked, add 3 to the bearer’s Objective Control characteristic. - -### Paragon of Sanctity — 10pts -*This warrior sorcerer lends their spiritual strength to allies fighting amidst unholy corruption, bolstering their spiritual resolve.* -GREY KNIGHTS model only. Once per battle, at the start of any phase, the bearer can select one friendly GREY KNIGHTS unit within 18" of and visible to it. If it does, until the end of the phase, that unit is within your army’s Hallowed Ground. - -### Phial of the Abyss — 25pts -*Gifted by the Prognosticars of the Augurium, this ampoule contains cosmic energies syphoned from the event horizon of a Warp singularity. At the prophesied hour, the vial shatters, its contents swirling around the bearer and wreathing them in a localised field of time and light distortion.* -Grey Knights Infantry model only. Models in the bearer’s unit have the Stealth ability. - -### Radiant Champion — 15pts -*This warrior is a master slayer whose blade has found the cursed hearts of countless corrupted foes. When fighting within realms cleansed by eldritch power, his psychic might manifests in a nimbus of searing light, and his strikes inflict terrible wounds upon flesh and soul.* -Grey Knights Infantry model only. The bearer’s melee weapons have the [PRECISION] ability, and while the bearer is wholly within your army’s Hallowed Ground, each time a melee attack made by the bearer scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage. diff --git a/cogitator/factions/imperial-agents/datasheets.md b/cogitator/factions/imperial-agents/datasheets.md new file mode 100644 index 0000000..811a8a1 --- /dev/null +++ b/cogitator/factions/imperial-agents/datasheets.md @@ -0,0 +1,3372 @@ +# Imperial Agents + +# Aquila Kill Team + +**Role:** Battleline + +*Aquila Kill Teams are equipped to handle varied or unknown horrors with a measured and strategically versatile response.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM SERGEANT, DEATHWATCH VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | +| GRAVIS VETERAN | 5" | 6 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kill Team Sergeant is equipped with:** plasma pistol; power weapon. + +**Each Gravis Veteran is equipped with:** infernus heavy bolter; bolt pistol; close combat weapon. + +**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** stalker bolt rifle; bolt pistol; close combat weapon. + +**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** bolt pistol; heavy thunder hammer. + +**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** Deathwatch marksman bolt carbine; special-issue bolt pistol; close combat weapon. + +**If the unit contains 10 models, 1 Deathwatch Veteran is equipped with:** special-issue bolt pistol; xenophase blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol, lethal hits | +| Deathwatch marksman bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | heavy, lethal hits | +| Frag cannon | 18 | D3 | 3 | 7 | -2 | 2 | blast, heavy, lethal hits, rapid fire d3 | +| Hellstorm bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | assault, heavy, lethal hits | +| Infernus heavy bolter – heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | +| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Special-issue bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol, precision, lethal hits | +| Stalker bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | heavy, lethal hits, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | +| Heavy thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 2 | sustained hits 1 | +| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. +- **Kill Team** (Datasheet): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Gravis Veteran models take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the GRAVIS keyword. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated Transport rules.* +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army can be attached to a Deathwatch Kill Team unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Gravis, Tacticus, Aquila Kill Team, Deathwatch, Retinue, Ordo Xenos, Imperium, Grenades, Battleline +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Kill Team Sergeant +- 1 Gravis Veteran +- 3 Deathwatch Veterans +- OR +- 1 Kill Team Sergeant +- 2 Gravis Veterans +- 7 Deathwatch Veterans + +**Wargear Options:** +- For every 5 models in the unit, up to 1 model’s infernus heavy bolter can be replaced with one of the following:- 1 frag cannon. +- 1 hellstorm bolt rifle and 1 Astartes grenade launcher. +- For every 5 models in the unit, up to 1 model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield. +- For every 5 models in the unit, up to 1 model’s stalker bolt rifle can be replaced with 1 plasma incinerator. +- For every 5 models in the unit, up to 1 model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Watch Captain Artemis, Watch Master + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Callidus Assassin + +**Role:** Characters + +*Anarchy flourishes in the wake of a Callidus Assassin’s deployment. They use the shape-shifting drug polymorphine to insinuate themselves close to their target, sabotaging systems and seeding misinformation before closing on their victim with blasts of their mind-destroying sidearm and flicks of their mysterious blade.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** neural shredder; phase sword and poison blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Neural shredder | 12 | D6 | N/A | 5 | -2 | 1 | anti-infantry 2+, precision, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phase sword and poison blades | Melee | 5 | 2 | 5 | -4 | 2 | lethal hits, precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Acrobatic Escape** (Datasheet): At the end of the Fight phase, if this model is within Engagement Range of one or more enemy units, it can make a Fall Back move of up to D6". In addition, at the end of your opponent’s turn, if this model is not within 3" of one or more enemy units, you can remove it from the battlefield and then, in the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this model is not on the battlefield, it is destroyed. +- **Lord of Deceit (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. +- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. + +If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN). + +**Keywords:** Officio Assassinorum, Epic Hero, Character, Infantry, Imperium, Callidus Assassin +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Callidus Assassin – EPIC HERO + +**Points:** +- 1 model: 100pts + +--- + +# Corvus Blackstar + +**Role:** Other + +*Corvus Blackstars are sleek and shrouded aircraft used to insert kill teams into heavily infested landing zones or even xenos strongholds. With a barrage of missiles, Blackstars secure aerial supremacy and sweep the target site clear before firing their hover jets and delivering their deadly payload of elite warriors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 Blackstar rocket launchers; twin assault cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blackstar rocket launcher | 30 | D6+1 | 3 | 5 | 0 | 1 | blast | +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | — | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Blackstar Cluster Launcher** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 5+, that unit suffers 1 mortal wound. +- **Auspex Array** (Wargear): Ranged weapons equipped by the bearer have the [IGNORES COVER] ability. +- **Infernum Halo-launcher** (Wargear): The bearer has the Smoke keyword. + +**Keywords:** Transport, Corvus Blackstar, Fly, Vehicle, Imperium, Aircraft, Ordo Xenos, Retinue, Deathwatch +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Corvus Blackstar + +**Wargear Options:** +- This model’s twin assault cannon can be replaced with 1 twin lascannon. +- This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers. +- This model can be equipped with 1 hurricane bolter. +- This model can be equipped with one of the following:- 1 auspex array +- 1 infernum halo-launcher + +**Transport:** +This model has a transport capacity of 12 DEATHwATCH INFANTRy models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Culexus Assassin + +**Role:** Characters + +*A Culexus Assassin projects an aura of unsettling fear all around them. Their primary targets are psykers, who are wracked with agony from these soulless assassins’ mere presence, and against the arcane blasts of a Culexus’ animus speculum, no witch long survives.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** animus speculum; life-draining touch. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Animus speculum | 24 | 3 | 2 | 5 | -2 | D3 | anti-psyker 2+, assault, precision, psychic assassin | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Life-draining touch | Melee | 4 | 2 | 4 | -2 | 2 | anti-psyker 2+, devastating wounds, precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Etheric Emergence** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an etheric emergence. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. +- **Abomination** (Datasheet): This model has the Feel No Pain 2+ ability against Psychic Attacks. +- **Soulless Horror** (Datasheet): Once per battle, at the start of any Command phase, this model can use this ability. If it does, each enemy unit within 9" of this model must take a Battle-shock test, subtracting 1 from that test (or subtracting 2 if that unit is a PSYKER). +- **Psychic Assassin** (Wargear profile): Each time you select a PSYKER unit as the target for this weapon, until those attacks are resolved, change the Attacks characteristic of this weapon to 6. +- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. + +If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CAllIDUS ASSASSIN). + +**Keywords:** Officio Assassinorum, Culexus Assassin, Infantry, Imperium, Grenades, Epic Hero, Character +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Culexus Assassin – EPIC HERO + +**Points:** +- 1 model: 85pts + +--- + +# Daemonhost + +**Role:** Other + +*Daemonhosts are empyric spirits bound by rite to the body of a mortal. Some serve as indentured minions in an Inquisitor’s retinue with a host of otherworldly abilities. It is a brave or foolish decision indeed to make a Daemonhost. Spirits that break free take delight in avenging themselves on their captors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** unholy gaze; Warp grasp. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Unholy gaze | 18 | 3 | 4 | 8 | -2 | D3 | PSYCHIC | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp grasp | Melee | 4 | 3 | 4 | -2 | 1 | LETHAL HITS, PSYCHIC | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Malefic Warding** (Datasheet): While an Inquisitor model is leading a unit that includes one or more DAEMONHOST models, models in that unit have a 5+ invulnerable save. +- **Bound Daemon** (Wargear): While an Inquisitor model is leading a unit that includes one or more DAEMONHOST models, the Objective Control characteristic of DAEMONHOST models in that unit is 1. +- **INQUISITORIAL RETINUE** (Fortification (левая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each unique pairing of 1 Inquisitorial Agents unit and 1 DAEMONHOST unit occuring in your army, increase the maximum number of Retinue units permitted in your army by 1. + +At the start of the Declare Battle Formations step, this unit can join one INQUISITORIAL AGENTS unit from your army that is being led by an Inquisitor model (a unit cannot have more than one DAEMONHOST unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Psyker, Infantry, Daemonhost, Daemon, Imperium, Retinue +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1-2 Daemonhosts + +**Wargear Options:** +- None + +**Leader:** +Led By: Inquisitor Eisenhorn + +**Points:** +- 1 model: 40pts +- 2 models: 80pts + +--- + +# Damned Legionnaires + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | ignores cover, pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | ignores cover | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Grim Spectres** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from the result when doing so. + +**Keywords:** Infantry, Grenades, Imperium, Retinue, Damned Legionnaires +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Legionnaire Sergeant +- 4-9 Legionnaires + +**Wargear Options:** +- The Legionnaire Sergeant’s boltgun can be replaced with one of the following:- 1 bolt pistol and 1 power weapon +- 1 plasma pistol and 1 power weapon +- 1 bolt pistol and 1 Astartes chainsword +- 1 plasma pistol and 1 Astartes chainsword +- One Legionnaire’s boltgun can be replaced with one of the following:- 1 heavy flamer +- 1 multi-melta +- One Legionnaire’s boltgun can be replaced with one of the following:- 1 flamer +- 1 meltagun +- 1 plasma gun + +**Points:** +- 5 models: 90pts +- 10 models: 180pts + +--- + +# Deathwatch Kill Team + +**Role:** Battleline + +*Deathwatch Veterans’ skills have been honed in their former Chapter for decades, sometimes centuries. Throughout their long vigil against the manifold xenos threats, each Veteran learns to arm himself so as to best contribute to the mission at hand, and squads carry an array of weapons to fell any foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | +| Infernus heavy bolter – heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Stalker-pattern boltgun | 24 | 1 | 3 | 4 | -1 | 2 | HEAVY, PRECISION | +| Deathwatch shotgun | 18 | 2 | 3 | 4 | 0 | 2 | ASSAULT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Shield blades | Melee | 4 | 3 | 5 | -2 | 1 | TwIN-lINkED | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Deathwatch thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Deathwatch, Battleline, Retinue, Kill Team, Imperium, Grenades, Infantry, Ordo Xenos +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Watch Sergeant +- 4-9 Deathwatch Veterans + +**Wargear Options:** +- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following:- 1 boltgun and 1 Astartes shield +- 1 power weapon and 1 Astartes shield +- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer. +- For every 5 models in this unit, 1 model can have their boltgun and power weapon replaced with 1 stalker-pattern boltgun and 1 close combat weapon. +- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon. +- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon. +- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon. +- One model's boltgun and power weapon can be replaced with 1 Black Shield blades. +- The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade. +- The Watch Sergeant's boltgun can be replaced with 1 combi-weapon. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Inquisitor Eisenhorn + +**Points:** +- 5 models: 100pts +- 10 models (AGENTS OF THE IMPERIUM Detachment): 190pts +- 10 models (Assigned Agent): 200pts + +--- + +# Deathwatch Terminator Squad + +**Role:** Other + +*The indomitable warriors honoured to wear hulking suits of Terminator armour are an inspiring sight to their brethren. Deathwatch Terminators carry the most powerful close combat weapons, and the strength and durability of their armour allows them to take the heaviest firepower directly into hidden xenos lairs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** power fist; storm bolter. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Terminatus Assault** (Datasheet): Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test. +- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. + +**Keywords:** Infantry, Terminator Squad, Imperium, Terminator, Ordo Xenos, Retinue, Deathwatch +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Deathwatch Terminator Sergeant +- 4-9 Deathwatch Terminators + +**Wargear Options:** +- Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following:- 1 assault cannon +- 1 heavy flamer +- 1 plasma cannon +- 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced) +- Any number of models can each have their power fist and storm bolter replaced with one of the following:- 1 storm bolter and 1 power weapon +- 1 storm bolter and 1 chainfist +- 1 twin lightning claws +- 1 thunder hammer and 1 storm shield + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 5 models: 210pts +- 10 models: 420pts + +--- + +# Eversor Assassin + +**Role:** Characters + +*Berserk killers fuelled by unstable chemical stimms, Eversor Assassins are hurricanes of bladed and clawed destruction. They are unleashed as weapons of terror and annihilation, set loose to murder not only their intended target but anyone around them as well.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 4 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** executioner pistol; power sword and neuro gauntlet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner pistol | 12 | 4 | 2 | 4 | 0 | 1 | ANTI-INFANTRY 3+, PISTOL, PRECISION, SUSTAINED HITS 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power sword and neuro gauntlet | Melee | 6 | 2 | 5 | -2 | 2 | ANTI-INFANTRY 3+, PRECISION, SUSTAINED HITS 3 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Frenzon** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Advanced. +- **Overkill** (Datasheet): Once per battle, in your Movement phase, this model can use this ability before it makes a Normal move. If it does, until the end of the turn, add 6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s melee weapons. +- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. + +If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CAllIDUS ASSASSIN). + +**Keywords:** Epic Hero, Imperium, Eversor Assassin, Character, Grenades, Officio Assassinorum, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Eversor Assassin – EPIC HERO + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 110pts +- 1 model (Assigned Agent): 120pts + +--- + +# Exaction Squad + +**Role:** Other + +*The most experienced and level-headed Arbitrators form Exaction Squads to hunt down and seize dangerous transgressors alive. They do not hesitate to crush any who stand in their way, ruthlessly bludgeoning them or cutting them down in blazes of heavy firepower, never halting until their target is in custody.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Proctor-Exactant and Exaction Vigilant is equipped with:** Arbites combat shotgun; Arbites shotpistol; close combat weapon. + +**The Cyber-mastiff is equipped with:** mechanical bite. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arbites combat shotgun | 18 | 2 | 4 | 4 | 0 | 1 | assault | +| Arbites grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Arbites grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Arbites shotpistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Executioner shotgun | 24 | 1 | 4 | 5 | -1 | 1 | ignores cover, precision | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Webber | 12 | D6 | N/A | 2 | 0 | 1 | assault, devastating wounds, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Excruciator maul | Melee | 2 | 3 | 4 | -1 | 2 | — | +| Mechanical bite | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Imperial Law** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities. +- **Arbites Medi-kit** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Exaction Vigilants to this unit. +- **Nuncio Aquila** (Wargear): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn. + +**Designer’s Note:** *Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.* +- **Soulguilt Scanner** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. + +**Keywords:** Exaction Squad, Adeptus Arbites, Retinue, Imperium, Grenades, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Proctor-Exactant +- 9 Exaction Vigilants +- 1 Cyber-mastiff + +**Wargear Options:** +- Up to 2 Exaction Vigilants can each have their Arbites combat shotgun replaced with one of the following (duplicates are not allowed):- 1 executioner shotgun +- 1 Arbites grenade launcher +- 1 heavy stubber +- 1 webber +- 1 Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 excruciator maul.* +- 1 other Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 Arbites medi-kit.* +- 1 other Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 soulguilt scanner.* +- The Proctor-Exactant can be equipped with 1 nuncio aquila. +- * That model’s Arbites combat shotgun cannot be replaced. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 11 models: 90pts + +--- + +# Fortis Kill Team + +**Role:** Other + +*Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM INTERCESSOR | 6" | 4 | 3+ | 2 | 6+ | 1 | +| KILL TEAM OUTRIDER | 12" | 5 | 3+ | 4 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Kill Team Intercessor is equipped with:** bolt pistol; bolt rifle; close combat weapon. + +**Every Kill Team Intercessor with plasma incinerator is equipped with:** bolt pistol; plasma incinerator; close combat weapon. + +**Every Kill Team Intercessor with heavy bolt pistol is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Every Kill Team Outrider is equipped with:** bolt pistol; twin bolt rifle; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | +| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | +| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 4 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. + +For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Fortis Doctrines** (Datasheet): Each time a model in this unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character from your army with the Leader ability can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. +- **TRANSPORT** (Fortification (левая колонка)): This unit cannot embark within an Imperial Rhino. + +**Keywords:** Fortis Kill Team, Deathwatch, Retinue, Grenades, Ordo Xenos, Imperium, Infantry, Kill Team +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 5-10 Kill Team Intercessors +- 0-4 Kill Team Intercessors with plasma incinerators +- 0-4 Kill Team Intercessors with heavy bolt pistols +- 0-2 Kill Team Outriders + +**Wargear Options:** +- 1 Kill Team Intercessor’s bolt rifle can be replaced with one of the following:- 1 hand flamer +- 1 plasma pistol +- 1 Astartes chainsword +- 1 Long Vigil melee weapon +- 1 model equipped with a bolt rifle can replace its close combat weapon with one of the following:- 1 Astartes chainsword +- 1 Long Vigil melee weapon +- For every 5 models in this unit, 1 model’s bolt rifle can be replaced with 1 Long Vigil ranged weapon. +- Any number of Kill Team Intercessors with plasma incinerators can each have their bolt pistol replaced with 1 plasma pistol. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Grey Knights Terminator Squad + +**Role:** Other + +*The Grey Knights are the foremost daemon-hunting elites in the Imperium. Amongst their ranks, few warriors are more fearsome or skilled than their Terminators. So it is that, when powerful Imperial agents call for aid against infernal threats, these battle-brothers often answer.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** storm bolter; Nemesis force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | psychic, sustained hits 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis force weapon | Melee | 4 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Hammerhand (Psychic)** (Datasheet): Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Ancient’s Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **Narthecium** (Wargear): In your Command phase, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit. +- **Rites of Teleportation** (Special (правая колонка)): If one or more INQUISITOR units are attached to this unit during the Declare Battle formations step, models in those units have the Deep Strike ability. + +**Keywords:** Grenades, Terminator, Grey Knights Terminator Squad, Psyker, Infantry, Requisitioned, Ordo Malleus, Imperium +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Terminator Justicar +- 4 Grey Knights Terminators + +**Wargear Options:** +- For every 5 models in this unit, 1 Grey Knights Terminator's storm bolter can be replaced with one of the following:- 1 incinerator +- 1 psilencer +- 1 psycannon +- 1 Grey Knights Terminator equipped with a storm bolter can be equipped with 1 Ancient’s banner.* +- 1 Grey Knights Terminator can have its storm bolter replaced with 1 narthecium.* +- * You cannot select both of these options for the same model. + +**Leader:** +Led By: Inquisitor In Terminator Armour, Inquisitor Coteaz, Inquisitor + +**Points:** +- 5 models (AGENTS OF THE IMPERIUM Detachment): 190pts +- 5 models (Assigned Agent): 210pts + +--- + +# Imperial Navy Breachers + +**Role:** Battleline + +*Experienced in hazardous boarding actions, these elite Armsmen are aggressive and blunt instruments of their warship’s commander. They wear fully enclosed void armour and wield robust weapons optimised for close-confines fighting, while some carry more specialised gear for cracking enemy bulkheads.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Navis Sergeant-at-Arms is equipped with:** Navis shotgun; close combat weapon. + +**One Navis Armsman is equipped with:** Navis las-volley; close combat weapon. + +**One other Navis Armsman is equipped with:** Navis heavy shotgun; close combat weapon; endurant shield. + +**Every other model is equipped with:** Navis shotgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Demolition charge | 6 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous, one shot | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Navis heavy shotgun | 12 | 4 | 4 | 4 | 0 | 1 | assault | +| Navis las-volley | 18 | 4 | 4 | 6 | 0 | 1 | — | +| Navis shotgun | 12 | 2 | 4 | 4 | 0 | 1 | assault | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -1 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -2 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 1 | 5 | 6 | -2 | 2 | anti-vehicle 3+ | +| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Breaching Team** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. +- **Gheistskull** (Datasheet): Once per battle, when you select this unit as the target of the Grenade Stratagem, you can target one enemy unit visible to and within 18" of this unit that is not within Engagement Range of any units from your army, instead of one within 8". +- **CAT Unit** (Datasheet): Once per battle, when this unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit gain the [IGNORES COVER] ability. + +**Designer’s Note:** *Place one Gheistskull and one CAT Unit token next to this unit, removing each token once the relevant ability has been used.* +- **Endurant Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Infantry, Battleline, Imperial Navy Breachers, Retinue, Smoke, Imperium, Voidfarers, Grenades +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Navis Sergeant-at-Arms +- 9 Navis Armsmen + +**Wargear Options:** +- The Navis Sergeant-at-Arms’ Navis shotgun can be replaced with one of the following:- 1 autopistol and 1 chainsword +- 1 bolt pistol and 1 power weapon +- 1 Navis Armsman’s Navis las-volley can be replaced with one of the following:- 1 meltagun +- 1 plasma gun +- 1 Navis Armsman's Navis shotgun can be replaced with 1 autopistol and 1 power weapon. +- 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist. +- 1 Navis Armsman can be equipped with 1 demolition charge. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor In Terminator Armour, Rogue Trader Entourage, Janus Draik, Neyam Shai Murad, Navigator, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor Coteaz, Inquisitor, Inquisitor, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Eisenhorn, Inquisitor Greyfax, Inquisitor Ostromandeus, Inquisitor Ostromandeus + +**Points:** +- 10 models: 90pts + +--- + +# Imperial Rhino + +**Role:** Dedicated Transports + +*Amongst the most iconic and ubiquitous of the Imperium’s armoured infantry transports, the Rhino is as redoubtable as it is resilient. Boasting a capacious troop compartment, j .-I self-repairing capabilities and weapon mounts for storm bolters and hunter-killer missiles, it has earned its reputation as the workhorse of Imperial armies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Self Repair** (Datasheet): At the end of your Command phase, this model regains 1 lost wound. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperial Rhino, Imperium, Dedicated Transport, Transport, Smoke, Vehicle +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Imperial Rhino + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 12 AGENTS OF THE IMpERIUM Infantry models. It cannot transport TERMINATOR or OFFICIO ASSASSINORUM models. + +**Points:** +- 1 model: 75pts + +--- + +# Indomitor Kill Team + +**Role:** Other + +*Comprising warriors wearing the heavier Gravis variant of Mk X armour, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Kill Team Heavy Intercessor is equipped with:** bolt pistol; heavy bolt rifle; close combat weapon. + +**Every Kill Team Heavy Intercessor with power fists is equipped with:** flamestorm gauntlets; power fists. + +**Every Kill Team Heavy Intercessor with melta rifle is equipped with:** bolt pistol; melta rifle; close combat weapon. + +**Every Kill Team Heavy Intercessor with jump pack is equipped with:** assault bolters; close combat weapon; jump pack. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault bolters | 18 | 3 | 3 | 5 | -1 | 2 | assault, pistol, sustained hits 2, twin-linked | +| Auto boltstorm gauntlets | 18 | 3 | 3 | 4 | 0 | 1 | twin-linked | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Heavy bolt rifle | 30 | 2 | 3 | 5 | -1 | 1 | assault, heavy | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | assault, heavy, sustained hits 1 | +| Flamestorm gauntlets | 12 | D6+1 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | +| Melta rifle | 18 | 1 | 3 | 9 | -4 | D6 | heavy, melta 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma exterminators – standard | 18 | 2 | 3 | 7 | -2 | 2 | assault, pistol, twin-linked | +| Plasma exterminators – supercharge | 18 | 2 | 3 | 8 | -3 | 3 | assault, hazardous, pistol, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fists | Melee | 3 | 4 | 8 | -2 | 2 | twin-linked | + +**Abilities:** +- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. + +For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Jump Pack** (Wargear): The bearer has a Move characteristic of 10" and can move over models and terrain features as if they were not there. +- **Indomitor Doctrines** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a CHARACTER unit from your army can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. +- **TRANSPORT** (Fortification (левая колонка)): This unit cannot embark within an Imperial Rhino. + +**Keywords:** Ordo Xenos, Infantry, Indomitor Kill Team, Retinue, Deathwatch, Kill Team, Grenades, Imperium +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 5-10 Kill Team Heavy Intercessors +- 0-2 Kill Team Heavy Intercessors with power fists +- 0-2 Kill Team Heavy Intercessors with melta rifles +- 0-2 Kill Team Heavy Intercessors with jump packs + +**Wargear Options:** +- For every 5 models in this unit, 1 model equipped with a heavy bolt rifle can have its heavy bolt rifle replaced with 1 heavy bolter. +- 1 model equipped with a melta rifle can have its melta rifle replaced with 1 multi-melta. +- Any number of models equipped with flamestorm gauntlets can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher. +- Any number of models equipped with assault bolters can each have their assault bolters replaced with 1 plasma exterminators. + +**Leader:** +Led By: Inquisitor In Terminator Armour, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn + +**Points:** +- 5 models: 120pts +- 10 models: 240pts + +--- + +# Inquisitor Coteaz + +**Role:** Characters + +*A puritan of the Ordo Malleus, Inquisitor Coteaz spends every waking moment studying reports made by his countless agents, or facing down daemons, heretics and aliens in open battle. He refuses to harness the power of the warp for his own ends, wiedling it instead to combat the daemonic and prosecute those who lack purity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Psychic Blast; Nemesis daemon hammer; Glovodan psyber-eagle. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Psychic Blast | 18 | D6 | 3 | 3 | -1 | 1 | anti-daemon 4+, anti-infantry 5+, devastating wounds, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nemesis daemon hammer | Melee | 3 | 3 | 9 | -3 | 3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within. +- **Malefic Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models. +- **Spy Network** (Datasheet): Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. +- **Glovodan Psyber-eagle** (Wargear): In your Command phase, you can select one enemy unit within 18" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. + +**Designer’s Note:** *Place a Glovodan Psyber-eagle token next to the selected unit to remind you.* + +**Keywords:** Imperium, Ordo Malleus, Inquisitor, Coteaz, Psyker, Infantry, Character, Epic Hero +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor Coteaz – EPIC HERO + +**Leader:** +Can lead: Death Korps Of Krieg, Skitarii Vanguard, Skitarii Vanguard, Cadian Shock Troops, Skitarii Rangers, Assault Intercessor Squad, Blood Claws, Fortis Kill Team, Strike Squad, Crusader Squad (Legendary), Battle Sisters Squad, Crusader Squad, Brotherhood Terminator Squad, Grey Hunters, Deathwatch Terminator Squad, Deathwatch Kill Team, Catachan Jungle Fighters, Vigilant Squad, Imperial Navy Breachers, Deathwatch Veterans, Intercessor Squad, Exaction Squad, Skitarii Rangers, Spectrus Kill Team, Cadian Shock Troops, Vigilant Squad, Tactical Squad, Proteus Kill Team, Inquisitorial Agents, Heavy Intercessor Squad, Imperial Navy Breachers, Death Korps Of Krieg, Aquila Kill Team, Grey Knights Terminator Squad, Custodian Guard, Decimus Kill Team, Catachan Jungle Fighters, Subductor Squad + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 75pts +- 1 model (Assigned Agent): 95pts + +--- + +# Inquisitor Draxus + +**Role:** Characters + +*An audacious and committed Ordo Xenos Inquisitor, Kyria Draxus is a specialist in hunting Necrons. Radical in her outlook, she accepts the necessity of working with some aliens to protect the Imperium. She has learned about the Necrons from the Aeldari and honed her psychic abilities through xenos, as well as Human, tuition.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Dirgesinger; Psychic Tempest; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dirgesinger | 18 | 4 | 3 | 4 | 0 | 2 | anti-infantry 4+, assault, devastating wounds | +| Psychic Tempest | 18 | 6 | 3 | 6 | 0 | 2 | psychic, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within. +- **Xenos Hunter** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll. +- **Psychic Veil (Psychic)** (Datasheet): In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER’s unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +**Keywords:** Psyker, Grenades, Imperium, Ordo Xenos, Inquisitor, Draxus, Infantry, Character, Epic Hero +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor Draxus – EPIC HERO + +**Leader:** +Can lead: Catachan Jungle Fighters, Tactical Squad, Death Korps Of Krieg, Imperial Navy Breachers, Cadian Shock Troops, Vigilant Squad, Crusader Squad, Vigilant Squad, Decimus Kill Team, Catachan Jungle Fighters, Skitarii Rangers, Exaction Squad, Death Korps Of Krieg, Deathwatch Veterans, Heavy Intercessor Squad, Custodian Guard, Brotherhood Terminator Squad, Proteus Kill Team, Imperial Navy Breachers, Intercessor Squad, Battle Sisters Squad, Skitarii Vanguard, Deathwatch Terminator Squad, Skitarii Rangers, Inquisitorial Agents, Cadian Shock Troops, Skitarii Vanguard, Aquila Kill Team, Deathwatch Kill Team, Strike Squad, Blood Claws, Fortis Kill Team, Spectrus Kill Team, Crusader Squad (Legendary), Grey Hunters, Assault Intercessor Squad, Subductor Squad + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 75pts +- 1 model (Assigned Agent): 110pts + +--- + +# Inquisitor Eisenhorn + +**Role:** Characters + +*Inquisitor Eisenhorn of the Ordo Xenos is a man of great willpower and resolve. He will go to any lengths to preserve the Imperium, and for his actions has been declared a traitor twice – he was found to be loyal on both occasions. Eisenhorn is also a potent telepath, with the power to compel individuals, or even groups, to follow his instructions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** artificer bolt pistol; Mind Assault; runestaff and Barbarisater + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer bolt pistol | 12 | 4 | 3 | 4 | 0 | 2 | — | +| Mind Assault | 18 | 2 | 3 | 5 | -2 | 3 | devastating wounds, precision, psychic, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Runestaff and Barbarisater | Melee | 5 | 3 | 6 | -2 | 2 | psychic | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. +- **Malus Codicium** (Datasheet): While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit. +- **Dominate Will (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, select one enemy INFANTRY unit that is within 12" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot. + +**Keywords:** Psyker, Infantry, Eisenhorn, Grenades, Imperium, Ordo Xenos, Epic Hero, Character, Inquisitor +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor Eisenhorn – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Catachan Jungle Fighters, Blood Claws, Cadian Shock Troops, Grey Hunters, Custodian Guard, Strike Squad, Heavy Intercessor Squad, Subductor Squad, Crusader Squad (Legendary), Deathwatch Kill Team, Deathwatch Terminator Squad, Intercessor Squad, Imperial Navy Breachers, Imperial Navy Breachers, Aquila Kill Team, Skitarii Vanguard, Death Korps Of Krieg, Catachan Jungle Fighters, Skitarii Rangers, Assault Intercessor Squad, Tactical Squad, Spectrus Kill Team, Inquisitorial Agents, Deathwatch Veterans, Cadian Shock Troops, Exaction Squad, Crusader Squad, Death Korps Of Krieg, Vigilant Squad, Skitarii Rangers, Decimus Kill Team, Kill Team Cassius, Battle Sisters Squad, Proteus Kill Team, Fortis Kill Team, Indomitor Kill Team, Brotherhood Terminator Squad, Daemonhost, Vigilant Squad, Skitarii Vanguard, Deathwatch Kill Team + +**Points:** +- 1 model: 65pts + +--- + +# Inquisitor Greyfax + +**Role:** Characters + +*Inquisitor Greyfax is feared even by many in her own order, the Ordo Hereticus. Devoid of mercy or remorse, she is an iron-willed warrior. She is also a powerful psyker, with telepathic abilities that enable her to detect lies in those she questions. Some brand Greyfax a dangerous radical for this, but her commitment to the Imperium is undeniable.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Castigation; condemnor stake; master-crafter power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castigation | 18 | 1 | 3 | 8 | -2 | 3 | anti-character 4+, devastating wounds, precision, psychic | +| Condemnor stake | 24 | 1 | 3 | 4 | 0 | 1 | anti-psyker 2+, devastating wounds, precision, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power sword | Melee | 4 | 3 | 4 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within. +- **Psyoculum** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability. +- **No Mercy** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll. + +**Keywords:** Ordo Hereticus, Greyfax, Infantry, Character, Epic Hero, Psyker, Grenades, Imperium, Inquisitor +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor Greyfax – EPIC HERO + +**Leader:** +Can lead: Exaction Squad, Deathwatch Veterans, Catachan Jungle Fighters, Strike Squad, Assault Intercessor Squad, Sanctifiers, Fortis Kill Team, Subductor Squad, Skitarii Vanguard, Cadian Shock Troops, Intercessor Squad, Sisters of Battle Squad, Custodian Guard, Battle Sisters Squad, Deathwatch Terminator Squad, Skitarii Rangers, Catachan Jungle Fighters, Spectrus Kill Team, Crusader Squad, Vigilant Squad, Skitarii Rangers, Cadian Shock Troops, Tactical Squad, Death Korps Of Krieg, Deathwatch Kill Team, Proteus Kill Team, Skitarii Vanguard, Blood Claws, Brotherhood Terminator Squad, Death Korps Of Krieg, Aquila Kill Team, Grey Hunters, Crusader Squad (Legendary), Decimus Kill Team, Vigilant Squad, Imperial Navy Breachers, Imperial Navy Breachers, Heavy Intercessor Squad, Inquisitorial Agents + +**Points:** +- 1 model: 65pts + +--- + +# Inquisitor In Terminator Armour + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; Inquisitorial melee weapon; blessed wardings. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 3 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | +| Psychic shock wave | 18 | 2D6 | N/A | 3 | -2 | 1 | devastating wounds, psychic, torrent | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 5 | -2 | D3 | psychic | +| Inquisitorial melee weapon | Melee | 5 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. +- **Power of the Rosette** (Datasheet): Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP. +- **Blessed Wardings** (Wargear): While the bearer is leading a unit, models in that unit have a 6+ invulnerable save. +- **Psychic Gifts** (Wargear): The bearer has the PSYKER keyword. + +**Keywords:** Inquisitor, Imperium, Infantry, Character, Grenades, Terminator +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor in Terminator Armour + +**Wargear Options:** +- This model’s storm bolter can be replaced with 1 combi-weapon. +- This model’s blessed wardings can be replaced with 1 psychic gifts and 1 psychic shock wave. +- If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force weapon. +- If this model is equipped with 1 psychic gifts, its storm bolter can be replaced with 1 psycannon. + +**Leader:** +Can lead: Proteus Kill Team, Deathwatch Terminator Squad, Deathwatch Veterans, Skitarii Vanguard, Decimus Kill Team, Skitarii Rangers, Imperial Navy Breachers, Brotherhood Terminator Squad, Assault Intercessor Squad, Indomitor Kill Team, Death Korps Of Krieg, Grey Knights Terminator Squad, Vigilant Squad, Aquila Kill Team, Sanctifiers, Blood Claws, Skitarii Vanguard, Vigilant Squad, Deathwatch Kill Team, Death Korps Of Krieg, Intercessor Squad, Grey Hunters, Sisters of Battle Squad, Catachan Jungle Fighters, Cadian Shock Troops, Cadian Shock Troops, Crusader Squad, Exaction Squad, Imperial Navy Breachers, Crusader Squad (Legendary), Inquisitorial Agents, Tactical Squad, Skitarii Rangers, Strike Squad, Spectrus Kill Team, Battle Sisters Squad, Catachan Jungle Fighters, Fortis Kill Team, Deathwatch Kill Team, Kill Team Cassius, Custodian Guard, Heavy Intercessor Squad, Subductor Squad + +**Points:** +- 1 model: 70pts + +--- + +# Inquisitor Karamazov + +**Role:** Characters + +*Inquisitor Karamazov is amongst the most ruthless and uncompromising of the Ordo Hereticus. His actions have no guile or subterfuge, and he has no time for clemency. Karamazov has led vast crusading armies, as well as presided over the trials of heretics from his Throne of Judgement – an ancient bipedal battle-shrine.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** master-crafted multi-melta; master-crafted power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted multi-melta | 18 | 3 | 3 | 10 | -4 | D6 | melta 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power sword | Melee | 6 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Throne of Judgement (Aura)** (Datasheet): While a friendly unit is within 6" of this model, improve the Leadership characteristic of models in that unit by 1. While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. +- **Unsubtle Crusader** (Datasheet): At the start of the Declare Battle Formations step, you can select up to three Agents of the Imperium Infantry units from your army, or one Imperium Battleline unit from your army – those units gain the Scouts 6" ability. + +**Keywords:** Karamazov, Walker, Ordo Hereticus, Inquisitor, Imperium, Epic Hero, Character, Vehicle +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor Karamazov – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 140pts + +--- + +# Inquisitor Ostromandeus + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| INQUISITOR OSTROMANDEUS | 6" | 3 | 3+ | 4 | 6+ | 1 | +| STENTOR-I-52 | 6" | 3 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save (INQUISITOR OSTROMANDEUS: 5)** +** Inquisitor Ostromandeus only.* +**Invulnerable Save (STENTOR-I-52: -)** + +**Default Wargear:** +**Inquisitor Ostromandeus is equipped with:** inferno pistol; power sword, vox-skull. + +**Stentor-I-52 is equipped with:** hydraulic vox-ram. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hydraulic vox-ram | Melee | 3 | 4 | 6 | -2 | 2 | — | +| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. +- **Ward Against the Malefic Arts** (Datasheet): While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. +- **Vox-cast Proclamations (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this unit’s Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP. +- **Vox-skull** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES) within 12" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. + +**Designer’s Note:** *Place a vox-skull token next to the unit, removing it once this ability has been used.* + +**Keywords:** Epic Hero, Imperium, Inquisitor Ostromandeus, Infantry, Character, Grenades +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor Ostromandeus – EPIC HERO +- 1 Stentor-I-52 – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Custodian Guard, Tactical Squad, Skitarii Rangers, Cadian Shock Troops, Spectrus Kill Team, Skitarii Rangers, Skitarii Vanguard, Strike Squad, Sisters of Battle Squad, Intercessor Squad, Crusader Squad (Legendary), Assault Intercessor Squad, Fortis Kill Team, Proteus Kill Team, Blood Claws, Crusader Squad, Deathwatch Terminator Squad, Catachan Jungle Fighters, Deathwatch Veterans, Death Korps Of Krieg, Imperial Navy Breachers, Subductor Squad, Aquila Kill Team, Brotherhood Terminator Squad, Vigilant Squad, Exaction Squad, Vigilant Squad, Cadian Shock Troops, Decimus Kill Team, Deathwatch Kill Team, Heavy Intercessor Squad, Catachan Jungle Fighters, Battle Sisters Squad, Death Korps Of Krieg, Grey Hunters, Imperial Navy Breachers, Inquisitorial Agents, Skitarii Vanguard + +**Points:** +- 2 models: 65pts + +--- + +# Inquisitor + +**Role:** Characters + +*It is the Inquisitors’ task to investigate xenos plots, corruption, mutation, heresy, cults, rogue psykers and anything else they deem worthy of scrutiny. Such is their power, nothing is beyond their authority and no one is beyond their justice. If they deem it necessary, they can order the destruction of entire worlds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Inquisitorial melee weapon; blessed wardings. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 3 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Psychic Shock Wave | 18 | 2D6 | N/A | 3 | -2 | 1 | devastating wounds, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inquisitorial melee weapon | Melee | 5 | 3 | 4 | -2 | 1 | — | +| Force weapon | Melee | 4 | 3 | 5 | -2 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. +- **Power of the Rosette** (Datasheet): Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP. +- **Blessed Wardings** (Wargear): While this model is leading a unit, models in that unit have the 6+ invulnerable save. +- **Psychic Gifts** (Wargear): The bearer has the PSYKER keyword. + +**Keywords:** Infantry, Inquisitor, Imperium, Grenades, Character +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitor + +**Wargear Options:** +- This model’s bolt pistol can be replaced with 1 combi-weapon. +- This model’s blessed wardings can be replaced with 1 psychic gifts and 1 Psychic Shock Wave. +- If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force weapon. + +**Leader:** +Can lead: Skitarii Rangers, Catachan Jungle Fighters, Heavy Intercessor Squad, Grey Hunters, Death Korps Of Krieg, Imperial Navy Breachers, Spectrus Kill Team, Exaction Squad, Decimus Kill Team, Deathwatch Terminator Squad, Intercessor Squad, Fortis Kill Team, Cadian Shock Troops, Vigilant Squad, Skitarii Vanguard, Blood Claws, Sisters of Battle Squad, Crusader Squad, Imperial Navy Breachers, Vigilant Squad, Custodian Guard, Deathwatch Kill Team, Skitarii Rangers, Grey Knights Terminator Squad, Skitarii Vanguard, Cadian Shock Troops, Assault Intercessor Squad, Death Korps Of Krieg, Inquisitorial Agents, Brotherhood Terminator Squad, Battle Sisters Squad, Strike Squad, Tactical Squad, Crusader Squad (Legendary), Catachan Jungle Fighters, Proteus Kill Team, Aquila Kill Team, Sanctifiers, Deathwatch Veterans, Subductor Squad + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 55pts +- 1 model (Assigned Agent): 65pts + +--- + +# Inquisitorial Agents + +**Role:** Other + +*To aid them in their esoteric and complex missions, many Inquisitors maintain retinues of select individuals of rare talent, skill and power. Motley collections of fighters, fanatics, savants and psykers, they work ceaselessly in the shadows to protect the Imperium.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This unit can only contain 2 Gun Servitors if it also contains 10 Inquisitorial Agents.* + +**Every Inquisitorial Agent is equipped with:** agent firearm; agent melee weapon. + +**Every Gun Servitor is equipped with:** heavy bolter; agent melee weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Agent firearm | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -1 | 1 | blast, heavy | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -2 | 2 | blast, hazardous, heavy | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -1 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -2 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Agent melee weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | +| Eviscerator | Melee | 2 | 3 | 6 | -2 | 2 | devastating wounds | +| Mystic stave | Melee | 2 | 3 | 5 | -1 | D3 | ANTI-INFANTRy 4+, psychic | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Loyal Henchmen** (Datasheet): While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll. +- **Tome-skull** (Wargear): Once per battle for each Tome-skull this unit is equipped with, at the start of any phase, you can select either one friendly AGENTS OF THE IMPERIUM unit that is Battle-shocked and within 6" of this unit or one enemy unit within 6" of this unit. If you select a friendly unit, that unit is no longer Battle-shocked. If you select an enemy unit, it must take a Battle-shock test. + +**Designer’s Note:** *Place the appropriate number of Tome-skull tokens next to the unit at the start of the battle, removing one each time this unit uses this ability.* +- **INQUISITORIAL HENCHMEN** (Special (правая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each Inquisitor unit you include in your army, you can include one INQUISITORIAL AGENTS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents). + +**Keywords:** Infantry, Imperium, Grenades, Retinue, Inquisitorial Agents +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 5-10 Inquisitorial Agents +- 1-2 Gun Servitors* + +**Wargear Options:** +- For every 5 Inquisitorial Agents in this unit, it can be equipped with 1 Tome-skull. +- For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 plasma pistol.** +- For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 eviscerator.** +- For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 mystic stave.** +- Any number of Gun Servitors can each have their heavy bolter replaced with one of the following:- 1 multi-melta +- 1 plasma cannon +- ***The some model cannot be equipped with more than one of these wargear options.* + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Coteaz, Inquisitor, Ministorum Priest, Jokaero Weaponsmith, Inquisitor Eisenhorn, Inquisitor Greyfax, Inquisitor Ostromandeus + +**Points:** +- 6 models (AGENTS OF THE IMPERIUM Detachment): 50pts +- 12 models (AGENTS OF THE IMPERIUM Detachment): 100pts +- 6 models (Assigned Agent): 60pts +- 12 models (Assigned Agent): 120pts + +--- + +# Inquisitorial Chimera + +**Role:** Dedicated Transports + +*The Chimera is a blend of armoured personnel carrier and light tank, easy to produce en masse and extremely versatile. Those deployed by Imperial agents boast a wealth of varied armament options, transporting their passengers swiftly into battle then providing heavy covering fire while they complete their missions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** multi-laser; heavy bolter; lasgun array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | +| Lasgun array | 24 | 6 | 4 | 3 | 0 | 1 | rapid fire 6 | +| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Transport, Imperium, Inquisitorial Chimera, Dedicated Transport +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Inquisitorial Chimera + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 heavy flamer. +- This model’s multi-laser can be replaced with one of the following:- 1 Heavy bolter* +- 1 Heavy flamer* +- This model can be equipped with one of the following:- 1 heavy stubber +- 1 storm bolter +- This model can be equipped with 1 hunter-killer missile. +- *This weapon cannot be replaced.* + +**Transport:** +This model has a transport capacity of 13 INQUISITOR INFANTRy and INQUISITORIAl AGENT models. It cannot transport TERMINATOR models. + +**Points:** +- 1 model: 70pts + +--- + +# Janus Draik + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heirloom pistol; monomolecular rapier. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heirloom pistol | 12 | 1 | 3 | 4 | -1 | 3 | anti-infantry 4+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monomolecular rapier | Melee | 4 | 3 | 3 | -2 | 1 | sustained hits 1 | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Backroom Deals** (Datasheet): If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability. +- **Warrant of Trade** (Datasheet): If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Janus Draik, Epic Hero, Voidfarers, Infantry, Grenades, Imperium, Character +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Janus Draik – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Voidsmen-at-arms, Imperial Navy Breachers + +**Points:** +- 1 model: 40pts + +--- + +# Jokaero Weaponsmith + +**Role:** Characters + +*Daemonhosts are empyric spirits bound by rite to the body of a mortal. Some serve as indentured minions in an Inquisitor’s retinue with a host of otherworldly abilities. It is a brave or foolish decision indeed to make a Daemonhost. Spirits that break free take delight in avenging themselves on their captors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 2 | 7+ | 0 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Jokaero weapons; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Jokaero weapons – scattered | 12 | D6 | N/A | 4 | 0 | 1 | TORRENT | +| Jokaero weapons – focused | 24 | 1 | 4 | 10 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 5 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Inconceivable Augmentation** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **A Weaponsmith, Not a Warlord** (Datasheet): This model cannot be selected to be your WARLORD. While an Inquisitor model is leading a unit that includes one or more JOKAERO WEAPONSMITH models, the Objective Control characteristic of JOKAERO WEAPONSMITH models in that unit is 1. +- **INQUISITORIAL AGENT** (Fortification (левая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each unique pairing of 1 Inquisitorial Agents unit and 1 JOKAERO WEAPONSMITH unit occuring in your army, increase the maximum number of Character units permitted in your army by 1. + +**Keywords:** Jokaero Weaponsmith, Character, Infantry, Imperium +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Jokaero Weaponsmith + +**Wargear Options:** +- None + +**Leader:** +Can lead: Inquisitorial Agents + +**Points:** +- 1 model: 30pts + +--- + +# Kill Team Cassius + +**Role:** Characters + +*Kill Team Cassius is an elite squad of specialists, even amongst Talasa Prime’s ranks of Veterans. Hand-picked by Chaplain Cassius for an unauthorised mission, the kill team uncovered the first recorded Genestealer Cult alongside him on Ghosar Quintus. They have fought together many times since, and baulk at no xenos horror.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | +| KILL TEAM BIKER | 12" | 5 | 3+ | 3 | 6+ | 2 | +| CHAPLAIN CASSIUS | 6" | 4 | 3+ | 4 | 5+ | 2 | +| KILL TEAM TERMINATOR | 5" | 5 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save (KILL TEAM VETERAN: -)** +**Invulnerable Save (KILL TEAM BIKER: -)** +**Invulnerable Save (CHAPLAIN CASSIUS: 4)** +**Invulnerable Save (KILL TEAM TERMINATOR: 4)** + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Deathwatch twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | TWIN-LINKED | +| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Psychic Cleanse | 24 | D6 | 3 | 5 | -1 | D3 | psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | +| Close combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Force weapon | Melee | 5 | 2 | 5 | -3 | D3 | psychic | +| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. + +For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* +- **Catechism of Death** (Datasheet): While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **Unflinching** (Datasheet): You can re-roll Battle-shock tests for this unit. +- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there. +- **Psychic Hood** (Wargear): Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **CASSIUS** (Special (правая колонка)): Your army cannot contain both Chaplain Cassius and KILL TEAM CASSIUS. + +**Keywords:** Infantry, Epic Hero, Kill Team Cassius, Deathwatch, Ordo Xenos, Imperium, Grenades, Character, Kill Team +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Chaplain Cassius – EPIC HERO +- 8 Kill Team Veterans: +- Vael Donatus +- Zameon Gydrael +- Rodricus Grytt +- Antor Delassio +- Edryc Setorax +- Jensus Natorian +- Drenn Redblade +- Ennox Sorrlock +- 1 Kill Team Terminator (Garran Branatar) +- 1 Kill Team Biker (Jetek Suberei) + +**Wargear Options:** +- Chaplain Cassius is equipped with: artificer crozius; bolt pistol. +- Vael Donatus is equipped with: boltgun; bolt pistol; close combat weapon. +- Zameon Gydrael is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon. +- Rodricus Grytt is equipped with: frag cannon; bolt pistol; close combat weapon. +- Antor Delassio is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon, jump pack. +- Edryc Setorax is equipped with: twin lightning claws, jump pack. +- Jensus Natorian is equipped with: psychic Cleanse; bolt pistol; force weapon; psychic hood. +- Drenn Redblade is equipped with: Long Vigil melee weapon; boltgun. +- Garran Branatar is equipped with: heavy flamer; Long Vigil ranged weapon; power fist. +- Ennox Sorrlock is equipped with: Long Vigil ranged weapon; close combat weapon. +- Jetek Suberei is equipped with: Deathwatch twin boltgun; Long Vigil melee weapon. + +**Leader:** +Led By: Inquisitor In Terminator Armour, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn + +**Points:** +- 11 models: 220pts + +--- + +# Ministorum Priest + +**Role:** Characters + +*In Mankind’s endless war for survival, faith and zealotry are weapons as potent as any blade or firearm. Ministorum Priests embody this truth, striding into battle bellowing martial canticles to inspire allies and terrify foes. Some crush enemies’ skulls and shatter their bones with blows from crackling power maces, while others immolate their victims with vindictorflame weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** zealot’s vindictor. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Holy pistol | 12 | 3 | 4 | 4 | 0 | 1 | pISTOl | +| Zealot’s vindictor | 12 | D6 | N/A | 5 | 0 | 1 | IGNORES COvER, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | +| Zealot's vindictor | Melee | 3 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Holy Hatred** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Zealot** (Datasheet): Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3. + +**Keywords:** Ministorum Priest, Infantry, Character, Imperium, Ordo Hereticus +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Ministorum Priest + +**Wargear Options:** +- This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon + +**Leader:** +Can lead: Vigilant Squad, Inquisitorial Agents, Exaction Squad, Imperial Navy Breachers, Subductor Squad, Sisters of Battle Squad, Sanctifiers + +**Points:** +- 1 model: 40pts + +--- + +# Navigator + +**Role:** Characters + +*Haughty nobles whose value to the Imperium is huge, Navigators take to the battlefield only rarely, typically to complete some vital mission for their voidship’s master. At such times, their ability to perceive the shifting tides of the warp makes them powerful assets, as does the soul-blasting gaze of their mutant third eye.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** laspistol; force-orb cane. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force-orb cane | Melee | 3 | 4 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Gaze into the Empyrean (Psychic)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. +- **Third Eye (Psychic)** (Datasheet): At the start of your Shooting phase, select one enemy unit within 12" of and visible to this model. That unit must take a Battle-shock test, subtracting 2 from the result if it is an INFANTRY unit. If the test is failed, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Navigator, Voidfarers, Imperium, Psyker, Infantry, Character +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Navigator + +**Leader:** +Can lead: Voidsmen-at-arms, Imperial Navy Breachers + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 60pts +- 1 model (Assigned Agent): 75pts + +--- + +# Neyam Shai Murad + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** negotiator pistols; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Negotiator pistol | 12 | 4 | 3 | 4 | -2 | 1 | precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Backroom Deals** (Datasheet): If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability. +- **Warrant of Trade** (Datasheet): If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Neyam Shai Murad, Epic Hero, Character, Imperium, Infantry, Voidfarers, Grenades +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Neyam Shai Murad – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Voidsmen-at-arms, Imperial Navy Breachers + +**Points:** +- 1 model: 40pts + +--- + +# Proteus Kill Team + +**Role:** Other + +*The sheer versatility of their weapon loadout, coupled with their durability and manoeuvrability, make it little wonder that Proteus Kill Teams have worked miraculous feats of arms on countless hostile worlds over the course of the Imperium’s history.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM VETERANS | 6" | 4 | 3+ | 2 | 6+ | 1 | +| KILL TEAM BIKER | 12" | 5 | 3+ | 3 | 6+ | 2 | +| KILL TEAM TERMINATOR | 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save (KILL TEAM VETERANS: -)** +**Invulnerable Save (KILL TEAM BIKER: -)** +**Invulnerable Save (KILL TEAM TERMINATOR: 4)** +** Kill Team Terminator models only.* + +**Default Wargear:** +**Every Kill Team Veteran is equipped with:** boltgun; Long Vigil melee weapon; close combat weapon. + +**Every Kill Team Veteran with Jump Pack is equipped with:** Long Vigil melee weapon; close combat weapon; jump pack. + +**Every Kill Team Biker is equipped with:** twin boltgun; close combat weapon. + +**Every Kill Team Terminator is equipped with:** storm bolter; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | DEVASTATING WOUNDS | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Infernus heavy bolter – heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Deathwatch thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | +| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Terminator thunder hammer | Melee | 3 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. + +For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Proteus Doctrines** (Datasheet): Each time a model in this unit makes an attack that targets a unit that is not Below Half-strength, add 1 to the Hit roll. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. + +**Keywords:** Imperium, Retinue, Deathwatch, Ordo Xenos, Proteus Kill Team, Grenades, Kill Team, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 5-10 Kill Team Veterans +- 0-4 Kill Team Veterans with Jump Packs +- 0-2 Kill Team Bikers +- 0-4 Kill Team Terminators + +**Wargear Options:** +- Any number of Kill Team Veterans can replace their boltgun and Long Vigil melee weapon with:- 1 Long Vigil ranged weapon +- 1 boltgun and 1 Astartes shield +- 1 Long Vigil melee weapon and 1 Astartes shield +- For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer. +- For every 5 models in the unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with one of the following:- 1 frag cannon +- 1 Infernus heavy bolter +- Any number of Kill Team Biker models can be equipped with one of the following:- 1 bolt pistol +- 1 Long Vigil melee weapon +- For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer. +- Up to 3 models can each have their storm bolter replaced with one of the following:- 1 assault cannon +- 1 heavy flamer +- 1 plasma cannon +- 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced) +- Any number of Kill Team Terminator models can replace their power fist and storm bolter with one of the following:- 1 storm bolter and 1 power weapon +- 1 storm bolter and 1 chainfist +- 1 twin lightning claws +- 1 Terminator thunder hammer and 1 storm shield + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 5 models: 160pts +- 10 models: 320pts + +--- + +# Rogue Trader Entourage + +**Role:** Characters + +*Rogue Traders are daring explorers, ruthless conquerors and cunning merchants, exploring and exploiting the uncharted regions of the galaxy in the name of the Imperium. Their families bear a Warrant of Trade, which helps to identify them as Imperial elites. Some command whole armadas, while others have only a small retinue of followers.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| ROGUE TRADER | 6" | 3 | 4+ | 4 | 6+ | 1 | +| OTHER MODELS | 6" | 3 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Rogue Trader is equipped with:** household pistol; monomolecular cane-rapier. + +**The Death Cult Assassin is equipped with:** dartmask; Death Cult power blade. + +**The Lectro-Maester is equipped with:** voltaic pistol; close combat weapon. + +**The Rejuvenat Adept is equipped with:** laspistol; close combat weapon; healing serum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dartmask | 12 | 1 | 4 | 2 | -1 | D3 | anti-infantry 2+, pistol, precision | +| Household pistol | 12 | 2 | 3 | 5 | -2 | 2 | pistol, devastating wounds | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Voltaic pistol | 12 | 3 | 3 | 4 | -2 | 1 | pistol, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Death Cult power blade | Melee | 5 | 2 | 4 | -2 | 1 | precision | +| Monomolecular cane-rapier | Melee | 4 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Backroom Deals** (Datasheet): If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability. +- **Warrant of Trade** (Datasheet): If your army includes one or more units with this ability, after both players have deployed their armies, select upto D3 IMpERIUM BATTlElINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. +- **Healing Serum** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed models (excluding CHARACTERS) to the bearer’s unit. + +**Keywords:** Grenades, Infantry, Imperium, Voidfarers, Rogue Trader Entourage, Character +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Rogue Trader +- 1 Death Cult Assassin +- 1 Lectro-Maester +- 1 Rejuvenat Adept + +**Leader:** +Can lead: Voidsmen-at-arms, Imperial Navy Breachers + +**Points:** +- 4 models (AGENTS OF THE IMPERIUM Detachment): 75pts +- 4 models (Assigned Agent): 105pts + +--- + +# Sanctifiers + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Miraculist is equipped with:** holy fire; burning hands. + +**The Salvationist is equipped with:** close combat weapon; Salvationist medikit. + +**The Death Cult Assassin is equipped with:** Death Cult blades. + +**1 Missionary is equipped with:** plasma gun; Sanctifier melee weapon. + +**1 Missionary is equipped with:** Ministorum flamer; Sanctifier melee weapon. + +**Every Sanctifier is equipped with:** Ministorum hand flamer; Sanctifier melee weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Holy fire | 12 | D6 | N/A | 6 | -1 | 2 | ignores cover, one shot, torrent | +| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burning hands | Melee | 1 | 2 | 6 | -2 | 3 | devastating wounds | +| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | +| Death Cult blades | Melee | 4 | 2 | 4 | -2 | 1 | precision | +| Sanctifier melee weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. +- **Ministorum Sermon** (Datasheet): While this unit contains a MINISTORUM PRIEST, each time a model in this unit makes a melee attack, add 1 to the Wound roll. +- **Cherub** (Datasheet): Once per battle, you can target this unit with the Command Re-roll Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Ministorum Priest or Inquisitor model from your army with the Leader ability can be attached to a Sisters of Battle Squad, it can be attached to this unit instead. If a MINISTORUM PRIEST or INQUISITOR model from your army is attached to this unit during the Declare Battle Formations step, that model gains the Scouts 6" ability. +- **Salvationist Medikit** (Wargear): In your Command phase, if the bearer is on the battlefield, you can return up to D3 destroyed models (excluding CHARACTER models) to this unit. +- **Simulacrum Imperialis** (Wargear): Improve the Leadership characteristic of models in the bearer’s unit by 1. + +**Keywords:** Sanctifiers, Retinue, Imperium, Grenades, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Miraculist +- 1 Salvationist +- 1 Death Cult Assassin +- 2 Missionaries +- 4 Sanctifiers + +**Wargear Options:** +- 1 Missionary model can have its 1 plasma gun replaced with 1 meltagun. +- 1 Missionary model equipped with 1 plasma gun can be equipped with 1 holy fire (this model’s plasma gun cannot be replaced). +- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 Ministorum hand flamer and 1 close combat weapon. +- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 close combat weapon and 1 simulacrum imperialis. + +**Leader:** +Led By: Inquisitor In Terminator Armour, Inquisitor Greyfax, Ministorum Priest, Inquisitor + +**Points:** +- 9 models: 100pts + +--- + +# Sisters of Battle Immolator + +**Role:** Dedicated Transports + +*The Immolator is an armoured transport commonly employed by the Adepta Sororitas. As befits their zealous style of war, its armaments tend towards aggressive short-ranged firepower best employed amidst dense terrain or on the attack. Countless heretics and xenos have been reduced to ash by the fiery blasts of these tools of purgation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 11 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** heavy bolter; immolation flamers; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Immolation flamers | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 2, twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Purge and Cleanse** (Datasheet): Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Immolator, Vehicle, Transport, Dedicated Transport, Imperium, Ordo Hereticus, Smoke +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Immolator + +**Wargear Options:** +- This model’s immolation flamers can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin multi-melta +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 6 ORDO HERETICUS INFANTRy models. + +At the start of the Declare Battle Formations step, you can select one SISTERS OF BATTlE SQUAD from your army. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 100pts +- 1 model (Assigned Agent): 115pts + +--- + +# Sisters of Battle Squad + +**Role:** Other + +*The Adepta Sororitas - or Battle Sisters - are the militant arm of the Imperial faith. Clad in sanctified power armour and wielding an array of potent mid-to-close-ranged firearms, these fanatical warriors excel in clearing out nests of heresy and gunning down enemies of the Golden Throne wherever they are found. They are valued allies to any Imperial agent.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer-crafted storm bolter | 24 | 2 | 3 | 4 | 0 | 2 | rapid fire 2 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1 | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MElTA 2, pISTOl | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | +| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COvER, pISTOl, TORRENT | +| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | pISTOl | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | pISTOl, HAzARDOUS | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 3 | -1 | 1 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | -1 | 1 | — | +| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Defenders of the Faith** (Datasheet): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **Incensor Cherub** (Datasheet): Once per battle, you can target this unit with the Command Re-roll Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Designer’s Note:** *Place an Incensor Cherub token next to the unit, removing it once this ability has been used.* +- **Simulacrum Imperials** (Wargear): Improve the Leadership characteristic of models in the bearer’s unit by 1. + +**Keywords:** Infantry, Grenades, Imperium, Requisitioned, Sisters of Battle Squad, Ordo Hereticus +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Sister Superior +- 9 Battle Sisters + +**Wargear Options:** +- The Sister Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 combi-weapon +- 1 condemnor boltgun +- 1 inferno pistol +- 1 Ministorum hand flamer +- 1 plasma pistol +- The Sister Superior can be equipped with one of the following:- 1 chainsword +- 1 power weapon +- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter +- 1 meltagun +- 1 Ministorum flamer +- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter +- 1 heavy bolter +- 1 meltagun +- 1 Ministorum flamer +- 1 Ministorum heavy flamer +- 1 multi-melta +- 1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced). + +**Leader:** +Led By: Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor, Ministorum Priest, Inquisitor Ostromandeus + +**Points:** +- 10 models (AGENTS OF THE IMPERIUM Detachment): 100pts +- 1 model (Assigned Agent): 115pts + +--- + +# Spectrus Kill Team + +**Role:** Other + +*Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Kill Team Infiltrator is equipped with:** bolt pistol; marksman bolt carbine; close combat weapon. + +**Every Kill Team Infiltrator with bolt sniper rifle is equipped with:** bolt pistol; bolt sniper rifle; close combat weapon. + +**Every Kill Team Infiltrator with jump pack is equipped with:** bolt pistol; accelerator autocannon; close combat weapon; jump pack. + +**Every Kill Team Infiltrator with occulus bolt carbine is equipped with:** bolt pistol; occulus bolt carbine; paired combat blades. + +**Every Kill Team Infiltrator with combat knife is equipped with: **special-issue bolt pistol; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator autocannon | 48 | 3 | 4 | 8 | -1 | 2 | heavy | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | precision | +| Bolt sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | +| Las fusil | 36 | 1 | 3 | 9 | -3 | D6 | heavy | +| Marksman bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | heavy | +| Occulus bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | assault, ignores cover | +| Special-issue bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Combat knife | Melee | 4 | 3 | 4 | 0 | 1 | precision | +| Paired combat blades | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 1 | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. + +For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Spectrus Doctrines** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. +- **Helix Gauntlet** (Wargear): Models in the bearer’s unit have the Feel No Pain 6+ ability. +- **Infiltrator Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character from your army with the Leader ability can be attached to an Deathwatch Kill Team, it can be attached to this unit instead. +- **TRANSPORT** (Fortification (левая колонка)): This unit cannot embark within an Imperial Rhino. + +**Keywords:** Imperium, Grenades, Smoke, Kill Team, Infantry, Retinue, Spectrus Kill Team, Deathwatch, Ordo Xenos +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 5-10 Kill Team Infiltrators +- 0-2 Kill Team Infiltrators with bolt sniper rifles +- 0-2 Kill Team Infiltrators with jump packs +- 0-4 Kill Team Infiltrators with occulus bolt carbines +- 0-4 Kill Team Infiltrators with combat knives + +**Wargear Options:** +- One model equipped with a marksman bolt carbine can be equipped with 1 helix gauntlet.* +- One model equipped with a marksman bolt carbine can be equipped with 1 Infiltrator comms array.* +- One model can replace its bolt sniper rifle with 1 bolt carbine. +- Any number of models can each replace their bolt sniper rifle with 1 las fusil. +- Any number of models can each replace their combat knife with 1 bolt carbine and 1 close combat weapon. +- ** These options cannot be taken on the same model.* + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 5 models: 90pts +- 10 models: 180pts + +--- + +# Subductor Squad + +**Role:** Other + +*Subductors possess one of the most recognisable – and feared – silhouettes to the Imperium’s criminal classes. Bearing Subjugation-pattern assault shields and crackling shock mauls, they are brutal front-line brawlers capable of crushing the most stubborn dissent.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 4 +**Excluding the Cyber-mastiff.* + +**Default Wargear:** +**Every Proctor-Subductor and Subductor is equipped with:** Arbites shotpistol; shock maul. + +**The Cyber-mastiff is equipped with:** mechanical bite. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arbites shotpistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanical bite | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Shock maul | Melee | 2 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Dedication to Duty** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **Nuncio Aquila** (Wargear): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn. + +**Designer’s Note:** *Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.* + +**Keywords:** Imperium, Grenades, Infantry, Subductor Squad, Adeptus Arbites, Retinue +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Proctor-Subductor +- 9 Subductors +- 1 Cyber-mastiff + +**Wargear Options:** +- The Proctor-Subductor can be equipped with 1 nuncio aquila. + +**Leader:** +Led By: Inquisitor Greyfax, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Inquisitor, Inquisitor Coteaz, Inquisitor Draxus, Inquisitor In Terminator Armour + +**Points:** +- 11 models (AGENTS OF THE IMPERIUM Detachment): 85pts +- 11 models (Assigned Agent): 100pts + +--- + +# UR-025 + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Mk 1 assault weapon; power claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mk 1 assault weapon | 24 | 4 | 3 | 5 | -1 | 1 | ASSAULT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power claw | Melee | 3 | 4 | 8 | -2 | 2 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. +- **Evade and Survive** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move. + +**Keywords:** Character, UR-025, Epic Hero, Infantry, Imperium +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 UR-025 – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 55pts + +--- + +# Veteran Bike Squad + +**Role:** Other + +*Matching their speed, strength and firepower against the swiftest xenos, Veteran Bikers are expert hunters. Undertaking extended missions in dangerous territory, they assess their enemy’s every weakness, close off escape routes and use their velocity to enact sudden strikes from unexpected angles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; close combat weapon; twin boltgun. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Veteran Bike Squad, Mounted, Grenades, Deathwatch, Retinue, Ordo Xenos, Imperium +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Veteran Biker Sergeant +- 2-5 Veteran Bikers + +**Wargear Options:** +- The Veteran Biker Sergeant can be equipped with one of the following:- 1 Long Vigil ranged weapon +- 1 Long Vigil melee weapon +- 1 xenophase blade +- 1 Astartes shield +- Any number of Veteran Biker models can each be equipped with 1 Long Vigil melee weapon. + +**Points:** +- 3 models: 70pts +- 6 models: 140pts + +--- + +# Vigilant Squad + +**Role:** Battleline + +*Vigilants brutally sweep the guilty from existence with the signature combat shotgun of the Adeptus Arbites. These grim Arbitrators are ever alert to malfeasance and unwavering in its punishment, unleashing devastating blasts at close range.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Proctor-Vigilant and Vigilant is equipped with:** Arbites combat shotgun; Arbites shotpistol; close combat weapon. + +**The Cyber-mastiff is equipped with:** mechanical bite. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arbites combat shotgun | 18 | 2 | 4 | 4 | 0 | 1 | assault | +| Arbites grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | +| Arbites grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | +| Arbites shotpistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Executioner shotgun | 24 | 1 | 4 | 5 | -1 | 1 | ignores cover, precision | +| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | +| Webber | 12 | D6 | N/A | 2 | 0 | 1 | assault, devastating wounds, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | +| Mechanical bite | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Merciless Judgement** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit that is Below Half-strength, add 1 to the Wound roll. +- **Nuncio Aquila (Aura)** (Wargear): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn. + +**Designer’s Note:** *Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.* + +**Keywords:** Infantry, Battleline, Grenades, Imperium, Retinue, Vigilant Squad, Adeptus Arbites +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Proctor-Vigilant +- 9 Vigilants +- 1 Cyber-mastiff + +**Wargear Options:** +- Up to 2 Vigilants can each have their Arbites combat shotgun replaced with one of the following (duplicates are not allowed):- 1 executioner shotgun +- 1 Arbites grenade launcher +- 1 heavy stubber +- 1 webber +- The Proctor-Vigilant can be equipped with 1 nuncio aquila. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor Coteaz, Inquisitor, Inquisitor, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Inquisitor Ostromandeus + +**Points:** +- 11 models: 85pts + +--- + +# Vindicare Assassin + +**Role:** Characters + +*The muffled crack of a Vindicare Assassin’s exitus rifle is all that most ever detect of its presence – that, and the spray of their victim’s brain matter. They are lethal marksmen who find the perfect firing position from which to pinpoint their quarry, while against more numerous foes they swiftly rack up high body counts with shot after expert shot.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 6+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** exitus pistol; exitus rifle; Vindicare combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exitus pistol | 12 | 3 | 2 | 6 | -2 | 3 | devastating wounds, ignores cover, pistol, precision | +| Exitus rifle | 48 | 1 | 2 | 8 | -3 | D3+3 | devastating wounds, heavy, ignores cover, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vindicare combat knife | Melee | 4 | 2 | 4 | -1 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Deadshot** (Datasheet): Each time this model makes a ranged attack, when selecting targets for that attack, you can ignore the Lone Operative ability. +- **Shieldbreaker** (Datasheet): Once per battle, when selecting targets for this model’s exitus rifle, it can fire a shieldbreaker round. If it does, until the end of the phase, each time this model makes an attack with that weapon, add 1 to the Wound roll and any successful Wound roll scores a Critical Wound. +- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. + +If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CAllIDUS ASSASSIN). + +**Keywords:** Infantry, Epic Hero, Smoke, Imperium, Officio Assassinorum, Character, Vindicare Assassin +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Vindicare Assassin – EPIC HERO + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 110pts +- 1 model (Assigned Agent): 125pts + +--- + +# Voidsmen-at-arms + +**Role:** Other + +*Voidsmen-at-Arms provide security on the ships of many Rogue Traders. Well drilled and often well equipped, they are highly adept at fighting in vessel corridors and other close-quarters environments.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Voidmaster is equipped with:** artificer shotgun; laspistol; close combat weapon. + +**One Voidsman is equipped with:** laspistol; Voidsman rotor cannon; close combat weapon. + +**Every other Voidsman is equipped with:** lasgun; laspistol; close combat weapon. + +**The Canid is equipped with:** vicious bite. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer shotgun | 12 | 2 | 4 | 4 | 0 | 2 | assault | +| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | +| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Voidsman rotor cannon | 24 | 6 | 5 | 6 | 0 | 1 | heavy, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Vicious bite | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Masters of Close Confines** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [LETHAL HITS] ability. +- **NAVY BODYGUARD** (Special (правая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each Voidfarers Character unit you include in your army, you can include one VOIDSMEN-AT-ARMS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents) + +**Keywords:** Voidfarers, Voidsmen-at-Arms, Retinue, Imperium, Grenades, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Voidmaster +- 4 Voidsmen +- 1 Canid + +**Leader:** +Led By: Rogue Trader Entourage, Janus Draik, Neyam Shai Murad, Navigator + +**Points:** +- 6 models (AGENTS OF THE IMPERIUM Detachment): 50pts +- 6 models (Assigned Agent): 70pts + +--- + +# Watch Captain Artemis + +**Role:** Characters + +*Born survivor of a feral world and formerly of the macabre Mortifactors Chapter, Artemis leads a Watch Company of Talasa Prime. Known for his instinct for xenos trickery, he still relishes the prospect of violence, whether with his blade, the mutagenic acid-fire of Hellfire Extremis or a time-warping stasis grenade.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Hellfire Extremis; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellfire Extremis | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Tactical Instinct** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Unstoppable Champion** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 1 wound remaining. + +**Keywords:** Watch Captain Artemis, Deathwatch, Ordo Xenos, Imperium, Grenades, Epic Hero, Character, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Watch Captain Artemis + +**Leader:** +Can lead: Deathwatch Kill Team, Kill Team Cassius, Deathwatch Terminator Squad, Proteus Kill Team, Fortis Kill Team, Indomitor Kill Team, Spectrus Kill Team, Aquila Kill Team + +**Points:** +- 1 model: 65pts + +--- + +# Watch Master + +**Role:** Characters + +*The galaxy’s foremost xenos hunters, each Watch Master commands one of the Chapter’s vigilant fortresses. These leaders possess centuries of strategic and esoteric knowledge of the horrors assailing Mankind. In battle, the crackling blades and tailored bolts of their vigil spears destroy any xenos before them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** vigil spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vigil spear | 24 | 2 | 2 | 4 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vigil spear | Melee | 6 | 2 | 6 | -2 | D3 | lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Strategic Knowledge** (Datasheet): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. + +**Keywords:** Character, Grenades, Imperium, Ordo Xenos, Watch Master, Deathwatch, Infantry +**Faction Keywords:** Agents of the Imperium + +**Unit Composition:** +- 1 Watch Master + +**Leader:** +Can lead: Deathwatch Terminator Squad, Spectrus Kill Team, Proteus Kill Team, Indomitor Kill Team, Fortis Kill Team, Deathwatch Kill Team, Kill Team Cassius, Aquila Kill Team + +**Points:** +- 1 model (AGENTS OF THE IMPERIUM Detachment): 95pts +- 1 model (Assigned Agent): 105pts diff --git a/cogitator/factions/imperial-agents/datasheets/aquila-kill-team.md b/cogitator/factions/imperial-agents/datasheets/aquila-kill-team.md deleted file mode 100644 index 508a5fd..0000000 --- a/cogitator/factions/imperial-agents/datasheets/aquila-kill-team.md +++ /dev/null @@ -1,94 +0,0 @@ -# Aquila Kill Team - -**Role:** Battleline - -*Aquila Kill Teams are equipped to handle varied or unknown horrors with a measured and strategically versatile response.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM SERGEANT, DEATHWATCH VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | -| GRAVIS VETERAN | 5" | 6 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kill Team Sergeant is equipped with:** plasma pistol; power weapon. - -**Each Gravis Veteran is equipped with:** infernus heavy bolter; bolt pistol; close combat weapon. - -**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** stalker bolt rifle; bolt pistol; close combat weapon. - -**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** bolt pistol; heavy thunder hammer. - -**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** Deathwatch marksman bolt carbine; special-issue bolt pistol; close combat weapon. - -**If the unit contains 10 models, 1 Deathwatch Veteran is equipped with:** special-issue bolt pistol; xenophase blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol, lethal hits | -| Deathwatch marksman bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | heavy, lethal hits | -| Frag cannon | 18 | D3 | 3 | 7 | -2 | 2 | blast, heavy, lethal hits, rapid fire d3 | -| Hellstorm bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | assault, heavy, lethal hits | -| Infernus heavy bolter – heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | -| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Special-issue bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol, precision, lethal hits | -| Stalker bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | heavy, lethal hits, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | -| Heavy thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 2 | sustained hits 1 | -| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. -- **Kill Team** (Datasheet): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Gravis Veteran models take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the GRAVIS keyword. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated Transport rules.* -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army can be attached to a Deathwatch Kill Team unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Gravis, Tacticus, Aquila Kill Team, Deathwatch, Retinue, Ordo Xenos, Imperium, Grenades, Battleline -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Kill Team Sergeant -- 1 Gravis Veteran -- 3 Deathwatch Veterans -- OR -- 1 Kill Team Sergeant -- 2 Gravis Veterans -- 7 Deathwatch Veterans - -**Wargear Options:** -- For every 5 models in the unit, up to 1 model’s infernus heavy bolter can be replaced with one of the following:- 1 frag cannon. -- 1 hellstorm bolt rifle and 1 Astartes grenade launcher. -- For every 5 models in the unit, up to 1 model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield. -- For every 5 models in the unit, up to 1 model’s stalker bolt rifle can be replaced with 1 plasma incinerator. -- For every 5 models in the unit, up to 1 model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Watch Captain Artemis, Watch Master - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/imperial-agents/datasheets/callidus-assassin.md b/cogitator/factions/imperial-agents/datasheets/callidus-assassin.md deleted file mode 100644 index 4f96732..0000000 --- a/cogitator/factions/imperial-agents/datasheets/callidus-assassin.md +++ /dev/null @@ -1,60 +0,0 @@ -# Callidus Assassin - -**Role:** Characters - -*Anarchy flourishes in the wake of a Callidus Assassin’s deployment. They use the shape-shifting drug polymorphine to insinuate themselves close to their target, sabotaging systems and seeding misinformation before closing on their victim with blasts of their mind-destroying sidearm and flicks of their mysterious blade.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** neural shredder; phase sword and poison blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Neural shredder | 12 | D6 | N/A | 5 | -2 | 1 | anti-infantry 2+, precision, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phase sword and poison blades | Melee | 5 | 2 | 5 | -4 | 2 | lethal hits, precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Acrobatic Escape** (Datasheet): At the end of the Fight phase, if this model is within Engagement Range of one or more enemy units, it can make a Fall Back move of up to D6". In addition, at the end of your opponent’s turn, if this model is not within 3" of one or more enemy units, you can remove it from the battlefield and then, in the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this model is not on the battlefield, it is destroyed. -- **Lord of Deceit (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. -- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. - -If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN). - -**Keywords:** Officio Assassinorum, Epic Hero, Character, Infantry, Imperium, Callidus Assassin -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Callidus Assassin – EPIC HERO - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/imperial-agents/datasheets/corvus-blackstar.md b/cogitator/factions/imperial-agents/datasheets/corvus-blackstar.md deleted file mode 100644 index 8e2d762..0000000 --- a/cogitator/factions/imperial-agents/datasheets/corvus-blackstar.md +++ /dev/null @@ -1,76 +0,0 @@ -# Corvus Blackstar - -**Role:** Other - -*Corvus Blackstars are sleek and shrouded aircraft used to insert kill teams into heavily infested landing zones or even xenos strongholds. With a barrage of missiles, Blackstars secure aerial supremacy and sweep the target site clear before firing their hover jets and delivering their deadly payload of elite warriors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 Blackstar rocket launchers; twin assault cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blackstar rocket launcher | 30 | D6+1 | 3 | 5 | 0 | 1 | blast | -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | — | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Blackstar Cluster Launcher** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 5+, that unit suffers 1 mortal wound. -- **Auspex Array** (Wargear): Ranged weapons equipped by the bearer have the [IGNORES COVER] ability. -- **Infernum Halo-launcher** (Wargear): The bearer has the Smoke keyword. - -**Keywords:** Transport, Corvus Blackstar, Fly, Vehicle, Imperium, Aircraft, Ordo Xenos, Retinue, Deathwatch -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Corvus Blackstar - -**Wargear Options:** -- This model’s twin assault cannon can be replaced with 1 twin lascannon. -- This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers. -- This model can be equipped with 1 hurricane bolter. -- This model can be equipped with one of the following:- 1 auspex array -- 1 infernum halo-launcher - -**Transport:** -This model has a transport capacity of 12 DEATHwATCH INFANTRy models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/imperial-agents/datasheets/culexus-assassin.md b/cogitator/factions/imperial-agents/datasheets/culexus-assassin.md deleted file mode 100644 index bda9187..0000000 --- a/cogitator/factions/imperial-agents/datasheets/culexus-assassin.md +++ /dev/null @@ -1,59 +0,0 @@ -# Culexus Assassin - -**Role:** Characters - -*A Culexus Assassin projects an aura of unsettling fear all around them. Their primary targets are psykers, who are wracked with agony from these soulless assassins’ mere presence, and against the arcane blasts of a Culexus’ animus speculum, no witch long survives.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** animus speculum; life-draining touch. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Animus speculum | 24 | 3 | 2 | 5 | -2 | D3 | anti-psyker 2+, assault, precision, psychic assassin | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Life-draining touch | Melee | 4 | 2 | 4 | -2 | 2 | anti-psyker 2+, devastating wounds, precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Etheric Emergence** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an etheric emergence. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. -- **Abomination** (Datasheet): This model has the Feel No Pain 2+ ability against Psychic Attacks. -- **Soulless Horror** (Datasheet): Once per battle, at the start of any Command phase, this model can use this ability. If it does, each enemy unit within 9" of this model must take a Battle-shock test, subtracting 1 from that test (or subtracting 2 if that unit is a PSYKER). -- **Psychic Assassin** (Wargear profile): Each time you select a PSYKER unit as the target for this weapon, until those attacks are resolved, change the Attacks characteristic of this weapon to 6. -- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. - -If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CAllIDUS ASSASSIN). - -**Keywords:** Officio Assassinorum, Culexus Assassin, Infantry, Imperium, Grenades, Epic Hero, Character -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Culexus Assassin – EPIC HERO - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/imperial-agents/datasheets/daemonhost.md b/cogitator/factions/imperial-agents/datasheets/daemonhost.md deleted file mode 100644 index 6e959fe..0000000 --- a/cogitator/factions/imperial-agents/datasheets/daemonhost.md +++ /dev/null @@ -1,59 +0,0 @@ -# Daemonhost - -**Role:** Other - -*Daemonhosts are empyric spirits bound by rite to the body of a mortal. Some serve as indentured minions in an Inquisitor’s retinue with a host of otherworldly abilities. It is a brave or foolish decision indeed to make a Daemonhost. Spirits that break free take delight in avenging themselves on their captors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** unholy gaze; Warp grasp. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Unholy gaze | 18 | 3 | 4 | 8 | -2 | D3 | PSYCHIC | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp grasp | Melee | 4 | 3 | 4 | -2 | 1 | LETHAL HITS, PSYCHIC | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Malefic Warding** (Datasheet): While an Inquisitor model is leading a unit that includes one or more DAEMONHOST models, models in that unit have a 5+ invulnerable save. -- **Bound Daemon** (Wargear): While an Inquisitor model is leading a unit that includes one or more DAEMONHOST models, the Objective Control characteristic of DAEMONHOST models in that unit is 1. -- **INQUISITORIAL RETINUE** (Fortification (левая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each unique pairing of 1 Inquisitorial Agents unit and 1 DAEMONHOST unit occuring in your army, increase the maximum number of Retinue units permitted in your army by 1. - -At the start of the Declare Battle Formations step, this unit can join one INQUISITORIAL AGENTS unit from your army that is being led by an Inquisitor model (a unit cannot have more than one DAEMONHOST unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Psyker, Infantry, Daemonhost, Daemon, Imperium, Retinue -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1-2 Daemonhosts - -**Wargear Options:** -- None - -**Leader:** -Led By: Inquisitor Eisenhorn - -**Points:** -- 1 model: 40pts -- 2 models: 80pts diff --git a/cogitator/factions/imperial-agents/datasheets/damned-legionnaires.md b/cogitator/factions/imperial-agents/datasheets/damned-legionnaires.md deleted file mode 100644 index 82d122e..0000000 --- a/cogitator/factions/imperial-agents/datasheets/damned-legionnaires.md +++ /dev/null @@ -1,69 +0,0 @@ -# Damned Legionnaires - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | ignores cover, pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | ignores cover | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Grim Spectres** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from the result when doing so. - -**Keywords:** Infantry, Grenades, Imperium, Retinue, Damned Legionnaires -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Legionnaire Sergeant -- 4-9 Legionnaires - -**Wargear Options:** -- The Legionnaire Sergeant’s boltgun can be replaced with one of the following:- 1 bolt pistol and 1 power weapon -- 1 plasma pistol and 1 power weapon -- 1 bolt pistol and 1 Astartes chainsword -- 1 plasma pistol and 1 Astartes chainsword -- One Legionnaire’s boltgun can be replaced with one of the following:- 1 heavy flamer -- 1 multi-melta -- One Legionnaire’s boltgun can be replaced with one of the following:- 1 flamer -- 1 meltagun -- 1 plasma gun - -**Points:** -- 5 models: 90pts -- 10 models: 180pts diff --git a/cogitator/factions/imperial-agents/datasheets/deathwatch-kill-team.md b/cogitator/factions/imperial-agents/datasheets/deathwatch-kill-team.md deleted file mode 100644 index 91a7eca..0000000 --- a/cogitator/factions/imperial-agents/datasheets/deathwatch-kill-team.md +++ /dev/null @@ -1,71 +0,0 @@ -# Deathwatch Kill Team - -**Role:** Battleline - -*Deathwatch Veterans’ skills have been honed in their former Chapter for decades, sometimes centuries. Throughout their long vigil against the manifold xenos threats, each Veteran learns to arm himself so as to best contribute to the mission at hand, and squads carry an array of weapons to fell any foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | -| Infernus heavy bolter – heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Stalker-pattern boltgun | 24 | 1 | 3 | 4 | -1 | 2 | HEAVY, PRECISION | -| Deathwatch shotgun | 18 | 2 | 3 | 4 | 0 | 2 | ASSAULT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Shield blades | Melee | 4 | 3 | 5 | -2 | 1 | TwIN-lINkED | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Deathwatch thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Deathwatch, Battleline, Retinue, Kill Team, Imperium, Grenades, Infantry, Ordo Xenos -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Watch Sergeant -- 4-9 Deathwatch Veterans - -**Wargear Options:** -- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following:- 1 boltgun and 1 Astartes shield -- 1 power weapon and 1 Astartes shield -- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer. -- For every 5 models in this unit, 1 model can have their boltgun and power weapon replaced with 1 stalker-pattern boltgun and 1 close combat weapon. -- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon. -- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon. -- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon. -- One model's boltgun and power weapon can be replaced with 1 Black Shield blades. -- The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade. -- The Watch Sergeant's boltgun can be replaced with 1 combi-weapon. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Inquisitor Eisenhorn - -**Points:** -- 5 models: 100pts -- 10 models (AGENTS OF THE IMPERIUM Detachment): 190pts -- 10 models (Assigned Agent): 200pts diff --git a/cogitator/factions/imperial-agents/datasheets/deathwatch-terminator-squad.md b/cogitator/factions/imperial-agents/datasheets/deathwatch-terminator-squad.md deleted file mode 100644 index 3fdf7ce..0000000 --- a/cogitator/factions/imperial-agents/datasheets/deathwatch-terminator-squad.md +++ /dev/null @@ -1,75 +0,0 @@ -# Deathwatch Terminator Squad - -**Role:** Other - -*The indomitable warriors honoured to wear hulking suits of Terminator armour are an inspiring sight to their brethren. Deathwatch Terminators carry the most powerful close combat weapons, and the strength and durability of their armour allows them to take the heaviest firepower directly into hidden xenos lairs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** power fist; storm bolter. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Terminatus Assault** (Datasheet): Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test. -- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. - -**Keywords:** Infantry, Terminator Squad, Imperium, Terminator, Ordo Xenos, Retinue, Deathwatch -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Deathwatch Terminator Sergeant -- 4-9 Deathwatch Terminators - -**Wargear Options:** -- Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following:- 1 assault cannon -- 1 heavy flamer -- 1 plasma cannon -- 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced) -- Any number of models can each have their power fist and storm bolter replaced with one of the following:- 1 storm bolter and 1 power weapon -- 1 storm bolter and 1 chainfist -- 1 twin lightning claws -- 1 thunder hammer and 1 storm shield - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 5 models: 210pts -- 10 models: 420pts diff --git a/cogitator/factions/imperial-agents/datasheets/eversor-assassin.md b/cogitator/factions/imperial-agents/datasheets/eversor-assassin.md deleted file mode 100644 index 94e0c5f..0000000 --- a/cogitator/factions/imperial-agents/datasheets/eversor-assassin.md +++ /dev/null @@ -1,68 +0,0 @@ -# Eversor Assassin - -**Role:** Characters - -*Berserk killers fuelled by unstable chemical stimms, Eversor Assassins are hurricanes of bladed and clawed destruction. They are unleashed as weapons of terror and annihilation, set loose to murder not only their intended target but anyone around them as well.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 4 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** executioner pistol; power sword and neuro gauntlet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner pistol | 12 | 4 | 2 | 4 | 0 | 1 | ANTI-INFANTRY 3+, PISTOL, PRECISION, SUSTAINED HITS 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power sword and neuro gauntlet | Melee | 6 | 2 | 5 | -2 | 2 | ANTI-INFANTRY 3+, PRECISION, SUSTAINED HITS 3 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Frenzon** (Datasheet): This model is eligible to shoot and declare a charge in a turn in which it Advanced. -- **Overkill** (Datasheet): Once per battle, in your Movement phase, this model can use this ability before it makes a Normal move. If it does, until the end of the turn, add 6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s melee weapons. -- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. - -If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CAllIDUS ASSASSIN). - -**Keywords:** Epic Hero, Imperium, Eversor Assassin, Character, Grenades, Officio Assassinorum, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Eversor Assassin – EPIC HERO - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 110pts -- 1 model (Assigned Agent): 120pts diff --git a/cogitator/factions/imperial-agents/datasheets/exaction-squad.md b/cogitator/factions/imperial-agents/datasheets/exaction-squad.md deleted file mode 100644 index 9301f87..0000000 --- a/cogitator/factions/imperial-agents/datasheets/exaction-squad.md +++ /dev/null @@ -1,73 +0,0 @@ -# Exaction Squad - -**Role:** Other - -*The most experienced and level-headed Arbitrators form Exaction Squads to hunt down and seize dangerous transgressors alive. They do not hesitate to crush any who stand in their way, ruthlessly bludgeoning them or cutting them down in blazes of heavy firepower, never halting until their target is in custody.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Proctor-Exactant and Exaction Vigilant is equipped with:** Arbites combat shotgun; Arbites shotpistol; close combat weapon. - -**The Cyber-mastiff is equipped with:** mechanical bite. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arbites combat shotgun | 18 | 2 | 4 | 4 | 0 | 1 | assault | -| Arbites grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Arbites grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Arbites shotpistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Executioner shotgun | 24 | 1 | 4 | 5 | -1 | 1 | ignores cover, precision | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Webber | 12 | D6 | N/A | 2 | 0 | 1 | assault, devastating wounds, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Excruciator maul | Melee | 2 | 3 | 4 | -1 | 2 | — | -| Mechanical bite | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Imperial Law** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities. -- **Arbites Medi-kit** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Exaction Vigilants to this unit. -- **Nuncio Aquila** (Wargear): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn. - -**Designer’s Note:** *Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.* -- **Soulguilt Scanner** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. - -**Keywords:** Exaction Squad, Adeptus Arbites, Retinue, Imperium, Grenades, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Proctor-Exactant -- 9 Exaction Vigilants -- 1 Cyber-mastiff - -**Wargear Options:** -- Up to 2 Exaction Vigilants can each have their Arbites combat shotgun replaced with one of the following (duplicates are not allowed):- 1 executioner shotgun -- 1 Arbites grenade launcher -- 1 heavy stubber -- 1 webber -- 1 Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 excruciator maul.* -- 1 other Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 Arbites medi-kit.* -- 1 other Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 soulguilt scanner.* -- The Proctor-Exactant can be equipped with 1 nuncio aquila. -- * That model’s Arbites combat shotgun cannot be replaced. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 11 models: 90pts diff --git a/cogitator/factions/imperial-agents/datasheets/fortis-kill-team.md b/cogitator/factions/imperial-agents/datasheets/fortis-kill-team.md deleted file mode 100644 index 37c72fe..0000000 --- a/cogitator/factions/imperial-agents/datasheets/fortis-kill-team.md +++ /dev/null @@ -1,87 +0,0 @@ -# Fortis Kill Team - -**Role:** Other - -*Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM INTERCESSOR | 6" | 4 | 3+ | 2 | 6+ | 1 | -| KILL TEAM OUTRIDER | 12" | 5 | 3+ | 4 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Kill Team Intercessor is equipped with:** bolt pistol; bolt rifle; close combat weapon. - -**Every Kill Team Intercessor with plasma incinerator is equipped with:** bolt pistol; plasma incinerator; close combat weapon. - -**Every Kill Team Intercessor with heavy bolt pistol is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Every Kill Team Outrider is equipped with:** bolt pistol; twin bolt rifle; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | -| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | -| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 4 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. - -For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Fortis Doctrines** (Datasheet): Each time a model in this unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character from your army with the Leader ability can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. -- **TRANSPORT** (Fortification (левая колонка)): This unit cannot embark within an Imperial Rhino. - -**Keywords:** Fortis Kill Team, Deathwatch, Retinue, Grenades, Ordo Xenos, Imperium, Infantry, Kill Team -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 5-10 Kill Team Intercessors -- 0-4 Kill Team Intercessors with plasma incinerators -- 0-4 Kill Team Intercessors with heavy bolt pistols -- 0-2 Kill Team Outriders - -**Wargear Options:** -- 1 Kill Team Intercessor’s bolt rifle can be replaced with one of the following:- 1 hand flamer -- 1 plasma pistol -- 1 Astartes chainsword -- 1 Long Vigil melee weapon -- 1 model equipped with a bolt rifle can replace its close combat weapon with one of the following:- 1 Astartes chainsword -- 1 Long Vigil melee weapon -- For every 5 models in this unit, 1 model’s bolt rifle can be replaced with 1 Long Vigil ranged weapon. -- Any number of Kill Team Intercessors with plasma incinerators can each have their bolt pistol replaced with 1 plasma pistol. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/imperial-agents/datasheets/grey-knights-terminator-squad.md b/cogitator/factions/imperial-agents/datasheets/grey-knights-terminator-squad.md deleted file mode 100644 index eea9b3c..0000000 --- a/cogitator/factions/imperial-agents/datasheets/grey-knights-terminator-squad.md +++ /dev/null @@ -1,66 +0,0 @@ -# Grey Knights Terminator Squad - -**Role:** Other - -*The Grey Knights are the foremost daemon-hunting elites in the Imperium. Amongst their ranks, few warriors are more fearsome or skilled than their Terminators. So it is that, when powerful Imperial agents call for aid against infernal threats, these battle-brothers often answer.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** storm bolter; Nemesis force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Incinerator | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Psilencer | 24 | 6 | 3 | 5 | 0 | 1 | psychic, sustained hits 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis force weapon | Melee | 4 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Hammerhand (Psychic)** (Datasheet): Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Ancient’s Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **Narthecium** (Wargear): In your Command phase, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit. -- **Rites of Teleportation** (Special (правая колонка)): If one or more INQUISITOR units are attached to this unit during the Declare Battle formations step, models in those units have the Deep Strike ability. - -**Keywords:** Grenades, Terminator, Grey Knights Terminator Squad, Psyker, Infantry, Requisitioned, Ordo Malleus, Imperium -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Terminator Justicar -- 4 Grey Knights Terminators - -**Wargear Options:** -- For every 5 models in this unit, 1 Grey Knights Terminator's storm bolter can be replaced with one of the following:- 1 incinerator -- 1 psilencer -- 1 psycannon -- 1 Grey Knights Terminator equipped with a storm bolter can be equipped with 1 Ancient’s banner.* -- 1 Grey Knights Terminator can have its storm bolter replaced with 1 narthecium.* -- * You cannot select both of these options for the same model. - -**Leader:** -Led By: Inquisitor In Terminator Armour, Inquisitor Coteaz, Inquisitor - -**Points:** -- 5 models (AGENTS OF THE IMPERIUM Detachment): 190pts -- 5 models (Assigned Agent): 210pts diff --git a/cogitator/factions/imperial-agents/datasheets/imperial-navy-breachers.md b/cogitator/factions/imperial-agents/datasheets/imperial-navy-breachers.md deleted file mode 100644 index ba5a750..0000000 --- a/cogitator/factions/imperial-agents/datasheets/imperial-navy-breachers.md +++ /dev/null @@ -1,78 +0,0 @@ -# Imperial Navy Breachers - -**Role:** Battleline - -*Experienced in hazardous boarding actions, these elite Armsmen are aggressive and blunt instruments of their warship’s commander. They wear fully enclosed void armour and wield robust weapons optimised for close-confines fighting, while some carry more specialised gear for cracking enemy bulkheads.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Navis Sergeant-at-Arms is equipped with:** Navis shotgun; close combat weapon. - -**One Navis Armsman is equipped with:** Navis las-volley; close combat weapon. - -**One other Navis Armsman is equipped with:** Navis heavy shotgun; close combat weapon; endurant shield. - -**Every other model is equipped with:** Navis shotgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Demolition charge | 6 | D6 | 5 | 9 | -2 | 2 | assault, blast, hazardous, one shot | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Navis heavy shotgun | 12 | 4 | 4 | 4 | 0 | 1 | assault | -| Navis las-volley | 18 | 4 | 4 | 6 | 0 | 1 | — | -| Navis shotgun | 12 | 2 | 4 | 4 | 0 | 1 | assault | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -1 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -2 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 1 | 5 | 6 | -2 | 2 | anti-vehicle 3+ | -| Chainsword | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Breaching Team** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. -- **Gheistskull** (Datasheet): Once per battle, when you select this unit as the target of the Grenade Stratagem, you can target one enemy unit visible to and within 18" of this unit that is not within Engagement Range of any units from your army, instead of one within 8". -- **CAT Unit** (Datasheet): Once per battle, when this unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit gain the [IGNORES COVER] ability. - -**Designer’s Note:** *Place one Gheistskull and one CAT Unit token next to this unit, removing each token once the relevant ability has been used.* -- **Endurant Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Infantry, Battleline, Imperial Navy Breachers, Retinue, Smoke, Imperium, Voidfarers, Grenades -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Navis Sergeant-at-Arms -- 9 Navis Armsmen - -**Wargear Options:** -- The Navis Sergeant-at-Arms’ Navis shotgun can be replaced with one of the following:- 1 autopistol and 1 chainsword -- 1 bolt pistol and 1 power weapon -- 1 Navis Armsman’s Navis las-volley can be replaced with one of the following:- 1 meltagun -- 1 plasma gun -- 1 Navis Armsman's Navis shotgun can be replaced with 1 autopistol and 1 power weapon. -- 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist. -- 1 Navis Armsman can be equipped with 1 demolition charge. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor In Terminator Armour, Rogue Trader Entourage, Janus Draik, Neyam Shai Murad, Navigator, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor Coteaz, Inquisitor, Inquisitor, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Eisenhorn, Inquisitor Greyfax, Inquisitor Ostromandeus, Inquisitor Ostromandeus - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/imperial-agents/datasheets/imperial-rhino.md b/cogitator/factions/imperial-agents/datasheets/imperial-rhino.md deleted file mode 100644 index 330d14c..0000000 --- a/cogitator/factions/imperial-agents/datasheets/imperial-rhino.md +++ /dev/null @@ -1,61 +0,0 @@ -# Imperial Rhino - -**Role:** Dedicated Transports - -*Amongst the most iconic and ubiquitous of the Imperium’s armoured infantry transports, the Rhino is as redoubtable as it is resilient. Boasting a capacious troop compartment, j .-I self-repairing capabilities and weapon mounts for storm bolters and hunter-killer missiles, it has earned its reputation as the workhorse of Imperial armies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Self Repair** (Datasheet): At the end of your Command phase, this model regains 1 lost wound. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperial Rhino, Imperium, Dedicated Transport, Transport, Smoke, Vehicle -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Imperial Rhino - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 12 AGENTS OF THE IMpERIUM Infantry models. It cannot transport TERMINATOR or OFFICIO ASSASSINORUM models. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/imperial-agents/datasheets/indomitor-kill-team.md b/cogitator/factions/imperial-agents/datasheets/indomitor-kill-team.md deleted file mode 100644 index ff0cda8..0000000 --- a/cogitator/factions/imperial-agents/datasheets/indomitor-kill-team.md +++ /dev/null @@ -1,83 +0,0 @@ -# Indomitor Kill Team - -**Role:** Other - -*Comprising warriors wearing the heavier Gravis variant of Mk X armour, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Kill Team Heavy Intercessor is equipped with:** bolt pistol; heavy bolt rifle; close combat weapon. - -**Every Kill Team Heavy Intercessor with power fists is equipped with:** flamestorm gauntlets; power fists. - -**Every Kill Team Heavy Intercessor with melta rifle is equipped with:** bolt pistol; melta rifle; close combat weapon. - -**Every Kill Team Heavy Intercessor with jump pack is equipped with:** assault bolters; close combat weapon; jump pack. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault bolters | 18 | 3 | 3 | 5 | -1 | 2 | assault, pistol, sustained hits 2, twin-linked | -| Auto boltstorm gauntlets | 18 | 3 | 3 | 4 | 0 | 1 | twin-linked | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Heavy bolt rifle | 30 | 2 | 3 | 5 | -1 | 1 | assault, heavy | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | assault, heavy, sustained hits 1 | -| Flamestorm gauntlets | 12 | D6+1 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | -| Melta rifle | 18 | 1 | 3 | 9 | -4 | D6 | heavy, melta 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma exterminators – standard | 18 | 2 | 3 | 7 | -2 | 2 | assault, pistol, twin-linked | -| Plasma exterminators – supercharge | 18 | 2 | 3 | 8 | -3 | 3 | assault, hazardous, pistol, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fists | Melee | 3 | 4 | 8 | -2 | 2 | twin-linked | - -**Abilities:** -- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. - -For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Jump Pack** (Wargear): The bearer has a Move characteristic of 10" and can move over models and terrain features as if they were not there. -- **Indomitor Doctrines** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a CHARACTER unit from your army can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. -- **TRANSPORT** (Fortification (левая колонка)): This unit cannot embark within an Imperial Rhino. - -**Keywords:** Ordo Xenos, Infantry, Indomitor Kill Team, Retinue, Deathwatch, Kill Team, Grenades, Imperium -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 5-10 Kill Team Heavy Intercessors -- 0-2 Kill Team Heavy Intercessors with power fists -- 0-2 Kill Team Heavy Intercessors with melta rifles -- 0-2 Kill Team Heavy Intercessors with jump packs - -**Wargear Options:** -- For every 5 models in this unit, 1 model equipped with a heavy bolt rifle can have its heavy bolt rifle replaced with 1 heavy bolter. -- 1 model equipped with a melta rifle can have its melta rifle replaced with 1 multi-melta. -- Any number of models equipped with flamestorm gauntlets can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher. -- Any number of models equipped with assault bolters can each have their assault bolters replaced with 1 plasma exterminators. - -**Leader:** -Led By: Inquisitor In Terminator Armour, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn - -**Points:** -- 5 models: 120pts -- 10 models: 240pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-coteaz.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-coteaz.md deleted file mode 100644 index e1cec20..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-coteaz.md +++ /dev/null @@ -1,70 +0,0 @@ -# Inquisitor Coteaz - -**Role:** Characters - -*A puritan of the Ordo Malleus, Inquisitor Coteaz spends every waking moment studying reports made by his countless agents, or facing down daemons, heretics and aliens in open battle. He refuses to harness the power of the warp for his own ends, wiedling it instead to combat the daemonic and prosecute those who lack purity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Psychic Blast; Nemesis daemon hammer; Glovodan psyber-eagle. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Psychic Blast | 18 | D6 | 3 | 3 | -1 | 1 | anti-daemon 4+, anti-infantry 5+, devastating wounds, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nemesis daemon hammer | Melee | 3 | 3 | 9 | -3 | 3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within. -- **Malefic Wardings (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models. -- **Spy Network** (Datasheet): Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. -- **Glovodan Psyber-eagle** (Wargear): In your Command phase, you can select one enemy unit within 18" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. - -**Designer’s Note:** *Place a Glovodan Psyber-eagle token next to the selected unit to remind you.* - -**Keywords:** Imperium, Ordo Malleus, Inquisitor, Coteaz, Psyker, Infantry, Character, Epic Hero -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor Coteaz – EPIC HERO - -**Leader:** -Can lead: Death Korps Of Krieg, Skitarii Vanguard, Skitarii Vanguard, Cadian Shock Troops, Skitarii Rangers, Assault Intercessor Squad, Blood Claws, Fortis Kill Team, Strike Squad, Crusader Squad (Legendary), Battle Sisters Squad, Crusader Squad, Brotherhood Terminator Squad, Grey Hunters, Deathwatch Terminator Squad, Deathwatch Kill Team, Catachan Jungle Fighters, Vigilant Squad, Imperial Navy Breachers, Deathwatch Veterans, Intercessor Squad, Exaction Squad, Skitarii Rangers, Spectrus Kill Team, Cadian Shock Troops, Vigilant Squad, Tactical Squad, Proteus Kill Team, Inquisitorial Agents, Heavy Intercessor Squad, Imperial Navy Breachers, Death Korps Of Krieg, Aquila Kill Team, Grey Knights Terminator Squad, Custodian Guard, Decimus Kill Team, Catachan Jungle Fighters, Subductor Squad - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 75pts -- 1 model (Assigned Agent): 95pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-draxus.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-draxus.md deleted file mode 100644 index ed19da2..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-draxus.md +++ /dev/null @@ -1,67 +0,0 @@ -# Inquisitor Draxus - -**Role:** Characters - -*An audacious and committed Ordo Xenos Inquisitor, Kyria Draxus is a specialist in hunting Necrons. Radical in her outlook, she accepts the necessity of working with some aliens to protect the Imperium. She has learned about the Necrons from the Aeldari and honed her psychic abilities through xenos, as well as Human, tuition.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Dirgesinger; Psychic Tempest; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dirgesinger | 18 | 4 | 3 | 4 | 0 | 2 | anti-infantry 4+, assault, devastating wounds | -| Psychic Tempest | 18 | 6 | 3 | 6 | 0 | 2 | psychic, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power fist | Melee | 3 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within. -- **Xenos Hunter** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll. -- **Psychic Veil (Psychic)** (Datasheet): In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER’s unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -**Keywords:** Psyker, Grenades, Imperium, Ordo Xenos, Inquisitor, Draxus, Infantry, Character, Epic Hero -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor Draxus – EPIC HERO - -**Leader:** -Can lead: Catachan Jungle Fighters, Tactical Squad, Death Korps Of Krieg, Imperial Navy Breachers, Cadian Shock Troops, Vigilant Squad, Crusader Squad, Vigilant Squad, Decimus Kill Team, Catachan Jungle Fighters, Skitarii Rangers, Exaction Squad, Death Korps Of Krieg, Deathwatch Veterans, Heavy Intercessor Squad, Custodian Guard, Brotherhood Terminator Squad, Proteus Kill Team, Imperial Navy Breachers, Intercessor Squad, Battle Sisters Squad, Skitarii Vanguard, Deathwatch Terminator Squad, Skitarii Rangers, Inquisitorial Agents, Cadian Shock Troops, Skitarii Vanguard, Aquila Kill Team, Deathwatch Kill Team, Strike Squad, Blood Claws, Fortis Kill Team, Spectrus Kill Team, Crusader Squad (Legendary), Grey Hunters, Assault Intercessor Squad, Subductor Squad - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 75pts -- 1 model (Assigned Agent): 110pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-eisenhorn.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-eisenhorn.md deleted file mode 100644 index faf0769..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-eisenhorn.md +++ /dev/null @@ -1,74 +0,0 @@ -# Inquisitor Eisenhorn - -**Role:** Characters - -*Inquisitor Eisenhorn of the Ordo Xenos is a man of great willpower and resolve. He will go to any lengths to preserve the Imperium, and for his actions has been declared a traitor twice – he was found to be loyal on both occasions. Eisenhorn is also a potent telepath, with the power to compel individuals, or even groups, to follow his instructions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** artificer bolt pistol; Mind Assault; runestaff and Barbarisater - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer bolt pistol | 12 | 4 | 3 | 4 | 0 | 2 | — | -| Mind Assault | 18 | 2 | 3 | 5 | -2 | 3 | devastating wounds, precision, psychic, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Runestaff and Barbarisater | Melee | 5 | 3 | 6 | -2 | 2 | psychic | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. -- **Malus Codicium** (Datasheet): While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit. -- **Dominate Will (Psychic)** (Datasheet): At the start of your opponent’s Shooting phase, select one enemy INFANTRY unit that is within 12" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot. - -**Keywords:** Psyker, Infantry, Eisenhorn, Grenades, Imperium, Ordo Xenos, Epic Hero, Character, Inquisitor -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor Eisenhorn – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Catachan Jungle Fighters, Blood Claws, Cadian Shock Troops, Grey Hunters, Custodian Guard, Strike Squad, Heavy Intercessor Squad, Subductor Squad, Crusader Squad (Legendary), Deathwatch Kill Team, Deathwatch Terminator Squad, Intercessor Squad, Imperial Navy Breachers, Imperial Navy Breachers, Aquila Kill Team, Skitarii Vanguard, Death Korps Of Krieg, Catachan Jungle Fighters, Skitarii Rangers, Assault Intercessor Squad, Tactical Squad, Spectrus Kill Team, Inquisitorial Agents, Deathwatch Veterans, Cadian Shock Troops, Exaction Squad, Crusader Squad, Death Korps Of Krieg, Vigilant Squad, Skitarii Rangers, Decimus Kill Team, Kill Team Cassius, Battle Sisters Squad, Proteus Kill Team, Fortis Kill Team, Indomitor Kill Team, Brotherhood Terminator Squad, Daemonhost, Vigilant Squad, Skitarii Vanguard, Deathwatch Kill Team - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-greyfax.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-greyfax.md deleted file mode 100644 index d8da80f..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-greyfax.md +++ /dev/null @@ -1,66 +0,0 @@ -# Inquisitor Greyfax - -**Role:** Characters - -*Inquisitor Greyfax is feared even by many in her own order, the Ordo Hereticus. Devoid of mercy or remorse, she is an iron-willed warrior. She is also a powerful psyker, with telepathic abilities that enable her to detect lies in those she questions. Some brand Greyfax a dangerous radical for this, but her commitment to the Imperium is undeniable.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Castigation; condemnor stake; master-crafter power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castigation | 18 | 1 | 3 | 8 | -2 | 3 | anti-character 4+, devastating wounds, precision, psychic | -| Condemnor stake | 24 | 1 | 3 | 4 | 0 | 1 | anti-psyker 2+, devastating wounds, precision, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power sword | Melee | 4 | 3 | 4 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within. -- **Psyoculum** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability. -- **No Mercy** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll. - -**Keywords:** Ordo Hereticus, Greyfax, Infantry, Character, Epic Hero, Psyker, Grenades, Imperium, Inquisitor -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor Greyfax – EPIC HERO - -**Leader:** -Can lead: Exaction Squad, Deathwatch Veterans, Catachan Jungle Fighters, Strike Squad, Assault Intercessor Squad, Sanctifiers, Fortis Kill Team, Subductor Squad, Skitarii Vanguard, Cadian Shock Troops, Intercessor Squad, Sisters of Battle Squad, Custodian Guard, Battle Sisters Squad, Deathwatch Terminator Squad, Skitarii Rangers, Catachan Jungle Fighters, Spectrus Kill Team, Crusader Squad, Vigilant Squad, Skitarii Rangers, Cadian Shock Troops, Tactical Squad, Death Korps Of Krieg, Deathwatch Kill Team, Proteus Kill Team, Skitarii Vanguard, Blood Claws, Brotherhood Terminator Squad, Death Korps Of Krieg, Aquila Kill Team, Grey Hunters, Crusader Squad (Legendary), Decimus Kill Team, Vigilant Squad, Imperial Navy Breachers, Imperial Navy Breachers, Heavy Intercessor Squad, Inquisitorial Agents - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-in-terminator-armour.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-in-terminator-armour.md deleted file mode 100644 index 3af7729..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-in-terminator-armour.md +++ /dev/null @@ -1,79 +0,0 @@ -# Inquisitor In Terminator Armour - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; Inquisitorial melee weapon; blessed wardings. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 3 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Psycannon | 24 | 3 | 3 | 8 | -1 | 2 | psychic | -| Psychic shock wave | 18 | 2D6 | N/A | 3 | -2 | 1 | devastating wounds, psychic, torrent | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 5 | -2 | D3 | psychic | -| Inquisitorial melee weapon | Melee | 5 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. -- **Power of the Rosette** (Datasheet): Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP. -- **Blessed Wardings** (Wargear): While the bearer is leading a unit, models in that unit have a 6+ invulnerable save. -- **Psychic Gifts** (Wargear): The bearer has the PSYKER keyword. - -**Keywords:** Inquisitor, Imperium, Infantry, Character, Grenades, Terminator -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor in Terminator Armour - -**Wargear Options:** -- This model’s storm bolter can be replaced with 1 combi-weapon. -- This model’s blessed wardings can be replaced with 1 psychic gifts and 1 psychic shock wave. -- If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force weapon. -- If this model is equipped with 1 psychic gifts, its storm bolter can be replaced with 1 psycannon. - -**Leader:** -Can lead: Proteus Kill Team, Deathwatch Terminator Squad, Deathwatch Veterans, Skitarii Vanguard, Decimus Kill Team, Skitarii Rangers, Imperial Navy Breachers, Brotherhood Terminator Squad, Assault Intercessor Squad, Indomitor Kill Team, Death Korps Of Krieg, Grey Knights Terminator Squad, Vigilant Squad, Aquila Kill Team, Sanctifiers, Blood Claws, Skitarii Vanguard, Vigilant Squad, Deathwatch Kill Team, Death Korps Of Krieg, Intercessor Squad, Grey Hunters, Sisters of Battle Squad, Catachan Jungle Fighters, Cadian Shock Troops, Cadian Shock Troops, Crusader Squad, Exaction Squad, Imperial Navy Breachers, Crusader Squad (Legendary), Inquisitorial Agents, Tactical Squad, Skitarii Rangers, Strike Squad, Spectrus Kill Team, Battle Sisters Squad, Catachan Jungle Fighters, Fortis Kill Team, Deathwatch Kill Team, Kill Team Cassius, Custodian Guard, Heavy Intercessor Squad, Subductor Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-karamazov.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-karamazov.md deleted file mode 100644 index 20a46d1..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-karamazov.md +++ /dev/null @@ -1,52 +0,0 @@ -# Inquisitor Karamazov - -**Role:** Characters - -*Inquisitor Karamazov is amongst the most ruthless and uncompromising of the Ordo Hereticus. His actions have no guile or subterfuge, and he has no time for clemency. Karamazov has led vast crusading armies, as well as presided over the trials of heretics from his Throne of Judgement – an ancient bipedal battle-shrine.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** master-crafted multi-melta; master-crafted power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted multi-melta | 18 | 3 | 3 | 10 | -4 | D6 | melta 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power sword | Melee | 6 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Throne of Judgement (Aura)** (Datasheet): While a friendly unit is within 6" of this model, improve the Leadership characteristic of models in that unit by 1. While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. -- **Unsubtle Crusader** (Datasheet): At the start of the Declare Battle Formations step, you can select up to three Agents of the Imperium Infantry units from your army, or one Imperium Battleline unit from your army – those units gain the Scouts 6" ability. - -**Keywords:** Karamazov, Walker, Ordo Hereticus, Inquisitor, Imperium, Epic Hero, Character, Vehicle -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor Karamazov – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor-ostromandeus.md b/cogitator/factions/imperial-agents/datasheets/inquisitor-ostromandeus.md deleted file mode 100644 index 5d32c40..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor-ostromandeus.md +++ /dev/null @@ -1,81 +0,0 @@ -# Inquisitor Ostromandeus - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| INQUISITOR OSTROMANDEUS | 6" | 3 | 3+ | 4 | 6+ | 1 | -| STENTOR-I-52 | 6" | 3 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save (INQUISITOR OSTROMANDEUS: 5)** -** Inquisitor Ostromandeus only.* -**Invulnerable Save (STENTOR-I-52: -)** - -**Default Wargear:** -**Inquisitor Ostromandeus is equipped with:** inferno pistol; power sword, vox-skull. - -**Stentor-I-52 is equipped with:** hydraulic vox-ram. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hydraulic vox-ram | Melee | 3 | 4 | 6 | -2 | 2 | — | -| Power sword | Melee | 5 | 3 | 4 | -2 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. -- **Ward Against the Malefic Arts** (Datasheet): While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. -- **Vox-cast Proclamations (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this unit’s Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP. -- **Vox-skull** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES) within 12" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. - -**Designer’s Note:** *Place a vox-skull token next to the unit, removing it once this ability has been used.* - -**Keywords:** Epic Hero, Imperium, Inquisitor Ostromandeus, Infantry, Character, Grenades -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor Ostromandeus – EPIC HERO -- 1 Stentor-I-52 – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Custodian Guard, Tactical Squad, Skitarii Rangers, Cadian Shock Troops, Spectrus Kill Team, Skitarii Rangers, Skitarii Vanguard, Strike Squad, Sisters of Battle Squad, Intercessor Squad, Crusader Squad (Legendary), Assault Intercessor Squad, Fortis Kill Team, Proteus Kill Team, Blood Claws, Crusader Squad, Deathwatch Terminator Squad, Catachan Jungle Fighters, Deathwatch Veterans, Death Korps Of Krieg, Imperial Navy Breachers, Subductor Squad, Aquila Kill Team, Brotherhood Terminator Squad, Vigilant Squad, Exaction Squad, Vigilant Squad, Cadian Shock Troops, Decimus Kill Team, Deathwatch Kill Team, Heavy Intercessor Squad, Catachan Jungle Fighters, Battle Sisters Squad, Death Korps Of Krieg, Grey Hunters, Imperial Navy Breachers, Inquisitorial Agents, Skitarii Vanguard - -**Points:** -- 2 models: 65pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitor.md b/cogitator/factions/imperial-agents/datasheets/inquisitor.md deleted file mode 100644 index aec0c91..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitor.md +++ /dev/null @@ -1,75 +0,0 @@ -# Inquisitor - -**Role:** Characters - -*It is the Inquisitors’ task to investigate xenos plots, corruption, mutation, heresy, cults, rogue psykers and anything else they deem worthy of scrutiny. Such is their power, nothing is beyond their authority and no one is beyond their justice. If they deem it necessary, they can order the destruction of entire worlds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Inquisitorial melee weapon; blessed wardings. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 3 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Psychic Shock Wave | 18 | 2D6 | N/A | 3 | -2 | 1 | devastating wounds, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inquisitorial melee weapon | Melee | 5 | 3 | 4 | -2 | 1 | — | -| Force weapon | Melee | 4 | 3 | 5 | -2 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Authority of the Inquisition** (Datasheet): While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within. -- **Power of the Rosette** (Datasheet): Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP. -- **Blessed Wardings** (Wargear): While this model is leading a unit, models in that unit have the 6+ invulnerable save. -- **Psychic Gifts** (Wargear): The bearer has the PSYKER keyword. - -**Keywords:** Infantry, Inquisitor, Imperium, Grenades, Character -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitor - -**Wargear Options:** -- This model’s bolt pistol can be replaced with 1 combi-weapon. -- This model’s blessed wardings can be replaced with 1 psychic gifts and 1 Psychic Shock Wave. -- If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force weapon. - -**Leader:** -Can lead: Skitarii Rangers, Catachan Jungle Fighters, Heavy Intercessor Squad, Grey Hunters, Death Korps Of Krieg, Imperial Navy Breachers, Spectrus Kill Team, Exaction Squad, Decimus Kill Team, Deathwatch Terminator Squad, Intercessor Squad, Fortis Kill Team, Cadian Shock Troops, Vigilant Squad, Skitarii Vanguard, Blood Claws, Sisters of Battle Squad, Crusader Squad, Imperial Navy Breachers, Vigilant Squad, Custodian Guard, Deathwatch Kill Team, Skitarii Rangers, Grey Knights Terminator Squad, Skitarii Vanguard, Cadian Shock Troops, Assault Intercessor Squad, Death Korps Of Krieg, Inquisitorial Agents, Brotherhood Terminator Squad, Battle Sisters Squad, Strike Squad, Tactical Squad, Crusader Squad (Legendary), Catachan Jungle Fighters, Proteus Kill Team, Aquila Kill Team, Sanctifiers, Deathwatch Veterans, Subductor Squad - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 55pts -- 1 model (Assigned Agent): 65pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitorial-agents.md b/cogitator/factions/imperial-agents/datasheets/inquisitorial-agents.md deleted file mode 100644 index da957f9..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitorial-agents.md +++ /dev/null @@ -1,74 +0,0 @@ -# Inquisitorial Agents - -**Role:** Other - -*To aid them in their esoteric and complex missions, many Inquisitors maintain retinues of select individuals of rare talent, skill and power. Motley collections of fighters, fanatics, savants and psykers, they work ceaselessly in the shadows to protect the Imperium.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This unit can only contain 2 Gun Servitors if it also contains 10 Inquisitorial Agents.* - -**Every Inquisitorial Agent is equipped with:** agent firearm; agent melee weapon. - -**Every Gun Servitor is equipped with:** heavy bolter; agent melee weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Agent firearm | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -1 | 1 | blast, heavy | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -2 | 2 | blast, hazardous, heavy | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -1 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -2 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Agent melee weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | -| Eviscerator | Melee | 2 | 3 | 6 | -2 | 2 | devastating wounds | -| Mystic stave | Melee | 2 | 3 | 5 | -1 | D3 | ANTI-INFANTRy 4+, psychic | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Loyal Henchmen** (Datasheet): While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll. -- **Tome-skull** (Wargear): Once per battle for each Tome-skull this unit is equipped with, at the start of any phase, you can select either one friendly AGENTS OF THE IMPERIUM unit that is Battle-shocked and within 6" of this unit or one enemy unit within 6" of this unit. If you select a friendly unit, that unit is no longer Battle-shocked. If you select an enemy unit, it must take a Battle-shock test. - -**Designer’s Note:** *Place the appropriate number of Tome-skull tokens next to the unit at the start of the battle, removing one each time this unit uses this ability.* -- **INQUISITORIAL HENCHMEN** (Special (правая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each Inquisitor unit you include in your army, you can include one INQUISITORIAL AGENTS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents). - -**Keywords:** Infantry, Imperium, Grenades, Retinue, Inquisitorial Agents -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 5-10 Inquisitorial Agents -- 1-2 Gun Servitors* - -**Wargear Options:** -- For every 5 Inquisitorial Agents in this unit, it can be equipped with 1 Tome-skull. -- For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 plasma pistol.** -- For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 eviscerator.** -- For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 mystic stave.** -- Any number of Gun Servitors can each have their heavy bolter replaced with one of the following:- 1 multi-melta -- 1 plasma cannon -- ***The some model cannot be equipped with more than one of these wargear options.* - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Coteaz, Inquisitor, Ministorum Priest, Jokaero Weaponsmith, Inquisitor Eisenhorn, Inquisitor Greyfax, Inquisitor Ostromandeus - -**Points:** -- 6 models (AGENTS OF THE IMPERIUM Detachment): 50pts -- 12 models (AGENTS OF THE IMPERIUM Detachment): 100pts -- 6 models (Assigned Agent): 60pts -- 12 models (Assigned Agent): 120pts diff --git a/cogitator/factions/imperial-agents/datasheets/inquisitorial-chimera.md b/cogitator/factions/imperial-agents/datasheets/inquisitorial-chimera.md deleted file mode 100644 index bb7a925..0000000 --- a/cogitator/factions/imperial-agents/datasheets/inquisitorial-chimera.md +++ /dev/null @@ -1,72 +0,0 @@ -# Inquisitorial Chimera - -**Role:** Dedicated Transports - -*The Chimera is a blend of armoured personnel carrier and light tank, easy to produce en masse and extremely versatile. Those deployed by Imperial agents boast a wealth of varied armament options, transporting their passengers swiftly into battle then providing heavy covering fire while they complete their missions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** multi-laser; heavy bolter; lasgun array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Hunter-killer missile | 48 | 1 | 4 | 14 | -3 | D6 | one shot | -| Lasgun array | 24 | 6 | 4 | 3 | 0 | 1 | rapid fire 6 | -| Multi-laser | 36 | 4 | 4 | 6 | 0 | 1 | — | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Transport, Imperium, Inquisitorial Chimera, Dedicated Transport -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Inquisitorial Chimera - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 heavy flamer. -- This model’s multi-laser can be replaced with one of the following:- 1 Heavy bolter* -- 1 Heavy flamer* -- This model can be equipped with one of the following:- 1 heavy stubber -- 1 storm bolter -- This model can be equipped with 1 hunter-killer missile. -- *This weapon cannot be replaced.* - -**Transport:** -This model has a transport capacity of 13 INQUISITOR INFANTRy and INQUISITORIAl AGENT models. It cannot transport TERMINATOR models. - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/imperial-agents/datasheets/janus-draik.md b/cogitator/factions/imperial-agents/datasheets/janus-draik.md deleted file mode 100644 index 30d125c..0000000 --- a/cogitator/factions/imperial-agents/datasheets/janus-draik.md +++ /dev/null @@ -1,68 +0,0 @@ -# Janus Draik - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heirloom pistol; monomolecular rapier. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heirloom pistol | 12 | 1 | 3 | 4 | -1 | 3 | anti-infantry 4+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monomolecular rapier | Melee | 4 | 3 | 3 | -2 | 1 | sustained hits 1 | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Backroom Deals** (Datasheet): If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability. -- **Warrant of Trade** (Datasheet): If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Janus Draik, Epic Hero, Voidfarers, Infantry, Grenades, Imperium, Character -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Janus Draik – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Voidsmen-at-arms, Imperial Navy Breachers - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/imperial-agents/datasheets/jokaero-weaponsmith.md b/cogitator/factions/imperial-agents/datasheets/jokaero-weaponsmith.md deleted file mode 100644 index 376c892..0000000 --- a/cogitator/factions/imperial-agents/datasheets/jokaero-weaponsmith.md +++ /dev/null @@ -1,69 +0,0 @@ -# Jokaero Weaponsmith - -**Role:** Characters - -*Daemonhosts are empyric spirits bound by rite to the body of a mortal. Some serve as indentured minions in an Inquisitor’s retinue with a host of otherworldly abilities. It is a brave or foolish decision indeed to make a Daemonhost. Spirits that break free take delight in avenging themselves on their captors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 2 | 7+ | 0 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Jokaero weapons; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Jokaero weapons – scattered | 12 | D6 | N/A | 4 | 0 | 1 | TORRENT | -| Jokaero weapons – focused | 24 | 1 | 4 | 10 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 5 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Inconceivable Augmentation** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **A Weaponsmith, Not a Warlord** (Datasheet): This model cannot be selected to be your WARLORD. While an Inquisitor model is leading a unit that includes one or more JOKAERO WEAPONSMITH models, the Objective Control characteristic of JOKAERO WEAPONSMITH models in that unit is 1. -- **INQUISITORIAL AGENT** (Fortification (левая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each unique pairing of 1 Inquisitorial Agents unit and 1 JOKAERO WEAPONSMITH unit occuring in your army, increase the maximum number of Character units permitted in your army by 1. - -**Keywords:** Jokaero Weaponsmith, Character, Infantry, Imperium -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Jokaero Weaponsmith - -**Wargear Options:** -- None - -**Leader:** -Can lead: Inquisitorial Agents - -**Points:** -- 1 model: 30pts diff --git a/cogitator/factions/imperial-agents/datasheets/kill-team-cassius.md b/cogitator/factions/imperial-agents/datasheets/kill-team-cassius.md deleted file mode 100644 index 9de8957..0000000 --- a/cogitator/factions/imperial-agents/datasheets/kill-team-cassius.md +++ /dev/null @@ -1,99 +0,0 @@ -# Kill Team Cassius - -**Role:** Characters - -*Kill Team Cassius is an elite squad of specialists, even amongst Talasa Prime’s ranks of Veterans. Hand-picked by Chaplain Cassius for an unauthorised mission, the kill team uncovered the first recorded Genestealer Cult alongside him on Ghosar Quintus. They have fought together many times since, and baulk at no xenos horror.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | -| KILL TEAM BIKER | 12" | 5 | 3+ | 3 | 6+ | 2 | -| CHAPLAIN CASSIUS | 6" | 4 | 3+ | 4 | 5+ | 2 | -| KILL TEAM TERMINATOR | 5" | 5 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save (KILL TEAM VETERAN: -)** -**Invulnerable Save (KILL TEAM BIKER: -)** -**Invulnerable Save (CHAPLAIN CASSIUS: 4)** -**Invulnerable Save (KILL TEAM TERMINATOR: 4)** - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Deathwatch twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | TWIN-LINKED | -| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Psychic Cleanse | 24 | D6 | 3 | 5 | -1 | D3 | psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | -| Close combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Force weapon | Melee | 5 | 2 | 5 | -3 | D3 | psychic | -| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. - -For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* -- **Catechism of Death** (Datasheet): While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **Unflinching** (Datasheet): You can re-roll Battle-shock tests for this unit. -- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there. -- **Psychic Hood** (Wargear): Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **CASSIUS** (Special (правая колонка)): Your army cannot contain both Chaplain Cassius and KILL TEAM CASSIUS. - -**Keywords:** Infantry, Epic Hero, Kill Team Cassius, Deathwatch, Ordo Xenos, Imperium, Grenades, Character, Kill Team -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Chaplain Cassius – EPIC HERO -- 8 Kill Team Veterans: -- Vael Donatus -- Zameon Gydrael -- Rodricus Grytt -- Antor Delassio -- Edryc Setorax -- Jensus Natorian -- Drenn Redblade -- Ennox Sorrlock -- 1 Kill Team Terminator (Garran Branatar) -- 1 Kill Team Biker (Jetek Suberei) - -**Wargear Options:** -- Chaplain Cassius is equipped with: artificer crozius; bolt pistol. -- Vael Donatus is equipped with: boltgun; bolt pistol; close combat weapon. -- Zameon Gydrael is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon. -- Rodricus Grytt is equipped with: frag cannon; bolt pistol; close combat weapon. -- Antor Delassio is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon, jump pack. -- Edryc Setorax is equipped with: twin lightning claws, jump pack. -- Jensus Natorian is equipped with: psychic Cleanse; bolt pistol; force weapon; psychic hood. -- Drenn Redblade is equipped with: Long Vigil melee weapon; boltgun. -- Garran Branatar is equipped with: heavy flamer; Long Vigil ranged weapon; power fist. -- Ennox Sorrlock is equipped with: Long Vigil ranged weapon; close combat weapon. -- Jetek Suberei is equipped with: Deathwatch twin boltgun; Long Vigil melee weapon. - -**Leader:** -Led By: Inquisitor In Terminator Armour, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn - -**Points:** -- 11 models: 220pts diff --git a/cogitator/factions/imperial-agents/datasheets/ministorum-priest.md b/cogitator/factions/imperial-agents/datasheets/ministorum-priest.md deleted file mode 100644 index c45cf24..0000000 --- a/cogitator/factions/imperial-agents/datasheets/ministorum-priest.md +++ /dev/null @@ -1,69 +0,0 @@ -# Ministorum Priest - -**Role:** Characters - -*In Mankind’s endless war for survival, faith and zealotry are weapons as potent as any blade or firearm. Ministorum Priests embody this truth, striding into battle bellowing martial canticles to inspire allies and terrify foes. Some crush enemies’ skulls and shatter their bones with blows from crackling power maces, while others immolate their victims with vindictorflame weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** zealot’s vindictor. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Holy pistol | 12 | 3 | 4 | 4 | 0 | 1 | pISTOl | -| Zealot’s vindictor | 12 | D6 | N/A | 5 | 0 | 1 | IGNORES COvER, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 4 | 4 | -2 | 1 | — | -| Zealot's vindictor | Melee | 3 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Holy Hatred** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Zealot** (Datasheet): Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3. - -**Keywords:** Ministorum Priest, Infantry, Character, Imperium, Ordo Hereticus -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Ministorum Priest - -**Wargear Options:** -- This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon - -**Leader:** -Can lead: Vigilant Squad, Inquisitorial Agents, Exaction Squad, Imperial Navy Breachers, Subductor Squad, Sisters of Battle Squad, Sanctifiers - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/imperial-agents/datasheets/navigator.md b/cogitator/factions/imperial-agents/datasheets/navigator.md deleted file mode 100644 index 59c3a68..0000000 --- a/cogitator/factions/imperial-agents/datasheets/navigator.md +++ /dev/null @@ -1,65 +0,0 @@ -# Navigator - -**Role:** Characters - -*Haughty nobles whose value to the Imperium is huge, Navigators take to the battlefield only rarely, typically to complete some vital mission for their voidship’s master. At such times, their ability to perceive the shifting tides of the warp makes them powerful assets, as does the soul-blasting gaze of their mutant third eye.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** laspistol; force-orb cane. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force-orb cane | Melee | 3 | 4 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Gaze into the Empyrean (Psychic)** (Datasheet): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model. -- **Third Eye (Psychic)** (Datasheet): At the start of your Shooting phase, select one enemy unit within 12" of and visible to this model. That unit must take a Battle-shock test, subtracting 2 from the result if it is an INFANTRY unit. If the test is failed, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Navigator, Voidfarers, Imperium, Psyker, Infantry, Character -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Navigator - -**Leader:** -Can lead: Voidsmen-at-arms, Imperial Navy Breachers - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 60pts -- 1 model (Assigned Agent): 75pts diff --git a/cogitator/factions/imperial-agents/datasheets/neyam-shai-murad.md b/cogitator/factions/imperial-agents/datasheets/neyam-shai-murad.md deleted file mode 100644 index 37d8865..0000000 --- a/cogitator/factions/imperial-agents/datasheets/neyam-shai-murad.md +++ /dev/null @@ -1,68 +0,0 @@ -# Neyam Shai Murad - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** negotiator pistols; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Negotiator pistol | 12 | 4 | 3 | 4 | -2 | 1 | precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Backroom Deals** (Datasheet): If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability. -- **Warrant of Trade** (Datasheet): If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Neyam Shai Murad, Epic Hero, Character, Imperium, Infantry, Voidfarers, Grenades -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Neyam Shai Murad – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Voidsmen-at-arms, Imperial Navy Breachers - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/imperial-agents/datasheets/proteus-kill-team.md b/cogitator/factions/imperial-agents/datasheets/proteus-kill-team.md deleted file mode 100644 index d973a95..0000000 --- a/cogitator/factions/imperial-agents/datasheets/proteus-kill-team.md +++ /dev/null @@ -1,110 +0,0 @@ -# Proteus Kill Team - -**Role:** Other - -*The sheer versatility of their weapon loadout, coupled with their durability and manoeuvrability, make it little wonder that Proteus Kill Teams have worked miraculous feats of arms on countless hostile worlds over the course of the Imperium’s history.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM VETERANS | 6" | 4 | 3+ | 2 | 6+ | 1 | -| KILL TEAM BIKER | 12" | 5 | 3+ | 3 | 6+ | 2 | -| KILL TEAM TERMINATOR | 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save (KILL TEAM VETERANS: -)** -**Invulnerable Save (KILL TEAM BIKER: -)** -**Invulnerable Save (KILL TEAM TERMINATOR: 4)** -** Kill Team Terminator models only.* - -**Default Wargear:** -**Every Kill Team Veteran is equipped with:** boltgun; Long Vigil melee weapon; close combat weapon. - -**Every Kill Team Veteran with Jump Pack is equipped with:** Long Vigil melee weapon; close combat weapon; jump pack. - -**Every Kill Team Biker is equipped with:** twin boltgun; close combat weapon. - -**Every Kill Team Terminator is equipped with:** storm bolter; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | DEVASTATING WOUNDS | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Infernus heavy bolter – heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Deathwatch thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | -| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Terminator thunder hammer | Melee | 3 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. - -For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Proteus Doctrines** (Datasheet): Each time a model in this unit makes an attack that targets a unit that is not Below Half-strength, add 1 to the Hit roll. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Deathwatch Kill Team, it can be attached to this unit instead. - -**Keywords:** Imperium, Retinue, Deathwatch, Ordo Xenos, Proteus Kill Team, Grenades, Kill Team, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 5-10 Kill Team Veterans -- 0-4 Kill Team Veterans with Jump Packs -- 0-2 Kill Team Bikers -- 0-4 Kill Team Terminators - -**Wargear Options:** -- Any number of Kill Team Veterans can replace their boltgun and Long Vigil melee weapon with:- 1 Long Vigil ranged weapon -- 1 boltgun and 1 Astartes shield -- 1 Long Vigil melee weapon and 1 Astartes shield -- For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer. -- For every 5 models in the unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with one of the following:- 1 frag cannon -- 1 Infernus heavy bolter -- Any number of Kill Team Biker models can be equipped with one of the following:- 1 bolt pistol -- 1 Long Vigil melee weapon -- For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer. -- Up to 3 models can each have their storm bolter replaced with one of the following:- 1 assault cannon -- 1 heavy flamer -- 1 plasma cannon -- 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced) -- Any number of Kill Team Terminator models can replace their power fist and storm bolter with one of the following:- 1 storm bolter and 1 power weapon -- 1 storm bolter and 1 chainfist -- 1 twin lightning claws -- 1 Terminator thunder hammer and 1 storm shield - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 5 models: 160pts -- 10 models: 320pts diff --git a/cogitator/factions/imperial-agents/datasheets/rogue-trader-entourage.md b/cogitator/factions/imperial-agents/datasheets/rogue-trader-entourage.md deleted file mode 100644 index 49f3c33..0000000 --- a/cogitator/factions/imperial-agents/datasheets/rogue-trader-entourage.md +++ /dev/null @@ -1,81 +0,0 @@ -# Rogue Trader Entourage - -**Role:** Characters - -*Rogue Traders are daring explorers, ruthless conquerors and cunning merchants, exploring and exploiting the uncharted regions of the galaxy in the name of the Imperium. Their families bear a Warrant of Trade, which helps to identify them as Imperial elites. Some command whole armadas, while others have only a small retinue of followers.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| ROGUE TRADER | 6" | 3 | 4+ | 4 | 6+ | 1 | -| OTHER MODELS | 6" | 3 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Rogue Trader is equipped with:** household pistol; monomolecular cane-rapier. - -**The Death Cult Assassin is equipped with:** dartmask; Death Cult power blade. - -**The Lectro-Maester is equipped with:** voltaic pistol; close combat weapon. - -**The Rejuvenat Adept is equipped with:** laspistol; close combat weapon; healing serum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dartmask | 12 | 1 | 4 | 2 | -1 | D3 | anti-infantry 2+, pistol, precision | -| Household pistol | 12 | 2 | 3 | 5 | -2 | 2 | pistol, devastating wounds | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Voltaic pistol | 12 | 3 | 3 | 4 | -2 | 1 | pistol, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Death Cult power blade | Melee | 5 | 2 | 4 | -2 | 1 | precision | -| Monomolecular cane-rapier | Melee | 4 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Backroom Deals** (Datasheet): If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability. -- **Warrant of Trade** (Datasheet): If your army includes one or more units with this ability, after both players have deployed their armies, select upto D3 IMpERIUM BATTlElINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. -- **Healing Serum** (Wargear): At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed models (excluding CHARACTERS) to the bearer’s unit. - -**Keywords:** Grenades, Infantry, Imperium, Voidfarers, Rogue Trader Entourage, Character -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Rogue Trader -- 1 Death Cult Assassin -- 1 Lectro-Maester -- 1 Rejuvenat Adept - -**Leader:** -Can lead: Voidsmen-at-arms, Imperial Navy Breachers - -**Points:** -- 4 models (AGENTS OF THE IMPERIUM Detachment): 75pts -- 4 models (Assigned Agent): 105pts diff --git a/cogitator/factions/imperial-agents/datasheets/sanctifiers.md b/cogitator/factions/imperial-agents/datasheets/sanctifiers.md deleted file mode 100644 index 21f06f8..0000000 --- a/cogitator/factions/imperial-agents/datasheets/sanctifiers.md +++ /dev/null @@ -1,90 +0,0 @@ -# Sanctifiers - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Miraculist is equipped with:** holy fire; burning hands. - -**The Salvationist is equipped with:** close combat weapon; Salvationist medikit. - -**The Death Cult Assassin is equipped with:** Death Cult blades. - -**1 Missionary is equipped with:** plasma gun; Sanctifier melee weapon. - -**1 Missionary is equipped with:** Ministorum flamer; Sanctifier melee weapon. - -**Every Sanctifier is equipped with:** Ministorum hand flamer; Sanctifier melee weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Holy fire | 12 | D6 | N/A | 6 | -1 | 2 | ignores cover, one shot, torrent | -| Meltagun | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma gun – standard | 24 | 1 | 4 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 4 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burning hands | Melee | 1 | 2 | 6 | -2 | 3 | devastating wounds | -| Close combat weapon | Melee | 2 | 3 | 3 | 0 | 1 | — | -| Death Cult blades | Melee | 4 | 2 | 4 | -2 | 1 | precision | -| Sanctifier melee weapon | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. -- **Ministorum Sermon** (Datasheet): While this unit contains a MINISTORUM PRIEST, each time a model in this unit makes a melee attack, add 1 to the Wound roll. -- **Cherub** (Datasheet): Once per battle, you can target this unit with the Command Re-roll Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Designer’s Note:** *Place a Cherub token next to the unit, removing it once this ability has been used.* -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Ministorum Priest or Inquisitor model from your army with the Leader ability can be attached to a Sisters of Battle Squad, it can be attached to this unit instead. If a MINISTORUM PRIEST or INQUISITOR model from your army is attached to this unit during the Declare Battle Formations step, that model gains the Scouts 6" ability. -- **Salvationist Medikit** (Wargear): In your Command phase, if the bearer is on the battlefield, you can return up to D3 destroyed models (excluding CHARACTER models) to this unit. -- **Simulacrum Imperialis** (Wargear): Improve the Leadership characteristic of models in the bearer’s unit by 1. - -**Keywords:** Sanctifiers, Retinue, Imperium, Grenades, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Miraculist -- 1 Salvationist -- 1 Death Cult Assassin -- 2 Missionaries -- 4 Sanctifiers - -**Wargear Options:** -- 1 Missionary model can have its 1 plasma gun replaced with 1 meltagun. -- 1 Missionary model equipped with 1 plasma gun can be equipped with 1 holy fire (this model’s plasma gun cannot be replaced). -- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 Ministorum hand flamer and 1 close combat weapon. -- 1 Sanctifier model can have its 1 Sanctifier melee weapon replaced with 1 close combat weapon and 1 simulacrum imperialis. - -**Leader:** -Led By: Inquisitor In Terminator Armour, Inquisitor Greyfax, Ministorum Priest, Inquisitor - -**Points:** -- 9 models: 100pts diff --git a/cogitator/factions/imperial-agents/datasheets/sisters-of-battle-immolator.md b/cogitator/factions/imperial-agents/datasheets/sisters-of-battle-immolator.md deleted file mode 100644 index e95b628..0000000 --- a/cogitator/factions/imperial-agents/datasheets/sisters-of-battle-immolator.md +++ /dev/null @@ -1,64 +0,0 @@ -# Sisters of Battle Immolator - -**Role:** Dedicated Transports - -*The Immolator is an armoured transport commonly employed by the Adepta Sororitas. As befits their zealous style of war, its armaments tend towards aggressive short-ranged firepower best employed amidst dense terrain or on the attack. Countless heretics and xenos have been reduced to ash by the fiery blasts of these tools of purgation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 11 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** heavy bolter; immolation flamers; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Immolation flamers | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 2, twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Purge and Cleanse** (Datasheet): Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Immolator, Vehicle, Transport, Dedicated Transport, Imperium, Ordo Hereticus, Smoke -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Immolator - -**Wargear Options:** -- This model’s immolation flamers can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin multi-melta -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 6 ORDO HERETICUS INFANTRy models. - -At the start of the Declare Battle Formations step, you can select one SISTERS OF BATTlE SQUAD from your army. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 100pts -- 1 model (Assigned Agent): 115pts diff --git a/cogitator/factions/imperial-agents/datasheets/sisters-of-battle-squad.md b/cogitator/factions/imperial-agents/datasheets/sisters-of-battle-squad.md deleted file mode 100644 index d654b92..0000000 --- a/cogitator/factions/imperial-agents/datasheets/sisters-of-battle-squad.md +++ /dev/null @@ -1,86 +0,0 @@ -# Sisters of Battle Squad - -**Role:** Other - -*The Adepta Sororitas - or Battle Sisters - are the militant arm of the Imperial faith. Clad in sanctified power armour and wielding an array of potent mid-to-close-ranged firearms, these fanatical warriors excel in clearing out nests of heresy and gunning down enemies of the Golden Throne wherever they are found. They are valued allies to any Imperial agent.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer-crafted storm bolter | 24 | 2 | 3 | 4 | 0 | 2 | rapid fire 2 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 1 | 3 | 4 | 0 | 1 | rapid fire 1 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Condemnor boltgun | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-PSYKER 2+, DEVASTATING WOUNDS, PRECISION, RAPID FIRE 1 | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MElTA 2, pISTOl | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Ministorum flamer | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | -| Ministorum hand flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COvER, pISTOl, TORRENT | -| Ministorum heavy flamer | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | pISTOl | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | pISTOl, HAzARDOUS | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 3 | -1 | 1 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | -1 | 1 | — | -| Power weapon | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Defenders of the Faith** (Datasheet): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **Incensor Cherub** (Datasheet): Once per battle, you can target this unit with the Command Re-roll Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Designer’s Note:** *Place an Incensor Cherub token next to the unit, removing it once this ability has been used.* -- **Simulacrum Imperials** (Wargear): Improve the Leadership characteristic of models in the bearer’s unit by 1. - -**Keywords:** Infantry, Grenades, Imperium, Requisitioned, Sisters of Battle Squad, Ordo Hereticus -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Sister Superior -- 9 Battle Sisters - -**Wargear Options:** -- The Sister Superior’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 combi-weapon -- 1 condemnor boltgun -- 1 inferno pistol -- 1 Ministorum hand flamer -- 1 plasma pistol -- The Sister Superior can be equipped with one of the following:- 1 chainsword -- 1 power weapon -- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter -- 1 meltagun -- 1 Ministorum flamer -- 1 Battle Sister’s boltgun can be replaced with one of the following:- 1 artificer-crafted storm bolter -- 1 heavy bolter -- 1 meltagun -- 1 Ministorum flamer -- 1 Ministorum heavy flamer -- 1 multi-melta -- 1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced). - -**Leader:** -Led By: Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor, Ministorum Priest, Inquisitor Ostromandeus - -**Points:** -- 10 models (AGENTS OF THE IMPERIUM Detachment): 100pts -- 1 model (Assigned Agent): 115pts diff --git a/cogitator/factions/imperial-agents/datasheets/spectrus-kill-team.md b/cogitator/factions/imperial-agents/datasheets/spectrus-kill-team.md deleted file mode 100644 index 12c2409..0000000 --- a/cogitator/factions/imperial-agents/datasheets/spectrus-kill-team.md +++ /dev/null @@ -1,103 +0,0 @@ -# Spectrus Kill Team - -**Role:** Other - -*Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Kill Team Infiltrator is equipped with:** bolt pistol; marksman bolt carbine; close combat weapon. - -**Every Kill Team Infiltrator with bolt sniper rifle is equipped with:** bolt pistol; bolt sniper rifle; close combat weapon. - -**Every Kill Team Infiltrator with jump pack is equipped with:** bolt pistol; accelerator autocannon; close combat weapon; jump pack. - -**Every Kill Team Infiltrator with occulus bolt carbine is equipped with:** bolt pistol; occulus bolt carbine; paired combat blades. - -**Every Kill Team Infiltrator with combat knife is equipped with: **special-issue bolt pistol; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator autocannon | 48 | 3 | 4 | 8 | -1 | 2 | heavy | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | precision | -| Bolt sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | -| Las fusil | 36 | 1 | 3 | 9 | -3 | D6 | heavy | -| Marksman bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | heavy | -| Occulus bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | assault, ignores cover | -| Special-issue bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Combat knife | Melee | 4 | 3 | 4 | 0 | 1 | precision | -| Paired combat blades | Melee | 3 | 3 | 4 | 0 | 1 | sustained hits 1 | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. - -For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Spectrus Doctrines** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. -- **Helix Gauntlet** (Wargear): Models in the bearer’s unit have the Feel No Pain 6+ ability. -- **Infiltrator Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character from your army with the Leader ability can be attached to an Deathwatch Kill Team, it can be attached to this unit instead. -- **TRANSPORT** (Fortification (левая колонка)): This unit cannot embark within an Imperial Rhino. - -**Keywords:** Imperium, Grenades, Smoke, Kill Team, Infantry, Retinue, Spectrus Kill Team, Deathwatch, Ordo Xenos -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 5-10 Kill Team Infiltrators -- 0-2 Kill Team Infiltrators with bolt sniper rifles -- 0-2 Kill Team Infiltrators with jump packs -- 0-4 Kill Team Infiltrators with occulus bolt carbines -- 0-4 Kill Team Infiltrators with combat knives - -**Wargear Options:** -- One model equipped with a marksman bolt carbine can be equipped with 1 helix gauntlet.* -- One model equipped with a marksman bolt carbine can be equipped with 1 Infiltrator comms array.* -- One model can replace its bolt sniper rifle with 1 bolt carbine. -- Any number of models can each replace their bolt sniper rifle with 1 las fusil. -- Any number of models can each replace their combat knife with 1 bolt carbine and 1 close combat weapon. -- ** These options cannot be taken on the same model.* - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Watch Captain Artemis, Watch Master, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 5 models: 90pts -- 10 models: 180pts diff --git a/cogitator/factions/imperial-agents/datasheets/subductor-squad.md b/cogitator/factions/imperial-agents/datasheets/subductor-squad.md deleted file mode 100644 index 3a09b6c..0000000 --- a/cogitator/factions/imperial-agents/datasheets/subductor-squad.md +++ /dev/null @@ -1,58 +0,0 @@ -# Subductor Squad - -**Role:** Other - -*Subductors possess one of the most recognisable – and feared – silhouettes to the Imperium’s criminal classes. Bearing Subjugation-pattern assault shields and crackling shock mauls, they are brutal front-line brawlers capable of crushing the most stubborn dissent.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 4 -**Excluding the Cyber-mastiff.* - -**Default Wargear:** -**Every Proctor-Subductor and Subductor is equipped with:** Arbites shotpistol; shock maul. - -**The Cyber-mastiff is equipped with:** mechanical bite. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arbites shotpistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanical bite | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Shock maul | Melee | 2 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Dedication to Duty** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **Nuncio Aquila** (Wargear): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn. - -**Designer’s Note:** *Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.* - -**Keywords:** Imperium, Grenades, Infantry, Subductor Squad, Adeptus Arbites, Retinue -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Proctor-Subductor -- 9 Subductors -- 1 Cyber-mastiff - -**Wargear Options:** -- The Proctor-Subductor can be equipped with 1 nuncio aquila. - -**Leader:** -Led By: Inquisitor Greyfax, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Inquisitor, Inquisitor Coteaz, Inquisitor Draxus, Inquisitor In Terminator Armour - -**Points:** -- 11 models (AGENTS OF THE IMPERIUM Detachment): 85pts -- 11 models (Assigned Agent): 100pts diff --git a/cogitator/factions/imperial-agents/datasheets/ur-025.md b/cogitator/factions/imperial-agents/datasheets/ur-025.md deleted file mode 100644 index e9a1d8b..0000000 --- a/cogitator/factions/imperial-agents/datasheets/ur-025.md +++ /dev/null @@ -1,47 +0,0 @@ -# UR-025 - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Mk 1 assault weapon; power claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mk 1 assault weapon | 24 | 4 | 3 | 5 | -1 | 1 | ASSAULT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power claw | Melee | 3 | 4 | 8 | -2 | 2 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Self Repair** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. -- **Evade and Survive** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move. - -**Keywords:** Character, UR-025, Epic Hero, Infantry, Imperium -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 UR-025 – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/imperial-agents/datasheets/veteran-bike-squad.md b/cogitator/factions/imperial-agents/datasheets/veteran-bike-squad.md deleted file mode 100644 index bbf05a9..0000000 --- a/cogitator/factions/imperial-agents/datasheets/veteran-bike-squad.md +++ /dev/null @@ -1,56 +0,0 @@ -# Veteran Bike Squad - -**Role:** Other - -*Matching their speed, strength and firepower against the swiftest xenos, Veteran Bikers are expert hunters. Undertaking extended missions in dangerous territory, they assess their enemy’s every weakness, close off escape routes and use their velocity to enact sudden strikes from unexpected angles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; close combat weapon; twin boltgun. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Veteran Bike Squad, Mounted, Grenades, Deathwatch, Retinue, Ordo Xenos, Imperium -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Veteran Biker Sergeant -- 2-5 Veteran Bikers - -**Wargear Options:** -- The Veteran Biker Sergeant can be equipped with one of the following:- 1 Long Vigil ranged weapon -- 1 Long Vigil melee weapon -- 1 xenophase blade -- 1 Astartes shield -- Any number of Veteran Biker models can each be equipped with 1 Long Vigil melee weapon. - -**Points:** -- 3 models: 70pts -- 6 models: 140pts diff --git a/cogitator/factions/imperial-agents/datasheets/vigilant-squad.md b/cogitator/factions/imperial-agents/datasheets/vigilant-squad.md deleted file mode 100644 index 2f61e47..0000000 --- a/cogitator/factions/imperial-agents/datasheets/vigilant-squad.md +++ /dev/null @@ -1,66 +0,0 @@ -# Vigilant Squad - -**Role:** Battleline - -*Vigilants brutally sweep the guilty from existence with the signature combat shotgun of the Adeptus Arbites. These grim Arbitrators are ever alert to malfeasance and unwavering in its punishment, unleashing devastating blasts at close range.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Proctor-Vigilant and Vigilant is equipped with:** Arbites combat shotgun; Arbites shotpistol; close combat weapon. - -**The Cyber-mastiff is equipped with:** mechanical bite. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arbites combat shotgun | 18 | 2 | 4 | 4 | 0 | 1 | assault | -| Arbites grenade launcher – frag | 24 | D3 | 4 | 4 | 0 | 1 | blast | -| Arbites grenade launcher – krak | 24 | 1 | 4 | 9 | -2 | D3 | — | -| Arbites shotpistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Executioner shotgun | 24 | 1 | 4 | 5 | -1 | 1 | ignores cover, precision | -| Heavy stubber | 36 | 3 | 4 | 4 | 0 | 1 | rapid fire 3 | -| Webber | 12 | D6 | N/A | 2 | 0 | 1 | assault, devastating wounds, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | -| Mechanical bite | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Merciless Judgement** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit that is Below Half-strength, add 1 to the Wound roll. -- **Nuncio Aquila (Aura)** (Wargear): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn. - -**Designer’s Note:** *Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.* - -**Keywords:** Infantry, Battleline, Grenades, Imperium, Retinue, Vigilant Squad, Adeptus Arbites -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Proctor-Vigilant -- 9 Vigilants -- 1 Cyber-mastiff - -**Wargear Options:** -- Up to 2 Vigilants can each have their Arbites combat shotgun replaced with one of the following (duplicates are not allowed):- 1 executioner shotgun -- 1 Arbites grenade launcher -- 1 heavy stubber -- 1 webber -- The Proctor-Vigilant can be equipped with 1 nuncio aquila. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor Draxus, Inquisitor In Terminator Armour, Inquisitor In Terminator Armour, Inquisitor Greyfax, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor Coteaz, Inquisitor, Inquisitor, Ministorum Priest, Inquisitor Eisenhorn, Inquisitor Eisenhorn, Inquisitor Ostromandeus, Inquisitor Ostromandeus - -**Points:** -- 11 models: 85pts diff --git a/cogitator/factions/imperial-agents/datasheets/vindicare-assassin.md b/cogitator/factions/imperial-agents/datasheets/vindicare-assassin.md deleted file mode 100644 index 3fc447c..0000000 --- a/cogitator/factions/imperial-agents/datasheets/vindicare-assassin.md +++ /dev/null @@ -1,57 +0,0 @@ -# Vindicare Assassin - -**Role:** Characters - -*The muffled crack of a Vindicare Assassin’s exitus rifle is all that most ever detect of its presence – that, and the spray of their victim’s brain matter. They are lethal marksmen who find the perfect firing position from which to pinpoint their quarry, while against more numerous foes they swiftly rack up high body counts with shot after expert shot.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 6+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** exitus pistol; exitus rifle; Vindicare combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exitus pistol | 12 | 3 | 2 | 6 | -2 | 3 | devastating wounds, ignores cover, pistol, precision | -| Exitus rifle | 48 | 1 | 2 | 8 | -3 | D3+3 | devastating wounds, heavy, ignores cover, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vindicare combat knife | Melee | 4 | 2 | 4 | -1 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Deadshot** (Datasheet): Each time this model makes a ranged attack, when selecting targets for that attack, you can ignore the Lone Operative ability. -- **Shieldbreaker** (Datasheet): Once per battle, when selecting targets for this model’s exitus rifle, it can fire a shieldbreaker round. If it does, until the end of the phase, each time this model makes an attack with that weapon, add 1 to the Wound roll and any successful Wound roll scores a Critical Wound. -- **SHADOW ASSIGNMENT** (Special (правая колонка)): This model cannot be selected to be your WARLORD. - -If your army faction is AGENTS OF THE IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CUlExUS ASSASSIN, it cannot have more than 1 EvERSOR ASSASSIN and it cannot have more than 1 CAllIDUS ASSASSIN). - -**Keywords:** Infantry, Epic Hero, Smoke, Imperium, Officio Assassinorum, Character, Vindicare Assassin -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Vindicare Assassin – EPIC HERO - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 110pts -- 1 model (Assigned Agent): 125pts diff --git a/cogitator/factions/imperial-agents/datasheets/voidsmen-at-arms.md b/cogitator/factions/imperial-agents/datasheets/voidsmen-at-arms.md deleted file mode 100644 index df7cd76..0000000 --- a/cogitator/factions/imperial-agents/datasheets/voidsmen-at-arms.md +++ /dev/null @@ -1,59 +0,0 @@ -# Voidsmen-at-arms - -**Role:** Other - -*Voidsmen-at-Arms provide security on the ships of many Rogue Traders. Well drilled and often well equipped, they are highly adept at fighting in vessel corridors and other close-quarters environments.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Voidmaster is equipped with:** artificer shotgun; laspistol; close combat weapon. - -**One Voidsman is equipped with:** laspistol; Voidsman rotor cannon; close combat weapon. - -**Every other Voidsman is equipped with:** lasgun; laspistol; close combat weapon. - -**The Canid is equipped with:** vicious bite. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer shotgun | 12 | 2 | 4 | 4 | 0 | 2 | assault | -| Lasgun | 24 | 1 | 4 | 3 | 0 | 1 | rapid fire 1 | -| Laspistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Voidsman rotor cannon | 24 | 6 | 5 | 6 | 0 | 1 | heavy, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Vicious bite | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Masters of Close Confines** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [LETHAL HITS] ability. -- **NAVY BODYGUARD** (Special (правая колонка)): If your Army Faction is not AGENTS OF THE IMPERIUM, then for each Voidfarers Character unit you include in your army, you can include one VOIDSMEN-AT-ARMS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents) - -**Keywords:** Voidfarers, Voidsmen-at-Arms, Retinue, Imperium, Grenades, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Voidmaster -- 4 Voidsmen -- 1 Canid - -**Leader:** -Led By: Rogue Trader Entourage, Janus Draik, Neyam Shai Murad, Navigator - -**Points:** -- 6 models (AGENTS OF THE IMPERIUM Detachment): 50pts -- 6 models (Assigned Agent): 70pts diff --git a/cogitator/factions/imperial-agents/datasheets/watch-captain-artemis.md b/cogitator/factions/imperial-agents/datasheets/watch-captain-artemis.md deleted file mode 100644 index 7e0fbd5..0000000 --- a/cogitator/factions/imperial-agents/datasheets/watch-captain-artemis.md +++ /dev/null @@ -1,69 +0,0 @@ -# Watch Captain Artemis - -**Role:** Characters - -*Born survivor of a feral world and formerly of the macabre Mortifactors Chapter, Artemis leads a Watch Company of Talasa Prime. Known for his instinct for xenos trickery, he still relishes the prospect of violence, whether with his blade, the mutagenic acid-fire of Hellfire Extremis or a time-warping stasis grenade.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Hellfire Extremis; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellfire Extremis | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Tactical Instinct** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Unstoppable Champion** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 1 wound remaining. - -**Keywords:** Watch Captain Artemis, Deathwatch, Ordo Xenos, Imperium, Grenades, Epic Hero, Character, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Watch Captain Artemis - -**Leader:** -Can lead: Deathwatch Kill Team, Kill Team Cassius, Deathwatch Terminator Squad, Proteus Kill Team, Fortis Kill Team, Indomitor Kill Team, Spectrus Kill Team, Aquila Kill Team - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/imperial-agents/datasheets/watch-master.md b/cogitator/factions/imperial-agents/datasheets/watch-master.md deleted file mode 100644 index ce24416..0000000 --- a/cogitator/factions/imperial-agents/datasheets/watch-master.md +++ /dev/null @@ -1,65 +0,0 @@ -# Watch Master - -**Role:** Characters - -*The galaxy’s foremost xenos hunters, each Watch Master commands one of the Chapter’s vigilant fortresses. These leaders possess centuries of strategic and esoteric knowledge of the horrors assailing Mankind. In battle, the crackling blades and tailored bolts of their vigil spears destroy any xenos before them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** vigil spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vigil spear | 24 | 2 | 2 | 4 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vigil spear | Melee | 6 | 2 | 6 | -2 | D3 | lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Strategic Knowledge** (Datasheet): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. - -**Keywords:** Character, Grenades, Imperium, Ordo Xenos, Watch Master, Deathwatch, Infantry -**Faction Keywords:** Agents of the Imperium - -**Unit Composition:** -- 1 Watch Master - -**Leader:** -Can lead: Deathwatch Terminator Squad, Spectrus Kill Team, Proteus Kill Team, Indomitor Kill Team, Fortis Kill Team, Deathwatch Kill Team, Kill Team Cassius, Aquila Kill Team - -**Points:** -- 1 model (AGENTS OF THE IMPERIUM Detachment): 95pts -- 1 model (Assigned Agent): 105pts diff --git a/cogitator/factions/imperial-agents/detachments.md b/cogitator/factions/imperial-agents/detachments.md new file mode 100644 index 0000000..57ad2a8 --- /dev/null +++ b/cogitator/factions/imperial-agents/detachments.md @@ -0,0 +1,606 @@ +# Imperial Agents Detachments + +# Imperialis Fleet + +## Abilities + +### At all Costs +At the start of your Command phase, you can select one of the following to apply:Eliminate At All Costs + +Select one enemy unit on the battlefield. Until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. + +Acquire At All Costs + +Select one objective marker on the battlefield. Until the start of your next Command phase, while an AGENTS OF THE IMPERIUM unit from your army is within range of that objective marker, improve the Leadership and Objective Control characteristics of models in that unit by 1 and models in that unit have a 5+ invulnerable save. + +## Stratagems + +### CLOSE-QUARTERS BARRAGE — 1CP +**Type:** Imperialis Fleet – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One VOIDFARERS unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1. + +### DISPLACER FIELD — 1CP +**Type:** Imperialis Fleet – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One AGENTS OF THE IMpERIUM CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save and, after the attacking unit has resolved its attacks, unless your unit is within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" (when doing so, models in this unit move as if they have the Fly keyword). + +### EMPEROR’S WILL — 1CP +**Type:** Imperialis Fleet – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One AGENTS OF THE IMpERIUM unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back. + +### MASTERS OF THE VOID — 1CP +**Type:** Imperialis Fleet – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** WHEN: Your Movement phase. + +TARGET: One VOIDFARERS CHARACTER unit from your army. + +EFFECT: Until the end of the phase, each AGENTS OF THE IMpERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent’s deployment zone (all other restrictions still apply). + +### SELFLESS BODYGUARD — 1CP +**Type:** Imperialis Fleet – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One AGENTS OF THE IMpERIUM Attached unit that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack with the [PRECISION] ability is allocated to a CHARACTER model in your unit, if there are one or more Bodyguard models in your unit, roll one D6: on a 2+, that attack is allocated to a Bodyguard model of your choice in your unit instead. + +### VIOLENT ACQUISITION — 2CP +**Type:** Imperialis Fleet – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One AGENTS OF THE IMpERIUM unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER] abilities. + +## Enhancements + +### Clandestine Operation — 15pts +*This war leader prefers to strike with subtlety and precision, working their forces into advanced positions before commencing hostilities.* +AGENTS OF THE IMPERIUM model only. At the start of the Declare Battle Formations step, you can select up to three AGENTS OF THE IMPERIUM INFANTRy units from your army (excluding GREy KNIGHTS TERMINATOR SqUAD units) - those units gain the Infiltrators ability. + +### Combat Landers — 10pts +*This commander has access to swift drop craft that can bear portions of their forces directly into the heart of the most ferocious battles.* +VOIDFARERS model only. At the start of the Declare Battle Formations step, you can select up to three VOIDFARERS units from your army - those units gain the Deep Strike ability. + +### Digital Weapons — 10pts +*These potent, short-ranged energy weapons are concealed in precious items of jewellery, the better to lethally surprise the foe.* +AGENTS OF THE IMPERIUM model only. Each time the bearer is selected to fight, roll three D6: for each 4+, one enemy unit within Engagement Range of the bearer suffers 1 mortal wound. Mortal wounds inflicted by this Enhancement are allocated as if they had the [PRECISION] ability. + +### Fleetmaster — 20pts +*Be they a Rogue Trader or some agent of the Imperial Navy, this warrior draws upon a wealth of shrewd voidfarer strategies to aid them in battle.* +VOIDFARERS model only. Once per battle round, you can target the bearer’s unit with the Violent Acquisition, Masters of the Void or Close-quarters Barrage Stratagems for 0CP. + +--- + +# Interdiction Team + +***Whether boarding a vessel smuggling unsanctioned psyker-mutants, eliminating the unholy allies of some corrupt Planetary Governor, or moving swiftly to snatch proscribed interstellar contraband, Adeptus Arbites Interdiction Teams handle the most perilous of void crimes with extreme prejudice.*** + +## Abilities + +### Chastisor Auto-Vox +In your opponent’s Command phase, each enemy unit within 3" of one or more ADEPTUS ARbiTES units from your army must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Detachment rule cannot cause a unit to take two Battle-shock tests in the same phase. + +## Stratagems + +### ARBITRARY EXECUTION — 1CP +**Type:** Interdiction Team – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ARBITES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, Arbites shotpistols equipped by models in your unit have an Attacks characteristic of 2 and the [LETHAL HITS] ability, and models in your unit can target enemy units that are not within Engagement Range of them (provided they are otherwise eligible targets). + +### CRACKDOWN — 1CP +**Type:** Interdiction Team – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ARBITES unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### DUTY AND DEATH — 1CP +**Type:** Interdiction Team – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ARBITES unit from your army that was selected as the target of one or more of the attacking unit's attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 4+ ability. + +### INESCAPABLE JUDGEMENT — 1CP +**Type:** Interdiction Team – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent's Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One ADEPTUS ARBITES unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +## Enhancements + +### Manhunter’s Helm — 0pts +*This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.* +Proctor-Exactant model only. At the start of the first battle round, select one enemy unit to be your Priority Target. Each time an ADEPTUS ARbiTES model from your army makes an attack that targets your Priority Target, if the bearer is on the battlefield, add 1 to the Wound roll. Each time your Priority Target is destroyed, if the bearer is on the battlefield, you can select a new enemy unit to be your Priority Target. + +### Vasov’s Auto-Oppressor — 0pts +*This ancient device emits focused grav-pulses that forces its targets to their knees in obeisance.* +Proctor-Exactant model only. At the end of your Movement phase, you can select one enemy unit visible to the bearer. Until the start of your next Movement phase, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for it. + +--- + +# Ordo Hereticus Purgation Force + +## Abilities + +### Root out Heresy +Ranged weapons equipped by ADEPTUS ARbITES, INqUISITOR, INqUISITORIAl AGENTS and ORDO HERETICUS models from your army have the [IGNORES COvER] ability. + +Each time an ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS or ORDO HERETICUS model from your army makes an attack that targets a CHAOS unit containing 5 or more models, that attack has the [SUSTAINED HITS 1] ability. + +## Stratagems + +### DISPENSE JUSTICE — 1CP +**Type:** Purgation Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. + +### EXACT PUNISHMENT — 1CP +**Type:** Purgation Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an AGENTS OF THE IMpERIUM unit from your army is destroyed as the result of an enemy unit's attacks. + +**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem). + +**EFFECT:** After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +### EXECUTION ORDER — 2CP +**Type:** Purgation Force – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS INFANTRy unit from your army. + +**EFFECT:** Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons have the [PRECISION] ability. + +### INVIOLATE JURISDICTION — 1CP +**Type:** Purgation Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS INFANTRy unit from your army within range of an objective marker and that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +### LINE OF FIRE — 1CP +**Type:** Purgation Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12". + +### STUN GRENADES — 1CP +**Type:** Purgation Force – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start of any phase (excluding the Command phase). + +**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS GRENADES unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Select one enemy unit (excluding MONSTERS or VEHICLES) within 8" of and visible to your unit. That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +## Enhancements + +### Ignis Judicium — 10pts +*An artificer-crafted flame projector of focused and terrible vehemence, this weapon has been the bane of countless heretics across the ages.* +INqUISITOR or MINISTORUM PRIEST model only. The bearers ranged weapons have the [DEVASTATING WOUNDS], [MELTA 1] and [PRECISION] abilities. + +### Liber Heresius — 10pts +*This ancient grimoire contains the collected accounts of many Inquisitorial purges, and is a trove of lore for those seeking to ambush and entrap heretics.* +INqUISITOR or MINISTORUM PRIEST model only. After both players have deployed their armies, select up to three AGENTS OF THE IMPERIUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### No Escape (Aura) — 25pts +*None but the most diabolical or desperate stand any chance of slipping through this Inquisitor’s grasp.* +INqUISITOR model only. While an enemy unit is within 6" of the bearer, each time it is selected to Fall Back it must first take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. + +### Witch Hunter — 15pts +*This merciless Imperial agent is monomaniacally focused upon hunting and slaying psykers.* +INqUISITOR or MINISTORUM PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a PSyKER unit, you can re-roll the Hit roll. + +--- + +# Ordo Malleus Daemon Hunters + +## Abilities + +### Destroy the Daemonic +Each time an INqUISITOR, INqUISITORIAl AGENTS or ORDO MAllEUS model from your army makes an attack, re-roll a Hit roll of 1 and, if the target of that attack is a DAEMON unit, re-roll a Wound roll of 1 as well. + +## Stratagems + +### HEXAGRAMMIC WARDS — 1CP +**Type:** Daemon Hunters – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ORDO MAllEUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, all Psychic weapons equipped by models in the attacking unit have the [HAZARDOUS] ability. + +### PSYBOLT AMMUNITION — 1CP +**Type:** Daemon Hunters – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One GREy KNIGHTS TERMINATOR SQUAD unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [PSYCHIC] abilities. + +### RITES OF EXORCISM — 1CP +**Type:** Daemon Hunters – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army. + +**EFFECT:** Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle-shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMpERIUM unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability. + +### RITUAL OF WARDING — 1CP +**Type:** Daemon Hunters – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Start of any Command phase. + +**TARGET:** One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army that is within range of an objective marker you control. + +**EFFECT:** That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it. + +### STEEL HEART — 1CP +**Type:** Daemon Hunters – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a GREy KNIGHTS TERMINATOR SQUAD unit from your army Falls Back. + +**TARGET:** That GREY KNIGHTS TERMINATOR SQUAD unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### TRUESILVER ARMOUR — 1CP +**Type:** Daemon Hunters – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One GREy KNIGHTS TERMINATOR SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +## Enhancements + +### Daemon Slayer — 10pts +*Some whisper this weapon of banishment is in fact host to a hostile warp entity in its own right.* +INqUISITOR model only. Add 1 to the Attacks characteristic of the bearers melee weapons, and those weapons have the [ANTI-DAEMON 3+] ability. + +### Formidable Resolve — 5pts +*Inquisitors of the Ordo Malleus are amongst the hardiest and most bombastic of their kind. They must be to survive their duties.* +INqUISITOR model only. Improve the bearer’s Leadership and Wounds characteristics by 1. Once per battle, at the start of any phase, you can select one friendly Battle-shocked unit within 12" of the bearer. That unit is no longer Battle-shocked. + +### Gift of the Prescient — 20pts +*Guided by the scryings of their Prognosticars, the Grey Knights strike with deadly precision and timing.* +INqUISITOR model only. Once per battle, if the bearer is on the battlefield, you can use the Rapid Ingress Stratagem for 0CP. When doing so, you must target a GREy KNIGHTS TERMINATOR SqUAD unit from your army, and when using that Stratagem, that unit can be set up anywhere on the battlefield that is more than 3" away from all enemy units. + +### Grimoire of True Names (Aura) — 10pts +*To wield the true name of a daemon is to control its supernatural power, though whether in the name of banishment or to be unleashed as a weapon of terror falls to the discretion of the grimoire’s keeper.* +INqUISITOR model only. While an enemy unit is within 9" of the bearer, worsen the Leadership characteristic of models in that unit by 1. In addition, while an enemy DAEMON unit is within 9" of the bearer, each time a model in that DAEMON unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll. + +--- + +# Ordo Xenos Alien Hunters + +## Abilities + +### Deathwatch Mission Tactics +At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all DEATHwATCH units from your army. Each Mission Tactic can only be selected once per battle.Furor Tactics + +The warriors of the Deathwatch are often sorely outnumbered by swarming foes, yet by striking for maximum indiscriminate carnage they soon even the odds. + +While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [SUSTAINED HITS 1] ability. + +Malleus Tactics + +Even the largest behemoth has a weak point, and the Deathwatch find them all. + +While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [LETHAL HITS] ability. + +Purgatus Tactics + +Adopting Purgatus tactics, the Deathwatch focus their ire upon the commanders of the enemy host. + +While this Mission Tactic is active, each time a DEATHWATCH model from your army makes an attack, on a Critical Wound, that attack has the [PRECISION] ability. + +## Stratagems + +### ADAPTIVE TACTICS — 1CP +**Type:** Alien Hunters – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One DEATHwATCH unit from your army. + +**EFFECT:** Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Alien Hunters – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DEATHwATCH unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DRAGONFIRE ROUNDS — 1CP +**Type:** Alien Hunters – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities. + +**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase. + +### HELLFIRE ROUNDS — 1CP +**Type:** Alien Hunters – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. + +**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase. + +### KRAKEN ROUNDS — 1CP +**Type:** Alien Hunters – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6". + +**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase. + +### RAPID TACTICAL RELOCATION — 1CP +**Type:** Alien Hunters – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One INQUISITOR or DEATHwATCH INFANTRy unit from your army. + +**EFFECT:** Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 9” horizontally away from all enemy models. + +**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. + +## Enhancements + +### Amulet of Auto-Chastisement — 25pts +*This talisman houses a hate-filled machine spirit that despises alien artifice. Its influence can be focused against the war engines of aliens and traitors alike to disrupt or even paralyse them altogether.* +WATCH MASTER model only. At the start of your opponents Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. + +### Beacon Angelis — 30pts +*The Beacon Angelis was devised to guide the Death watch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.* +WATCH MASTER model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. + +### Blackweave Shroud — 15pts +*This hypermorphic bodyglove of uncertain origin is worn beneath a warrior’s armour. It forms a fibrous medium that shields the warrior’s most vital systems.* +AGENTS OF THE IMPERIUM model only. The bearer has the Feel No Pain 4+ ability. + +### Universal Anathema — 10pts +*A fragment of STC technology, this device tastes the spoor of its owner’s foes, then fashions tailored toxins not even the most resilient victim can long endure.* +AGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer have the [ANTI-INFANTRy 2+] and [ANTI-MONSTER 4+] abilities. + +--- + +# Veiled Blade Elimination Force + +*The lethally efficient agents of the Officio Assassinorum ordinarily operate alone when stalking their prey. However, when assigned a particularly well-protected or formidable target, assassins from various temples may be brought together alongside other assets drawn from the military, Ecclesiarchal or judicial wings of the Imperium. These bespoke formations possess enough firepower to break through the target’s defences and ensure the killing blow is landed.* + +## Abilities + +### Extremis Sanction +Officio Assassinorum units from your army can use the Overkill, Soulless Horror and Shieldbreaker abilities twice per battle, instead of once per battle (but cannot use such an ability more than once in the same battle round). + +When mustering your army, each OFFICIO ASSASSINORUM unit from your army has the relevant Extremis ability shown on the right, and you must increase the points cost of each of those units by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. + +## Stratagems + +### BLIND GRENADES — 1CP +**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One Agents of the Imperium Grenades or Vindicare Assassin unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead. + +### ENSNARING TRAP — 1CP +**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One Agents of the Imperium Infantry unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units. + +**EFFECT:** Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a Callidus Assassin unit and it makes a Charge move as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll. + +### HYPERSTIMMS — 2CP +**Type:** Veiled Blade Elimination Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Agents of the Imperium Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, add 1 to the Toughness characteristic of models in your unit. In addition, if it is an Eversor Assassin unit, until the end of the phase, it has the Feel No Pain 4+ ability. + +### ORBITAL OVERSIGHT — 1CP +**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Agents of the Imperium Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the Lone Operative ability, if the attacking model is within 6". + +### PRIME TARGET — 1CP +**Type:** Veiled Blade Elimination Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Agents of the Imperium unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll of 1. If that attack is made by an Officio Assassinorum model and it targets the enemy WARLORD, you can re-roll the Wound roll instead. + +### WILL‑SAPPING SALVO — 1CP +**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Agents of the Imperium Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, if it is a Culexus Assassin unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3. + +## Enhancements + +### Decoy Targets — 40pts +*The agents of the Callidus Temple are known to utilise vat-grown doubles to confound their foes.* +Callidus Assassin models only. Twice per battle, in your Movement phase, you can select one other friendly Infantry model that is on the battlefield and not within Engagement Range of one or more enemy units. The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is removed from the battlefield and set up again as close as possible to where that destroyed model was and not within Engagement Range of one or more enemy units. This ability cannot be used more than once in the same battle round. + +### Esoteric Explosives — 40pts +*This Culexus operative has been outfitted with various grenades tailored to destroy their assigned targets.* +Culexus Assassin models only. Each time this model is targeted with the Grenades Stratagem, 1 mortal wound is inflicted for each D6 roll of 3+ instead of for each 4+. + +### Intraneural Biotech — 35pts +*This Eversor agent’s neurons have been surgically spliced to enhance awareness and speed of thought.* +Eversor Assassin models only. Once per battle round, you can target this model with the Heroic Intervention or Counter-offensive Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +### Micromelta Rounds — 45pts +*These projectiles are tipped with miniaturised melta charges that detonate on impact.* +Vindicare Assassin models only. This model’s exitus rifle has the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities. + +--- + +# Voidship’s Company + +***Comprising the shipboard garrison and those who command them, this is a balanced force specialising in both the defence of, and boarding of voidships. Going chamber by chamber to secure and control vital systems and locations, this naval complement know their business all too well.*** + +## Abilities + +### Beseechment Codes +In your Movement phase, each time a VOiDFARERS unit from your army makes a Normal move, while that unit is moving it can attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again this turn. + +## Stratagems + +### AMMO RATIONS — 1CP +**Type:** Voidship’s Company – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One or more VOIDfARERS units from your army. + +**EFFECT:** Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +### BOARDING DRILL — 1CP +**Type:** Voidship’s Company – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One VOIDfARERS unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot or perform a Tactical Manoeuvre in a turn in which it Fell Back. + +### BREACH AND CLEAR — 1CP +**Type:** Voidship’s Company – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an IMPERIAL NAvY BREAcHERS unit from yourarmy opens a Hatchway. + +**TARGET:** That IMPERIAL NAVY BREACHERS unit. + +**EFFECT:** Until the end of the turn, each time a model in your unit makes an attack, if that model is on the opposite side of the Hatchway from the side it started the turn on, add 1 to the Hit roll and add 1 to the Wound roll. + +### SHIP’S WATCH — 1CP +**Type:** Voidship’s Company – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent's Movement or Charge phase. + +**TARGET:** Up to two VOIDSMEN-AT-ARMS units from your army that have not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in one of your units makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. When doing so, models in your units can ignore other models in their unit for the purposes of visibility, and each time a model in one of your units makes an attack, if that unit contains a Canid model, a successful unmodified Hit roll of 5+ scores a Critical Hit. + +## Enhancements + +### Heirloom Blade — 0pts +*Passed through generations of Rogue Traders, this archeotech weapon can sustain short but tremendously potent bursts of disruptor-field overcharge.* +VOiDFARERS model only. Once per battle, when the bearer’s unit is selected to light, it can use this Enhancement. If it does, until the end of the phase, improve every characteristic of the bearer’s monomolecular cane-rapier by 1. + +### Lathimon’s Flock — 0pts +*This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.* +VOiDFARERS model only. In the Deploy Armies step, your opponent must deploy their entire army before you deploy yours. If both players have this rule, they must roll off and deploy their armies normally. In addition, IMPERiAL NAvY BREACHERS units from your army gain the Infiltrators ability. diff --git a/cogitator/factions/imperial-agents/detachments/imperialis-fleet.md b/cogitator/factions/imperial-agents/detachments/imperialis-fleet.md deleted file mode 100644 index 4b08ec0..0000000 --- a/cogitator/factions/imperial-agents/detachments/imperialis-fleet.md +++ /dev/null @@ -1,92 +0,0 @@ -# Imperialis Fleet - -## Abilities - -### At all Costs -At the start of your Command phase, you can select one of the following to apply:Eliminate At All Costs - -Select one enemy unit on the battlefield. Until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. - -Acquire At All Costs - -Select one objective marker on the battlefield. Until the start of your next Command phase, while an AGENTS OF THE IMPERIUM unit from your army is within range of that objective marker, improve the Leadership and Objective Control characteristics of models in that unit by 1 and models in that unit have a 5+ invulnerable save. - -## Stratagems - -### CLOSE-QUARTERS BARRAGE — 1CP -**Type:** Imperialis Fleet – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One VOIDFARERS unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1. - -### DISPLACER FIELD — 1CP -**Type:** Imperialis Fleet – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent's Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One AGENTS OF THE IMpERIUM CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save and, after the attacking unit has resolved its attacks, unless your unit is within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" (when doing so, models in this unit move as if they have the Fly keyword). - -### EMPEROR’S WILL — 1CP -**Type:** Imperialis Fleet – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One AGENTS OF THE IMpERIUM unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back. - -### MASTERS OF THE VOID — 1CP -**Type:** Imperialis Fleet – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** WHEN: Your Movement phase. - -TARGET: One VOIDFARERS CHARACTER unit from your army. - -EFFECT: Until the end of the phase, each AGENTS OF THE IMpERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent’s deployment zone (all other restrictions still apply). - -### SELFLESS BODYGUARD — 1CP -**Type:** Imperialis Fleet – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One AGENTS OF THE IMpERIUM Attached unit that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack with the [PRECISION] ability is allocated to a CHARACTER model in your unit, if there are one or more Bodyguard models in your unit, roll one D6: on a 2+, that attack is allocated to a Bodyguard model of your choice in your unit instead. - -### VIOLENT ACQUISITION — 2CP -**Type:** Imperialis Fleet – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One AGENTS OF THE IMpERIUM unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER] abilities. - -## Enhancements - -### Clandestine Operation — 15pts -*This war leader prefers to strike with subtlety and precision, working their forces into advanced positions before commencing hostilities.* -AGENTS OF THE IMPERIUM model only. At the start of the Declare Battle Formations step, you can select up to three AGENTS OF THE IMPERIUM INFANTRy units from your army (excluding GREy KNIGHTS TERMINATOR SqUAD units) - those units gain the Infiltrators ability. - -### Combat Landers — 10pts -*This commander has access to swift drop craft that can bear portions of their forces directly into the heart of the most ferocious battles.* -VOIDFARERS model only. At the start of the Declare Battle Formations step, you can select up to three VOIDFARERS units from your army - those units gain the Deep Strike ability. - -### Digital Weapons — 10pts -*These potent, short-ranged energy weapons are concealed in precious items of jewellery, the better to lethally surprise the foe.* -AGENTS OF THE IMPERIUM model only. Each time the bearer is selected to fight, roll three D6: for each 4+, one enemy unit within Engagement Range of the bearer suffers 1 mortal wound. Mortal wounds inflicted by this Enhancement are allocated as if they had the [PRECISION] ability. - -### Fleetmaster — 20pts -*Be they a Rogue Trader or some agent of the Imperial Navy, this warrior draws upon a wealth of shrewd voidfarer strategies to aid them in battle.* -VOIDFARERS model only. Once per battle round, you can target the bearer’s unit with the Violent Acquisition, Masters of the Void or Close-quarters Barrage Stratagems for 0CP. diff --git a/cogitator/factions/imperial-agents/detachments/interdiction-team.md b/cogitator/factions/imperial-agents/detachments/interdiction-team.md deleted file mode 100644 index dd565a5..0000000 --- a/cogitator/factions/imperial-agents/detachments/interdiction-team.md +++ /dev/null @@ -1,60 +0,0 @@ -# Interdiction Team - -***Whether boarding a vessel smuggling unsanctioned psyker-mutants, eliminating the unholy allies of some corrupt Planetary Governor, or moving swiftly to snatch proscribed interstellar contraband, Adeptus Arbites Interdiction Teams handle the most perilous of void crimes with extreme prejudice.*** - -## Abilities - -### Chastisor Auto-Vox -In your opponent’s Command phase, each enemy unit within 3" of one or more ADEPTUS ARbiTES units from your army must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Detachment rule cannot cause a unit to take two Battle-shock tests in the same phase. - -## Stratagems - -### ARBITRARY EXECUTION — 1CP -**Type:** Interdiction Team – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ARBITES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, Arbites shotpistols equipped by models in your unit have an Attacks characteristic of 2 and the [LETHAL HITS] ability, and models in your unit can target enemy units that are not within Engagement Range of them (provided they are otherwise eligible targets). - -### CRACKDOWN — 1CP -**Type:** Interdiction Team – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ARBITES unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### DUTY AND DEATH — 1CP -**Type:** Interdiction Team – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ARBITES unit from your army that was selected as the target of one or more of the attacking unit's attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 4+ ability. - -### INESCAPABLE JUDGEMENT — 1CP -**Type:** Interdiction Team – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent's Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One ADEPTUS ARBITES unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -## Enhancements - -### Manhunter’s Helm — 0pts -*This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.* -Proctor-Exactant model only. At the start of the first battle round, select one enemy unit to be your Priority Target. Each time an ADEPTUS ARbiTES model from your army makes an attack that targets your Priority Target, if the bearer is on the battlefield, add 1 to the Wound roll. Each time your Priority Target is destroyed, if the bearer is on the battlefield, you can select a new enemy unit to be your Priority Target. - -### Vasov’s Auto-Oppressor — 0pts -*This ancient device emits focused grav-pulses that forces its targets to their knees in obeisance.* -Proctor-Exactant model only. At the end of your Movement phase, you can select one enemy unit visible to the bearer. Until the start of your next Movement phase, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for it. diff --git a/cogitator/factions/imperial-agents/detachments/ordo-hereticus-purgation-force.md b/cogitator/factions/imperial-agents/detachments/ordo-hereticus-purgation-force.md deleted file mode 100644 index 2f08eaa..0000000 --- a/cogitator/factions/imperial-agents/detachments/ordo-hereticus-purgation-force.md +++ /dev/null @@ -1,88 +0,0 @@ -# Ordo Hereticus Purgation Force - -## Abilities - -### Root out Heresy -Ranged weapons equipped by ADEPTUS ARbITES, INqUISITOR, INqUISITORIAl AGENTS and ORDO HERETICUS models from your army have the [IGNORES COvER] ability. - -Each time an ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS or ORDO HERETICUS model from your army makes an attack that targets a CHAOS unit containing 5 or more models, that attack has the [SUSTAINED HITS 1] ability. - -## Stratagems - -### DISPENSE JUSTICE — 1CP -**Type:** Purgation Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. - -### EXACT PUNISHMENT — 1CP -**Type:** Purgation Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an AGENTS OF THE IMpERIUM unit from your army is destroyed as the result of an enemy unit's attacks. - -**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem). - -**EFFECT:** After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -### EXECUTION ORDER — 2CP -**Type:** Purgation Force – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS INFANTRy unit from your army. - -**EFFECT:** Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons have the [PRECISION] ability. - -### INVIOLATE JURISDICTION — 1CP -**Type:** Purgation Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS INFANTRy unit from your army within range of an objective marker and that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -### LINE OF FIRE — 1CP -**Type:** Purgation Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12". - -### STUN GRENADES — 1CP -**Type:** Purgation Force – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start of any phase (excluding the Command phase). - -**TARGET:** One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS GRENADES unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Select one enemy unit (excluding MONSTERS or VEHICLES) within 8" of and visible to your unit. That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -## Enhancements - -### Ignis Judicium — 10pts -*An artificer-crafted flame projector of focused and terrible vehemence, this weapon has been the bane of countless heretics across the ages.* -INqUISITOR or MINISTORUM PRIEST model only. The bearers ranged weapons have the [DEVASTATING WOUNDS], [MELTA 1] and [PRECISION] abilities. - -### Liber Heresius — 10pts -*This ancient grimoire contains the collected accounts of many Inquisitorial purges, and is a trove of lore for those seeking to ambush and entrap heretics.* -INqUISITOR or MINISTORUM PRIEST model only. After both players have deployed their armies, select up to three AGENTS OF THE IMPERIUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### No Escape (Aura) — 25pts -*None but the most diabolical or desperate stand any chance of slipping through this Inquisitor’s grasp.* -INqUISITOR model only. While an enemy unit is within 6" of the bearer, each time it is selected to Fall Back it must first take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. - -### Witch Hunter — 15pts -*This merciless Imperial agent is monomaniacally focused upon hunting and slaying psykers.* -INqUISITOR or MINISTORUM PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a PSyKER unit, you can re-roll the Hit roll. diff --git a/cogitator/factions/imperial-agents/detachments/ordo-malleus-daemon-hunters.md b/cogitator/factions/imperial-agents/detachments/ordo-malleus-daemon-hunters.md deleted file mode 100644 index 293c460..0000000 --- a/cogitator/factions/imperial-agents/detachments/ordo-malleus-daemon-hunters.md +++ /dev/null @@ -1,86 +0,0 @@ -# Ordo Malleus Daemon Hunters - -## Abilities - -### Destroy the Daemonic -Each time an INqUISITOR, INqUISITORIAl AGENTS or ORDO MAllEUS model from your army makes an attack, re-roll a Hit roll of 1 and, if the target of that attack is a DAEMON unit, re-roll a Wound roll of 1 as well. - -## Stratagems - -### HEXAGRAMMIC WARDS — 1CP -**Type:** Daemon Hunters – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ORDO MAllEUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, all Psychic weapons equipped by models in the attacking unit have the [HAZARDOUS] ability. - -### PSYBOLT AMMUNITION — 1CP -**Type:** Daemon Hunters – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One GREy KNIGHTS TERMINATOR SQUAD unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [PSYCHIC] abilities. - -### RITES OF EXORCISM — 1CP -**Type:** Daemon Hunters – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army. - -**EFFECT:** Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle-shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMpERIUM unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability. - -### RITUAL OF WARDING — 1CP -**Type:** Daemon Hunters – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Start of any Command phase. - -**TARGET:** One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army that is within range of an objective marker you control. - -**EFFECT:** That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it. - -### STEEL HEART — 1CP -**Type:** Daemon Hunters – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a GREy KNIGHTS TERMINATOR SQUAD unit from your army Falls Back. - -**TARGET:** That GREY KNIGHTS TERMINATOR SQUAD unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### TRUESILVER ARMOUR — 1CP -**Type:** Daemon Hunters – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One GREy KNIGHTS TERMINATOR SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -## Enhancements - -### Daemon Slayer — 10pts -*Some whisper this weapon of banishment is in fact host to a hostile warp entity in its own right.* -INqUISITOR model only. Add 1 to the Attacks characteristic of the bearers melee weapons, and those weapons have the [ANTI-DAEMON 3+] ability. - -### Formidable Resolve — 5pts -*Inquisitors of the Ordo Malleus are amongst the hardiest and most bombastic of their kind. They must be to survive their duties.* -INqUISITOR model only. Improve the bearer’s Leadership and Wounds characteristics by 1. Once per battle, at the start of any phase, you can select one friendly Battle-shocked unit within 12" of the bearer. That unit is no longer Battle-shocked. - -### Gift of the Prescient — 20pts -*Guided by the scryings of their Prognosticars, the Grey Knights strike with deadly precision and timing.* -INqUISITOR model only. Once per battle, if the bearer is on the battlefield, you can use the Rapid Ingress Stratagem for 0CP. When doing so, you must target a GREy KNIGHTS TERMINATOR SqUAD unit from your army, and when using that Stratagem, that unit can be set up anywhere on the battlefield that is more than 3" away from all enemy units. - -### Grimoire of True Names (Aura) — 10pts -*To wield the true name of a daemon is to control its supernatural power, though whether in the name of banishment or to be unleashed as a weapon of terror falls to the discretion of the grimoire’s keeper.* -INqUISITOR model only. While an enemy unit is within 9" of the bearer, worsen the Leadership characteristic of models in that unit by 1. In addition, while an enemy DAEMON unit is within 9" of the bearer, each time a model in that DAEMON unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll. diff --git a/cogitator/factions/imperial-agents/detachments/ordo-xenos-alien-hunters.md b/cogitator/factions/imperial-agents/detachments/ordo-xenos-alien-hunters.md deleted file mode 100644 index 8fcd241..0000000 --- a/cogitator/factions/imperial-agents/detachments/ordo-xenos-alien-hunters.md +++ /dev/null @@ -1,110 +0,0 @@ -# Ordo Xenos Alien Hunters - -## Abilities - -### Deathwatch Mission Tactics -At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all DEATHwATCH units from your army. Each Mission Tactic can only be selected once per battle.Furor Tactics - -The warriors of the Deathwatch are often sorely outnumbered by swarming foes, yet by striking for maximum indiscriminate carnage they soon even the odds. - -While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [SUSTAINED HITS 1] ability. - -Malleus Tactics - -Even the largest behemoth has a weak point, and the Deathwatch find them all. - -While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [LETHAL HITS] ability. - -Purgatus Tactics - -Adopting Purgatus tactics, the Deathwatch focus their ire upon the commanders of the enemy host. - -While this Mission Tactic is active, each time a DEATHWATCH model from your army makes an attack, on a Critical Wound, that attack has the [PRECISION] ability. - -## Stratagems - -### ADAPTIVE TACTICS — 1CP -**Type:** Alien Hunters – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One DEATHwATCH unit from your army. - -**EFFECT:** Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Alien Hunters – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DEATHwATCH unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DRAGONFIRE ROUNDS — 1CP -**Type:** Alien Hunters – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities. - -**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase. - -### HELLFIRE ROUNDS — 1CP -**Type:** Alien Hunters – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. - -**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase. - -### KRAKEN ROUNDS — 1CP -**Type:** Alien Hunters – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6". - -**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase. - -### RAPID TACTICAL RELOCATION — 1CP -**Type:** Alien Hunters – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One INQUISITOR or DEATHwATCH INFANTRy unit from your army. - -**EFFECT:** Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 9” horizontally away from all enemy models. - -**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. - -## Enhancements - -### Amulet of Auto-Chastisement — 25pts -*This talisman houses a hate-filled machine spirit that despises alien artifice. Its influence can be focused against the war engines of aliens and traitors alike to disrupt or even paralyse them altogether.* -WATCH MASTER model only. At the start of your opponents Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. - -### Beacon Angelis — 30pts -*The Beacon Angelis was devised to guide the Death watch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.* -WATCH MASTER model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. - -### Blackweave Shroud — 15pts -*This hypermorphic bodyglove of uncertain origin is worn beneath a warrior’s armour. It forms a fibrous medium that shields the warrior’s most vital systems.* -AGENTS OF THE IMPERIUM model only. The bearer has the Feel No Pain 4+ ability. - -### Universal Anathema — 10pts -*A fragment of STC technology, this device tastes the spoor of its owner’s foes, then fashions tailored toxins not even the most resilient victim can long endure.* -AGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer have the [ANTI-INFANTRy 2+] and [ANTI-MONSTER 4+] abilities. diff --git a/cogitator/factions/imperial-agents/detachments/veiled-blade-elimination-force.md b/cogitator/factions/imperial-agents/detachments/veiled-blade-elimination-force.md deleted file mode 100644 index ac089c8..0000000 --- a/cogitator/factions/imperial-agents/detachments/veiled-blade-elimination-force.md +++ /dev/null @@ -1,90 +0,0 @@ -# Veiled Blade Elimination Force - -*The lethally efficient agents of the Officio Assassinorum ordinarily operate alone when stalking their prey. However, when assigned a particularly well-protected or formidable target, assassins from various temples may be brought together alongside other assets drawn from the military, Ecclesiarchal or judicial wings of the Imperium. These bespoke formations possess enough firepower to break through the target’s defences and ensure the killing blow is landed.* - -## Abilities - -### Extremis Sanction -Officio Assassinorum units from your army can use the Overkill, Soulless Horror and Shieldbreaker abilities twice per battle, instead of once per battle (but cannot use such an ability more than once in the same battle round). - -When mustering your army, each OFFICIO ASSASSINORUM unit from your army has the relevant Extremis ability shown on the right, and you must increase the points cost of each of those units by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. - -## Stratagems - -### BLIND GRENADES — 1CP -**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One Agents of the Imperium Grenades or Vindicare Assassin unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead. - -### ENSNARING TRAP — 1CP -**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One Agents of the Imperium Infantry unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units. - -**EFFECT:** Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a Callidus Assassin unit and it makes a Charge move as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll. - -### HYPERSTIMMS — 2CP -**Type:** Veiled Blade Elimination Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Agents of the Imperium Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, add 1 to the Toughness characteristic of models in your unit. In addition, if it is an Eversor Assassin unit, until the end of the phase, it has the Feel No Pain 4+ ability. - -### ORBITAL OVERSIGHT — 1CP -**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Agents of the Imperium Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the Lone Operative ability, if the attacking model is within 6". - -### PRIME TARGET — 1CP -**Type:** Veiled Blade Elimination Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Agents of the Imperium unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll of 1. If that attack is made by an Officio Assassinorum model and it targets the enemy WARLORD, you can re-roll the Wound roll instead. - -### WILL‑SAPPING SALVO — 1CP -**Type:** Veiled Blade Elimination Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Agents of the Imperium Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, if it is a Culexus Assassin unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3. - -## Enhancements - -### Decoy Targets — 40pts -*The agents of the Callidus Temple are known to utilise vat-grown doubles to confound their foes.* -Callidus Assassin models only. Twice per battle, in your Movement phase, you can select one other friendly Infantry model that is on the battlefield and not within Engagement Range of one or more enemy units. The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is removed from the battlefield and set up again as close as possible to where that destroyed model was and not within Engagement Range of one or more enemy units. This ability cannot be used more than once in the same battle round. - -### Esoteric Explosives — 40pts -*This Culexus operative has been outfitted with various grenades tailored to destroy their assigned targets.* -Culexus Assassin models only. Each time this model is targeted with the Grenades Stratagem, 1 mortal wound is inflicted for each D6 roll of 3+ instead of for each 4+. - -### Intraneural Biotech — 35pts -*This Eversor agent’s neurons have been surgically spliced to enhance awareness and speed of thought.* -Eversor Assassin models only. Once per battle round, you can target this model with the Heroic Intervention or Counter-offensive Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -### Micromelta Rounds — 45pts -*These projectiles are tipped with miniaturised melta charges that detonate on impact.* -Vindicare Assassin models only. This model’s exitus rifle has the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities. diff --git a/cogitator/factions/imperial-agents/detachments/voidships-company.md b/cogitator/factions/imperial-agents/detachments/voidships-company.md deleted file mode 100644 index 3b2dbca..0000000 --- a/cogitator/factions/imperial-agents/detachments/voidships-company.md +++ /dev/null @@ -1,60 +0,0 @@ -# Voidship’s Company - -***Comprising the shipboard garrison and those who command them, this is a balanced force specialising in both the defence of, and boarding of voidships. Going chamber by chamber to secure and control vital systems and locations, this naval complement know their business all too well.*** - -## Abilities - -### Beseechment Codes -In your Movement phase, each time a VOiDFARERS unit from your army makes a Normal move, while that unit is moving it can attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again this turn. - -## Stratagems - -### AMMO RATIONS — 1CP -**Type:** Voidship’s Company – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One or more VOIDfARERS units from your army. - -**EFFECT:** Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -### BOARDING DRILL — 1CP -**Type:** Voidship’s Company – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One VOIDfARERS unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot or perform a Tactical Manoeuvre in a turn in which it Fell Back. - -### BREACH AND CLEAR — 1CP -**Type:** Voidship’s Company – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an IMPERIAL NAvY BREAcHERS unit from yourarmy opens a Hatchway. - -**TARGET:** That IMPERIAL NAVY BREACHERS unit. - -**EFFECT:** Until the end of the turn, each time a model in your unit makes an attack, if that model is on the opposite side of the Hatchway from the side it started the turn on, add 1 to the Hit roll and add 1 to the Wound roll. - -### SHIP’S WATCH — 1CP -**Type:** Voidship’s Company – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent's Movement or Charge phase. - -**TARGET:** Up to two VOIDSMEN-AT-ARMS units from your army that have not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in one of your units makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. When doing so, models in your units can ignore other models in their unit for the purposes of visibility, and each time a model in one of your units makes an attack, if that unit contains a Canid model, a successful unmodified Hit roll of 5+ scores a Critical Hit. - -## Enhancements - -### Heirloom Blade — 0pts -*Passed through generations of Rogue Traders, this archeotech weapon can sustain short but tremendously potent bursts of disruptor-field overcharge.* -VOiDFARERS model only. Once per battle, when the bearer’s unit is selected to light, it can use this Enhancement. If it does, until the end of the phase, improve every characteristic of the bearer’s monomolecular cane-rapier by 1. - -### Lathimon’s Flock — 0pts -*This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.* -VOiDFARERS model only. In the Deploy Armies step, your opponent must deploy their entire army before you deploy yours. If both players have this rule, they must roll off and deploy their armies normally. In addition, IMPERiAL NAvY BREACHERS units from your army gain the Infiltrators ability. diff --git a/cogitator/factions/imperial-knights/datasheets.md b/cogitator/factions/imperial-knights/datasheets.md new file mode 100644 index 0000000..d189bb6 --- /dev/null +++ b/cogitator/factions/imperial-knights/datasheets.md @@ -0,0 +1,2142 @@ +# Imperial Knights + +# Acastus Knight Asterius + +**Role:** Other + +*Like its cousin the Porphyrion, the gigantic Acastus Knight Asterius is a relic of a lost technological age. Armed with a pair of twin conversion beam cannons, a karacnos mortar battery and two volkite culverins, the Asterius is capable of sundering the walls of mighty fortresses and clearing ramparts with a hail of high-explosives, its thick armoured hide making it near impervious to weapons fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 30 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Asterius volkite culverins; karacnos mortar battery; 2 twin conversion beam cannons; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Asterius volkite culverin | 24 | 6 | 3 | 6 | 0 | 2 | devastating wounds | +| Karacnos mortar battery | 48 | D6+3 | 3 | 6 | -1 | 1 | anti-infantry 2+, blast, ignores cover, indirect fire | +| Twin conversion beam cannon | 48 | 3 | 3 | 16 | -2 | 6 | conversion, sustained hits d3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristics of that attack by 1. If that attack targets a FORTIFICATION, improve the Strength and Damage characteristics of that attack by 2 instead. +- **Conversion** (Wargear profile): Each time an attack is made with this weapon, if the target is more than 24" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Titanic, Walker, Vehicle, Imperium, Acastus, Towering, Knight Asterius +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Acastus Knight Asterius + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 765pts + +--- + +# Acastus Knight Porphyrion + +**Role:** Other + +*One of the most heavily armed and armoured of all Knight chassis, the Acastus Knight Porphyrion approaches even the war machines of the Collegia Titanica in size and power, and reigns supreme against any foe not equipped with dedicated countermeasures. The Porphyrion’s giant torso supports a pair of twin magna lascannons, amongst other weapons, capable of obliterating the mightiest armoured targets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 30 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Acastus autocannons; Acastus ironstorm missile pod; 2 twin magna lascannons; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Acastus autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Acastus ironstorm missile pod | 48 | D6+6 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Helios defence missiles | 48 | 3 | 3 | 10 | -2 | D6 | anti-fly 2+, heavy | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Twin magna lascannon | 72 | D6 | 3 | 18 | -4 | D6+6 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Bastion of Firepower** (Datasheet): Each time this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [LETHAL HITS] ability. + +**Keywords:** Imperium, Knight Porphyrion, Acastus, Towering, Titanic, Walker, Vehicle +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Acastus Knight Porphyrion + +**Wargear Options:** +- This model’s 2 Acastus autocannons can be replaced with one of the following:- 2 lascannons +- 1 Acastus autocannon and 1 lascannon +- This model’s Acastus ironstorm missile pod can be replaced with 1 helios defence missiles. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 700pts + +--- + +# Armiger Helverin + +**Role:** Other + +*From flanking positions, vanguard fire points and while loping forward in ambush, these fast-moving Knight suits lay down hails of heavy fire. Amongst Helverins’ key strategic roles are enfilading fire, scouting and suppression fire, using their autocannons to fire hundreds of shells per minute, and vow-bonded packs of these war engines can shatter an enemy assault in seconds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** 2 Armiger autocannons; Questoris heavy stubber; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armiger autocannon | 48 | 4 | 3 | 9 | -1 | 3 | — | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Suppression Protocols** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with an Armiger autocannon. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Walker, Vehicle, Imperium, Armiger, Helverin +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Armiger Helverin + +**Wargear Options:** +- This model’s Questoris heavy stubber can be replaced with 1 meltagun. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Armiger Moirax + +**Role:** Other + +*While larger breeds of Knight are optimised for frontal assaults, tank-hunting and fortress-breaking, the smaller and more nimble Armiger Moirax is a natural skirmisher, able to speed ahead of more ponderous war machines and engage vulnerable targets. Armiger Moirax can be fitted with a range of esoteric energy weapons, all extremely effective but almost impossible to replace or repair.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** graviton pulsar; volkite veuglaire; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Conversion beam cannon | 24 | 1 | 3 | 10 | -2 | 3 | conversion, sustained hits d3 | +| Graviton pulsar | 24 | D6 | 3 | 7 | -1 | 2 | ANTI-VEHICLE 2+, BLAST | +| Lightning lock | 36 | 6 | 3 | 8 | 0 | 1 | sustained hits 2 | +| Rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent | +| Volkite veuglaire | 36 | 4 | 3 | 8 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | +| Siege claw | Melee | 4 | 3 | 12 | -3 | D6+2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Protection Protocols** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Imperium, Armiger, Moirax, Vehicle, Walker +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Armiger Moirax + +**Wargear Options:** +- This model’s volkite veuglaire can be replaced with one of the following:- 1 siege claw and 1 rad cleanser +- 1 graviton pulsar +- 1 lightning lock +- 1 conversion beam cannon +- This model’s graviton pulsar can be replaced with one of the following;- 1 siege claw and 1 rad cleanser +- 1 lightning lock +- 1 conversion beam cannon +- 1 volkite veuglaire + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Armiger Warglaive + +**Role:** Other + +*Armiger Warglaives are nimble and purposeful Knights, possessing exceptional speed that allows them to outpace most vehicles. Eager for glory, their Bondsmen pilots aggressively prowl battlefields ahead of their masters. Their agility, alongside weapons that can melt and carve through heavy armour, make them fearsome hunters of enemy war engines and hulking monstrosities.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 14 | 7+ | 6 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Questoris heavy stubber; thermal spear; reaper chain-cleaver. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Thermal spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chain-cleaver – strike | Melee | 4 | 3 | 10 | -3 | 3 | — | +| Reaper chain-cleaver – sweep | Melee | 8 | 3 | 8 | -2 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Impetuous Glory** (Datasheet): Each time this model makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic of this model’s reaper chain-cleaver - strike profile, and add 2 to the Attacks characteristic of this model’s reaper chain-cleaver - sweep profile. + +**Keywords:** Warglaive, Armiger, Imperium, Walker, Vehicle +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Armiger Warglaive + +**Wargear Options:** +- This model’s Questoris heavy stubber can be replaced with 1 meltagun. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Canis Rex + +**Role:** Characters + +*Canis Rex is the last unsullied remnant of House Cerberan. Under the expertise of its pilot, Sir Hekhtur, Canis Rex has become a vaunted legend. The ferocity - and, at times, apparent intuitive autonomy - of its machine spirit makes the Knight deadly on the battlefield. With pulsating volleys of laser ordnance and crushing sweeps of its huge gauntlet, enslaving oppressors are mercilessly crushed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**Canis Rex is equipped with:** las-impulsor; Questoris multi-laser; Freedom’s Hand. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Las-impulsor – high intensity | 24 | D6 | 2 | 14 | -3 | 4 | blast, sustained hits 1 | +| Las-impulsor – low intensity | 36 | 2D6 | 2 | 7 | -1 | 2 | blast, sustained hits 1 | +| Questoris multi-laser | 36 | 4 | 2 | 6 | 0 | 1 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Freedom’s Hand – strike | Melee | 5 | 2 | 20 | -3 | 9 | sustained hits 1 | +| Freedom’s Hand – sweep | Melee | 10 | 2 | 10 | -2 | 3 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Legendary Freeblade** (Datasheet): Once per turn, when you target this model with a stratagem, you may reduce the CP cost of that use of that stratagem by 1CP. +- **Chainbreaker** (Datasheet): Once per battle, at the start of any phase, you can select one friendly IMPERIUM unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Vehicle, Walker, Towering, Questoris, Character, Epic Hero, Imperium, Canis Rex, Titanic +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Canis Rex – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 415pts + +--- + +# Cerastus Knight Acheron + +**Role:** Characters + +*The Cerastus Knight Acheron is a war machine designed not only to destroy, but also to inspire terror. Armed with a fearsome reaper chainfist, twin heavy bolters and an Acheron-pattern flame cannon, they are employed as weapons of extermination, and nothing will sway them from their grim task until the enemy is utterly crushed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Acheron flame cannon; twin heavy bolter; reaper chainfist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Acheron flame cannon | 18 | 2D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainfist – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainfist – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Acheron’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, at the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test, subtracting 1 from the result when they do. +- **Searing Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with an Acheron flame cannon. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. + +**Keywords:** Imperium, Towering, Titanic, Character, Walker, Vehicle, Cerastus, Knight Acheron +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Cerastus Knight Acheron + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 395pts + +--- + +# Cerastus Knight Atrapos + +**Role:** Characters + +*One of the rarest and most potent Knights, the Atrapos was created early in the Great Crusade to carry particularly rare and powerful weaponry with a single goal in mind – the destruction of heretic and xenos war machines. Knights Atrapos are said to carry with them a cold and all-destroying hunger, and to pilot one is thought to be to court madness.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Atrapos lascutter; graviton singularity cannon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atrapos lascutter – low intensity | 36 | 2D6 | 3 | 7 | -1 | 2 | sustained hits 1 | +| Atrapos lascutter – high intensity | 24 | D6 | 3 | 14 | -3 | 4 | sustained hits 1 | +| Graviton singularity cannon – contained | 24 | D3 | 3 | 16 | -4 | D6+1 | blast | +| Graviton singularity cannon – singularity | 24 | D3 | 3 | 16 | -4 | D6+1 | blast, devastating wounds, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atrapos lascutter – low intensity | Melee | 12 | 3 | 7 | -1 | 2 | sustained hits 1 | +| Atrapos lascutter – high intensity | Melee | 6 | 3 | 14 | -3 | 4 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Atrapos’ Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model makes an attack that targets a TITANIC or TOWERING model, you can re-roll the Hit roll and you can re-roll the Wound roll. +- **Macro-extinction Protocols** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll. If that target is TITANIC or TOWERING, add 1 to the Wound roll as well. + +**Keywords:** Vehicle, Walker, Character, Titanic, Imperium, Cerastus, Knight Atrapos, Towering +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Cerastus Knight Atrapos + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 405pts + +--- + +# Cerastus Knight Castigator + +**Role:** Characters + +*Armed with the fearsome Castigator-pattern bolt cannon, the Knight Castigator scythes down massed infantry formations in a thunderous rain of bolts, wiping out hordes that might overwhelm other patterns of Knight by their sheer numbers. Its path cleared, the Knight Castigator then strides forward to carve apart light vehicles or monstrous chitinous beasts with its tempest warblade.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** Castigator bolt cannon; tempest warblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castigator bolt cannon | 36 | 18 | 3 | 6 | -2 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tempest warblade – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Tempest warblade – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Castigator’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, its ranged weapons have the [SUSTAINED HITS 1] ability and the Armour Penetration characteristic of its ranged weapons is improved by 1. +- **Storm of Bolts** (Datasheet): In your Shooting phase, after this model has shot, select one unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Character, Titanic, Towering, Imperium, Cerastus, Knight Castigator, Walker, Vehicle +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Cerastus Knight Castigator + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 395pts + +--- + +# Cerastus Knight Lancer + +**Role:** Characters + +*The Lancer is the most widely known variant of the swift and agile Cerastus chassis. Equipped with a potent shock lance and an ion gauntlet shield, Knights Lancer are perfectly suited to duelling titanic foes face to face, and often bound ahead of the main battle line to vanquish the enemy’s most prized war machines in single combat.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 11 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Cerastus shock lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerastus shock lance | 12 | 6 | 3 | 6 | 0 | 2 | assault, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerastus shock lance – strike | Melee | 5 | 2 | 20 | -3 | 8 | lance | +| Cerastus shock lance – sweep | Melee | 10 | 2 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Lancer’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, it is eligible to declare a charge in a turn in which it Advanced. +- **Shock Charge** (Datasheet): You can target this model with the Tank Shock Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Walker, Character, Titanic, Towering, Imperium, Cerastus, Vehicle, Knight Lancer +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Cerastus Knight Lancer + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 395pts + +--- + +# Knight Castellan + +**Role:** Characters + +*Built upon a Dommus-class chassis, the Knight Castellan’s dual plasma core fuels an array of weapon systems that make it among the foremost artillery Knights of the houses. The combined fire of several of these engines can equal that of an Imperial Navy warship battery, and tear the heart out of an enemy army.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** plasma decimator; 2 shieldbreaker missile launchers; 2 twin meltaguns; twin siegebreaker cannon; volcano lance; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma decimator – standard | 48 | D6+3 | 3 | 8 | -3 | 2 | blast | +| Plasma decimator – supercharge | 48 | D6+3 | 3 | 9 | -4 | 3 | blast, hazardous | +| Shieldbreaker missile launcher | 72 | 1 | 3 | 12 | -6 | D6+1 | anti-titanic 4+, devastating wounds | +| Twin meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin siegebreaker cannon | 36 | D6 | 3 | 6 | 0 | 1 | blast, twin-linked | +| Volcano lance | 72 | D3 | 3 | 18 | -5 | D6+8 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Ion Aegis (Aura)** (Datasheet): While a friendly Armiger model is within 6" of this model, each time a ranged attack targets that model, it has the Benefit of Cover against that attack. +- **Titan Hunter** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll. + +**Keywords:** Imperium, Knight Castellan, Walker, Titanic, Towering, Dominus, Character, Vehicle +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Castellan + +**Wargear Options:** +- This model’s 2 shieldbreaker missile launchers and twin siegebreaker cannon can be replaced with 1 shieldbreaker missile launcher and 2 twin siegebreaker cannons. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1‑10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 410pts + +--- + +# Knight Crusader + +**Role:** Characters + +*Armed with a bristling array of heavy and long-ranged weapons, the Knight Crusader secures key firing positions and unleashes salvo after salvo at the enemy. The pilots of Knights Crusader will gladly steer their suits even into open ground to find the best place to shoot from and are regarded as especially dutiful and selfless by their peers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** avenger gatling cannon; heavy flamer; meltagun; thermal cannon; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Rapid-fire battle cannon | 72 | D6+3 | 3 | 10 | -1 | 3 | blast, rapid fire d6+3 | +| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | +| Thermal cannon | 24 | 2D3 | 3 | 12 | -4 | D6 | blast, melta 6 | +| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Crusader’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model makes a ranged attack, add 1 to the Hit roll. +- **Punishing Salvoes** (Datasheet): In your Movement phase, if this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [SUSTAINED HITS 1] ability. + +**Keywords:** Vehicle, Walker, Titanic, Towering, Questoris, Character, Imperium, Knight Crusader +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Crusader + +**Wargear Options:** +- This model’s meltagun can be replaced with 1 Questoris heavy stubber. +- This model’s thermal cannon can be replaced with:- 1 rapid-fire battle cannon and 1 Questoris heavy stubber +- This model can be equipped with one of the following:- 1 ironstorm missile pod +- 1 stormspear rocket pod +- 1 twin Icarus autocannon +**** + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 385pts + +--- + +# Knight Defender + +**Role:** Characters + +*Knights Defender use artefacts incorporating ancient technology in the selfless protection of their allies. With barely understood weapons, their pilots fire super-heated bolts that detonate with stellar brightness and beams that explosively transmute matter into energy, while the rippling mantle of a void shield wards their allies from harm.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 4 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** conversion beam obliterator; plasma executor; twin incendine combustor; phosphor blaster; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Conversion beam obliterator | 36 | 3 | 3 | 12 | -2 | 4 | conversion, sustained hits d3 | +| Plasma executor – standard | 36 | D6+3 | 3 | 8 | -2 | 2 | blast | +| Plasma executor – supercharge | 36 | D6+3 | 3 | 9 | -3 | 3 | blast, hazardous | +| Phosphor blaster | 24 | 1 | 3 | 5 | 0 | 1 | ignores cover, rapid fire 1 | +| Twin incendine combustor | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Defender’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack. +- **Selfless Protector** (Datasheet): Each time a ranged attack is allocated to an Imperial Knights model from your army, if that model is not fully visible to every model in the attacking unit because of this Knight Defender model, that model has the Benefit of Cover and a 4+ invulnerable save against that attack. +- **Conversion** (Wargear profile): Each time an attack is made with this weapon, if the target is more than 18" away from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Character, Imperium, Questoris, Vehicle, Knight Defender, Walker, Titanic, Towering +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Defender + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 415pts + +--- + +# Knight Errant + +**Role:** Characters + +*These aggressive, close-range assault Knights excel at hunting and slaying enemy tanks and war beasts. They plunge aggressively into the fiercest fighting, unleashing hissing blasts of super-heated energy and deadly sweeps of their huge combat weapon. Theirs is a ceaseless hunt; they move on to new targets while melted ruin cools behind them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** meltagun; thermal cannon; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | +| Thermal cannon | 24 | 2D3 | 3 | 12 | -4 | D6 | blast, melta 6 | +| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | +| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Errant’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, you can re-roll Advance rolls made for that model and ranged weapons equipped by that model have the [ASSAULT] ability. +- **Aggressive Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible target, add 1 to the Hit roll. + +**Keywords:** Walker, Imperium, Character, Questoris, Towering, Titanic, Vehicle, Knight Errant +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Errant + +**Wargear Options:** +- This model’s meltagun can be replaced with 1 Questoris heavy stubber. +- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. +- This model can be equipped with one of the following:- 1 ironstorm missile pod +- 1 stormspear rocket pod +- 1 twin Icarus autocannon + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 355pts + +--- + +# Knight Gallant + +**Role:** Characters + +*Gallants are the most restless and combative of Knights, with machine spirits described as impetuous and beyond bellicose. Their pilots are aggressive and bold, sometimes difficult to restrain and reckless in their fearless ferocity to close with the foe and demonstrate their devastating power in close-quarters honour duels.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** meltagun; thunderstrike gauntlet; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | +| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 6 | 2 | 14 | -4 | 6 | devastating wounds | +| Reaper chainsword – sweep | Melee | 18 | 2 | 9 | -3 | 2 | lethal hits | +| Thunderstrike gauntlet – strike | Melee | 6 | 2 | 20 | -3 | 8 | devastating wounds | +| Thunderstrike gauntlet – sweep | Melee | 12 | 2 | 10 | -2 | 3 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Gallant’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, you can re-roll Charge rolls made for that model and each time that model makes a melee attack, you can re-roll the Hit roll. +- **Martial Pride** (Datasheet): Each time this unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units. + +**Keywords:** Knight Gallant, Imperium, Character, Questoris, Towering, Titanic, Walker, Vehicle +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Gallant + +**Wargear Options:** +- This model’s meltagun can be replaced with 1 Questoris heavy stubber. +- This model can be equipped with one of the following:- 1 ironstorm missile pod +- 1 stormspear rocket pod +- 1 twin Icarus autocannon + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 355pts + +--- + +# Knight Paladin + +**Role:** Characters + +*These highly versatile Knights provide strategic backbone to many lances. While not specialised, they are favoured by most houses for their combination rapid-fire battle cannon, a direct firing artillery gun and a powerful close combat weapon. Seasoned Nobles prize these suits.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** meltagun; Questoris heavy stubber; rapid-fire battlecannon; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Rapid-fire battle cannon | 72 | D6+3 | 3 | 10 | -1 | 3 | blast, rapid fire d6+3 | +| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | +| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | +| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Paladin’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, weapons equipped by that model have the [LETHAL HITS] ability, and melee weapons equipped by that model have the [LANCE] ability. +- **Seasoned Noble** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Walker, Imperium, Questoris, Towering, Knight Paladin, Titanic, Vehicle, Character +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Paladin + +**Wargear Options:** +- This model’s meltagun can be replaced with 1 Questoris heavy stubber. +- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. +- This model can be equipped with one of the following:- 1 ironstorm missile pod +- 1 stormspear rocket pod +- 1 twin Icarus autocannon + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 375pts + +--- + +# Knight Preceptor + +**Role:** Characters + +*Knights Preceptor embody the Code Chivalric. Their pilots close to an honourable range with the foe, engage with a respectful force and kill them with efficiency deserving of their status. Typically, grizzled veterans pilot these Knights, setting an example for their younger comrades by hunting down the most fearsome enemies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** las-impulsor; Preceptor multi-laser; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Las-impulsor – high intensity | 24 | D6 | 3 | 14 | -3 | 4 | blast | +| Las-impulsor – low intensity | 36 | 2D6 | 3 | 7 | -1 | 2 | blast | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris multi-laser | 36 | 4 | 3 | 6 | 0 | 1 | — | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | +| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | +| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Mentor (Bondsman)** (Datasheet): Each time a model affected by this ability makes an attack that targets this model’s quarry, you can re-roll the Wound roll. +- **Exemplar of the Code** (Datasheet): At the start of the battle, select one unit from your opponent’s army to be this model’s quarry. Each time this model makes an attack that targets its quarry, you can re-roll the Wound roll. Each time this model’s quarry is destroyed, you can select a new unit from your opponent’s army to be its quarry. + +**Keywords:** Knight Preceptor, Vehicle, Walker, Titanic, Towering, Questoris, Imperium, Character +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Preceptor + +**Wargear Options:** +- This model’s Questoris multi-laser can be replaced with one of the following- 1 meltagun +- 1 Questoris heavy stubber +- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. +- This model can be equipped with one of the following:- 1 ironstorm missile pod +- 1 stormspear rocket pod +- 1 twin Icarus autocannon + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 365pts + +--- + +# Knight Valiant + +**Role:** Characters + +*This looming Knight defeats the Imperium’s enemies through overwhelming firepower at close range. Amidst its barrage of cannon fire and missile strikes, it unleashes an inescapable firestorm that can annihilate incoming hordes or smash through opposing battle lines, while with its crackling harpoon, it can destroy far larger behemoths with impunity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 3+ | 28 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** conflagration cannon; 2 shieldbreaker missile launchers; thundercoil harpoon; 2 twin meltaguns; twin siegebreaker cannon; titanic feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Conflagration cannon | 18 | 3D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | +| Shieldbreaker missile launcher | 72 | 1 | 3 | 12 | -6 | D6+1 | anti-titanic 4+, devastating wounds | +| Thundercoil harpoon | 12 | D3 | 3 | 24 | -6 | 10 | blast, devastating wounds | +| Twin meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin siegebreaker cannon | 36 | D6 | 3 | 6 | 0 | 1 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Ion Aegis (Aura)** (Datasheet): While a friendly Armiger model is within 6" of this model, each time a ranged attack targets that model, it has the Benefit of Cover against that attack. +- **Thundershock** (Datasheet): In your Shooting phase, each time you select a target for this model’s thundercoil harpoon, roll one D6 for the target unit and one D6 for each other enemy unit within 6" of the target unit. On a 4+, the unit being rolled for is struck by arcing energies; after resolving all of this model’s attacks against the target unit, each unit struck by arcing energies suffers D3 mortal wounds. + +**Keywords:** Towering, Character, Imperium, Knight Valiant, Dominus, Vehicle, Walker, Titanic +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Valiant + +**Wargear Options:** +- This model’s 2 shieldbreaker missile launchers and twin siegebreaker cannon can be replaced with 1 shieldbreaker missile launcher and 2 twin siegebreaker cannons. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1‑10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 410pts + +--- + +# Knight Warden + +**Role:** Characters + +*With an avenger gatling cannon that spits hundreds of foot-long armour-piercing shells per minute, these Knights are well suited to annihilating enemy infantry, light vehicles and transports. The suits themselves possess strong-willed machine spirits, and it is a great mark of accomplishment for a Noble to pilot one.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 +** against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** avenger gatling cannon; heavy flamer; meltagun; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | +| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | +| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | +| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Warden’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, weapons equipped by that model have the [SUSTAINED HITS 1] ability, and ranged weapons equipped by that model have the [IGNORES COVER] ability. +- **Thin Their Ranks** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Towering, Questoris, Character, Imperium, Titanic, Knight Warden, Vehicle, Walker +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Knight Warden + +**Wargear Options:** +- This model’s meltagun can be replaced with 1 Questoris heavy stubber. +- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. +- This model can be equipped with one of the following:- 1 ironstorm missile pod +- 1 stormspear rocket pod +- 1 twin Icarus autocannon + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 375pts + +--- + +# Questoris Knight Magaera + +**Role:** Characters + +*The Knight Magaera is a marvel of lost technology, ranging from its repair auto-simulacra to its nigh impregnable ionic flare shield. These esoteric devices make the Magaera ideally suited to shock assaults and breaching actions, enabling the Knight to surge through the most heavily defended positions unscathed and eradicate its foes with terrifying blasts from its lightning cannon.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lightning cannon; phased plasma-fusil; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lightning cannon | 48 | 12 | 3 | 9 | 0 | 2 | sustained hits 2 | +| Phased plasma-fusil | 24 | 2 | 3 | 8 | -3 | 2 | rapid fire 2 | +| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Magaera’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model makes a ranged attack that targets the closest eligible target, improve the Strength and Armour Penetration characteristics of that attack by 1. +- **Repair Auto-simulacra** (Datasheet): At the end of your Command phase, this model regains up to D3 lost wounds. + +**Keywords:** Vehicle, Character, Titanic, Towering, Imperium, Walker, Questoris, Knight Magaera +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Questoris Knight Magaera + +**Wargear Options:** +- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 385pts + +--- + +# Questoris Knight Styrix + +**Role:** Characters + +*The Knight Styrix is a highly sophisticated machine meticulously designed for the eradication of infantry and supporting vehicles. Blasts from the Styrix’s integral graviton gun pin hapless targets in place, while scything volkite beams and flesh-boiling rad-cleanser discharges reap a heavy toll of lives.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** graviton crusher; volkite chierovile; reaper chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Graviton crusher | 18 | 3 | 3 | 6 | -1 | 2 | anti-vehicle 2+, blast | +| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | +| Volkite chierovile | 30 | 12 | 3 | 12 | 0 | 3 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | +| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | +| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. + +To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. + +To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. + +The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). + Deed**D6**We vow to lay low the tyrant... + +At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... + +This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... + +This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. + +Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. + +Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. + +Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** +- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. +- **Styrix’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model is selected to shoot or fight, after it has resolved all of its attacks, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test, subtracting one from the test when doing so. +- **Grav-pinned** (Datasheet): In your Shooting phase, after this model has shot, if an enemy INFANTRY unit was hit by one or more of those attacks made with a graviton crusher, until the end of your opponent’s next turn, that enemy unit is grav-pinned. While a unit is grav-pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. + +**Keywords:** Knight Styrix, Vehicle, Imperium, Towering, Titanic, Character, Walker, Questoris +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Questoris Knight Styrix + +**Wargear Options:** +- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 385pts + +--- + +# Sir Hekhtur + +**Role:** Characters + +*Once a prisoner of the Iron Warriors, Sir Hekhtur resisted agonising torture and escaped only through sheer faith, determination and honour. Now he travels the galaxy, liberating Imperial citizens enslaved by the forces of the Arch-enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 3 | 5+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Sir Hekhtur is equipped with:** Hekhtur’s pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hekhtur’s pistol | 12 | 1 | 2 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 2 | 3 | 0 | 1 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **USING SIR HEKHTUR** (Fortification (левая колонка)): If your Canis Rex model is destroyed, this model is treated as a model disembarking from a destroyed TRANSPORT and must perform an Emergency Disembarkation. Sir Hekhtur cannot be selected as the target of any of your Stratagems other than Core Stratagems. Your Canis Rex unit is not considered to be destroyed until Sir Hekhtur is also destroyed. + +**Keywords:** Infantry, Character, Epic Hero, Sir Hekhtur, Imperium +**Faction Keywords:** Imperial Knights + +**Unit Composition:** +- 1 Sir Hekhtur – EPIC HERO + +--- + +# Skitarii Marshal + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Mechanicus pistol; control stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Control stave | Melee | 4 | 3 | 6 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Control Edict** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll. +- **Servo-skull Uplink** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Imperium, Character, Infantry, Marshal, Skitarii +**Faction Keywords:** Adeptus Mechanicus, Imperial Knights + +**Unit Composition:** +- 1 Skitarii Marshal + +**Leader:** +Can lead: Skitarii Rangers, Skitarii Vanguard + +**Points:** +- 1 model: 35pts + +--- + +# Skitarii Rangers + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** galvanic rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | +| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | +| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | +| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | +| Galvanic rifle | 30 | 2 | 4 | 4 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Objective Scouted** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +**Keywords:** Rangers, Skitarii, Imperium, Battleline, Infantry +**Faction Keywords:** Adeptus Mechanicus, Imperial Knights + +**Unit Composition:** +- 1 Skitarii Ranger Alpha +- 9 Skitarii Rangers + +**Wargear Options:** +- The Skitarii Ranger Alpha can be equipped with 1 Alpha combat weapon. +- The Skitarii Ranger Alpha’s galvanic rifle can be replaced with 1 Mechanicus pistol. +- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 arc rifle. +- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 plasma caliver. +- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 transuranic arquebus. +- 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following:- 1 enhanced data-tether* +- 1 omnispex* +- * That model’s galvanic rifle cannot be replaced. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Tech-priest Dominus, Tech-priest Manipulus, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 85pts + +--- + +# Skitarii Vanguard + +**Role:** Battleline + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** radium carbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Radium carbine | 18 | 3 | 4 | 3 | 0 | 1 | anti-infantry 4+ | +| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | +| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | +| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | +| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | +| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. +- **Rad-saturation (Aura)** (Datasheet): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit. + +**Keywords:** Skitarii, Battleline, Infantry, Imperium, Vanguard +**Faction Keywords:** Imperial Knights, Adeptus Mechanicus + +**Unit Composition:** +- 1 Skitarii Vanguard Alpha +- 9 Skitarii Vanguard + +**Wargear Options:** +- The Skitarii Vanguard Alpha can be equipped with 1 Alpha combat weapon. +- The Skitarii Vanguard Alpha’s radium carbine can be replaced with 1 Mechanicus pistol. +- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 arc rifle. +- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 plasma caliver. +- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 transuranic arquebus. +- 1 Skitarii Vanguard equipped with a radium carbine can be equipped with one of the following:- 1 enhanced data-tether* +- 1 omnispex* +- * That model’s radium carbine cannot be replaced. + +**Leader:** +Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Tech-priest Dominus, Tech-priest Manipulus, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus + +**Points:** +- 10 models: 95pts + +--- + +# Tech-priest Dominus + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** macrostubber; volkite blaster; Omnissian axe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Phosphor serpenta | 18 | 1 | 3 | 5 | -1 | 2 | ignores cover, pistol | +| Volkite blaster | 24 | 3 | 3 | 5 | 0 | 2 | devastating wounds | +| Macrostubber | 12 | 5 | 3 | 4 | 0 | 1 | pistol | +| Eradication ray – dissipated | 24 | D3 | 3 | 6 | -1 | 1 | — | +| Eradication ray – focused | 12 | D3 | 3 | 6 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian axe | Melee | 4 | 3 | 6 | -2 | 2 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Lord of the Machine Cult** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead. +- **Data-spike** (Datasheet): At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model’s unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1. + +**Keywords:** Dominus, Tech-Priest, Imperium, Infantry, Character, Cult Mechanicus +**Faction Keywords:** Imperial Knights, Adeptus Mechanicus + +**Unit Composition:** +- 1 Tech-Priest Dominus + +**Wargear Options:** +- This model’s macrostubber can be replaced with 1 phosphor serpenta. +- This model’s volkite blaster can be replaced with 1 eradication ray. + +**Leader:** +Can lead: Skitarii Rangers, Skitarii Vanguard + +**Points:** +- 1 model: 65pts + +--- + +# Tech-priest Manipulus + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** magnarail lance; Omnissian staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magnarail lance | 36 | 1 | 3 | 7 | -2 | 3 | heavy | +| Transonic cannon | 12 | D6 | N/A | 4 | 0 | 2 | devastating wounds, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian staff | Melee | 4 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative + +- Ranged weapons equipped by models in this unit have the [HEAVY] ability. +- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. +- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. + +Conqueror Imperative + +- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. +- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. +- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Galvanic Field** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Defend the Divine Work** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model’s unit have a 4+ invulnerable save. + +**Keywords:** Manipulus, Imperium, Infantry, Character, Cult Mechanicus, Tech-Priest +**Faction Keywords:** Adeptus Mechanicus, Imperial Knights + +**Unit Composition:** +- 1 Tech-Priest Manipulus + +**Wargear Options:** +- This model’s magnarail lance can be replaced with 1 transonic cannon. + +**Leader:** +Can lead: Skitarii Rangers, Skitarii Vanguard + +**Points:** +- 1 model: 60pts diff --git a/cogitator/factions/imperial-knights/datasheets/acastus-knight-asterius.md b/cogitator/factions/imperial-knights/datasheets/acastus-knight-asterius.md deleted file mode 100644 index 5468504..0000000 --- a/cogitator/factions/imperial-knights/datasheets/acastus-knight-asterius.md +++ /dev/null @@ -1,76 +0,0 @@ -# Acastus Knight Asterius - -**Role:** Other - -*Like its cousin the Porphyrion, the gigantic Acastus Knight Asterius is a relic of a lost technological age. Armed with a pair of twin conversion beam cannons, a karacnos mortar battery and two volkite culverins, the Asterius is capable of sundering the walls of mighty fortresses and clearing ramparts with a hail of high-explosives, its thick armoured hide making it near impervious to weapons fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 30 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Asterius volkite culverins; karacnos mortar battery; 2 twin conversion beam cannons; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Asterius volkite culverin | 24 | 6 | 3 | 6 | 0 | 2 | devastating wounds | -| Karacnos mortar battery | 48 | D6+3 | 3 | 6 | -1 | 1 | anti-infantry 2+, blast, ignores cover, indirect fire | -| Twin conversion beam cannon | 48 | 3 | 3 | 16 | -2 | 6 | conversion, sustained hits d3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristics of that attack by 1. If that attack targets a FORTIFICATION, improve the Strength and Damage characteristics of that attack by 2 instead. -- **Conversion** (Wargear profile): Each time an attack is made with this weapon, if the target is more than 24" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Titanic, Walker, Vehicle, Imperium, Acastus, Towering, Knight Asterius -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Acastus Knight Asterius - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 765pts diff --git a/cogitator/factions/imperial-knights/datasheets/acastus-knight-porphyrion.md b/cogitator/factions/imperial-knights/datasheets/acastus-knight-porphyrion.md deleted file mode 100644 index cd2f4fa..0000000 --- a/cogitator/factions/imperial-knights/datasheets/acastus-knight-porphyrion.md +++ /dev/null @@ -1,79 +0,0 @@ -# Acastus Knight Porphyrion - -**Role:** Other - -*One of the most heavily armed and armoured of all Knight chassis, the Acastus Knight Porphyrion approaches even the war machines of the Collegia Titanica in size and power, and reigns supreme against any foe not equipped with dedicated countermeasures. The Porphyrion’s giant torso supports a pair of twin magna lascannons, amongst other weapons, capable of obliterating the mightiest armoured targets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 30 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Acastus autocannons; Acastus ironstorm missile pod; 2 twin magna lascannons; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Acastus autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Acastus ironstorm missile pod | 48 | D6+6 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Helios defence missiles | 48 | 3 | 3 | 10 | -2 | D6 | anti-fly 2+, heavy | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Twin magna lascannon | 72 | D6 | 3 | 18 | -4 | D6+6 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 6 | 4 | 10 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Bastion of Firepower** (Datasheet): Each time this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [LETHAL HITS] ability. - -**Keywords:** Imperium, Knight Porphyrion, Acastus, Towering, Titanic, Walker, Vehicle -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Acastus Knight Porphyrion - -**Wargear Options:** -- This model’s 2 Acastus autocannons can be replaced with one of the following:- 2 lascannons -- 1 Acastus autocannon and 1 lascannon -- This model’s Acastus ironstorm missile pod can be replaced with 1 helios defence missiles. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 700pts diff --git a/cogitator/factions/imperial-knights/datasheets/armiger-helverin.md b/cogitator/factions/imperial-knights/datasheets/armiger-helverin.md deleted file mode 100644 index 4e2a10d..0000000 --- a/cogitator/factions/imperial-knights/datasheets/armiger-helverin.md +++ /dev/null @@ -1,72 +0,0 @@ -# Armiger Helverin - -**Role:** Other - -*From flanking positions, vanguard fire points and while loping forward in ambush, these fast-moving Knight suits lay down hails of heavy fire. Amongst Helverins’ key strategic roles are enfilading fire, scouting and suppression fire, using their autocannons to fire hundreds of shells per minute, and vow-bonded packs of these war engines can shatter an enemy assault in seconds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** 2 Armiger autocannons; Questoris heavy stubber; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armiger autocannon | 48 | 4 | 3 | 9 | -1 | 3 | — | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Suppression Protocols** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with an Armiger autocannon. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Walker, Vehicle, Imperium, Armiger, Helverin -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Armiger Helverin - -**Wargear Options:** -- This model’s Questoris heavy stubber can be replaced with 1 meltagun. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/imperial-knights/datasheets/armiger-moirax.md b/cogitator/factions/imperial-knights/datasheets/armiger-moirax.md deleted file mode 100644 index 1106354..0000000 --- a/cogitator/factions/imperial-knights/datasheets/armiger-moirax.md +++ /dev/null @@ -1,83 +0,0 @@ -# Armiger Moirax - -**Role:** Other - -*While larger breeds of Knight are optimised for frontal assaults, tank-hunting and fortress-breaking, the smaller and more nimble Armiger Moirax is a natural skirmisher, able to speed ahead of more ponderous war machines and engage vulnerable targets. Armiger Moirax can be fitted with a range of esoteric energy weapons, all extremely effective but almost impossible to replace or repair.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** graviton pulsar; volkite veuglaire; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Conversion beam cannon | 24 | 1 | 3 | 10 | -2 | 3 | conversion, sustained hits d3 | -| Graviton pulsar | 24 | D6 | 3 | 7 | -1 | 2 | ANTI-VEHICLE 2+, BLAST | -| Lightning lock | 36 | 6 | 3 | 8 | 0 | 1 | sustained hits 2 | -| Rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent | -| Volkite veuglaire | 36 | 4 | 3 | 8 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 4 | 3 | 6 | 0 | 1 | — | -| Siege claw | Melee | 4 | 3 | 12 | -3 | D6+2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Protection Protocols** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Imperium, Armiger, Moirax, Vehicle, Walker -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Armiger Moirax - -**Wargear Options:** -- This model’s volkite veuglaire can be replaced with one of the following:- 1 siege claw and 1 rad cleanser -- 1 graviton pulsar -- 1 lightning lock -- 1 conversion beam cannon -- This model’s graviton pulsar can be replaced with one of the following;- 1 siege claw and 1 rad cleanser -- 1 lightning lock -- 1 conversion beam cannon -- 1 volkite veuglaire - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/imperial-knights/datasheets/armiger-warglaive.md b/cogitator/factions/imperial-knights/datasheets/armiger-warglaive.md deleted file mode 100644 index 20901e8..0000000 --- a/cogitator/factions/imperial-knights/datasheets/armiger-warglaive.md +++ /dev/null @@ -1,73 +0,0 @@ -# Armiger Warglaive - -**Role:** Other - -*Armiger Warglaives are nimble and purposeful Knights, possessing exceptional speed that allows them to outpace most vehicles. Eager for glory, their Bondsmen pilots aggressively prowl battlefields ahead of their masters. Their agility, alongside weapons that can melt and carve through heavy armour, make them fearsome hunters of enemy war engines and hulking monstrosities.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 14 | 7+ | 6 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Questoris heavy stubber; thermal spear; reaper chain-cleaver. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Thermal spear | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chain-cleaver – strike | Melee | 4 | 3 | 10 | -3 | 3 | — | -| Reaper chain-cleaver – sweep | Melee | 8 | 3 | 8 | -2 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Impetuous Glory** (Datasheet): Each time this model makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic of this model’s reaper chain-cleaver - strike profile, and add 2 to the Attacks characteristic of this model’s reaper chain-cleaver - sweep profile. - -**Keywords:** Warglaive, Armiger, Imperium, Walker, Vehicle -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Armiger Warglaive - -**Wargear Options:** -- This model’s Questoris heavy stubber can be replaced with 1 meltagun. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/imperial-knights/datasheets/canis-rex.md b/cogitator/factions/imperial-knights/datasheets/canis-rex.md deleted file mode 100644 index 77a5824..0000000 --- a/cogitator/factions/imperial-knights/datasheets/canis-rex.md +++ /dev/null @@ -1,74 +0,0 @@ -# Canis Rex - -**Role:** Characters - -*Canis Rex is the last unsullied remnant of House Cerberan. Under the expertise of its pilot, Sir Hekhtur, Canis Rex has become a vaunted legend. The ferocity - and, at times, apparent intuitive autonomy - of its machine spirit makes the Knight deadly on the battlefield. With pulsating volleys of laser ordnance and crushing sweeps of its huge gauntlet, enslaving oppressors are mercilessly crushed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**Canis Rex is equipped with:** las-impulsor; Questoris multi-laser; Freedom’s Hand. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Las-impulsor – high intensity | 24 | D6 | 2 | 14 | -3 | 4 | blast, sustained hits 1 | -| Las-impulsor – low intensity | 36 | 2D6 | 2 | 7 | -1 | 2 | blast, sustained hits 1 | -| Questoris multi-laser | 36 | 4 | 2 | 6 | 0 | 1 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Freedom’s Hand – strike | Melee | 5 | 2 | 20 | -3 | 9 | sustained hits 1 | -| Freedom’s Hand – sweep | Melee | 10 | 2 | 10 | -2 | 3 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Legendary Freeblade** (Datasheet): Once per turn, when you target this model with a stratagem, you may reduce the CP cost of that use of that stratagem by 1CP. -- **Chainbreaker** (Datasheet): Once per battle, at the start of any phase, you can select one friendly IMPERIUM unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Vehicle, Walker, Towering, Questoris, Character, Epic Hero, Imperium, Canis Rex, Titanic -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Canis Rex – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-acheron.md b/cogitator/factions/imperial-knights/datasheets/cerastus-knight-acheron.md deleted file mode 100644 index b45080a..0000000 --- a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-acheron.md +++ /dev/null @@ -1,76 +0,0 @@ -# Cerastus Knight Acheron - -**Role:** Characters - -*The Cerastus Knight Acheron is a war machine designed not only to destroy, but also to inspire terror. Armed with a fearsome reaper chainfist, twin heavy bolters and an Acheron-pattern flame cannon, they are employed as weapons of extermination, and nothing will sway them from their grim task until the enemy is utterly crushed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Acheron flame cannon; twin heavy bolter; reaper chainfist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Acheron flame cannon | 18 | 2D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainfist – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainfist – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Acheron’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, at the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test, subtracting 1 from the result when they do. -- **Searing Flames** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with an Acheron flame cannon. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. - -**Keywords:** Imperium, Towering, Titanic, Character, Walker, Vehicle, Cerastus, Knight Acheron -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Cerastus Knight Acheron - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 395pts diff --git a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-atrapos.md b/cogitator/factions/imperial-knights/datasheets/cerastus-knight-atrapos.md deleted file mode 100644 index b3b5ad5..0000000 --- a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-atrapos.md +++ /dev/null @@ -1,77 +0,0 @@ -# Cerastus Knight Atrapos - -**Role:** Characters - -*One of the rarest and most potent Knights, the Atrapos was created early in the Great Crusade to carry particularly rare and powerful weaponry with a single goal in mind – the destruction of heretic and xenos war machines. Knights Atrapos are said to carry with them a cold and all-destroying hunger, and to pilot one is thought to be to court madness.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Atrapos lascutter; graviton singularity cannon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atrapos lascutter – low intensity | 36 | 2D6 | 3 | 7 | -1 | 2 | sustained hits 1 | -| Atrapos lascutter – high intensity | 24 | D6 | 3 | 14 | -3 | 4 | sustained hits 1 | -| Graviton singularity cannon – contained | 24 | D3 | 3 | 16 | -4 | D6+1 | blast | -| Graviton singularity cannon – singularity | 24 | D3 | 3 | 16 | -4 | D6+1 | blast, devastating wounds, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atrapos lascutter – low intensity | Melee | 12 | 3 | 7 | -1 | 2 | sustained hits 1 | -| Atrapos lascutter – high intensity | Melee | 6 | 3 | 14 | -3 | 4 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Atrapos’ Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model makes an attack that targets a TITANIC or TOWERING model, you can re-roll the Hit roll and you can re-roll the Wound roll. -- **Macro-extinction Protocols** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll. If that target is TITANIC or TOWERING, add 1 to the Wound roll as well. - -**Keywords:** Vehicle, Walker, Character, Titanic, Imperium, Cerastus, Knight Atrapos, Towering -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Cerastus Knight Atrapos - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 405pts diff --git a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-castigator.md b/cogitator/factions/imperial-knights/datasheets/cerastus-knight-castigator.md deleted file mode 100644 index f2f393d..0000000 --- a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-castigator.md +++ /dev/null @@ -1,75 +0,0 @@ -# Cerastus Knight Castigator - -**Role:** Characters - -*Armed with the fearsome Castigator-pattern bolt cannon, the Knight Castigator scythes down massed infantry formations in a thunderous rain of bolts, wiping out hordes that might overwhelm other patterns of Knight by their sheer numbers. Its path cleared, the Knight Castigator then strides forward to carve apart light vehicles or monstrous chitinous beasts with its tempest warblade.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** Castigator bolt cannon; tempest warblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castigator bolt cannon | 36 | 18 | 3 | 6 | -2 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tempest warblade – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Tempest warblade – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Castigator’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, its ranged weapons have the [SUSTAINED HITS 1] ability and the Armour Penetration characteristic of its ranged weapons is improved by 1. -- **Storm of Bolts** (Datasheet): In your Shooting phase, after this model has shot, select one unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Character, Titanic, Towering, Imperium, Cerastus, Knight Castigator, Walker, Vehicle -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Cerastus Knight Castigator - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 395pts diff --git a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-lancer.md b/cogitator/factions/imperial-knights/datasheets/cerastus-knight-lancer.md deleted file mode 100644 index 4278689..0000000 --- a/cogitator/factions/imperial-knights/datasheets/cerastus-knight-lancer.md +++ /dev/null @@ -1,74 +0,0 @@ -# Cerastus Knight Lancer - -**Role:** Characters - -*The Lancer is the most widely known variant of the swift and agile Cerastus chassis. Equipped with a potent shock lance and an ion gauntlet shield, Knights Lancer are perfectly suited to duelling titanic foes face to face, and often bound ahead of the main battle line to vanquish the enemy’s most prized war machines in single combat.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 11 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Cerastus shock lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerastus shock lance | 12 | 6 | 3 | 6 | 0 | 2 | assault, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerastus shock lance – strike | Melee | 5 | 2 | 20 | -3 | 8 | lance | -| Cerastus shock lance – sweep | Melee | 10 | 2 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Lancer’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, it is eligible to declare a charge in a turn in which it Advanced. -- **Shock Charge** (Datasheet): You can target this model with the Tank Shock Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Walker, Character, Titanic, Towering, Imperium, Cerastus, Vehicle, Knight Lancer -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Cerastus Knight Lancer - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 395pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-castellan.md b/cogitator/factions/imperial-knights/datasheets/knight-castellan.md deleted file mode 100644 index da1349f..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-castellan.md +++ /dev/null @@ -1,79 +0,0 @@ -# Knight Castellan - -**Role:** Characters - -*Built upon a Dommus-class chassis, the Knight Castellan’s dual plasma core fuels an array of weapon systems that make it among the foremost artillery Knights of the houses. The combined fire of several of these engines can equal that of an Imperial Navy warship battery, and tear the heart out of an enemy army.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** plasma decimator; 2 shieldbreaker missile launchers; 2 twin meltaguns; twin siegebreaker cannon; volcano lance; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma decimator – standard | 48 | D6+3 | 3 | 8 | -3 | 2 | blast | -| Plasma decimator – supercharge | 48 | D6+3 | 3 | 9 | -4 | 3 | blast, hazardous | -| Shieldbreaker missile launcher | 72 | 1 | 3 | 12 | -6 | D6+1 | anti-titanic 4+, devastating wounds | -| Twin meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin siegebreaker cannon | 36 | D6 | 3 | 6 | 0 | 1 | blast, twin-linked | -| Volcano lance | 72 | D3 | 3 | 18 | -5 | D6+8 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Ion Aegis (Aura)** (Datasheet): While a friendly Armiger model is within 6" of this model, each time a ranged attack targets that model, it has the Benefit of Cover against that attack. -- **Titan Hunter** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll. - -**Keywords:** Imperium, Knight Castellan, Walker, Titanic, Towering, Dominus, Character, Vehicle -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Castellan - -**Wargear Options:** -- This model’s 2 shieldbreaker missile launchers and twin siegebreaker cannon can be replaced with 1 shieldbreaker missile launcher and 2 twin siegebreaker cannons. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1‑10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 410pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-crusader.md b/cogitator/factions/imperial-knights/datasheets/knight-crusader.md deleted file mode 100644 index decd806..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-crusader.md +++ /dev/null @@ -1,87 +0,0 @@ -# Knight Crusader - -**Role:** Characters - -*Armed with a bristling array of heavy and long-ranged weapons, the Knight Crusader secures key firing positions and unleashes salvo after salvo at the enemy. The pilots of Knights Crusader will gladly steer their suits even into open ground to find the best place to shoot from and are regarded as especially dutiful and selfless by their peers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** avenger gatling cannon; heavy flamer; meltagun; thermal cannon; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Rapid-fire battle cannon | 72 | D6+3 | 3 | 10 | -1 | 3 | blast, rapid fire d6+3 | -| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | -| Thermal cannon | 24 | 2D3 | 3 | 12 | -4 | D6 | blast, melta 6 | -| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Crusader’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model makes a ranged attack, add 1 to the Hit roll. -- **Punishing Salvoes** (Datasheet): In your Movement phase, if this model Remains Stationary, until the end of the turn, ranged weapons equipped by this model have the [SUSTAINED HITS 1] ability. - -**Keywords:** Vehicle, Walker, Titanic, Towering, Questoris, Character, Imperium, Knight Crusader -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Crusader - -**Wargear Options:** -- This model’s meltagun can be replaced with 1 Questoris heavy stubber. -- This model’s thermal cannon can be replaced with:- 1 rapid-fire battle cannon and 1 Questoris heavy stubber -- This model can be equipped with one of the following:- 1 ironstorm missile pod -- 1 stormspear rocket pod -- 1 twin Icarus autocannon -**** - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 385pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-defender.md b/cogitator/factions/imperial-knights/datasheets/knight-defender.md deleted file mode 100644 index 9574bc5..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-defender.md +++ /dev/null @@ -1,76 +0,0 @@ -# Knight Defender - -**Role:** Characters - -*Knights Defender use artefacts incorporating ancient technology in the selfless protection of their allies. With barely understood weapons, their pilots fire super-heated bolts that detonate with stellar brightness and beams that explosively transmute matter into energy, while the rippling mantle of a void shield wards their allies from harm.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 4 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** conversion beam obliterator; plasma executor; twin incendine combustor; phosphor blaster; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Conversion beam obliterator | 36 | 3 | 3 | 12 | -2 | 4 | conversion, sustained hits d3 | -| Plasma executor – standard | 36 | D6+3 | 3 | 8 | -2 | 2 | blast | -| Plasma executor – supercharge | 36 | D6+3 | 3 | 9 | -3 | 3 | blast, hazardous | -| Phosphor blaster | 24 | 1 | 3 | 5 | 0 | 1 | ignores cover, rapid fire 1 | -| Twin incendine combustor | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Defender’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time an attack is allocated to that model, subtract 1 from the Damage characteristic of that attack. -- **Selfless Protector** (Datasheet): Each time a ranged attack is allocated to an Imperial Knights model from your army, if that model is not fully visible to every model in the attacking unit because of this Knight Defender model, that model has the Benefit of Cover and a 4+ invulnerable save against that attack. -- **Conversion** (Wargear profile): Each time an attack is made with this weapon, if the target is more than 18" away from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Character, Imperium, Questoris, Vehicle, Knight Defender, Walker, Titanic, Towering -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Defender - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 415pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-errant.md b/cogitator/factions/imperial-knights/datasheets/knight-errant.md deleted file mode 100644 index cb045e1..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-errant.md +++ /dev/null @@ -1,86 +0,0 @@ -# Knight Errant - -**Role:** Characters - -*These aggressive, close-range assault Knights excel at hunting and slaying enemy tanks and war beasts. They plunge aggressively into the fiercest fighting, unleashing hissing blasts of super-heated energy and deadly sweeps of their huge combat weapon. Theirs is a ceaseless hunt; they move on to new targets while melted ruin cools behind them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** meltagun; thermal cannon; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | -| Thermal cannon | 24 | 2D3 | 3 | 12 | -4 | D6 | blast, melta 6 | -| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | -| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Errant’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, you can re-roll Advance rolls made for that model and ranged weapons equipped by that model have the [ASSAULT] ability. -- **Aggressive Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible target, add 1 to the Hit roll. - -**Keywords:** Walker, Imperium, Character, Questoris, Towering, Titanic, Vehicle, Knight Errant -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Errant - -**Wargear Options:** -- This model’s meltagun can be replaced with 1 Questoris heavy stubber. -- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. -- This model can be equipped with one of the following:- 1 ironstorm missile pod -- 1 stormspear rocket pod -- 1 twin Icarus autocannon - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 355pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-gallant.md b/cogitator/factions/imperial-knights/datasheets/knight-gallant.md deleted file mode 100644 index 24d1979..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-gallant.md +++ /dev/null @@ -1,84 +0,0 @@ -# Knight Gallant - -**Role:** Characters - -*Gallants are the most restless and combative of Knights, with machine spirits described as impetuous and beyond bellicose. Their pilots are aggressive and bold, sometimes difficult to restrain and reckless in their fearless ferocity to close with the foe and demonstrate their devastating power in close-quarters honour duels.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** meltagun; thunderstrike gauntlet; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | -| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 6 | 2 | 14 | -4 | 6 | devastating wounds | -| Reaper chainsword – sweep | Melee | 18 | 2 | 9 | -3 | 2 | lethal hits | -| Thunderstrike gauntlet – strike | Melee | 6 | 2 | 20 | -3 | 8 | devastating wounds | -| Thunderstrike gauntlet – sweep | Melee | 12 | 2 | 10 | -2 | 3 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Gallant’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, you can re-roll Charge rolls made for that model and each time that model makes a melee attack, you can re-roll the Hit roll. -- **Martial Pride** (Datasheet): Each time this unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units. - -**Keywords:** Knight Gallant, Imperium, Character, Questoris, Towering, Titanic, Walker, Vehicle -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Gallant - -**Wargear Options:** -- This model’s meltagun can be replaced with 1 Questoris heavy stubber. -- This model can be equipped with one of the following:- 1 ironstorm missile pod -- 1 stormspear rocket pod -- 1 twin Icarus autocannon - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 355pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-paladin.md b/cogitator/factions/imperial-knights/datasheets/knight-paladin.md deleted file mode 100644 index ecd7128..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-paladin.md +++ /dev/null @@ -1,86 +0,0 @@ -# Knight Paladin - -**Role:** Characters - -*These highly versatile Knights provide strategic backbone to many lances. While not specialised, they are favoured by most houses for their combination rapid-fire battle cannon, a direct firing artillery gun and a powerful close combat weapon. Seasoned Nobles prize these suits.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** meltagun; Questoris heavy stubber; rapid-fire battlecannon; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Rapid-fire battle cannon | 72 | D6+3 | 3 | 10 | -1 | 3 | blast, rapid fire d6+3 | -| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | -| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | -| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Paladin’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, weapons equipped by that model have the [LETHAL HITS] ability, and melee weapons equipped by that model have the [LANCE] ability. -- **Seasoned Noble** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Walker, Imperium, Questoris, Towering, Knight Paladin, Titanic, Vehicle, Character -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Paladin - -**Wargear Options:** -- This model’s meltagun can be replaced with 1 Questoris heavy stubber. -- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. -- This model can be equipped with one of the following:- 1 ironstorm missile pod -- 1 stormspear rocket pod -- 1 twin Icarus autocannon - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 375pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-preceptor.md b/cogitator/factions/imperial-knights/datasheets/knight-preceptor.md deleted file mode 100644 index 13248df..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-preceptor.md +++ /dev/null @@ -1,89 +0,0 @@ -# Knight Preceptor - -**Role:** Characters - -*Knights Preceptor embody the Code Chivalric. Their pilots close to an honourable range with the foe, engage with a respectful force and kill them with efficiency deserving of their status. Typically, grizzled veterans pilot these Knights, setting an example for their younger comrades by hunting down the most fearsome enemies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** las-impulsor; Preceptor multi-laser; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Las-impulsor – high intensity | 24 | D6 | 3 | 14 | -3 | 4 | blast | -| Las-impulsor – low intensity | 36 | 2D6 | 3 | 7 | -1 | 2 | blast | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris multi-laser | 36 | 4 | 3 | 6 | 0 | 1 | — | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | -| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | -| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Mentor (Bondsman)** (Datasheet): Each time a model affected by this ability makes an attack that targets this model’s quarry, you can re-roll the Wound roll. -- **Exemplar of the Code** (Datasheet): At the start of the battle, select one unit from your opponent’s army to be this model’s quarry. Each time this model makes an attack that targets its quarry, you can re-roll the Wound roll. Each time this model’s quarry is destroyed, you can select a new unit from your opponent’s army to be its quarry. - -**Keywords:** Knight Preceptor, Vehicle, Walker, Titanic, Towering, Questoris, Imperium, Character -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Preceptor - -**Wargear Options:** -- This model’s Questoris multi-laser can be replaced with one of the following- 1 meltagun -- 1 Questoris heavy stubber -- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. -- This model can be equipped with one of the following:- 1 ironstorm missile pod -- 1 stormspear rocket pod -- 1 twin Icarus autocannon - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 365pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-valiant.md b/cogitator/factions/imperial-knights/datasheets/knight-valiant.md deleted file mode 100644 index 19f3e0b..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-valiant.md +++ /dev/null @@ -1,78 +0,0 @@ -# Knight Valiant - -**Role:** Characters - -*This looming Knight defeats the Imperium’s enemies through overwhelming firepower at close range. Amidst its barrage of cannon fire and missile strikes, it unleashes an inescapable firestorm that can annihilate incoming hordes or smash through opposing battle lines, while with its crackling harpoon, it can destroy far larger behemoths with impunity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 3+ | 28 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** conflagration cannon; 2 shieldbreaker missile launchers; thundercoil harpoon; 2 twin meltaguns; twin siegebreaker cannon; titanic feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Conflagration cannon | 18 | 3D6 | N/A | 8 | -1 | 2 | ignores cover, torrent | -| Shieldbreaker missile launcher | 72 | 1 | 3 | 12 | -6 | D6+1 | anti-titanic 4+, devastating wounds | -| Thundercoil harpoon | 12 | D3 | 3 | 24 | -6 | 10 | blast, devastating wounds | -| Twin meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin siegebreaker cannon | 36 | D6 | 3 | 6 | 0 | 1 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic feet | Melee | 4 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Ion Aegis (Aura)** (Datasheet): While a friendly Armiger model is within 6" of this model, each time a ranged attack targets that model, it has the Benefit of Cover against that attack. -- **Thundershock** (Datasheet): In your Shooting phase, each time you select a target for this model’s thundercoil harpoon, roll one D6 for the target unit and one D6 for each other enemy unit within 6" of the target unit. On a 4+, the unit being rolled for is struck by arcing energies; after resolving all of this model’s attacks against the target unit, each unit struck by arcing energies suffers D3 mortal wounds. - -**Keywords:** Towering, Character, Imperium, Knight Valiant, Dominus, Vehicle, Walker, Titanic -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Valiant - -**Wargear Options:** -- This model’s 2 shieldbreaker missile launchers and twin siegebreaker cannon can be replaced with 1 shieldbreaker missile launcher and 2 twin siegebreaker cannons. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1‑10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 410pts diff --git a/cogitator/factions/imperial-knights/datasheets/knight-warden.md b/cogitator/factions/imperial-knights/datasheets/knight-warden.md deleted file mode 100644 index 8b74f75..0000000 --- a/cogitator/factions/imperial-knights/datasheets/knight-warden.md +++ /dev/null @@ -1,87 +0,0 @@ -# Knight Warden - -**Role:** Characters - -*With an avenger gatling cannon that spits hundreds of foot-long armour-piercing shells per minute, these Knights are well suited to annihilating enemy infantry, light vehicles and transports. The suits themselves possess strong-willed machine spirits, and it is a great mark of accomplishment for a Noble to pilot one.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 -** against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** avenger gatling cannon; heavy flamer; meltagun; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Ironstorm missile pod | 48 | D6+1 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Questoris heavy stubber | 36 | 3 | 3 | 4 | -1 | 1 | rapid fire 3 | -| Stormspear rocket pod | 48 | 3 | 3 | 8 | -2 | D6 | — | -| Twin Icarus autocannon | 48 | 3 | 3 | 7 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | -| Thunderstrike gauntlet – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Thunderstrike gauntlet – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Warden’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, weapons equipped by that model have the [SUSTAINED HITS 1] ability, and ranged weapons equipped by that model have the [IGNORES COVER] ability. -- **Thin Their Ranks** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit (excluding MONSTERS and VEHICLES), that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Towering, Questoris, Character, Imperium, Titanic, Knight Warden, Vehicle, Walker -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Knight Warden - -**Wargear Options:** -- This model’s meltagun can be replaced with 1 Questoris heavy stubber. -- This model’s reaper chainsword can be replaced with 1 thunderstrike gauntlet. -- This model can be equipped with one of the following:- 1 ironstorm missile pod -- 1 stormspear rocket pod -- 1 twin Icarus autocannon - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 375pts diff --git a/cogitator/factions/imperial-knights/datasheets/questoris-knight-magaera.md b/cogitator/factions/imperial-knights/datasheets/questoris-knight-magaera.md deleted file mode 100644 index a932949..0000000 --- a/cogitator/factions/imperial-knights/datasheets/questoris-knight-magaera.md +++ /dev/null @@ -1,78 +0,0 @@ -# Questoris Knight Magaera - -**Role:** Characters - -*The Knight Magaera is a marvel of lost technology, ranging from its repair auto-simulacra to its nigh impregnable ionic flare shield. These esoteric devices make the Magaera ideally suited to shock assaults and breaching actions, enabling the Knight to surge through the most heavily defended positions unscathed and eradicate its foes with terrifying blasts from its lightning cannon.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lightning cannon; phased plasma-fusil; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lightning cannon | 48 | 12 | 3 | 9 | 0 | 2 | sustained hits 2 | -| Phased plasma-fusil | 24 | 2 | 3 | 8 | -3 | 2 | rapid fire 2 | -| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Magaera’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model makes a ranged attack that targets the closest eligible target, improve the Strength and Armour Penetration characteristics of that attack by 1. -- **Repair Auto-simulacra** (Datasheet): At the end of your Command phase, this model regains up to D3 lost wounds. - -**Keywords:** Vehicle, Character, Titanic, Towering, Imperium, Walker, Questoris, Knight Magaera -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Questoris Knight Magaera - -**Wargear Options:** -- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 385pts diff --git a/cogitator/factions/imperial-knights/datasheets/questoris-knight-styrix.md b/cogitator/factions/imperial-knights/datasheets/questoris-knight-styrix.md deleted file mode 100644 index e238a99..0000000 --- a/cogitator/factions/imperial-knights/datasheets/questoris-knight-styrix.md +++ /dev/null @@ -1,78 +0,0 @@ -# Questoris Knight Styrix - -**Role:** Characters - -*The Knight Styrix is a highly sophisticated machine meticulously designed for the eradication of infantry and supporting vehicles. Blasts from the Styrix’s integral graviton gun pin hapless targets in place, while scything volkite beams and flesh-boiling rad-cleanser discharges reap a heavy toll of lives.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** graviton crusher; volkite chierovile; reaper chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Graviton crusher | 18 | 3 | 3 | 6 | -1 | 2 | anti-vehicle 2+, blast | -| Twin rad cleanser | 12 | D6 | N/A | 2 | 0 | 1 | anti-infantry 2+, ignores cover, torrent, twin-linked | -| Volkite chierovile | 30 | 12 | 3 | 12 | 0 | 3 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hekaton siege claw – strike | Melee | 4 | 3 | 20 | -3 | 8 | — | -| Hekaton siege claw – sweep | Melee | 8 | 3 | 10 | -2 | 3 | — | -| Reaper chainsword – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Reaper chainsword – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Code Chivalric** (Faction): If your Army Faction is IMPERIAL KNIGHTS, at the end of the Read Mission Objectives step, you must determine your army’s Oath for the coming battle. An Oath consists of two parts - one Deed and one Quality. There are three options for each part, shown below. - -To determine your army’s Deed, you can either select one Deed or you can randomly select one Deed by rolling a D6 and consulting the relevant table below. The selected Deed will describe what needs to be achieved in order to complete that Deed. - -To determine your army’s Quality, you can either select one Quality or you can randomly select one Quality by rolling a D6 and consulting the relevant table below. Until the end of the battle, the ability described in the Quality selected applies to all models in your army with this ability. - -The first time your selected Deed is completed your Oath is fulfilled and, until the end of the battle, your army becomes Honoured and you gain 2CP, or 3CP if you randomly selected your Deed and/or Quality (CP gained in this way are an exemption to the Core Rules that limit the maximum number of CP you can gain per battle round to 1). - Deed**D6**We vow to lay low the tyrant... - -At the start of the battle, select one CHARACTER model in your opponent’s army. This Deed is completed at the end of a turn if that CHARACTER is destroyed.**  **We swear to reclaim the realm... - -This deed is completed at the end of your opponent’s turn if you control more objective markers than your opponent.**  **We pledge to reap a great tally... - -This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).**  ** Quality**D6**...with our martial valour risen over all. - -Each time this model is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll.**  **...and we are eager for the challenge. - -Add 2" to this model’s Move characteristic and add 1 to Advance and Charge rolls made for this model.**  **...yet shall our legacy be unsullied. - -Improve this model’s Objective Control characteristic by 2 and its Leadership characteristic by 1.** ** -- **Super-heavy Walker** (Faction): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a 1, that model is Battle-shocked. -- **Styrix’s Duty (Bondsman)** (Datasheet): While a model is affected by this ability, each time that model is selected to shoot or fight, after it has resolved all of its attacks, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test, subtracting one from the test when doing so. -- **Grav-pinned** (Datasheet): In your Shooting phase, after this model has shot, if an enemy INFANTRY unit was hit by one or more of those attacks made with a graviton crusher, until the end of your opponent’s next turn, that enemy unit is grav-pinned. While a unit is grav-pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. - -**Keywords:** Knight Styrix, Vehicle, Imperium, Towering, Titanic, Character, Walker, Questoris -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Questoris Knight Styrix - -**Wargear Options:** -- This model’s reaper chainsword can be replaced with 1 hekaton siege claw and 1 twin rad cleanser. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 385pts diff --git a/cogitator/factions/imperial-knights/datasheets/sir-hekhtur.md b/cogitator/factions/imperial-knights/datasheets/sir-hekhtur.md deleted file mode 100644 index c6c499a..0000000 --- a/cogitator/factions/imperial-knights/datasheets/sir-hekhtur.md +++ /dev/null @@ -1,36 +0,0 @@ -# Sir Hekhtur - -**Role:** Characters - -*Once a prisoner of the Iron Warriors, Sir Hekhtur resisted agonising torture and escaped only through sheer faith, determination and honour. Now he travels the galaxy, liberating Imperial citizens enslaved by the forces of the Arch-enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 3 | 5+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Sir Hekhtur is equipped with:** Hekhtur’s pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hekhtur’s pistol | 12 | 1 | 2 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 2 | 3 | 0 | 1 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **USING SIR HEKHTUR** (Fortification (левая колонка)): If your Canis Rex model is destroyed, this model is treated as a model disembarking from a destroyed TRANSPORT and must perform an Emergency Disembarkation. Sir Hekhtur cannot be selected as the target of any of your Stratagems other than Core Stratagems. Your Canis Rex unit is not considered to be destroyed until Sir Hekhtur is also destroyed. - -**Keywords:** Infantry, Character, Epic Hero, Sir Hekhtur, Imperium -**Faction Keywords:** Imperial Knights - -**Unit Composition:** -- 1 Sir Hekhtur – EPIC HERO diff --git a/cogitator/factions/imperial-knights/datasheets/skitarii-marshal.md b/cogitator/factions/imperial-knights/datasheets/skitarii-marshal.md deleted file mode 100644 index ea45926..0000000 --- a/cogitator/factions/imperial-knights/datasheets/skitarii-marshal.md +++ /dev/null @@ -1,67 +0,0 @@ -# Skitarii Marshal - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Mechanicus pistol; control stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mechanicus pistol | 12 | 1 | 3 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Control stave | Melee | 4 | 3 | 6 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Control Edict** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll. -- **Servo-skull Uplink** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Imperium, Character, Infantry, Marshal, Skitarii -**Faction Keywords:** Adeptus Mechanicus, Imperial Knights - -**Unit Composition:** -- 1 Skitarii Marshal - -**Leader:** -Can lead: Skitarii Rangers, Skitarii Vanguard - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/imperial-knights/datasheets/skitarii-rangers.md b/cogitator/factions/imperial-knights/datasheets/skitarii-rangers.md deleted file mode 100644 index 0e7f926..0000000 --- a/cogitator/factions/imperial-knights/datasheets/skitarii-rangers.md +++ /dev/null @@ -1,79 +0,0 @@ -# Skitarii Rangers - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** galvanic rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | -| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | -| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | -| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | -| Galvanic rifle | 30 | 2 | 4 | 4 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Objective Scouted** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -**Keywords:** Rangers, Skitarii, Imperium, Battleline, Infantry -**Faction Keywords:** Adeptus Mechanicus, Imperial Knights - -**Unit Composition:** -- 1 Skitarii Ranger Alpha -- 9 Skitarii Rangers - -**Wargear Options:** -- The Skitarii Ranger Alpha can be equipped with 1 Alpha combat weapon. -- The Skitarii Ranger Alpha’s galvanic rifle can be replaced with 1 Mechanicus pistol. -- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 arc rifle. -- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 plasma caliver. -- 1 Skitarii Ranger’s galvanic rifle can be replaced with 1 transuranic arquebus. -- 1 Skitarii Ranger equipped with a galvanic rifle can be equipped with one of the following:- 1 enhanced data-tether* -- 1 omnispex* -- * That model’s galvanic rifle cannot be replaced. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Tech-priest Dominus, Tech-priest Manipulus, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 85pts diff --git a/cogitator/factions/imperial-knights/datasheets/skitarii-vanguard.md b/cogitator/factions/imperial-knights/datasheets/skitarii-vanguard.md deleted file mode 100644 index 9c54bad..0000000 --- a/cogitator/factions/imperial-knights/datasheets/skitarii-vanguard.md +++ /dev/null @@ -1,67 +0,0 @@ -# Skitarii Vanguard - -**Role:** Battleline - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** radium carbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Radium carbine | 18 | 3 | 4 | 3 | 0 | 1 | anti-infantry 4+ | -| Arc rifle | 30 | 1 | 4 | 8 | -1 | D3 | anti-vehicle 4+, devastating wounds, rapid fire 1 | -| Plasma caliver – standard | 30 | 2 | 4 | 7 | -2 | 1 | — | -| Transuranic arquebus | 36 | 1 | 4 | 7 | -2 | D3 | heavy, precision | -| Plasma caliver – supercharge | 30 | 2 | 4 | 8 | -3 | 2 | hazardous | -| Mechanicus pistol | 12 | 1 | 4 | 6 | -1 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Alpha combat weapon | Melee | 2 | 4 | 5 | -1 | 1 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Enhanced data-tether** (Wargear): Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Omnispex** (Wargear): Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. -- **Rad-saturation (Aura)** (Datasheet): While an enemy unit (excluding VEHICLE units) is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit. - -**Keywords:** Skitarii, Battleline, Infantry, Imperium, Vanguard -**Faction Keywords:** Imperial Knights, Adeptus Mechanicus - -**Unit Composition:** -- 1 Skitarii Vanguard Alpha -- 9 Skitarii Vanguard - -**Wargear Options:** -- The Skitarii Vanguard Alpha can be equipped with 1 Alpha combat weapon. -- The Skitarii Vanguard Alpha’s radium carbine can be replaced with 1 Mechanicus pistol. -- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 arc rifle. -- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 plasma caliver. -- 1 Skitarii Vanguard’s radium carbine can be replaced with 1 transuranic arquebus. -- 1 Skitarii Vanguard equipped with a radium carbine can be equipped with one of the following:- 1 enhanced data-tether* -- 1 omnispex* -- * That model’s radium carbine cannot be replaced. - -**Leader:** -Led By: Inquisitor Draxus, Inquisitor In Terminator Armour, Tech-priest Dominus, Tech-priest Manipulus, Skitarii Marshal, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Inquisitor Ostromandeus - -**Points:** -- 10 models: 95pts diff --git a/cogitator/factions/imperial-knights/datasheets/tech-priest-dominus.md b/cogitator/factions/imperial-knights/datasheets/tech-priest-dominus.md deleted file mode 100644 index 06354f4..0000000 --- a/cogitator/factions/imperial-knights/datasheets/tech-priest-dominus.md +++ /dev/null @@ -1,75 +0,0 @@ -# Tech-priest Dominus - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** macrostubber; volkite blaster; Omnissian axe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Phosphor serpenta | 18 | 1 | 3 | 5 | -1 | 2 | ignores cover, pistol | -| Volkite blaster | 24 | 3 | 3 | 5 | 0 | 2 | devastating wounds | -| Macrostubber | 12 | 5 | 3 | 4 | 0 | 1 | pistol | -| Eradication ray – dissipated | 24 | D3 | 3 | 6 | -1 | 1 | — | -| Eradication ray – focused | 12 | D3 | 3 | 6 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian axe | Melee | 4 | 3 | 6 | -2 | 2 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Lord of the Machine Cult** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead. -- **Data-spike** (Datasheet): At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model’s unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1. - -**Keywords:** Dominus, Tech-Priest, Imperium, Infantry, Character, Cult Mechanicus -**Faction Keywords:** Imperial Knights, Adeptus Mechanicus - -**Unit Composition:** -- 1 Tech-Priest Dominus - -**Wargear Options:** -- This model’s macrostubber can be replaced with 1 phosphor serpenta. -- This model’s volkite blaster can be replaced with 1 eradication ray. - -**Leader:** -Can lead: Skitarii Rangers, Skitarii Vanguard - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/imperial-knights/datasheets/tech-priest-manipulus.md b/cogitator/factions/imperial-knights/datasheets/tech-priest-manipulus.md deleted file mode 100644 index 42cc5ee..0000000 --- a/cogitator/factions/imperial-knights/datasheets/tech-priest-manipulus.md +++ /dev/null @@ -1,71 +0,0 @@ -# Tech-priest Manipulus - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** magnarail lance; Omnissian staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magnarail lance | 36 | 1 | 3 | 7 | -2 | 3 | heavy | -| Transonic cannon | 12 | D6 | N/A | 4 | 0 | 2 | devastating wounds, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian staff | Melee | 4 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Doctrina Imperatives** (Faction): At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.Protector Imperative - -- Ranged weapons equipped by models in this unit have the [HEAVY] ability. -- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. -- Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll. - -Conqueror Imperative - -- Ranged weapons equipped by models in this unit have the [ASSAULT] ability. -- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. -- Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Galvanic Field** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Defend the Divine Work** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model’s unit have a 4+ invulnerable save. - -**Keywords:** Manipulus, Imperium, Infantry, Character, Cult Mechanicus, Tech-Priest -**Faction Keywords:** Adeptus Mechanicus, Imperial Knights - -**Unit Composition:** -- 1 Tech-Priest Manipulus - -**Wargear Options:** -- This model’s magnarail lance can be replaced with 1 transonic cannon. - -**Leader:** -Can lead: Skitarii Rangers, Skitarii Vanguard - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/imperial-knights/detachments.md b/cogitator/factions/imperial-knights/detachments.md new file mode 100644 index 0000000..e58c2c0 --- /dev/null +++ b/cogitator/factions/imperial-knights/detachments.md @@ -0,0 +1,485 @@ +# Imperial Knights Detachments + +# Gate Warden Lance + +*The forebears of Knightly Nobles secured their sprawling citadels through Old Night and whispered advice from those times still haunts the oldest Thrones Mechanicum. For generations since, Gate Warden Lances of Knights have thrown back xenos, heretics and mutants not only from their own walls but from those on worlds across the galaxy. Whether a physical revetment exists to guard or not, the Nobles know their duty. They treat the battlefield as their walled realm, with themselves as its bastions. Gigantic Dominus-class Knights anchor defensive positions, hurling murderous salvoes at encroaching enemies. Bondsmen piloting swift Armigers stand ready to lope forwards and stem encirclements of the Knights’ lines. Knights Crusader scythe down infantry besieging their chosen embrasures while Knights Defender stride into line to bolster positions with thrumming void shields. Should the enemy attempt to breach the Knights’ lines, the Nobles sally forth in a thunderous countercharge, challenges blaring from war horns as they dam the tide.* + +## Abilities + +### Dauntless Defenders +At the start of the first battle round, select two objective markers on the battlefield to be your foundations. When you draw a line from any part of one of your foundations to the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line. + +While an Imperial Knights unit from your army is on your defensive line, that unit has the following ability: + +**Against the Horde:** Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [sustained hits 1] ability. + +Each time one of your foundations is removed from the battlefield (e.g. by a Primary Mission rule), just after it is removed, select a new objective marker on the battlefield to be one of your foundations. + +## Stratagems + +### DRIVE THEM OUT! — 1CP +**Type:** Gate Warden Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Imperial Knights unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit. + +### FORTRESS OF INTIMIDATION — 1CP +**Type:** Gate Warden Lance – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One Imperial Knights Titanic unit from your army that is on your defensive line. + +**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result. + +### LANCEBREAKER — 1CP +**Type:** Gate Warden Lance – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll + +### MARSHAL THE DEFENCE — 1CP +**Type:** Gate Warden Lance – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** Up to two Imperial Knights units from your army that have not been selected to move this phase. + +**EFFECT:** Until the end of the phase, add 3" to the Move characteristic of models in your units. + +### STEADFAST SUPERIORITY — 1CP +**Type:** Gate Warden Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. + +### TITANIC BOMBARDMENT — 1CP +**Type:** Gate Warden Lance – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability. + +## Enhancements + +### Acquisitor-at-Arms — 15pts +*This stern Noble serves their household by seizing territories and domains deemed the property of their lord. They are a grim and fearsome agent who inspires their charges with an unwillingness to relent.* +IMPERIAL KNIGHTS model only. While the bearer is on your defensive line and there are no enemy units on your defensive line, add the bearers Objective Control characteristic to that of each model affected by the bearers Bondsman ability. + +### Augury Halo — 20pts +*This web of neuro-couplings has been worked into a richly ornamented helmet. Through it, the Noble pilot can access nearby hidden augur nodes deployed by servitor clades of the Sacristans, inloading targeting data to pick out the locations of shrouded besiegers.* +IMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, while the bearer is on your defensive line, weapons equipped by the bearer have the [ignores cover] ability. + +### Purgation’s Hand — 20pts +*The Noble dubbed with this honourable title has sworn to purge the frontiers of their realm, scouring it clean of the stain of everything foul and inimical to the Code.* +IMPERIAL KNIGHTS model only. Each time the bearer makes a melee attack, if the bearer is on your defensive line, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +### Vengeful Tread — 15pts +*The punitive anger of this pilot towards those who dare defile their realm is terrifying to behold. War horns blaring, they barge and trample forward, crushing their lessers in a terminal lesson of humility.* +IMPERIAL KNIGHTS model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP. + +--- + +# Questor Forgepact + +*Bound by oaths of fealty or not, many Knightly houses enjoy close relations with the priesthood of the Adeptus Mechanicus. Whether answering the Martian priesthood’s calls to arms or prosecuting their own wars of liberation against the Emperor’s foes, Noble families regularly pilot their war suits to battle alongside their Tech-Priest allies. The Skitarii soldiery are inspired by the presence of these ancient engines of destruction, uttering awestruck psalms of veneration as they advance fearlessly towards the foe. In turn, the Noble champions are blessed and inspired by the chanted prayers of the Machine Cult and their war suits empowered by the skill of Tech-Priests and artificers of incomparable talent.* + +## Abilities + +### Cogbound Alliance +Imperial Knights units from your army have the following the ability: + +**Sacristan Pledge:** In your Command phase, one model in this unit regains 1 lost wound. If this unit is within 3" of one or more friendly Tech-Priest models, one model in this unit regains up to D3 lost wounds instead. + +Adeptus Mechanicus units from your army have the following ability: + +**Divine Inspiration:** Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If this unit is within 6" of one or more friendly IMPERIAL KNIGHTS units, re-roll a Wound roll of 1 as well. + +FORGE WORLD ALLIES +You can include the following ADEPTUS MECHANICUS units in your army: Tech-Priest Dominus; Tech-Priest Manipulus; Skitarii Marshal; Skitarii Rangers; Skitarii Vanguard. The combined points cost of such units depends on your battle size: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 750 pts + +No ADEPTUS MECHANICUS models from your army can be your WARLORD. + +## Stratagems + +### AGGRESSION BEGETS AGGRESSION — 1CP +**Type:** Questor Forgepact – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability. + +### BONDED IMPERATIVE — 1CP +**Type:** Questor Forgepact – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability. + +**TARGET:** That IMPERIAL KNIGHTS CHARACTER unit. + +**EFFECT:** When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability. + +**RESTRICTIONS:** You cannot target a Knight Preceptor with this Stratagem. + +### MACHINE FOCUS — 1CP +**Type:** Questor Forgepact – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Imperial Knights unit from your army. + +**EFFECT:** Until the start of your next turn, your unit +can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it. + +### OMNISSIAH’S GRACE — 1CP +**Type:** Questor Forgepact – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army. + +**TARGET:** That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. + +### THRONEGHEIST FURY — 1CP +**Type:** Questor Forgepact – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move. + +**TARGET:** One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit. + +**EFFECT:** Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. + +### VENGEANCE OF THE MACHINE CULT — 1CP +**Type:** Questor Forgepact – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability. + +## Enhancements + +### Knight of the Opus Machina — 20pts +*A devotee of the Omnissian creed, this Noble is inspired by the presence of the Adeptus Mechanicus, fighting with greater zeal and vigour in their holy presence.* +IMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, if the bearer is within 6" of one or more friendly Adeptus Mechanicus units, re-roll a Hit roll of 1. + +### Magos Questoris — 35pts +*An expert in the intricate mechanisms and weapons systems of Imperial Knights, this Tech-Priest taught Sacristans their craft. They now walk in the shadow of these war machines and make field repairs in the midst of battle.* +Tech-Priest model only. While the bearer is within 3" of one or more friendly Imperial Knights units, it has the Lone Operative ability. In your Command phase, select one friendly Imperial Knights model within 3" of the bearer. That model regains up to 2 lost wounds. + +### Omnissian Champion — 30pts +*The Omnissian priesthood has thrice blessed this champion of the Machine God and their Knight suit’s core; it burns with a zeal that cannot be quenched.* +IMPERIAL KNIGHTS model only. Add 4 to the bearer’s Wounds characteristic. + +### Vocifer Magnificat (Aura) — 15pts +*This titanic war machine’s carapace bristles with vox-grilles and laud hailers that project binharic prayers to the Machine God; these static chants serve both to unnerve the foe and fill the faithful of the Omnissiah with holy fervour.* +IMPERIAL KNIGHTS model only. While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. While a friendly Adeptus Mechanicus unit is within 6" of the bearer, improve the Leadership characteristic of models in that ADEPTUS MECHANICUS unit by 1. + +--- + +# Questoris Companions + +*The legendary deeds of groups of Knightly champions are known across the Imperium. Epic lays have been inspired by crusading lances of a household’s greatest warriors, isolated bands of Knights who have fought their way to victory and honoured fellowships of Freeblades oathed to fight in chivalrous companionship until death claims them. Bonded by vows of honour, these Questoris Companions marshal their strength, their courage and the incredible power of their titanic Knight suits to undertake heroic feats of epic gallantry to achieve their quest. Individual Knights hold back armoured columns in glorious acts of selflessness to guard their companions’ flanks. Others wade alone into overwhelming odds, slamming enemy battle tanks through the air and crushing infantry underfoot. The most threatening of the foe are singled out for thunderous duels, and their humbling is a terrifying blow to enemy morale. With a rigid notion of their quest’s righteousness, the companions drive onwards in a ferocious display of titanic might.* + +## Abilities + +### Heroes of Legend +At the start of your turn, if your current Oath is fulfilled, determine an additional Oath as described here, with the exception that you cannot select a Deed or Quality you have already selected (if you are randomly selecting the Deed and/or Quality and roll any result that you have already selected, select a Deed or Quality you have not already selected instead). If you cannot determine an additional Oath because you have already selected each Deed and each Quality, do not determine an additional Oath. + +The Qualities from Oaths you have fulfilled continue to apply to all models in your army with the Code Chivalric ability. When the Deed for an additional Oath is completed, you instead gain 1CP, regardless of how you selected the Deed or Quality. + +### Valour’s Reward +The Enhancements shown below can become expended. You cannot use such Enhancements while they are expended. Each time you fulfil your Oath, each expended Enhancement is no longer expended. + +## Stratagems + +### COURAGEOUS STAND — 1CP +**Type:** Questoris Companions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Imperial Knights Titanic unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. + +### DRIVEN BY THE PAST — 1CP +**Type:** Questoris Companions – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Imperial Knights Titanic unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. + +### HERO’S TREAD — 1CP +**Type:** Questoris Companions – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** End of your Command phase. + +**TARGET:** One Imperial Knights Titanic model from your army that is within range of an objective marker you control. + +**EFFECT:** Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### MOMENT OF GLORY — 1CP +**Type:** Questoris Companions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates. + +**TARGET:** That IMPERIAL KNIGHTS TITANIC unit. + +**EFFECT:** Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units. + +### TITANIC DUEL — 1CP +**Type:** Questoris Companions – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll. + +### UNSTOPPABLE WARRIOR — 2CP +**Type:** Questoris Companions – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back. + +**TARGET:** That IMPERIAL KNIGHTS TITANIC unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +## Enhancements + +### Crushing Condemnation — 10pts +*With the sweep of an armoured limb, the Noble can cast wreckage and ruin towards yet another foe.* +IMPERIAL KNIGHTS model only. When the bearer is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, the bearer can use this Enhancement. If it does, this Enhancement is expended, then select one enemy unit that is not within Engagement Range of any units from your army and is within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +### Herald of Triumph — 15pts +*This Noble’s arrogant challenges herald a feat of victory, a promise of death that blares from their suit’s emitters.* +IMPERIAL KNIGHTS model only. When the bearer ends a Charge move, it can use this Enhancement. If it does, this Enhancement is expended, then each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result. + +### Pennant of Silvered Fury — 15pts +*This circuit-etched pennant marks a slayer of hordes and is linked to a glowing electoo beneath the pilot’s skin.* +IMPERIAL KNIGHTS model only. When the bearer is selected to fight, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, melee weapons equipped by the bearer have the [sustained hits 2] ability. + +### Wyrmslayer Divination — 10pts +*Whispered to a Knights machine spirit before battle, this techno-omen prophesies doom for airborne foes.* +IMPERIAL KNIGHTS model only. In your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, each time it makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. + +--- + +# Spearhead-At-Arms + +*When deployed in large numbers, the swift and agile Armiger-class Knight suits can outmanoeuvre most foes. They strike and withdraw on simultaneous fronts to cut apart more unwieldy armies. Deployed as a Spearhead-at-Arms, meanwhile, and leashed to their Noble masters’ stern wisdom, their loyal conditioning and rapid adoption of complex strategies enable them to eviscerate any enemy. With loping strides, the lead Armigers fan out as a swift vanguard. They devastate enemy scouts and flush war engines into the sights of their lords and ladies. Banners of Armiger Helverins stalk into firing positions like towering assassins, spitting death into assigned targets of heavy infantry or snatching grav-tanks from the sky in blazing fireballs. Armiger Warglaives pounce on enemy fire points or ambush enemy assault formations, their reaper chain-cleavers howling as they chew through armour. They are their masters’ hounds, shield-bearers and heavily armed retainers in one, galvanised into deadly coordination through honoured service.* + +## Abilities + +### Knightly Teachings +Each time a model from your army uses its Bondsman ability, if no other model from your army has used that Bondsman ability that turn, you can select up to three friendly Armiger models (instead of one) within 12" of that model, or within 15" of that model while your army is Honoured (you still cannot select a model that is already being affected by a Bondsman ability). Until the start of your next Command phase, those models are affected by that Bondsman ability. + +KEYWORDS +ARMIGER models from your army gain the BATTLELINE keyword. + +## Stratagems + +### EXEMPLAR’S WISDOM — 1CP +**Type:** Spearhead-At-Arms – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot. + +**TARGET:** That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability. + +**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +### LET DUTY BE YOUR SHIELD — 1CP +**Type:** Spearhead-At-Arms – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Armiger unit from your army that was selected as the target of one or more of the attacking units attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### MANTLE OF THE MENTOR — 1CP +**Type:** Spearhead-At-Arms – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. + +**EFFECT:** Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back. + +### SQUIRES OFTHE HUNT — 1CP +**Type:** Spearhead-At-Arms – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. + +**EFFECT:** For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves. + +### THIN THEIR RANKS — 1CP +**Type:** Spearhead-At-Arms – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability. + +### VIRTUE OF COURAGE — 1CP +**Type:** Spearhead-At-Arms – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. + +**EFFECT:** Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll. + +## Enhancements + +### Fables of Nightmare — 10pts +*Many are the fiends and unnamed dooms that lead hosts of darkness in the oldest tales. Their retelling spurs this Noble’s Bondsmen to seek out the lurking commanders of the foe and cut them down, so that they may end the spread of their evil.* +IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearer’s Bondsman ability, melee weapons equipped by those ARMIGER models have the [precision] ability. + +### Martial Tuition — 15pts +*Long has this Noble trained their Bondsmen in hunting the deadliest prey, instilling in them the skills to honourably exploit any opening in an enemy’s defence.* +IMPERIAL KNIGHTS model only. While two or more Armiger models arc under the effects of the bearer’s Bondsman ability, once per turn, you can target one of those ARMIGER models with the Counter-offensive Stratagem for 0CP. + +### Mentor’s Pride — 20pts +*A draconian enforcer of stringent standards, when this stern Noble does acknowledge pride in their servants, their Bondsmen zealously strive to retain it.* +IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearers Bondsman ability, each time each of those ARMIGER models makes an attack, you can re-roll a Hit roll of 1. + +### Tales of Heroism — 10pts +*Recounting the valorous feats of legendary Nobles, this champion inspires their squires to deride and denounce the foes every attempt at evading a just execution.* +IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearer’s Bondsman ability, each time one of those ARMIGER models makes a melee attack, you can ignore any or all modifiers to the Hit roll and/or the Wound roll. + +--- + +# Valourstrike Lance + +*To crusade as part of a lance of Knightly companions is to be inspired to heights of noble heroism and feel the surge of honour that flows through the Throne Mechanicum. Valourstrike Lances epitomise the bold gallantry of Imperial Knights and the unbreakable fellowship that binds them. Their Noble warriors and loyal squires thunder into battle like an iron-shod storm. Barrages of unremitting firepower herald their assault, bolts of energy and clusters of heavy ordnance lancing out to punish the dishonourable foe. The Knights do not slow for a moment; their enemy deserves no such sufferance. The speed of their long strides carries the Noble companions into the foes’ holdouts. With the monumental power at their command, valorous groups of Knights lay waste to one swathe of enemies after another. Theirs is a selfless strength that shields and inspires their fellow Knights. It is a thunderous power that sees them punch through defensive lines, artillery emplacements and desperate counterstrikes by the foe until nothing but ruin is left in their wake.* + +## Abilities + +### Bold Gallantry +Each time an Imperial Knights unit from your army Advances, until the end of the turn, ranged weapons equipped by IMPERIAL KNIGHTS models from your army have the [ASSAULT] ability. + +## Stratagems + +### FULL TILT — 2CP +**Type:** Valourstrike Lance – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Imperial Knights unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units. + +### ROTATE ION SHIELDS — 1CP +**Type:** Valourstrike Lance – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### RUN THEM THROUGH! — 1CP +**Type:** Valourstrike Lance – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Imperial Knights unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability. + +### TACTICAL FOIL — 1CP +**Type:** Valourstrike Lance – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Imperial Knights model from your army that is within 9" of that unit. + +**EFFECT:** Your model can make a Normal move of up to D6". + +### THUNDERSTOMP — 1CP +**Type:** Valourstrike Lance – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Imperial Knights model from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1. + +### VOW OF RETRIBUTION — 1CP +**Type:** Valourstrike Lance – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Imperial Knights unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability. + +## Enhancements + +### Bearer of the Evanescent Ion — 15pts +*This Knight’s ion shield projects a stream of nictitating particles that can obscure fellow Nobles from sight.* +IMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the start of your next Movement phase, that selected model has the Stealth ability. + +### Bearer of the Iron Chalice — 20pts +*Deep within the Knight’s chassis is an ancient STC artefact. The device communes with its weakened machine spirit kin, bolstering their resolve to endure.* +IMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. That selected model regains up to D3 lost wounds, or up to 3 lost wounds if your army is Honoured. + +### Bearer of the Judicant’s Helm — 25pts +*A courtly counsellor against deception and a visionary hunter of lurking prey, this Noble’s sage advice unmasks the contemptible before their companions.* +IMPERIAL KNIGHTS model only. At the start of your Shooting phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the end of the phase, ranged weapons equipped by that selected model have the [ignores cover] ability. + +### Bearer of the Lancer’s Sigil — 25pts +*Honoured with a vivid heraldic insignia, this Noble is a wise mentor in the deadly art of battlefield intercession.* +IMPERIAL KNIGHTS model only. At the start of your Charge phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the end of the phase, you can re-roll Charge rolls made for that selected model. diff --git a/cogitator/factions/imperial-knights/detachments/gate-warden-lance.md b/cogitator/factions/imperial-knights/detachments/gate-warden-lance.md deleted file mode 100644 index f4d6db0..0000000 --- a/cogitator/factions/imperial-knights/detachments/gate-warden-lance.md +++ /dev/null @@ -1,94 +0,0 @@ -# Gate Warden Lance - -*The forebears of Knightly Nobles secured their sprawling citadels through Old Night and whispered advice from those times still haunts the oldest Thrones Mechanicum. For generations since, Gate Warden Lances of Knights have thrown back xenos, heretics and mutants not only from their own walls but from those on worlds across the galaxy. Whether a physical revetment exists to guard or not, the Nobles know their duty. They treat the battlefield as their walled realm, with themselves as its bastions. Gigantic Dominus-class Knights anchor defensive positions, hurling murderous salvoes at encroaching enemies. Bondsmen piloting swift Armigers stand ready to lope forwards and stem encirclements of the Knights’ lines. Knights Crusader scythe down infantry besieging their chosen embrasures while Knights Defender stride into line to bolster positions with thrumming void shields. Should the enemy attempt to breach the Knights’ lines, the Nobles sally forth in a thunderous countercharge, challenges blaring from war horns as they dam the tide.* - -## Abilities - -### Dauntless Defenders -At the start of the first battle round, select two objective markers on the battlefield to be your foundations. When you draw a line from any part of one of your foundations to the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line. - -While an Imperial Knights unit from your army is on your defensive line, that unit has the following ability: - -**Against the Horde:** Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [sustained hits 1] ability. - -Each time one of your foundations is removed from the battlefield (e.g. by a Primary Mission rule), just after it is removed, select a new objective marker on the battlefield to be one of your foundations. - -## Stratagems - -### DRIVE THEM OUT! — 1CP -**Type:** Gate Warden Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Imperial Knights unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit. - -### FORTRESS OF INTIMIDATION — 1CP -**Type:** Gate Warden Lance – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One Imperial Knights Titanic unit from your army that is on your defensive line. - -**EFFECT:** Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result. - -### LANCEBREAKER — 1CP -**Type:** Gate Warden Lance – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll - -### MARSHAL THE DEFENCE — 1CP -**Type:** Gate Warden Lance – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** Up to two Imperial Knights units from your army that have not been selected to move this phase. - -**EFFECT:** Until the end of the phase, add 3" to the Move characteristic of models in your units. - -### STEADFAST SUPERIORITY — 1CP -**Type:** Gate Warden Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. - -### TITANIC BOMBARDMENT — 1CP -**Type:** Gate Warden Lance – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability. - -## Enhancements - -### Acquisitor-at-Arms — 15pts -*This stern Noble serves their household by seizing territories and domains deemed the property of their lord. They are a grim and fearsome agent who inspires their charges with an unwillingness to relent.* -IMPERIAL KNIGHTS model only. While the bearer is on your defensive line and there are no enemy units on your defensive line, add the bearers Objective Control characteristic to that of each model affected by the bearers Bondsman ability. - -### Augury Halo — 20pts -*This web of neuro-couplings has been worked into a richly ornamented helmet. Through it, the Noble pilot can access nearby hidden augur nodes deployed by servitor clades of the Sacristans, inloading targeting data to pick out the locations of shrouded besiegers.* -IMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, while the bearer is on your defensive line, weapons equipped by the bearer have the [ignores cover] ability. - -### Purgation’s Hand — 20pts -*The Noble dubbed with this honourable title has sworn to purge the frontiers of their realm, scouring it clean of the stain of everything foul and inimical to the Code.* -IMPERIAL KNIGHTS model only. Each time the bearer makes a melee attack, if the bearer is on your defensive line, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -### Vengeful Tread — 15pts -*The punitive anger of this pilot towards those who dare defile their realm is terrifying to behold. War horns blaring, they barge and trample forward, crushing their lessers in a terminal lesson of humility.* -IMPERIAL KNIGHTS model only. Once per turn, you can target the bearer with the Tank Shock Stratagem for 0CP. diff --git a/cogitator/factions/imperial-knights/detachments/questor-forgepact.md b/cogitator/factions/imperial-knights/detachments/questor-forgepact.md deleted file mode 100644 index fbc6356..0000000 --- a/cogitator/factions/imperial-knights/detachments/questor-forgepact.md +++ /dev/null @@ -1,105 +0,0 @@ -# Questor Forgepact - -*Bound by oaths of fealty or not, many Knightly houses enjoy close relations with the priesthood of the Adeptus Mechanicus. Whether answering the Martian priesthood’s calls to arms or prosecuting their own wars of liberation against the Emperor’s foes, Noble families regularly pilot their war suits to battle alongside their Tech-Priest allies. The Skitarii soldiery are inspired by the presence of these ancient engines of destruction, uttering awestruck psalms of veneration as they advance fearlessly towards the foe. In turn, the Noble champions are blessed and inspired by the chanted prayers of the Machine Cult and their war suits empowered by the skill of Tech-Priests and artificers of incomparable talent.* - -## Abilities - -### Cogbound Alliance -Imperial Knights units from your army have the following the ability: - -**Sacristan Pledge:** In your Command phase, one model in this unit regains 1 lost wound. If this unit is within 3" of one or more friendly Tech-Priest models, one model in this unit regains up to D3 lost wounds instead. - -Adeptus Mechanicus units from your army have the following ability: - -**Divine Inspiration:** Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If this unit is within 6" of one or more friendly IMPERIAL KNIGHTS units, re-roll a Wound roll of 1 as well. - -FORGE WORLD ALLIES -You can include the following ADEPTUS MECHANICUS units in your army: Tech-Priest Dominus; Tech-Priest Manipulus; Skitarii Marshal; Skitarii Rangers; Skitarii Vanguard. The combined points cost of such units depends on your battle size: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 750 pts - -No ADEPTUS MECHANICUS models from your army can be your WARLORD. - -## Stratagems - -### AGGRESSION BEGETS AGGRESSION — 1CP -**Type:** Questor Forgepact – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability. - -### BONDED IMPERATIVE — 1CP -**Type:** Questor Forgepact – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability. - -**TARGET:** That IMPERIAL KNIGHTS CHARACTER unit. - -**EFFECT:** When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability. - -**RESTRICTIONS:** You cannot target a Knight Preceptor with this Stratagem. - -### MACHINE FOCUS — 1CP -**Type:** Questor Forgepact – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Imperial Knights unit from your army. - -**EFFECT:** Until the start of your next turn, your unit -can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it. - -### OMNISSIAH’S GRACE — 1CP -**Type:** Questor Forgepact – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army. - -**TARGET:** That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. - -### THRONEGHEIST FURY — 1CP -**Type:** Questor Forgepact – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move. - -**TARGET:** One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit. - -**EFFECT:** Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. - -### VENGEANCE OF THE MACHINE CULT — 1CP -**Type:** Questor Forgepact – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability. - -## Enhancements - -### Knight of the Opus Machina — 20pts -*A devotee of the Omnissian creed, this Noble is inspired by the presence of the Adeptus Mechanicus, fighting with greater zeal and vigour in their holy presence.* -IMPERIAL KNIGHTS model only. Each time the bearer makes a ranged attack, if the bearer is within 6" of one or more friendly Adeptus Mechanicus units, re-roll a Hit roll of 1. - -### Magos Questoris — 35pts -*An expert in the intricate mechanisms and weapons systems of Imperial Knights, this Tech-Priest taught Sacristans their craft. They now walk in the shadow of these war machines and make field repairs in the midst of battle.* -Tech-Priest model only. While the bearer is within 3" of one or more friendly Imperial Knights units, it has the Lone Operative ability. In your Command phase, select one friendly Imperial Knights model within 3" of the bearer. That model regains up to 2 lost wounds. - -### Omnissian Champion — 30pts -*The Omnissian priesthood has thrice blessed this champion of the Machine God and their Knight suit’s core; it burns with a zeal that cannot be quenched.* -IMPERIAL KNIGHTS model only. Add 4 to the bearer’s Wounds characteristic. - -### Vocifer Magnificat (Aura) — 15pts -*This titanic war machine’s carapace bristles with vox-grilles and laud hailers that project binharic prayers to the Machine God; these static chants serve both to unnerve the foe and fill the faithful of the Omnissiah with holy fervour.* -IMPERIAL KNIGHTS model only. While an enemy unit is within 6" of the bearer, worsen the Leadership characteristic of models in that unit by 1. While a friendly Adeptus Mechanicus unit is within 6" of the bearer, improve the Leadership characteristic of models in that ADEPTUS MECHANICUS unit by 1. diff --git a/cogitator/factions/imperial-knights/detachments/questoris-companions.md b/cogitator/factions/imperial-knights/detachments/questoris-companions.md deleted file mode 100644 index 6382126..0000000 --- a/cogitator/factions/imperial-knights/detachments/questoris-companions.md +++ /dev/null @@ -1,93 +0,0 @@ -# Questoris Companions - -*The legendary deeds of groups of Knightly champions are known across the Imperium. Epic lays have been inspired by crusading lances of a household’s greatest warriors, isolated bands of Knights who have fought their way to victory and honoured fellowships of Freeblades oathed to fight in chivalrous companionship until death claims them. Bonded by vows of honour, these Questoris Companions marshal their strength, their courage and the incredible power of their titanic Knight suits to undertake heroic feats of epic gallantry to achieve their quest. Individual Knights hold back armoured columns in glorious acts of selflessness to guard their companions’ flanks. Others wade alone into overwhelming odds, slamming enemy battle tanks through the air and crushing infantry underfoot. The most threatening of the foe are singled out for thunderous duels, and their humbling is a terrifying blow to enemy morale. With a rigid notion of their quest’s righteousness, the companions drive onwards in a ferocious display of titanic might.* - -## Abilities - -### Heroes of Legend -At the start of your turn, if your current Oath is fulfilled, determine an additional Oath as described here, with the exception that you cannot select a Deed or Quality you have already selected (if you are randomly selecting the Deed and/or Quality and roll any result that you have already selected, select a Deed or Quality you have not already selected instead). If you cannot determine an additional Oath because you have already selected each Deed and each Quality, do not determine an additional Oath. - -The Qualities from Oaths you have fulfilled continue to apply to all models in your army with the Code Chivalric ability. When the Deed for an additional Oath is completed, you instead gain 1CP, regardless of how you selected the Deed or Quality. - -### Valour’s Reward -The Enhancements shown below can become expended. You cannot use such Enhancements while they are expended. Each time you fulfil your Oath, each expended Enhancement is no longer expended. - -## Stratagems - -### COURAGEOUS STAND — 1CP -**Type:** Questoris Companions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Imperial Knights Titanic unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. - -### DRIVEN BY THE PAST — 1CP -**Type:** Questoris Companions – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Imperial Knights Titanic unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. - -### HERO’S TREAD — 1CP -**Type:** Questoris Companions – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** End of your Command phase. - -**TARGET:** One Imperial Knights Titanic model from your army that is within range of an objective marker you control. - -**EFFECT:** Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### MOMENT OF GLORY — 1CP -**Type:** Questoris Companions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates. - -**TARGET:** That IMPERIAL KNIGHTS TITANIC unit. - -**EFFECT:** Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units. - -### TITANIC DUEL — 1CP -**Type:** Questoris Companions – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll. - -### UNSTOPPABLE WARRIOR — 2CP -**Type:** Questoris Companions – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back. - -**TARGET:** That IMPERIAL KNIGHTS TITANIC unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -## Enhancements - -### Crushing Condemnation — 10pts -*With the sweep of an armoured limb, the Noble can cast wreckage and ruin towards yet another foe.* -IMPERIAL KNIGHTS model only. When the bearer is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, the bearer can use this Enhancement. If it does, this Enhancement is expended, then select one enemy unit that is not within Engagement Range of any units from your army and is within 12" of and visible to the bearer. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -### Herald of Triumph — 15pts -*This Noble’s arrogant challenges herald a feat of victory, a promise of death that blares from their suit’s emitters.* -IMPERIAL KNIGHTS model only. When the bearer ends a Charge move, it can use this Enhancement. If it does, this Enhancement is expended, then each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from the result. - -### Pennant of Silvered Fury — 15pts -*This circuit-etched pennant marks a slayer of hordes and is linked to a glowing electoo beneath the pilot’s skin.* -IMPERIAL KNIGHTS model only. When the bearer is selected to fight, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, melee weapons equipped by the bearer have the [sustained hits 2] ability. - -### Wyrmslayer Divination — 10pts -*Whispered to a Knights machine spirit before battle, this techno-omen prophesies doom for airborne foes.* -IMPERIAL KNIGHTS model only. In your Shooting phase, when the bearer is selected to shoot, it can use this Enhancement. If it does, this Enhancement is expended, then until the end of the phase, each time it makes an attack that targets a unit that can FLY, you can re-roll the Hit roll. diff --git a/cogitator/factions/imperial-knights/detachments/spearhead-at-arms.md b/cogitator/factions/imperial-knights/detachments/spearhead-at-arms.md deleted file mode 100644 index 8f1e936..0000000 --- a/cogitator/factions/imperial-knights/detachments/spearhead-at-arms.md +++ /dev/null @@ -1,91 +0,0 @@ -# Spearhead-At-Arms - -*When deployed in large numbers, the swift and agile Armiger-class Knight suits can outmanoeuvre most foes. They strike and withdraw on simultaneous fronts to cut apart more unwieldy armies. Deployed as a Spearhead-at-Arms, meanwhile, and leashed to their Noble masters’ stern wisdom, their loyal conditioning and rapid adoption of complex strategies enable them to eviscerate any enemy. With loping strides, the lead Armigers fan out as a swift vanguard. They devastate enemy scouts and flush war engines into the sights of their lords and ladies. Banners of Armiger Helverins stalk into firing positions like towering assassins, spitting death into assigned targets of heavy infantry or snatching grav-tanks from the sky in blazing fireballs. Armiger Warglaives pounce on enemy fire points or ambush enemy assault formations, their reaper chain-cleavers howling as they chew through armour. They are their masters’ hounds, shield-bearers and heavily armed retainers in one, galvanised into deadly coordination through honoured service.* - -## Abilities - -### Knightly Teachings -Each time a model from your army uses its Bondsman ability, if no other model from your army has used that Bondsman ability that turn, you can select up to three friendly Armiger models (instead of one) within 12" of that model, or within 15" of that model while your army is Honoured (you still cannot select a model that is already being affected by a Bondsman ability). Until the start of your next Command phase, those models are affected by that Bondsman ability. - -KEYWORDS -ARMIGER models from your army gain the BATTLELINE keyword. - -## Stratagems - -### EXEMPLAR’S WISDOM — 1CP -**Type:** Spearhead-At-Arms – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot. - -**TARGET:** That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability. - -**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -### LET DUTY BE YOUR SHIELD — 1CP -**Type:** Spearhead-At-Arms – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Armiger unit from your army that was selected as the target of one or more of the attacking units attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### MANTLE OF THE MENTOR — 1CP -**Type:** Spearhead-At-Arms – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. - -**EFFECT:** Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back. - -### SQUIRES OFTHE HUNT — 1CP -**Type:** Spearhead-At-Arms – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. - -**EFFECT:** For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves. - -### THIN THEIR RANKS — 1CP -**Type:** Spearhead-At-Arms – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability. - -### VIRTUE OF COURAGE — 1CP -**Type:** Spearhead-At-Arms – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability. - -**EFFECT:** Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll. - -## Enhancements - -### Fables of Nightmare — 10pts -*Many are the fiends and unnamed dooms that lead hosts of darkness in the oldest tales. Their retelling spurs this Noble’s Bondsmen to seek out the lurking commanders of the foe and cut them down, so that they may end the spread of their evil.* -IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearer’s Bondsman ability, melee weapons equipped by those ARMIGER models have the [precision] ability. - -### Martial Tuition — 15pts -*Long has this Noble trained their Bondsmen in hunting the deadliest prey, instilling in them the skills to honourably exploit any opening in an enemy’s defence.* -IMPERIAL KNIGHTS model only. While two or more Armiger models arc under the effects of the bearer’s Bondsman ability, once per turn, you can target one of those ARMIGER models with the Counter-offensive Stratagem for 0CP. - -### Mentor’s Pride — 20pts -*A draconian enforcer of stringent standards, when this stern Noble does acknowledge pride in their servants, their Bondsmen zealously strive to retain it.* -IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearers Bondsman ability, each time each of those ARMIGER models makes an attack, you can re-roll a Hit roll of 1. - -### Tales of Heroism — 10pts -*Recounting the valorous feats of legendary Nobles, this champion inspires their squires to deride and denounce the foes every attempt at evading a just execution.* -IMPERIAL KNIGHTS model only. While two or more Armiger models are under the effects of the bearer’s Bondsman ability, each time one of those ARMIGER models makes a melee attack, you can ignore any or all modifiers to the Hit roll and/or the Wound roll. diff --git a/cogitator/factions/imperial-knights/detachments/valourstrike-lance.md b/cogitator/factions/imperial-knights/detachments/valourstrike-lance.md deleted file mode 100644 index d62c39f..0000000 --- a/cogitator/factions/imperial-knights/detachments/valourstrike-lance.md +++ /dev/null @@ -1,88 +0,0 @@ -# Valourstrike Lance - -*To crusade as part of a lance of Knightly companions is to be inspired to heights of noble heroism and feel the surge of honour that flows through the Throne Mechanicum. Valourstrike Lances epitomise the bold gallantry of Imperial Knights and the unbreakable fellowship that binds them. Their Noble warriors and loyal squires thunder into battle like an iron-shod storm. Barrages of unremitting firepower herald their assault, bolts of energy and clusters of heavy ordnance lancing out to punish the dishonourable foe. The Knights do not slow for a moment; their enemy deserves no such sufferance. The speed of their long strides carries the Noble companions into the foes’ holdouts. With the monumental power at their command, valorous groups of Knights lay waste to one swathe of enemies after another. Theirs is a selfless strength that shields and inspires their fellow Knights. It is a thunderous power that sees them punch through defensive lines, artillery emplacements and desperate counterstrikes by the foe until nothing but ruin is left in their wake.* - -## Abilities - -### Bold Gallantry -Each time an Imperial Knights unit from your army Advances, until the end of the turn, ranged weapons equipped by IMPERIAL KNIGHTS models from your army have the [ASSAULT] ability. - -## Stratagems - -### FULL TILT — 2CP -**Type:** Valourstrike Lance – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Imperial Knights unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units. - -### ROTATE ION SHIELDS — 1CP -**Type:** Valourstrike Lance – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### RUN THEM THROUGH! — 1CP -**Type:** Valourstrike Lance – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Imperial Knights unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability. - -### TACTICAL FOIL — 1CP -**Type:** Valourstrike Lance – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Imperial Knights model from your army that is within 9" of that unit. - -**EFFECT:** Your model can make a Normal move of up to D6". - -### THUNDERSTOMP — 1CP -**Type:** Valourstrike Lance – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Imperial Knights model from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1. - -### VOW OF RETRIBUTION — 1CP -**Type:** Valourstrike Lance – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Imperial Knights unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability. - -## Enhancements - -### Bearer of the Evanescent Ion — 15pts -*This Knight’s ion shield projects a stream of nictitating particles that can obscure fellow Nobles from sight.* -IMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the start of your next Movement phase, that selected model has the Stealth ability. - -### Bearer of the Iron Chalice — 20pts -*Deep within the Knight’s chassis is an ancient STC artefact. The device communes with its weakened machine spirit kin, bolstering their resolve to endure.* -IMPERIAL KNIGHTS model only. At the end of your Movement phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. That selected model regains up to D3 lost wounds, or up to 3 lost wounds if your army is Honoured. - -### Bearer of the Judicant’s Helm — 25pts -*A courtly counsellor against deception and a visionary hunter of lurking prey, this Noble’s sage advice unmasks the contemptible before their companions.* -IMPERIAL KNIGHTS model only. At the start of your Shooting phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the end of the phase, ranged weapons equipped by that selected model have the [ignores cover] ability. - -### Bearer of the Lancer’s Sigil — 25pts -*Honoured with a vivid heraldic insignia, this Noble is a wise mentor in the deadly art of battlefield intercession.* -IMPERIAL KNIGHTS model only. At the start of your Charge phase, select one other IMPERIAL KNIGHTS model from your army that is within 12" of and visible to the bearer. Until the end of the phase, you can re-roll Charge rolls made for that selected model. diff --git a/cogitator/factions/index.md b/cogitator/factions/index.md index 19b458d..4309435 100644 --- a/cogitator/factions/index.md +++ b/cogitator/factions/index.md @@ -5,1975 +5,1980 @@ global/core-abilities.md — Core abilities (Deep Strike, Feel No Pain, etc.) global/universal-stratagems.md — Universal stratagems +> Note: unit datasheets and detachment rules are aggregated per faction in +> `factions//datasheets.md` and `factions//detachments.md`. +> Many index lines therefore point to the same file and use the entry name +> to identify the relevant section. + ## Adepta Sororitas adepta-sororitas/adepta-sororitas.md — Adepta Sororitas army rules, detachment list, datasheet summary -adepta-sororitas/detachments/army-of-faith.md — Army of Faith detachment (abilities, stratagems, enhancements) -adepta-sororitas/detachments/bringers-of-flame.md — Bringers of Flame detachment (abilities, stratagems, enhancements) -adepta-sororitas/detachments/champions-of-faith.md — Champions of Faith detachment (abilities, stratagems, enhancements) -adepta-sororitas/detachments/hallowed-martyrs.md — Hallowed Martyrs detachment (abilities, stratagems, enhancements) -adepta-sororitas/detachments/penitent-host.md — Penitent Host detachment (abilities, stratagems, enhancements) -adepta-sororitas/detachments/penitents-and-pilgrims.md — Penitents and Pilgrims detachment (abilities, stratagems, enhancements) -adepta-sororitas/detachments/pious-protectors.md — Pious Protectors detachment (abilities, stratagems, enhancements) -adepta-sororitas/datasheets/aestred-thurga-and-agathae-dolan.md — Aestred Thurga And Agathae Dolan — Characters [70pts] -adepta-sororitas/datasheets/arco-flagellants.md — Arco-flagellants — Other [45pts, 140pts] -adepta-sororitas/datasheets/battle-sanctum.md — Battle Sanctum — Fortifications [170pts] -adepta-sororitas/datasheets/battle-sisters-squad.md — Battle Sisters Squad — Battleline [105pts] -adepta-sororitas/datasheets/canoness.md — Canoness — Characters [60pts] -adepta-sororitas/datasheets/canoness-with-jump-pack.md — Canoness with Jump Pack — Characters [75pts] -adepta-sororitas/datasheets/castigator.md — Castigator — Other [160pts] -adepta-sororitas/datasheets/celestian-insidiants.md — Celestian Insidiants — Other [120pts] -adepta-sororitas/datasheets/celestian-sacresant-aveline.md — Celestian Sacresant Aveline — Characters [45pts] -adepta-sororitas/datasheets/celestian-sacresants.md — Celestian Sacresants — Other [70pts, 140pts] -adepta-sororitas/datasheets/crusaders.md — Crusaders — Other [40pts, 80pts] -adepta-sororitas/datasheets/daemonifuge.md — Daemonifuge — Characters [85pts] -adepta-sororitas/datasheets/death-cult-assassins.md — Death Cult Assassins — Other [55pts, 110pts] -adepta-sororitas/datasheets/dialogus.md — Dialogus — Characters [40pts] -adepta-sororitas/datasheets/dogmata.md — Dogmata — Characters [45pts] -adepta-sororitas/datasheets/dominion-squad.md — Dominion Squad — Other [120pts] -adepta-sororitas/datasheets/exorcist.md — Exorcist — Other [210pts] -adepta-sororitas/datasheets/hospitaller.md — Hospitaller — Characters [60pts] -adepta-sororitas/datasheets/imagifier.md — Imagifier — Characters [65pts] -adepta-sororitas/datasheets/immolator.md — Immolator — Dedicated Transports [115pts] -adepta-sororitas/datasheets/junith-eruita.md — Junith Eruita — Characters [80pts] -adepta-sororitas/datasheets/ministorum-priest.md — Ministorum Priest — Characters [50pts] -adepta-sororitas/datasheets/mortifiers.md — Mortifiers — Other [70pts, 140pts] -adepta-sororitas/datasheets/morvenn-vahl.md — Morvenn Vahl — Characters [185pts] -adepta-sororitas/datasheets/palatine.md — Palatine — Characters [50pts] -adepta-sororitas/datasheets/paragon-warsuits.md — Paragon Warsuits — Other [210pts] -adepta-sororitas/datasheets/penitent-engines.md — Penitent Engines — Other [75pts, 150pts] -adepta-sororitas/datasheets/repentia-squad.md — Repentia Squad — Other [75pts, 160pts] -adepta-sororitas/datasheets/repressor.md — Repressor — Dedicated Transports [130pts] -adepta-sororitas/datasheets/retributor-squad.md — Retributor Squad — Other [120pts] -adepta-sororitas/datasheets/saint-celestine.md — Saint Celestine — Characters [150pts] -adepta-sororitas/datasheets/sanctifiers.md — Sanctifiers — Other [110pts] -adepta-sororitas/datasheets/seraphim-squad.md — Seraphim Squad — Other [80pts, 160pts] -adepta-sororitas/datasheets/sisters-novitiate-squad.md — Sisters Novitiate Squad — Other [100pts] -adepta-sororitas/datasheets/sororitas-rhino.md — Sororitas Rhino — Dedicated Transports [75pts] -adepta-sororitas/datasheets/triumph-of-saint-katherine.md — Triumph Of Saint Katherine — Characters [235pts] -adepta-sororitas/datasheets/zephyrim-squad.md — Zephyrim Squad — Other [80pts, 160pts] +adepta-sororitas/detachments.md — Army of Faith detachment (abilities, stratagems, enhancements) +adepta-sororitas/detachments.md — Bringers of Flame detachment (abilities, stratagems, enhancements) +adepta-sororitas/detachments.md — Champions of Faith detachment (abilities, stratagems, enhancements) +adepta-sororitas/detachments.md — Hallowed Martyrs detachment (abilities, stratagems, enhancements) +adepta-sororitas/detachments.md — Penitent Host detachment (abilities, stratagems, enhancements) +adepta-sororitas/detachments.md — Penitents and Pilgrims detachment (abilities, stratagems, enhancements) +adepta-sororitas/detachments.md — Pious Protectors detachment (abilities, stratagems, enhancements) +adepta-sororitas/datasheets.md — Aestred Thurga And Agathae Dolan — Characters [70pts] +adepta-sororitas/datasheets.md — Arco-flagellants — Other [45pts, 140pts] +adepta-sororitas/datasheets.md — Battle Sanctum — Fortifications [170pts] +adepta-sororitas/datasheets.md — Battle Sisters Squad — Battleline [105pts] +adepta-sororitas/datasheets.md — Canoness — Characters [60pts] +adepta-sororitas/datasheets.md — Canoness with Jump Pack — Characters [75pts] +adepta-sororitas/datasheets.md — Castigator — Other [160pts] +adepta-sororitas/datasheets.md — Celestian Insidiants — Other [120pts] +adepta-sororitas/datasheets.md — Celestian Sacresant Aveline — Characters [45pts] +adepta-sororitas/datasheets.md — Celestian Sacresants — Other [70pts, 140pts] +adepta-sororitas/datasheets.md — Crusaders — Other [40pts, 80pts] +adepta-sororitas/datasheets.md — Daemonifuge — Characters [85pts] +adepta-sororitas/datasheets.md — Death Cult Assassins — Other [55pts, 110pts] +adepta-sororitas/datasheets.md — Dialogus — Characters [40pts] +adepta-sororitas/datasheets.md — Dogmata — Characters [45pts] +adepta-sororitas/datasheets.md — Dominion Squad — Other [120pts] +adepta-sororitas/datasheets.md — Exorcist — Other [210pts] +adepta-sororitas/datasheets.md — Hospitaller — Characters [60pts] +adepta-sororitas/datasheets.md — Imagifier — Characters [65pts] +adepta-sororitas/datasheets.md — Immolator — Dedicated Transports [115pts] +adepta-sororitas/datasheets.md — Junith Eruita — Characters [80pts] +adepta-sororitas/datasheets.md — Ministorum Priest — Characters [50pts] +adepta-sororitas/datasheets.md — Mortifiers — Other [70pts, 140pts] +adepta-sororitas/datasheets.md — Morvenn Vahl — Characters [185pts] +adepta-sororitas/datasheets.md — Palatine — Characters [50pts] +adepta-sororitas/datasheets.md — Paragon Warsuits — Other [210pts] +adepta-sororitas/datasheets.md — Penitent Engines — Other [75pts, 150pts] +adepta-sororitas/datasheets.md — Repentia Squad — Other [75pts, 160pts] +adepta-sororitas/datasheets.md — Repressor — Dedicated Transports [130pts] +adepta-sororitas/datasheets.md — Retributor Squad — Other [120pts] +adepta-sororitas/datasheets.md — Saint Celestine — Characters [150pts] +adepta-sororitas/datasheets.md — Sanctifiers — Other [110pts] +adepta-sororitas/datasheets.md — Seraphim Squad — Other [80pts, 160pts] +adepta-sororitas/datasheets.md — Sisters Novitiate Squad — Other [100pts] +adepta-sororitas/datasheets.md — Sororitas Rhino — Dedicated Transports [75pts] +adepta-sororitas/datasheets.md — Triumph Of Saint Katherine — Characters [235pts] +adepta-sororitas/datasheets.md — Zephyrim Squad — Other [80pts, 160pts] ## Adeptus Custodes adeptus-custodes/adeptus-custodes.md — Adeptus Custodes army rules, detachment list, datasheet summary -adeptus-custodes/detachments/auric-champions.md — Auric Champions detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/black-ship-guardians.md — Black Ship Guardians detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/lions-of-the-emperor.md — Lions of the Emperor detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/null-maiden-vigil.md — Null Maiden Vigil detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/shield-host.md — Shield Host detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/solar-spearhead.md — Solar Spearhead detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/talons-of-the-emperor.md — Talons Of The Emperor detachment (abilities, stratagems, enhancements) -adeptus-custodes/detachments/voyagers-in-darkness.md — Voyagers in Darkness detachment (abilities, stratagems, enhancements) -adeptus-custodes/datasheets/agamatus-custodians.md — Agamatus Custodians — Other [225pts, 450pts] -adeptus-custodes/datasheets/aleya.md — Aleya — Characters [65pts] -adeptus-custodes/datasheets/allarus-custodians.md — Allarus Custodians — Other [110pts, 165pts, 275pts, 330pts] -adeptus-custodes/datasheets/anathema-psykana-rhino.md — Anathema Psykana Rhino — Dedicated Transports [75pts] -adeptus-custodes/datasheets/aquilon-custodians.md — Aquilon Custodians — Other [195pts, 390pts] -adeptus-custodes/datasheets/ares-gunship.md — Ares Gunship — Other [580pts] -adeptus-custodes/datasheets/blade-champion.md — Blade Champion — Characters [120pts] -adeptus-custodes/datasheets/caladius-grav-tank.md — Caladius Grav-tank — Other [215pts] -adeptus-custodes/datasheets/contemptor-achillus-dreadnought.md — Contemptor-achillus Dreadnought — Other [155pts] -adeptus-custodes/datasheets/contemptor-galatus-dreadnought.md — Contemptor-galatus Dreadnought — Other [165pts] -adeptus-custodes/datasheets/coronus-grav-carrier.md — Coronus Grav-carrier — Other [200pts] -adeptus-custodes/datasheets/custodian-guard.md — Custodian Guard — Battleline [160pts, 200pts] -adeptus-custodes/datasheets/custodian-guard-with-adrasite-and-pyrithite-spears.md — Custodian Guard With Adrasite And Pyrithite Spears — Other [250pts] -adeptus-custodes/datasheets/custodian-wardens.md — Custodian Wardens — Other [210pts, 260pts] -adeptus-custodes/datasheets/knight-centura.md — Knight-centura — Characters [55pts] -adeptus-custodes/datasheets/orion-assault-dropship.md — Orion Assault Dropship — Other [690pts] -adeptus-custodes/datasheets/pallas-grav-attack.md — Pallas Grav-attack — Other [105pts] -adeptus-custodes/datasheets/prosecutors.md — Prosecutors — Other [40pts, 50pts, 75pts, 85pts] -adeptus-custodes/datasheets/sagittarum-custodians.md — Sagittarum Custodians — Other [225pts] -adeptus-custodes/datasheets/shield-captain.md — Shield-captain — Characters [120pts] -adeptus-custodes/datasheets/shield-captain-in-allarus-terminator-armour.md — Shield-captain In Allarus Terminator Armour — Characters [130pts] -adeptus-custodes/datasheets/shield-captain-on-dawneagle-jetbike.md — Shield-captain On Dawneagle Jetbike — Characters [150pts] -adeptus-custodes/datasheets/telemon-heavy-dreadnought.md — Telemon Heavy Dreadnought — Other [225pts] -adeptus-custodes/datasheets/trajann-valoris.md — Trajann Valoris — Characters [140pts] -adeptus-custodes/datasheets/valerian.md — Valerian — Characters [110pts] -adeptus-custodes/datasheets/venatari-custodians.md — Venatari Custodians — Other [165pts, 330pts] -adeptus-custodes/datasheets/venerable-contemptor-dreadnought.md — Venerable Contemptor Dreadnought — Other [170pts] -adeptus-custodes/datasheets/venerable-land-raider.md — Venerable Land Raider — Other [220pts] -adeptus-custodes/datasheets/vertus-praetors.md — Vertus Praetors — Other [150pts, 225pts] -adeptus-custodes/datasheets/vigilators.md — Vigilators — Other [45pts, 55pts, 90pts, 100pts] -adeptus-custodes/datasheets/witchseekers.md — Witchseekers — Other [45pts, 55pts, 90pts, 100pts] +adeptus-custodes/detachments.md — Auric Champions detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Black Ship Guardians detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Lions of the Emperor detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Null Maiden Vigil detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Shield Host detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Solar Spearhead detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Talons Of The Emperor detachment (abilities, stratagems, enhancements) +adeptus-custodes/detachments.md — Voyagers in Darkness detachment (abilities, stratagems, enhancements) +adeptus-custodes/datasheets.md — Agamatus Custodians — Other [225pts, 450pts] +adeptus-custodes/datasheets.md — Aleya — Characters [65pts] +adeptus-custodes/datasheets.md — Allarus Custodians — Other [110pts, 165pts, 275pts, 330pts] +adeptus-custodes/datasheets.md — Anathema Psykana Rhino — Dedicated Transports [75pts] +adeptus-custodes/datasheets.md — Aquilon Custodians — Other [195pts, 390pts] +adeptus-custodes/datasheets.md — Ares Gunship — Other [580pts] +adeptus-custodes/datasheets.md — Blade Champion — Characters [120pts] +adeptus-custodes/datasheets.md — Caladius Grav-tank — Other [215pts] +adeptus-custodes/datasheets.md — Contemptor-achillus Dreadnought — Other [155pts] +adeptus-custodes/datasheets.md — Contemptor-galatus Dreadnought — Other [165pts] +adeptus-custodes/datasheets.md — Coronus Grav-carrier — Other [200pts] +adeptus-custodes/datasheets.md — Custodian Guard — Battleline [160pts, 200pts] +adeptus-custodes/datasheets.md — Custodian Guard With Adrasite And Pyrithite Spears — Other [250pts] +adeptus-custodes/datasheets.md — Custodian Wardens — Other [210pts, 260pts] +adeptus-custodes/datasheets.md — Knight-centura — Characters [55pts] +adeptus-custodes/datasheets.md — Orion Assault Dropship — Other [690pts] +adeptus-custodes/datasheets.md — Pallas Grav-attack — Other [105pts] +adeptus-custodes/datasheets.md — Prosecutors — Other [40pts, 50pts, 75pts, 85pts] +adeptus-custodes/datasheets.md — Sagittarum Custodians — Other [225pts] +adeptus-custodes/datasheets.md — Shield-captain — Characters [120pts] +adeptus-custodes/datasheets.md — Shield-captain In Allarus Terminator Armour — Characters [130pts] +adeptus-custodes/datasheets.md — Shield-captain On Dawneagle Jetbike — Characters [150pts] +adeptus-custodes/datasheets.md — Telemon Heavy Dreadnought — Other [225pts] +adeptus-custodes/datasheets.md — Trajann Valoris — Characters [140pts] +adeptus-custodes/datasheets.md — Valerian — Characters [110pts] +adeptus-custodes/datasheets.md — Venatari Custodians — Other [165pts, 330pts] +adeptus-custodes/datasheets.md — Venerable Contemptor Dreadnought — Other [170pts] +adeptus-custodes/datasheets.md — Venerable Land Raider — Other [220pts] +adeptus-custodes/datasheets.md — Vertus Praetors — Other [150pts, 225pts] +adeptus-custodes/datasheets.md — Vigilators — Other [45pts, 55pts, 90pts, 100pts] +adeptus-custodes/datasheets.md — Witchseekers — Other [45pts, 55pts, 90pts, 100pts] ## Adeptus Mechanicus adeptus-mechanicus/adeptus-mechanicus.md — Adeptus Mechanicus army rules, detachment list, datasheet summary -adeptus-mechanicus/detachments/cohort-cybernetica.md — Cohort Cybernetica detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/data-psalm-conclave.md — Data-Psalm Conclave detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/electromartyrs.md — Electromartyrs detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/explorator-maniple.md — Explorator Maniple detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/haloscreed-battle-clade.md — Haloscreed Battle Clade detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/machine-cult.md — Machine Cult detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/rad-zone-corps.md — Rad-Zone Corps detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/response-clade.md — Response Clade detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/detachments/skitarii-hunter-cohort.md — Skitarii Hunter Cohort detachment (abilities, stratagems, enhancements) -adeptus-mechanicus/datasheets/archaeopter-fusilave.md — Archaeopter Fusilave — Other [160pts] -adeptus-mechanicus/datasheets/archaeopter-stratoraptor.md — Archaeopter Stratoraptor — Other [185pts] -adeptus-mechanicus/datasheets/archaeopter-transvector.md — Archaeopter Transvector — Other [150pts] -adeptus-mechanicus/datasheets/belisarius-cawl.md — Belisarius Cawl — Characters [210pts] -adeptus-mechanicus/datasheets/corpuscarii-electro-priests.md — Corpuscarii Electro-priests — Other [65pts, 130pts] -adeptus-mechanicus/datasheets/cybernetica-datasmith.md — Cybernetica Datasmith — Characters [35pts] -adeptus-mechanicus/datasheets/fulgurite-electro-priests.md — Fulgurite Electro-priests — Other [70pts, 140pts] -adeptus-mechanicus/datasheets/ironstrider-ballistarii.md — Ironstrider Ballistarii — Other [85pts, 170pts, 255pts] -adeptus-mechanicus/datasheets/kastelan-robots.md — Kastelan Robots — Other [180pts, 360pts] -adeptus-mechanicus/datasheets/kataphron-breachers.md — Kataphron Breachers — Other [160pts, 320pts] -adeptus-mechanicus/datasheets/kataphron-destroyers.md — Kataphron Destroyers — Other [105pts, 210pts] -adeptus-mechanicus/datasheets/onager-dunecrawler.md — Onager Dunecrawler — Other [155pts] -adeptus-mechanicus/datasheets/pteraxii-skystalkers.md — Pteraxii Skystalkers — Other [75pts, 150pts] -adeptus-mechanicus/datasheets/pteraxii-sterylizors.md — Pteraxii Sterylizors — Other [80pts, 160pts] -adeptus-mechanicus/datasheets/secutarii-hoplites.md — Secutarii Hoplites — Other [65pts, 130pts] -adeptus-mechanicus/datasheets/secutarii-peltasts.md — Secutarii Peltasts — Other [50pts, 100pts] -adeptus-mechanicus/datasheets/serberys-raiders.md — Serberys Raiders — Other [60pts, 120pts] -adeptus-mechanicus/datasheets/serberys-sulphurhounds.md — Serberys Sulphurhounds — Other [55pts, 110pts] -adeptus-mechanicus/datasheets/servitor-battleclade.md — Servitor Battleclade — Other [60pts] -adeptus-mechanicus/datasheets/servitors.md — Servitors — Other [50pts] -adeptus-mechanicus/datasheets/sicarian-infiltrators.md — Sicarian Infiltrators — Other [75pts, 155pts] -adeptus-mechanicus/datasheets/sicarian-ruststalkers.md — Sicarian Ruststalkers — Other [80pts, 165pts] -adeptus-mechanicus/datasheets/skitarii-marshal.md — Skitarii Marshal — Characters [35pts] -adeptus-mechanicus/datasheets/skitarii-rangers.md — Skitarii Rangers — Battleline [85pts] -adeptus-mechanicus/datasheets/skitarii-vanguard.md — Skitarii Vanguard — Battleline [95pts] -adeptus-mechanicus/datasheets/skorpius-disintegrator.md — Skorpius Disintegrator — Other [165pts] -adeptus-mechanicus/datasheets/skorpius-dunerider.md — Skorpius Dunerider — Dedicated Transports [85pts] -adeptus-mechanicus/datasheets/sydonian-dragoons-with-radium-jezzails.md — Sydonian Dragoons With Radium Jezzails — Other [55pts, 100pts, 150pts] -adeptus-mechanicus/datasheets/sydonian-dragoons-with-taser-lances.md — Sydonian Dragoons With Taser Lances — Other [65pts, 130pts, 195pts] -adeptus-mechanicus/datasheets/sydonian-skatros.md — Sydonian Skatros — Characters [50pts] -adeptus-mechanicus/datasheets/tech-priest-dominus.md — Tech-priest Dominus — Characters [65pts] -adeptus-mechanicus/datasheets/tech-priest-enginseer.md — Tech-priest Enginseer — Characters [55pts] -adeptus-mechanicus/datasheets/tech-priest-manipulus.md — Tech-priest Manipulus — Characters [60pts] -adeptus-mechanicus/datasheets/technoarcheologist.md — Technoarcheologist — Characters [45pts] -adeptus-mechanicus/datasheets/terrax-pattern-termite.md — Terrax-pattern Termite — Dedicated Transports [200pts] -adeptus-mechanicus/datasheets/x-101.md — X-101 — Characters [40pts] +adeptus-mechanicus/detachments.md — Cohort Cybernetica detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Data-Psalm Conclave detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Electromartyrs detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Explorator Maniple detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Haloscreed Battle Clade detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Machine Cult detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Rad-Zone Corps detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Response Clade detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/detachments.md — Skitarii Hunter Cohort detachment (abilities, stratagems, enhancements) +adeptus-mechanicus/datasheets.md — Archaeopter Fusilave — Other [160pts] +adeptus-mechanicus/datasheets.md — Archaeopter Stratoraptor — Other [185pts] +adeptus-mechanicus/datasheets.md — Archaeopter Transvector — Other [150pts] +adeptus-mechanicus/datasheets.md — Belisarius Cawl — Characters [210pts] +adeptus-mechanicus/datasheets.md — Corpuscarii Electro-priests — Other [65pts, 130pts] +adeptus-mechanicus/datasheets.md — Cybernetica Datasmith — Characters [35pts] +adeptus-mechanicus/datasheets.md — Fulgurite Electro-priests — Other [70pts, 140pts] +adeptus-mechanicus/datasheets.md — Ironstrider Ballistarii — Other [85pts, 170pts, 255pts] +adeptus-mechanicus/datasheets.md — Kastelan Robots — Other [180pts, 360pts] +adeptus-mechanicus/datasheets.md — Kataphron Breachers — Other [160pts, 320pts] +adeptus-mechanicus/datasheets.md — Kataphron Destroyers — Other [105pts, 210pts] +adeptus-mechanicus/datasheets.md — Onager Dunecrawler — Other [155pts] +adeptus-mechanicus/datasheets.md — Pteraxii Skystalkers — Other [75pts, 150pts] +adeptus-mechanicus/datasheets.md — Pteraxii Sterylizors — Other [80pts, 160pts] +adeptus-mechanicus/datasheets.md — Secutarii Hoplites — Other [65pts, 130pts] +adeptus-mechanicus/datasheets.md — Secutarii Peltasts — Other [50pts, 100pts] +adeptus-mechanicus/datasheets.md — Serberys Raiders — Other [60pts, 120pts] +adeptus-mechanicus/datasheets.md — Serberys Sulphurhounds — Other [55pts, 110pts] +adeptus-mechanicus/datasheets.md — Servitor Battleclade — Other [60pts] +adeptus-mechanicus/datasheets.md — Servitors — Other [50pts] +adeptus-mechanicus/datasheets.md — Sicarian Infiltrators — Other [75pts, 155pts] +adeptus-mechanicus/datasheets.md — Sicarian Ruststalkers — Other [80pts, 165pts] +adeptus-mechanicus/datasheets.md — Skitarii Marshal — Characters [35pts] +adeptus-mechanicus/datasheets.md — Skitarii Rangers — Battleline [85pts] +adeptus-mechanicus/datasheets.md — Skitarii Vanguard — Battleline [95pts] +adeptus-mechanicus/datasheets.md — Skorpius Disintegrator — Other [165pts] +adeptus-mechanicus/datasheets.md — Skorpius Dunerider — Dedicated Transports [85pts] +adeptus-mechanicus/datasheets.md — Sydonian Dragoons With Radium Jezzails — Other [55pts, 100pts, 150pts] +adeptus-mechanicus/datasheets.md — Sydonian Dragoons With Taser Lances — Other [65pts, 130pts, 195pts] +adeptus-mechanicus/datasheets.md — Sydonian Skatros — Characters [50pts] +adeptus-mechanicus/datasheets.md — Tech-priest Dominus — Characters [65pts] +adeptus-mechanicus/datasheets.md — Tech-priest Enginseer — Characters [55pts] +adeptus-mechanicus/datasheets.md — Tech-priest Manipulus — Characters [60pts] +adeptus-mechanicus/datasheets.md — Technoarcheologist — Characters [45pts] +adeptus-mechanicus/datasheets.md — Terrax-pattern Termite — Dedicated Transports [200pts] +adeptus-mechanicus/datasheets.md — X-101 — Characters [40pts] ## Adeptus Titanicus adeptus-titanicus/adeptus-titanicus.md — Adeptus Titanicus army rules, detachment list, datasheet summary -adeptus-titanicus/datasheets/reaver-titan.md — Reaver Titan — Other [2200pts] -adeptus-titanicus/datasheets/warbringer-nemesis-titan.md — Warbringer Nemesis Titan — Other [2600pts] -adeptus-titanicus/datasheets/warhound-titan.md — Warhound Titan — Other [1100pts] -adeptus-titanicus/datasheets/warlord-titan.md — Warlord Titan — Other [3500pts] +adeptus-titanicus/datasheets.md — Reaver Titan — Other [2200pts] +adeptus-titanicus/datasheets.md — Warbringer Nemesis Titan — Other [2600pts] +adeptus-titanicus/datasheets.md — Warhound Titan — Other [1100pts] +adeptus-titanicus/datasheets.md — Warlord Titan — Other [3500pts] ## Aeldari aeldari/aeldari.md — Aeldari army rules, detachment list, datasheet summary -aeldari/detachments/armoured-warhost.md — Armoured Warhost detachment (abilities, stratagems, enhancements) -aeldari/detachments/aspect-host.md — Aspect Host detachment (abilities, stratagems, enhancements) -aeldari/detachments/corsair-coterie.md — Corsair Coterie detachment (abilities, stratagems, enhancements) -aeldari/detachments/devoted-of-ynnead.md — Devoted of Ynnead detachment (abilities, stratagems, enhancements) -aeldari/detachments/eldritch-raiders.md — Eldritch Raiders detachment (abilities, stratagems, enhancements) -aeldari/detachments/ghosts-of-the-webway.md — Ghosts of the Webway detachment (abilities, stratagems, enhancements) -aeldari/detachments/guardian-battlehost.md — Guardian Battlehost detachment (abilities, stratagems, enhancements) -aeldari/detachments/khaines-arrow.md — Khaine’s Arrow detachment (abilities, stratagems, enhancements) -aeldari/detachments/protector-host.md — Protector Host detachment (abilities, stratagems, enhancements) -aeldari/detachments/seer-council.md — Seer Council detachment (abilities, stratagems, enhancements) -aeldari/detachments/serpents-brood.md — Serpent’s Brood detachment (abilities, stratagems, enhancements) -aeldari/detachments/spirit-conclave.md — Spirit Conclave detachment (abilities, stratagems, enhancements) -aeldari/detachments/star-dancer-masque.md — Star-dancer Masque detachment (abilities, stratagems, enhancements) -aeldari/detachments/warhost.md — Warhost detachment (abilities, stratagems, enhancements) -aeldari/detachments/windrider-host.md — Windrider Host detachment (abilities, stratagems, enhancements) -aeldari/detachments/wraiths-of-the-void.md — Wraiths of the Void detachment (abilities, stratagems, enhancements) -aeldari/datasheets/amallyn-shadowguide.md — Amallyn Shadowguide — Characters [75pts] -aeldari/datasheets/asurmen.md — Asurmen — Characters [135pts] -aeldari/datasheets/autarch.md — Autarch — Characters [85pts] -aeldari/datasheets/autarch-skyrunner.md — Autarch Skyrunner — Characters [90pts] -aeldari/datasheets/autarch-wayleaper.md — Autarch Wayleaper — Characters [80pts] -aeldari/datasheets/avatar-of-khaine.md — Avatar of Khaine — Characters [280pts] -aeldari/datasheets/baharroth.md — Baharroth — Characters [115pts] -aeldari/datasheets/bonesinger.md — Bonesinger — Characters [45pts] -aeldari/datasheets/cobra.md — Cobra — Other [415pts] -aeldari/datasheets/corsair-cloud-dancer-band.md — Corsair Cloud Dancer Band — Other [105pts, 140pts, 210pts, 245pts] -aeldari/datasheets/corsair-reaver-band.md — Corsair Reaver Band — Other [125pts, 150pts, 250pts, 275pts] -aeldari/datasheets/corsair-skyreaver-band.md — Corsair Skyreaver Band — Other [125pts, 150pts, 250pts, 275pts] -aeldari/datasheets/corsair-skyreavers.md — Corsair Skyreavers — Other [75pts, 150pts] -aeldari/datasheets/corsair-voidreavers.md — Corsair Voidreavers — Battleline [65pts, 110pts] -aeldari/datasheets/corsair-voidscarred.md — Corsair Voidscarred — Other [80pts, 160pts] -aeldari/datasheets/crimson-hunter.md — Crimson Hunter — Other [160pts] -aeldari/datasheets/d-cannon-platform.md — D-cannon Platform — Other [125pts] -aeldari/datasheets/dark-reapers.md — Dark Reapers — Other [90pts, 195pts] -aeldari/datasheets/death-jester.md — Death Jester — Characters [90pts] -aeldari/datasheets/dire-avengers.md — Dire Avengers — Other [75pts, 150pts] -aeldari/datasheets/eldrad-ulthran.md — Eldrad Ulthran — Characters [120pts] -aeldari/datasheets/falcon.md — Falcon — Other [130pts] -aeldari/datasheets/farseer.md — Farseer — Characters [70pts] -aeldari/datasheets/farseer-skyrunner.md — Farseer Skyrunner — Characters [80pts] -aeldari/datasheets/fire-dragons.md — Fire Dragons — Other [120pts, 240pts] -aeldari/datasheets/fire-prism.md — Fire Prism — Other [150pts] -aeldari/datasheets/firestorm.md — Firestorm — Other [115pts] -aeldari/datasheets/fuegan.md — Fuegan — Characters [120pts] -aeldari/datasheets/guardian-defenders.md — Guardian Defenders — Battleline [100pts] -aeldari/datasheets/hemlock-wraithfighter.md — Hemlock Wraithfighter — Other [155pts] -aeldari/datasheets/hornet.md — Hornet — Other [100pts] -aeldari/datasheets/howling-banshees.md — Howling Banshees — Other [95pts, 190pts] -aeldari/datasheets/illic-nightspear.md — Illic Nightspear — Characters [70pts] -aeldari/datasheets/irillyth.md — Irillyth — Characters [105pts] -aeldari/datasheets/jain-zar.md — Jain Zar — Characters [120pts] -aeldari/datasheets/karandras.md — Karandras — Characters [90pts] -aeldari/datasheets/kharseth.md — Kharseth — Characters [95pts] -aeldari/datasheets/lhykhis.md — Lhykhis — Characters [135pts] -aeldari/datasheets/lynx.md — Lynx — Other [180pts] -aeldari/datasheets/maugan-ra.md — Maugan Ra — Characters [100pts] -aeldari/datasheets/night-spinner.md — Night Spinner — Other [190pts] -aeldari/datasheets/nightwing.md — Nightwing — Other [150pts] -aeldari/datasheets/phantom-titan.md — Phantom Titan — Other [2100pts] -aeldari/datasheets/phoenix.md — Phoenix — Other [175pts] -aeldari/datasheets/prince-yriel.md — Prince Yriel — Characters [95pts] -aeldari/datasheets/prince-yriel-legendary.md — Prince Yriel (Legendary) — Characters [100pts] -aeldari/datasheets/rangers.md — Rangers — Other [55pts, 110pts] -aeldari/datasheets/revenant-titan.md — Revenant Titan — Other [1100pts] -aeldari/datasheets/scorpion.md — Scorpion — Other [410pts] -aeldari/datasheets/shadow-spectres.md — Shadow Spectres — Other [115pts, 230pts, 30pts] -aeldari/datasheets/shadow-weaver-platform.md — Shadow Weaver Platform — Other [75pts] -aeldari/datasheets/shadowseer.md — Shadowseer — Characters [60pts] -aeldari/datasheets/shining-spears.md — Shining Spears — Other [110pts, 220pts] -aeldari/datasheets/shroud-runners.md — Shroud Runners — Other [80pts, 160pts] -aeldari/datasheets/skathach-wraithknight.md — Skathach Wraithknight — Other [490pts] -aeldari/datasheets/skyweavers.md — Skyweavers — Other [95pts, 190pts] -aeldari/datasheets/solitaire.md — Solitaire — Characters [115pts] -aeldari/datasheets/spiritseer.md — Spiritseer — Characters [65pts] -aeldari/datasheets/starfangs.md — Starfangs — Other [75pts, 150pts] -aeldari/datasheets/starweaver.md — Starweaver — Dedicated Transports [80pts] -aeldari/datasheets/storm-guardians.md — Storm Guardians — Battleline [110pts] -aeldari/datasheets/striking-scorpions.md — Striking Scorpions — Other [85pts, 150pts] -aeldari/datasheets/swooping-hawks.md — Swooping Hawks — Other [95pts, 190pts] -aeldari/datasheets/the-visarch.md — The Visarch — Characters [90pts] -aeldari/datasheets/the-yncarne.md — The Yncarne — Characters [260pts] -aeldari/datasheets/troupe.md — Troupe — Other [85pts, 100pts, 190pts, 205pts] -aeldari/datasheets/troupe-master.md — Troupe Master — Characters [75pts] -aeldari/datasheets/vampire-hunter.md — Vampire Hunter — Other [460pts] -aeldari/datasheets/vampire-raider.md — Vampire Raider — Other [430pts] -aeldari/datasheets/vibro-cannon-platform.md — Vibro Cannon Platform — Other [60pts] -aeldari/datasheets/voidweaver.md — Voidweaver — Other [125pts] -aeldari/datasheets/vypers.md — Vypers — Other [75pts, 150pts] -aeldari/datasheets/war-walkers.md — War Walkers — Other [85pts, 170pts] -aeldari/datasheets/warlock.md — Warlock — Characters [45pts] -aeldari/datasheets/warlock-conclave.md — Warlock Conclave — Other [55pts, 130pts] -aeldari/datasheets/warlock-skyrunners.md — Warlock Skyrunners — Other [45pts, 90pts] -aeldari/datasheets/warp-hunter.md — Warp Hunter — Other [145pts] -aeldari/datasheets/warp-spiders.md — Warp Spiders — Other [105pts, 190pts] -aeldari/datasheets/wasp-assault-walker.md — Wasp Assault Walker — Other [95pts] -aeldari/datasheets/wave-serpent.md — Wave Serpent — Dedicated Transports [125pts] -aeldari/datasheets/webway-gate.md — Webway Gate — Fortifications [105pts] -aeldari/datasheets/windriders.md — Windriders — Other [80pts, 160pts] -aeldari/datasheets/wraithblades.md — Wraithblades — Other [150pts] -aeldari/datasheets/wraithguard.md — Wraithguard — Other [160pts] -aeldari/datasheets/wraithknight.md — Wraithknight — Other [435pts] -aeldari/datasheets/wraithknight-with-ghostglaive.md — Wraithknight with Ghostglaive — Other [420pts] -aeldari/datasheets/wraithlord.md — Wraithlord — Other [130pts] -aeldari/datasheets/wraithseer.md — Wraithseer — Other [160pts] -aeldari/datasheets/ynnari-archon.md — Ynnari Archon — Characters [85pts] -aeldari/datasheets/ynnari-incubi.md — Ynnari Incubi — Other [85pts, 170pts] -aeldari/datasheets/ynnari-kabalite-warriors.md — Ynnari Kabalite Warriors — Battleline [110pts] -aeldari/datasheets/ynnari-raider.md — Ynnari Raider — Dedicated Transports [80pts] -aeldari/datasheets/ynnari-reavers.md — Ynnari Reavers — Other [65pts, 120pts] -aeldari/datasheets/ynnari-succubus.md — Ynnari Succubus — Characters [45pts] -aeldari/datasheets/ynnari-venom.md — Ynnari Venom — Dedicated Transports [70pts] -aeldari/datasheets/ynnari-wyches.md — Ynnari Wyches — Battleline [90pts] -aeldari/datasheets/yvraine.md — Yvraine — Characters [100pts] +aeldari/detachments.md — Armoured Warhost detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Aspect Host detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Corsair Coterie detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Devoted of Ynnead detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Eldritch Raiders detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Ghosts of the Webway detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Guardian Battlehost detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Khaine’s Arrow detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Protector Host detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Seer Council detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Serpent’s Brood detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Spirit Conclave detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Star-dancer Masque detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Warhost detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Windrider Host detachment (abilities, stratagems, enhancements) +aeldari/detachments.md — Wraiths of the Void detachment (abilities, stratagems, enhancements) +aeldari/datasheets.md — Amallyn Shadowguide — Characters [75pts] +aeldari/datasheets.md — Asurmen — Characters [135pts] +aeldari/datasheets.md — Autarch — Characters [85pts] +aeldari/datasheets.md — Autarch Skyrunner — Characters [90pts] +aeldari/datasheets.md — Autarch Wayleaper — Characters [80pts] +aeldari/datasheets.md — Avatar of Khaine — Characters [280pts] +aeldari/datasheets.md — Baharroth — Characters [115pts] +aeldari/datasheets.md — Bonesinger — Characters [45pts] +aeldari/datasheets.md — Cobra — Other [415pts] +aeldari/datasheets.md — Corsair Cloud Dancer Band — Other [105pts, 140pts, 210pts, 245pts] +aeldari/datasheets.md — Corsair Reaver Band — Other [125pts, 150pts, 250pts, 275pts] +aeldari/datasheets.md — Corsair Skyreaver Band — Other [125pts, 150pts, 250pts, 275pts] +aeldari/datasheets.md — Corsair Skyreavers — Other [75pts, 150pts] +aeldari/datasheets.md — Corsair Voidreavers — Battleline [65pts, 110pts] +aeldari/datasheets.md — Corsair Voidscarred — Other [80pts, 160pts] +aeldari/datasheets.md — Crimson Hunter — Other [160pts] +aeldari/datasheets.md — D-cannon Platform — Other [125pts] +aeldari/datasheets.md — Dark Reapers — Other [90pts, 195pts] +aeldari/datasheets.md — Death Jester — Characters [90pts] +aeldari/datasheets.md — Dire Avengers — Other [75pts, 150pts] +aeldari/datasheets.md — Eldrad Ulthran — Characters [120pts] +aeldari/datasheets.md — Falcon — Other [130pts] +aeldari/datasheets.md — Farseer — Characters [70pts] +aeldari/datasheets.md — Farseer Skyrunner — Characters [80pts] +aeldari/datasheets.md — Fire Dragons — Other [120pts, 240pts] +aeldari/datasheets.md — Fire Prism — Other [150pts] +aeldari/datasheets.md — Firestorm — Other [115pts] +aeldari/datasheets.md — Fuegan — Characters [120pts] +aeldari/datasheets.md — Guardian Defenders — Battleline [100pts] +aeldari/datasheets.md — Hemlock Wraithfighter — Other [155pts] +aeldari/datasheets.md — Hornet — Other [100pts] +aeldari/datasheets.md — Howling Banshees — Other [95pts, 190pts] +aeldari/datasheets.md — Illic Nightspear — Characters [70pts] +aeldari/datasheets.md — Irillyth — Characters [105pts] +aeldari/datasheets.md — Jain Zar — Characters [120pts] +aeldari/datasheets.md — Karandras — Characters [90pts] +aeldari/datasheets.md — Kharseth — Characters [95pts] +aeldari/datasheets.md — Lhykhis — Characters [135pts] +aeldari/datasheets.md — Lynx — Other [180pts] +aeldari/datasheets.md — Maugan Ra — Characters [100pts] +aeldari/datasheets.md — Night Spinner — Other [190pts] +aeldari/datasheets.md — Nightwing — Other [150pts] +aeldari/datasheets.md — Phantom Titan — Other [2100pts] +aeldari/datasheets.md — Phoenix — Other [175pts] +aeldari/datasheets.md — Prince Yriel — Characters [95pts] +aeldari/datasheets.md — Prince Yriel (Legendary) — Characters [100pts] +aeldari/datasheets.md — Rangers — Other [55pts, 110pts] +aeldari/datasheets.md — Revenant Titan — Other [1100pts] +aeldari/datasheets.md — Scorpion — Other [410pts] +aeldari/datasheets.md — Shadow Spectres — Other [115pts, 230pts, 30pts] +aeldari/datasheets.md — Shadow Weaver Platform — Other [75pts] +aeldari/datasheets.md — Shadowseer — Characters [60pts] +aeldari/datasheets.md — Shining Spears — Other [110pts, 220pts] +aeldari/datasheets.md — Shroud Runners — Other [80pts, 160pts] +aeldari/datasheets.md — Skathach Wraithknight — Other [490pts] +aeldari/datasheets.md — Skyweavers — Other [95pts, 190pts] +aeldari/datasheets.md — Solitaire — Characters [115pts] +aeldari/datasheets.md — Spiritseer — Characters [65pts] +aeldari/datasheets.md — Starfangs — Other [75pts, 150pts] +aeldari/datasheets.md — Starweaver — Dedicated Transports [80pts] +aeldari/datasheets.md — Storm Guardians — Battleline [110pts] +aeldari/datasheets.md — Striking Scorpions — Other [85pts, 150pts] +aeldari/datasheets.md — Swooping Hawks — Other [95pts, 190pts] +aeldari/datasheets.md — The Visarch — Characters [90pts] +aeldari/datasheets.md — The Yncarne — Characters [260pts] +aeldari/datasheets.md — Troupe — Other [85pts, 100pts, 190pts, 205pts] +aeldari/datasheets.md — Troupe Master — Characters [75pts] +aeldari/datasheets.md — Vampire Hunter — Other [460pts] +aeldari/datasheets.md — Vampire Raider — Other [430pts] +aeldari/datasheets.md — Vibro Cannon Platform — Other [60pts] +aeldari/datasheets.md — Voidweaver — Other [125pts] +aeldari/datasheets.md — Vypers — Other [75pts, 150pts] +aeldari/datasheets.md — War Walkers — Other [85pts, 170pts] +aeldari/datasheets.md — Warlock — Characters [45pts] +aeldari/datasheets.md — Warlock Conclave — Other [55pts, 130pts] +aeldari/datasheets.md — Warlock Skyrunners — Other [45pts, 90pts] +aeldari/datasheets.md — Warp Hunter — Other [145pts] +aeldari/datasheets.md — Warp Spiders — Other [105pts, 190pts] +aeldari/datasheets.md — Wasp Assault Walker — Other [95pts] +aeldari/datasheets.md — Wave Serpent — Dedicated Transports [125pts] +aeldari/datasheets.md — Webway Gate — Fortifications [105pts] +aeldari/datasheets.md — Windriders — Other [80pts, 160pts] +aeldari/datasheets.md — Wraithblades — Other [150pts] +aeldari/datasheets.md — Wraithguard — Other [160pts] +aeldari/datasheets.md — Wraithknight — Other [435pts] +aeldari/datasheets.md — Wraithknight with Ghostglaive — Other [420pts] +aeldari/datasheets.md — Wraithlord — Other [130pts] +aeldari/datasheets.md — Wraithseer — Other [160pts] +aeldari/datasheets.md — Ynnari Archon — Characters [85pts] +aeldari/datasheets.md — Ynnari Incubi — Other [85pts, 170pts] +aeldari/datasheets.md — Ynnari Kabalite Warriors — Battleline [110pts] +aeldari/datasheets.md — Ynnari Raider — Dedicated Transports [80pts] +aeldari/datasheets.md — Ynnari Reavers — Other [65pts, 120pts] +aeldari/datasheets.md — Ynnari Succubus — Characters [45pts] +aeldari/datasheets.md — Ynnari Venom — Dedicated Transports [70pts] +aeldari/datasheets.md — Ynnari Wyches — Battleline [90pts] +aeldari/datasheets.md — Yvraine — Characters [100pts] ## Astra Militarum astra-militarum/astra-militarum.md — Astra Militarum army rules, detachment list, datasheet summary -astra-militarum/detachments/bridgehead-strike.md — Bridgehead Strike detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/combined-arms.md — Combined Arms detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/embarked-regiment.md — Embarked Regiment detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/grizzled-company.md — Grizzled Company detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/hammer-of-the-emperor.md — Hammer of the Emperor detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/mechanised-assault.md — Mechanised Assault detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/recon-element.md — Recon Element detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/siege-regiment.md — Siege Regiment detachment (abilities, stratagems, enhancements) -astra-militarum/detachments/tempestus-boarding-regiment.md — Tempestus Boarding Regiment detachment (abilities, stratagems, enhancements) -astra-militarum/datasheets/iron-hand-straken.md — ‘Iron Hand’ Straken — Characters [55pts] -astra-militarum/datasheets/aegis-defence-line.md — Aegis Defence Line — Fortifications [145pts] -astra-militarum/datasheets/aquila-lander.md — Aquila Lander — Other [120pts] -astra-militarum/datasheets/arkurian-stormhammer.md — Arkurian Stormhammer — Other [480pts] -astra-militarum/datasheets/armageddon-pattern-medusa.md — Armageddon-pattern Medusa — Other [105pts] -astra-militarum/datasheets/armoured-sentinels.md — Armoured Sentinels — Other [65pts, 130pts] -astra-militarum/datasheets/artillery-team.md — Artillery Team — Other [95pts] -astra-militarum/datasheets/arvus-lighter.md — Arvus Lighter — Other [95pts] -astra-militarum/datasheets/atlas-recovery-vehicle.md — Atlas Recovery Vehicle — Other [80pts] -astra-militarum/datasheets/attilan-rough-riders.md — Attilan Rough Riders — Other [60pts, 120pts] -astra-militarum/datasheets/avenger-strike-fighter.md — Avenger Strike Fighter — Other [130pts] -astra-militarum/datasheets/baneblade.md — Baneblade — Other [450pts] -astra-militarum/datasheets/banehammer.md — Banehammer — Other [420pts] -astra-militarum/datasheets/banesword.md — Banesword — Other [450pts] -astra-militarum/datasheets/basilisk.md — Basilisk — Other [140pts] -astra-militarum/datasheets/bullgryn-squad.md — Bullgryn Squad — Other [100pts, 200pts] -astra-militarum/datasheets/cadian-castellan.md — Cadian Castellan — Characters [55pts] -astra-militarum/datasheets/cadian-command-squad.md — Cadian Command Squad — Characters [65pts] -astra-militarum/datasheets/cadian-heavy-weapons-squad.md — Cadian Heavy Weapons Squad — Other [65pts] -astra-militarum/datasheets/cadian-shock-troops.md — Cadian Shock Troops — Battleline [65pts, 120pts] -astra-militarum/datasheets/carnodon.md — Carnodon — Other [160pts] -astra-militarum/datasheets/catachan-command-squad.md — Catachan Command Squad — Characters [65pts] -astra-militarum/datasheets/catachan-heavy-weapons-squad.md — Catachan Heavy Weapons Squad — Other [65pts] -astra-militarum/datasheets/catachan-jungle-fighters.md — Catachan Jungle Fighters — Battleline [65pts, 120pts] -astra-militarum/datasheets/centaur-light-carrier.md — Centaur Light Carrier — Other [40pts] -astra-militarum/datasheets/chimera.md — Chimera — Dedicated Transports [85pts] -astra-militarum/datasheets/colossus.md — Colossus — Other [160pts] -astra-militarum/datasheets/commissar.md — Commissar — Characters [30pts] -astra-militarum/datasheets/crassus.md — Crassus — Other [180pts] -astra-militarum/datasheets/cyclops-demolition-vehicle.md — Cyclops Demolition Vehicle — Other [25pts] -astra-militarum/datasheets/death-korps-grenadier-squad.md — Death Korps Grenadier Squad — Other [110pts] -astra-militarum/datasheets/death-korps-of-krieg.md — Death Korps Of Krieg — Battleline [65pts, 145pts] -astra-militarum/datasheets/death-rider-commissar.md — Death Rider Commissar — Characters [35pts] -astra-militarum/datasheets/death-riders.md — Death Riders — Other [60pts, 120pts] -astra-militarum/datasheets/deathstrike.md — Deathstrike — Other [145pts] -astra-militarum/datasheets/dominus-armoured-siege-bombard.md — Dominus Armoured Siege Bombard — Other [325pts] -astra-militarum/datasheets/doomhammer.md — Doomhammer — Other [415pts] -astra-militarum/datasheets/earthshaker-carriage-battery.md — Earthshaker Carriage Battery — Other [120pts] -astra-militarum/datasheets/earthshaker-platform.md — Earthshaker Platform — Fortifications [110pts] -astra-militarum/datasheets/elysian-drop-sentinel.md — Elysian Drop Sentinel — Other [85pts] -astra-militarum/datasheets/elysian-sniper-squad.md — Elysian Sniper Squad — Other [65pts] -astra-militarum/datasheets/field-ordnance-battery.md — Field Ordnance Battery — Other [110pts] -astra-militarum/datasheets/gaunts-ghosts.md — Gaunt’s Ghosts — Characters [100pts] -astra-militarum/datasheets/gorgon-heavy-transport.md — Gorgon Heavy Transport — Other [275pts] -astra-militarum/datasheets/griffon-mortar-carrier.md — Griffon Mortar Carrier — Other [115pts] -astra-militarum/datasheets/hades-breaching-drill.md — Hades Breaching Drill — Other [110pts] -astra-militarum/datasheets/heavy-mortar-team.md — Heavy Mortar Team — Other [50pts] -astra-militarum/datasheets/heavy-quad-launcher-team.md — Heavy Quad Launcher Team — Other [50pts] -astra-militarum/datasheets/hells-last.md — Hell’s Last — Characters [80pts] -astra-militarum/datasheets/hellhammer.md — Hellhammer — Other [420pts] -astra-militarum/datasheets/hellhound.md — Hellhound — Other [125pts] -astra-militarum/datasheets/hydra.md — Hydra — Other [95pts] -astra-militarum/datasheets/hydra-platform.md — Hydra Platform — Fortifications [95pts] -astra-militarum/datasheets/kasrkin.md — Kasrkin — Other [110pts] -astra-militarum/datasheets/krieg-combat-engineers.md — Krieg Combat Engineers — Other [60pts, 95pts] -astra-militarum/datasheets/krieg-command-squad.md — Krieg Command Squad — Characters [65pts] -astra-militarum/datasheets/krieg-heavy-weapons-squad.md — Krieg Heavy Weapons Squad — Other [75pts] -astra-militarum/datasheets/leman-russ-battle-tank.md — Leman Russ Battle Tank — Other [185pts] -astra-militarum/datasheets/leman-russ-commander.md — Leman Russ Commander — Characters [235pts] -astra-militarum/datasheets/leman-russ-demolisher.md — Leman Russ Demolisher — Other [190pts] -astra-militarum/datasheets/leman-russ-eradicator.md — Leman Russ Eradicator — Other [170pts] -astra-militarum/datasheets/leman-russ-executioner.md — Leman Russ Executioner — Other [170pts] -astra-militarum/datasheets/leman-russ-exterminator.md — Leman Russ Exterminator — Other [180pts] -astra-militarum/datasheets/leman-russ-punisher.md — Leman Russ Punisher — Other [150pts] -astra-militarum/datasheets/leman-russ-vanquisher.md — Leman Russ Vanquisher — Other [145pts] -astra-militarum/datasheets/lord-marshal-dreir.md — Lord Marshal Dreir — Characters [100pts] -astra-militarum/datasheets/lord-solar-leontus.md — Lord Solar Leontus — Characters [130pts] -astra-militarum/datasheets/macharius.md — Macharius — Other [310pts] -astra-militarum/datasheets/macharius-omega.md — Macharius Omega — Other [310pts] -astra-militarum/datasheets/macharius-vanquisher.md — Macharius Vanquisher — Other [285pts] -astra-militarum/datasheets/macharius-vulcan.md — Macharius Vulcan — Other [310pts] -astra-militarum/datasheets/malcador.md — Malcador — Other [250pts] -astra-militarum/datasheets/malcador-annihilator.md — Malcador Annihilator — Other [270pts] -astra-militarum/datasheets/malcador-defender.md — Malcador Defender — Other [310pts] -astra-militarum/datasheets/malcador-infernus.md — Malcador Infernus — Other [235pts] -astra-militarum/datasheets/manticore.md — Manticore — Other [165pts] -astra-militarum/datasheets/manticore-platform.md — Manticore Platform — Fortifications [95pts] -astra-militarum/datasheets/marauder-bomber.md — Marauder Bomber — Other [345pts] -astra-militarum/datasheets/marauder-destroyer.md — Marauder Destroyer — Other [375pts] -astra-militarum/datasheets/medusa-carriage-battery.md — Medusa Carriage Battery — Other [125pts] -astra-militarum/datasheets/militarum-tempestus-command-squad.md — Militarum Tempestus Command Squad — Characters [85pts] -astra-militarum/datasheets/ministorum-priest.md — Ministorum Priest — Characters [35pts] -astra-militarum/datasheets/minotaur.md — Minotaur — Other [225pts] -astra-militarum/datasheets/mukaali-riders.md — Mukaali Riders — Other [110pts] -astra-militarum/datasheets/munitorum-servitors.md — Munitorum Servitors — Other [35pts] -astra-militarum/datasheets/nork-deddog.md — Nork Deddog — Characters [60pts] -astra-militarum/datasheets/ogryn-bodyguard.md — Ogryn Bodyguard — Characters [40pts] -astra-militarum/datasheets/ogryn-squad.md — Ogryn Squad — Other [60pts, 130pts] -astra-militarum/datasheets/praetor.md — Praetor — Other [275pts] -astra-militarum/datasheets/primaris-psyker.md — Primaris Psyker — Characters [60pts] -astra-militarum/datasheets/provisionally-prepared.md — Provisionally Prepared — Characters [40pts] -astra-militarum/datasheets/quartermaster-cadre-squad.md — Quartermaster Cadre Squad — Characters [45pts] -astra-militarum/datasheets/rapier-laser-destroyer-battery.md — Rapier Laser Destroyer Battery — Other [35pts, 70pts, 105pts] -astra-militarum/datasheets/ratlings.md — Ratlings — Other [60pts, 100pts] -astra-militarum/datasheets/regimental-attachs.md — Regimental Attachés — Other [40pts] -astra-militarum/datasheets/rein-and-raus.md — Rein And Raus — Characters [50pts] -astra-militarum/datasheets/rogal-dorn-battle-tank.md — Rogal Dorn Battle Tank — Other [260pts] -astra-militarum/datasheets/rogal-dorn-commander.md — Rogal Dorn Commander — Characters [290pts] -astra-militarum/datasheets/sabre-weapons-battery.md — Sabre Weapons Battery — Fortifications [45pts, 90pts] -astra-militarum/datasheets/salamander-command-vehicle.md — Salamander Command Vehicle — Other [80pts] -astra-militarum/datasheets/salamander-scout-vehicle.md — Salamander Scout Vehicle — Other [95pts] -astra-militarum/datasheets/scout-sentinels.md — Scout Sentinels — Other [55pts, 110pts] -astra-militarum/datasheets/sentinel-powerlifter.md — Sentinel Powerlifter — Other [55pts] -astra-militarum/datasheets/sergeant-harker.md — Sergeant Harker — Characters [40pts] -astra-militarum/datasheets/shadowsword.md — Shadowsword — Other [410pts] -astra-militarum/datasheets/sly-marbo.md — Sly Marbo — Characters [55pts] -astra-militarum/datasheets/storm-chimera.md — Storm Chimera — Dedicated Transports [90pts] -astra-militarum/datasheets/stormblade.md — Stormblade — Other [415pts] -astra-militarum/datasheets/stormlord.md — Stormlord — Other [430pts] -astra-militarum/datasheets/stormsword.md — Stormsword — Other [465pts] -astra-militarum/datasheets/stygies-destroyer-tank-hunter.md — Stygies Destroyer Tank Hunter — Other [180pts] -astra-militarum/datasheets/tarantula-battery.md — Tarantula Battery — Other [40pts, 80pts, 120pts] -astra-militarum/datasheets/tauros-assault-vehicle.md — Tauros Assault Vehicle — Other [50pts] -astra-militarum/datasheets/tauros-venator.md — Tauros Venator — Other [50pts] -astra-militarum/datasheets/taurox.md — Taurox — Dedicated Transports [75pts] -astra-militarum/datasheets/taurox-prime.md — Taurox Prime — Dedicated Transports [90pts] -astra-militarum/datasheets/tech-priest-enginseer.md — Tech-Priest Enginseer — Characters [45pts] -astra-militarum/datasheets/tempestus-aquilons.md — Tempestus Aquilons — Other [100pts] -astra-militarum/datasheets/tempestus-scions.md — Tempestus Scions — Other [70pts, 140pts] -astra-militarum/datasheets/trojan-support-vehicle.md — Trojan Support Vehicle — Other [80pts] -astra-militarum/datasheets/ursula-creed.md — Ursula Creed — Characters [85pts] -astra-militarum/datasheets/valdor.md — Valdor — Other [285pts] -astra-militarum/datasheets/valkyrie.md — Valkyrie — Other [190pts] -astra-militarum/datasheets/valkyrie-sky-talon.md — Valkyrie Sky Talon — Other [185pts] -astra-militarum/datasheets/vendetta-gunship.md — Vendetta Gunship — Other [255pts] -astra-militarum/datasheets/voss-pattern-lightning.md — Voss-pattern Lightning — Other [130pts] -astra-militarum/datasheets/vulture-gunship.md — Vulture Gunship — Other [225pts] -astra-militarum/datasheets/wyvern.md — Wyvern — Other [110pts] +astra-militarum/detachments.md — Bridgehead Strike detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Combined Arms detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Embarked Regiment detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Grizzled Company detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Hammer of the Emperor detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Mechanised Assault detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Recon Element detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Siege Regiment detachment (abilities, stratagems, enhancements) +astra-militarum/detachments.md — Tempestus Boarding Regiment detachment (abilities, stratagems, enhancements) +astra-militarum/datasheets.md — ‘Iron Hand’ Straken — Characters [55pts] +astra-militarum/datasheets.md — Aegis Defence Line — Fortifications [145pts] +astra-militarum/datasheets.md — Aquila Lander — Other [120pts] +astra-militarum/datasheets.md — Arkurian Stormhammer — Other [480pts] +astra-militarum/datasheets.md — Armageddon-pattern Medusa — Other [105pts] +astra-militarum/datasheets.md — Armoured Sentinels — Other [65pts, 130pts] +astra-militarum/datasheets.md — Artillery Team — Other [95pts] +astra-militarum/datasheets.md — Arvus Lighter — Other [95pts] +astra-militarum/datasheets.md — Atlas Recovery Vehicle — Other [80pts] +astra-militarum/datasheets.md — Attilan Rough Riders — Other [60pts, 120pts] +astra-militarum/datasheets.md — Avenger Strike Fighter — Other [130pts] +astra-militarum/datasheets.md — Baneblade — Other [450pts] +astra-militarum/datasheets.md — Banehammer — Other [420pts] +astra-militarum/datasheets.md — Banesword — Other [450pts] +astra-militarum/datasheets.md — Basilisk — Other [140pts] +astra-militarum/datasheets.md — Bullgryn Squad — Other [100pts, 200pts] +astra-militarum/datasheets.md — Cadian Castellan — Characters [55pts] +astra-militarum/datasheets.md — Cadian Command Squad — Characters [65pts] +astra-militarum/datasheets.md — Cadian Heavy Weapons Squad — Other [65pts] +astra-militarum/datasheets.md — Cadian Shock Troops — Battleline [65pts, 120pts] +astra-militarum/datasheets.md — Carnodon — Other [160pts] +astra-militarum/datasheets.md — Catachan Command Squad — Characters [65pts] +astra-militarum/datasheets.md — Catachan Heavy Weapons Squad — Other [65pts] +astra-militarum/datasheets.md — Catachan Jungle Fighters — Battleline [65pts, 120pts] +astra-militarum/datasheets.md — Centaur Light Carrier — Other [40pts] +astra-militarum/datasheets.md — Chimera — Dedicated Transports [85pts] +astra-militarum/datasheets.md — Colossus — Other [160pts] +astra-militarum/datasheets.md — Commissar — Characters [30pts] +astra-militarum/datasheets.md — Crassus — Other [180pts] +astra-militarum/datasheets.md — Cyclops Demolition Vehicle — Other [25pts] +astra-militarum/datasheets.md — Death Korps Grenadier Squad — Other [110pts] +astra-militarum/datasheets.md — Death Korps Of Krieg — Battleline [65pts, 145pts] +astra-militarum/datasheets.md — Death Rider Commissar — Characters [35pts] +astra-militarum/datasheets.md — Death Riders — Other [60pts, 120pts] +astra-militarum/datasheets.md — Deathstrike — Other [145pts] +astra-militarum/datasheets.md — Dominus Armoured Siege Bombard — Other [325pts] +astra-militarum/datasheets.md — Doomhammer — Other [415pts] +astra-militarum/datasheets.md — Earthshaker Carriage Battery — Other [120pts] +astra-militarum/datasheets.md — Earthshaker Platform — Fortifications [110pts] +astra-militarum/datasheets.md — Elysian Drop Sentinel — Other [85pts] +astra-militarum/datasheets.md — Elysian Sniper Squad — Other [65pts] +astra-militarum/datasheets.md — Field Ordnance Battery — Other [110pts] +astra-militarum/datasheets.md — Gaunt’s Ghosts — Characters [100pts] +astra-militarum/datasheets.md — Gorgon Heavy Transport — Other [275pts] +astra-militarum/datasheets.md — Griffon Mortar Carrier — Other [115pts] +astra-militarum/datasheets.md — Hades Breaching Drill — Other [110pts] +astra-militarum/datasheets.md — Heavy Mortar Team — Other [50pts] +astra-militarum/datasheets.md — Heavy Quad Launcher Team — Other [50pts] +astra-militarum/datasheets.md — Hell’s Last — Characters [80pts] +astra-militarum/datasheets.md — Hellhammer — Other [420pts] +astra-militarum/datasheets.md — Hellhound — Other [125pts] +astra-militarum/datasheets.md — Hydra — Other [95pts] +astra-militarum/datasheets.md — Hydra Platform — Fortifications [95pts] +astra-militarum/datasheets.md — Kasrkin — Other [110pts] +astra-militarum/datasheets.md — Krieg Combat Engineers — Other [60pts, 95pts] +astra-militarum/datasheets.md — Krieg Command Squad — Characters [65pts] +astra-militarum/datasheets.md — Krieg Heavy Weapons Squad — Other [75pts] +astra-militarum/datasheets.md — Leman Russ Battle Tank — Other [185pts] +astra-militarum/datasheets.md — Leman Russ Commander — Characters [235pts] +astra-militarum/datasheets.md — Leman Russ Demolisher — Other [190pts] +astra-militarum/datasheets.md — Leman Russ Eradicator — Other [170pts] +astra-militarum/datasheets.md — Leman Russ Executioner — Other [170pts] +astra-militarum/datasheets.md — Leman Russ Exterminator — Other [180pts] +astra-militarum/datasheets.md — Leman Russ Punisher — Other [150pts] +astra-militarum/datasheets.md — Leman Russ Vanquisher — Other [145pts] +astra-militarum/datasheets.md — Lord Marshal Dreir — Characters [100pts] +astra-militarum/datasheets.md — Lord Solar Leontus — Characters [130pts] +astra-militarum/datasheets.md — Macharius — Other [310pts] +astra-militarum/datasheets.md — Macharius Omega — Other [310pts] +astra-militarum/datasheets.md — Macharius Vanquisher — Other [285pts] +astra-militarum/datasheets.md — Macharius Vulcan — Other [310pts] +astra-militarum/datasheets.md — Malcador — Other [250pts] +astra-militarum/datasheets.md — Malcador Annihilator — Other [270pts] +astra-militarum/datasheets.md — Malcador Defender — Other [310pts] +astra-militarum/datasheets.md — Malcador Infernus — Other [235pts] +astra-militarum/datasheets.md — Manticore — Other [165pts] +astra-militarum/datasheets.md — Manticore Platform — Fortifications [95pts] +astra-militarum/datasheets.md — Marauder Bomber — Other [345pts] +astra-militarum/datasheets.md — Marauder Destroyer — Other [375pts] +astra-militarum/datasheets.md — Medusa Carriage Battery — Other [125pts] +astra-militarum/datasheets.md — Militarum Tempestus Command Squad — Characters [85pts] +astra-militarum/datasheets.md — Ministorum Priest — Characters [35pts] +astra-militarum/datasheets.md — Minotaur — Other [225pts] +astra-militarum/datasheets.md — Mukaali Riders — Other [110pts] +astra-militarum/datasheets.md — Munitorum Servitors — Other [35pts] +astra-militarum/datasheets.md — Nork Deddog — Characters [60pts] +astra-militarum/datasheets.md — Ogryn Bodyguard — Characters [40pts] +astra-militarum/datasheets.md — Ogryn Squad — Other [60pts, 130pts] +astra-militarum/datasheets.md — Praetor — Other [275pts] +astra-militarum/datasheets.md — Primaris Psyker — Characters [60pts] +astra-militarum/datasheets.md — Provisionally Prepared — Characters [40pts] +astra-militarum/datasheets.md — Quartermaster Cadre Squad — Characters [45pts] +astra-militarum/datasheets.md — Rapier Laser Destroyer Battery — Other [35pts, 70pts, 105pts] +astra-militarum/datasheets.md — Ratlings — Other [60pts, 100pts] +astra-militarum/datasheets.md — Regimental Attachés — Other [40pts] +astra-militarum/datasheets.md — Rein And Raus — Characters [50pts] +astra-militarum/datasheets.md — Rogal Dorn Battle Tank — Other [260pts] +astra-militarum/datasheets.md — Rogal Dorn Commander — Characters [290pts] +astra-militarum/datasheets.md — Sabre Weapons Battery — Fortifications [45pts, 90pts] +astra-militarum/datasheets.md — Salamander Command Vehicle — Other [80pts] +astra-militarum/datasheets.md — Salamander Scout Vehicle — Other [95pts] +astra-militarum/datasheets.md — Scout Sentinels — Other [55pts, 110pts] +astra-militarum/datasheets.md — Sentinel Powerlifter — Other [55pts] +astra-militarum/datasheets.md — Sergeant Harker — Characters [40pts] +astra-militarum/datasheets.md — Shadowsword — Other [410pts] +astra-militarum/datasheets.md — Sly Marbo — Characters [55pts] +astra-militarum/datasheets.md — Storm Chimera — Dedicated Transports [90pts] +astra-militarum/datasheets.md — Stormblade — Other [415pts] +astra-militarum/datasheets.md — Stormlord — Other [430pts] +astra-militarum/datasheets.md — Stormsword — Other [465pts] +astra-militarum/datasheets.md — Stygies Destroyer Tank Hunter — Other [180pts] +astra-militarum/datasheets.md — Tarantula Battery — Other [40pts, 80pts, 120pts] +astra-militarum/datasheets.md — Tauros Assault Vehicle — Other [50pts] +astra-militarum/datasheets.md — Tauros Venator — Other [50pts] +astra-militarum/datasheets.md — Taurox — Dedicated Transports [75pts] +astra-militarum/datasheets.md — Taurox Prime — Dedicated Transports [90pts] +astra-militarum/datasheets.md — Tech-Priest Enginseer — Characters [45pts] +astra-militarum/datasheets.md — Tempestus Aquilons — Other [100pts] +astra-militarum/datasheets.md — Tempestus Scions — Other [70pts, 140pts] +astra-militarum/datasheets.md — Trojan Support Vehicle — Other [80pts] +astra-militarum/datasheets.md — Ursula Creed — Characters [85pts] +astra-militarum/datasheets.md — Valdor — Other [285pts] +astra-militarum/datasheets.md — Valkyrie — Other [190pts] +astra-militarum/datasheets.md — Valkyrie Sky Talon — Other [185pts] +astra-militarum/datasheets.md — Vendetta Gunship — Other [255pts] +astra-militarum/datasheets.md — Voss-pattern Lightning — Other [130pts] +astra-militarum/datasheets.md — Vulture Gunship — Other [225pts] +astra-militarum/datasheets.md — Wyvern — Other [110pts] ## Chaos Daemons chaos-daemons/chaos-daemons.md — Chaos Daemons army rules, detachment list, datasheet summary -chaos-daemons/detachments/blood-legion.md — Blood Legion detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/daemonic-incursion.md — Daemonic Incursion detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/daemonic-incursion.md — Daemonic Incursion detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/dread-carnival.md — Dread Carnival detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/infernal-onslaught.md — Infernal Onslaught detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/legion-of-excess.md — Legion of Excess detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/pandaemoniac-inferno.md — Pandaemoniac Inferno detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/plague-legion.md — Plague Legion detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/rotten-and-rusted.md — Rotten and Rusted detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/scintillating-legion.md — Scintillating Legion detachment (abilities, stratagems, enhancements) -chaos-daemons/detachments/shadow-legion.md — Shadow Legion detachment (abilities, stratagems, enhancements) -chaos-daemons/datasheets/accursed-cultists.md — Accursed Cultists — Other [90pts, 195pts] -chaos-daemons/datasheets/aetaosraukeres.md — Aetaos’rau’keres — Characters [315pts] -chaos-daemons/datasheets/anggrath-the-unbound.md — An’ggrath the Unbound — Characters [415pts] -chaos-daemons/datasheets/belakor.md — Be’lakor — Characters [375pts] -chaos-daemons/datasheets/beasts-of-nurgle.md — Beasts Of Nurgle — Other [65pts, 130pts] -chaos-daemons/datasheets/bloodcrushers.md — Bloodcrushers — Other [110pts, 220pts] -chaos-daemons/datasheets/bloodletters.md — Bloodletters — Battleline [110pts] -chaos-daemons/datasheets/bloodmaster.md — Bloodmaster — Characters [65pts] -chaos-daemons/datasheets/bloodthirster.md — Bloodthirster — Characters [305pts] -chaos-daemons/datasheets/blue-horrors.md — Blue Horrors — Battleline [125pts] -chaos-daemons/datasheets/burning-chariot.md — Burning Chariot — Other [115pts] -chaos-daemons/datasheets/changecaster.md — Changecaster — Characters [60pts] -chaos-daemons/datasheets/chaos-lord.md — Chaos Lord — Characters [90pts] -chaos-daemons/datasheets/chaos-lord-in-terminator-armour.md — Chaos Lord In Terminator Armour — Characters [85pts] -chaos-daemons/datasheets/chaos-lord-on-disc-of-tzeentch.md — Chaos Lord On Disc Of Tzeentch — Characters [100pts] -chaos-daemons/datasheets/chaos-lord-on-juggernaut.md — Chaos Lord On Juggernaut — Characters [115pts] -chaos-daemons/datasheets/chaos-lord-on-palanquin-of-nurgle.md — Chaos Lord On Palanquin Of Nurgle — Characters [90pts] -chaos-daemons/datasheets/chaos-lord-on-steed-of-slaanesh.md — Chaos Lord On Steed Of Slaanesh — Characters [100pts] -chaos-daemons/datasheets/chaos-lord-with-jump-pack.md — Chaos Lord with Jump Pack — Characters [80pts] -chaos-daemons/datasheets/chaos-terminator-squad.md — Chaos Terminator Squad — Other [180pts, 360pts] -chaos-daemons/datasheets/chosen.md — Chosen — Other [125pts, 250pts] -chaos-daemons/datasheets/contorted-epitome.md — Contorted Epitome — Characters [100pts] -chaos-daemons/datasheets/cultist-firebrand.md — Cultist Firebrand — Characters [45pts] -chaos-daemons/datasheets/cultist-mob.md — Cultist Mob — Battleline [50pts, 100pts] -chaos-daemons/datasheets/cultist-mob-with-firearms.md — Cultist Mob with Firearms — Battleline [50pts, 100pts] -chaos-daemons/datasheets/daemon-prince-of-chaos.md — Daemon Prince of Chaos — Characters [190pts] -chaos-daemons/datasheets/daemon-prince-of-chaos-with-wings.md — Daemon Prince Of Chaos With Wings — Characters [180pts] -chaos-daemons/datasheets/daemonettes.md — Daemonettes — Battleline [100pts] -chaos-daemons/datasheets/dark-apostle.md — Dark Apostle — Characters [65pts] -chaos-daemons/datasheets/dark-commune.md — Dark Commune — Characters [90pts] -chaos-daemons/datasheets/epidemius.md — Epidemius — Characters [80pts] -chaos-daemons/datasheets/exalted-flamer.md — Exalted Flamer — Characters [65pts] -chaos-daemons/datasheets/exalted-seeker-chariot.md — Exalted Seeker Chariot — Other [115pts] -chaos-daemons/datasheets/fateskimmer.md — Fateskimmer — Characters [95pts] -chaos-daemons/datasheets/feculent-gnarlmaw.md — Feculent Gnarlmaw — Fortifications [100pts] -chaos-daemons/datasheets/fellgor-beastmen.md — Fellgor Beastmen — Other [70pts] -chaos-daemons/datasheets/fiends.md — Fiends — Other [95pts, 190pts] -chaos-daemons/datasheets/flamers.md — Flamers — Other [65pts, 130pts] -chaos-daemons/datasheets/flesh-hounds.md — Flesh Hounds — Other [75pts, 150pts] -chaos-daemons/datasheets/fluxmaster.md — Fluxmaster — Characters [60pts] -chaos-daemons/datasheets/furies.md — Furies — Other [40pts, 80pts] -chaos-daemons/datasheets/gellerpox-infected.md — Gellerpox Infected — Other [125pts] -chaos-daemons/datasheets/giant-chaos-spawn.md — Giant Chaos Spawn — Other [130pts] -chaos-daemons/datasheets/great-unclean-one.md — Great Unclean One — Characters [250pts] -chaos-daemons/datasheets/havocs.md — Havocs — Other [125pts] -chaos-daemons/datasheets/hellflayer.md — Hellflayer — Other [105pts, 210pts] -chaos-daemons/datasheets/hellflayers.md — Hellflayers — Other [80pts, 160pts] -chaos-daemons/datasheets/herald-of-slaanesh-on-steed-of-slaanesh.md — Herald Of Slaanesh On Steed Of Slaanesh — Characters [70pts] -chaos-daemons/datasheets/horticulous-slimux.md — Horticulous Slimux — Characters [120pts] -chaos-daemons/datasheets/infernal-enrapturess.md — Infernal Enrapturess — Characters [60pts] -chaos-daemons/datasheets/kairos-fateweaver.md — Kairos Fateweaver — Characters [295pts] -chaos-daemons/datasheets/karanak.md — Karanak — Characters [75pts] -chaos-daemons/datasheets/karanak.md — Karanak — Characters [65pts] -chaos-daemons/datasheets/keeper-of-secrets.md — Keeper Of Secrets — Characters [240pts] -chaos-daemons/datasheets/legionaries.md — Legionaries — Battleline [90pts, 170pts] -chaos-daemons/datasheets/lord-of-change.md — Lord of Change — Characters [285pts] -chaos-daemons/datasheets/master-of-possession.md — Master Of Possession — Characters [60pts] -chaos-daemons/datasheets/mutoid-vermin.md — Mutoid Vermin — Other [85pts] -chaos-daemons/datasheets/negavolt-cultists.md — Negavolt Cultists — Other [55pts] -chaos-daemons/datasheets/nurglings.md — Nurglings — Battleline [40pts, 70pts] -chaos-daemons/datasheets/pink-horrors.md — Pink Horrors — Battleline [140pts] -chaos-daemons/datasheets/plague-drones.md — Plague Drones — Other [110pts, 220pts] -chaos-daemons/datasheets/plague-toads.md — Plague Toads — Other [120pts] -chaos-daemons/datasheets/plaguebearers.md — Plaguebearers — Battleline [110pts] -chaos-daemons/datasheets/possessed.md — Possessed — Other [120pts, 240pts] -chaos-daemons/datasheets/pox-riders.md — Pox Riders — Other [160pts] -chaos-daemons/datasheets/poxbringer.md — Poxbringer — Characters [55pts] -chaos-daemons/datasheets/raptors.md — Raptors — Other [110pts, 210pts] -chaos-daemons/datasheets/rendmaster-on-blood-throne.md — Rendmaster On Blood Throne — Characters [165pts] -chaos-daemons/datasheets/renegade-enforcer.md — Renegade Enforcer — Characters [65pts] -chaos-daemons/datasheets/renegade-heavy-weapons-squad.md — Renegade Heavy Weapons Squad — Other [75pts] -chaos-daemons/datasheets/renegade-ogryn-beast-handler.md — Renegade Ogryn Beast Handler — Other [40pts, 70pts] -chaos-daemons/datasheets/renegade-ogryn-brutes.md — Renegade Ogryn Brutes — Other [95pts] -chaos-daemons/datasheets/renegade-plague-ogryns.md — Renegade Plague Ogryns — Other [95pts] -chaos-daemons/datasheets/rogue-psyker.md — Rogue Psyker — Characters [60pts] -chaos-daemons/datasheets/rotigus.md — Rotigus — Characters [265pts] -chaos-daemons/datasheets/scabeiathrax-the-bloated.md — Scabeiathrax The Bloated — Characters [275pts] -chaos-daemons/datasheets/screamers.md — Screamers — Other [80pts, 160pts] -chaos-daemons/datasheets/seeker-chariot.md — Seeker Chariot — Other [65pts, 130pts] -chaos-daemons/datasheets/seekers.md — Seekers — Other [80pts, 160pts] -chaos-daemons/datasheets/shalaxi-helbane.md — Shalaxi Helbane — Characters [340pts] -chaos-daemons/datasheets/skarbrand.md — Skarbrand — Characters [305pts] -chaos-daemons/datasheets/skull-altar.md — Skull Altar — Fortifications [105pts] -chaos-daemons/datasheets/skull-cannon.md — Skull Cannon — Other [95pts] -chaos-daemons/datasheets/skullmaster.md — Skullmaster — Characters [100pts] -chaos-daemons/datasheets/skulltaker.md — Skulltaker — Characters [85pts] -chaos-daemons/datasheets/sloppity-bilepiper.md — Sloppity Bilepiper — Characters [55pts] -chaos-daemons/datasheets/sorcerer.md — Sorcerer — Characters [60pts] -chaos-daemons/datasheets/sorcerer-in-terminator-armour.md — Sorcerer In Terminator Armour — Characters [80pts] -chaos-daemons/datasheets/sorcerer-on-disc-of-tzeentch.md — Sorcerer On Disc Of Tzeentch — Characters [80pts] -chaos-daemons/datasheets/sorcerer-on-palanquin-of-nurgle.md — Sorcerer On Palanquin Of Nurgle — Characters [80pts] -chaos-daemons/datasheets/sorcerer-on-steed-of-slaanesh.md — Sorcerer On Steed Of Slaanesh — Characters [85pts] -chaos-daemons/datasheets/soul-grinder.md — Soul Grinder — Other [180pts] -chaos-daemons/datasheets/spined-chaos-beast.md — Spined Chaos Beast — Other [145pts] -chaos-daemons/datasheets/spoilpox-scrivener.md — Spoilpox Scrivener — Characters [60pts] -chaos-daemons/datasheets/syllesske.md — Syll’esske — Characters [120pts] -chaos-daemons/datasheets/the-blue-scribes.md — The Blue Scribes — Characters [75pts] -chaos-daemons/datasheets/the-changeling.md — The Changeling — Characters [90pts] -chaos-daemons/datasheets/the-masque-of-slaanesh.md — The Masque Of Slaanesh — Characters [95pts] -chaos-daemons/datasheets/tormentbringer.md — Tormentbringer — Characters [140pts] -chaos-daemons/datasheets/tormentbringer-on-exalted-seeker-chariot.md — Tormentbringer On Exalted Seeker Chariot — Characters [140pts] -chaos-daemons/datasheets/traitor-enforcer.md — Traitor Enforcer — Characters [55pts] -chaos-daemons/datasheets/traitor-guardsmen-squad.md — Traitor Guardsmen Squad — Other [70pts] -chaos-daemons/datasheets/tranceweaver.md — Tranceweaver — Characters [60pts] -chaos-daemons/datasheets/warp-talons.md — Warp Talons — Other [125pts, 270pts] -chaos-daemons/datasheets/zarakynel.md — Zarakynel — Characters [320pts] +chaos-daemons/detachments.md — Blood Legion detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Daemonic Incursion detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Daemonic Incursion detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Dread Carnival detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Infernal Onslaught detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Legion of Excess detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Pandaemoniac Inferno detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Plague Legion detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Rotten and Rusted detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Scintillating Legion detachment (abilities, stratagems, enhancements) +chaos-daemons/detachments.md — Shadow Legion detachment (abilities, stratagems, enhancements) +chaos-daemons/datasheets.md — Accursed Cultists — Other [90pts, 195pts] +chaos-daemons/datasheets.md — Aetaos’rau’keres — Characters [315pts] +chaos-daemons/datasheets.md — An’ggrath the Unbound — Characters [415pts] +chaos-daemons/datasheets.md — Be’lakor — Characters [375pts] +chaos-daemons/datasheets.md — Beasts Of Nurgle — Other [65pts, 130pts] +chaos-daemons/datasheets.md — Bloodcrushers — Other [110pts, 220pts] +chaos-daemons/datasheets.md — Bloodletters — Battleline [110pts] +chaos-daemons/datasheets.md — Bloodmaster — Characters [65pts] +chaos-daemons/datasheets.md — Bloodthirster — Characters [305pts] +chaos-daemons/datasheets.md — Blue Horrors — Battleline [125pts] +chaos-daemons/datasheets.md — Burning Chariot — Other [115pts] +chaos-daemons/datasheets.md — Changecaster — Characters [60pts] +chaos-daemons/datasheets.md — Chaos Lord — Characters [90pts] +chaos-daemons/datasheets.md — Chaos Lord In Terminator Armour — Characters [85pts] +chaos-daemons/datasheets.md — Chaos Lord On Disc Of Tzeentch — Characters [100pts] +chaos-daemons/datasheets.md — Chaos Lord On Juggernaut — Characters [115pts] +chaos-daemons/datasheets.md — Chaos Lord On Palanquin Of Nurgle — Characters [90pts] +chaos-daemons/datasheets.md — Chaos Lord On Steed Of Slaanesh — Characters [100pts] +chaos-daemons/datasheets.md — Chaos Lord with Jump Pack — Characters [80pts] +chaos-daemons/datasheets.md — Chaos Terminator Squad — Other [180pts, 360pts] +chaos-daemons/datasheets.md — Chosen — Other [125pts, 250pts] +chaos-daemons/datasheets.md — Contorted Epitome — Characters [100pts] +chaos-daemons/datasheets.md — Cultist Firebrand — Characters [45pts] +chaos-daemons/datasheets.md — Cultist Mob — Battleline [50pts, 100pts] +chaos-daemons/datasheets.md — Cultist Mob with Firearms — Battleline [50pts, 100pts] +chaos-daemons/datasheets.md — Daemon Prince of Chaos — Characters [190pts] +chaos-daemons/datasheets.md — Daemon Prince Of Chaos With Wings — Characters [180pts] +chaos-daemons/datasheets.md — Daemonettes — Battleline [100pts] +chaos-daemons/datasheets.md — Dark Apostle — Characters [65pts] +chaos-daemons/datasheets.md — Dark Commune — Characters [90pts] +chaos-daemons/datasheets.md — Epidemius — Characters [80pts] +chaos-daemons/datasheets.md — Exalted Flamer — Characters [65pts] +chaos-daemons/datasheets.md — Exalted Seeker Chariot — Other [115pts] +chaos-daemons/datasheets.md — Fateskimmer — Characters [95pts] +chaos-daemons/datasheets.md — Feculent Gnarlmaw — Fortifications [100pts] +chaos-daemons/datasheets.md — Fellgor Beastmen — Other [70pts] +chaos-daemons/datasheets.md — Fiends — Other [95pts, 190pts] +chaos-daemons/datasheets.md — Flamers — Other [65pts, 130pts] +chaos-daemons/datasheets.md — Flesh Hounds — Other [75pts, 150pts] +chaos-daemons/datasheets.md — Fluxmaster — Characters [60pts] +chaos-daemons/datasheets.md — Furies — Other [40pts, 80pts] +chaos-daemons/datasheets.md — Gellerpox Infected — Other [125pts] +chaos-daemons/datasheets.md — Giant Chaos Spawn — Other [130pts] +chaos-daemons/datasheets.md — Great Unclean One — Characters [250pts] +chaos-daemons/datasheets.md — Havocs — Other [125pts] +chaos-daemons/datasheets.md — Hellflayer — Other [105pts, 210pts] +chaos-daemons/datasheets.md — Hellflayers — Other [80pts, 160pts] +chaos-daemons/datasheets.md — Herald Of Slaanesh On Steed Of Slaanesh — Characters [70pts] +chaos-daemons/datasheets.md — Horticulous Slimux — Characters [120pts] +chaos-daemons/datasheets.md — Infernal Enrapturess — Characters [60pts] +chaos-daemons/datasheets.md — Kairos Fateweaver — Characters [295pts] +chaos-daemons/datasheets.md — Karanak — Characters [75pts] +chaos-daemons/datasheets.md — Karanak — Characters [65pts] +chaos-daemons/datasheets.md — Keeper Of Secrets — Characters [240pts] +chaos-daemons/datasheets.md — Legionaries — Battleline [90pts, 170pts] +chaos-daemons/datasheets.md — Lord of Change — Characters [285pts] +chaos-daemons/datasheets.md — Master Of Possession — Characters [60pts] +chaos-daemons/datasheets.md — Mutoid Vermin — Other [85pts] +chaos-daemons/datasheets.md — Negavolt Cultists — Other [55pts] +chaos-daemons/datasheets.md — Nurglings — Battleline [40pts, 70pts] +chaos-daemons/datasheets.md — Pink Horrors — Battleline [140pts] +chaos-daemons/datasheets.md — Plague Drones — Other [110pts, 220pts] +chaos-daemons/datasheets.md — Plague Toads — Other [120pts] +chaos-daemons/datasheets.md — Plaguebearers — Battleline [110pts] +chaos-daemons/datasheets.md — Possessed — Other [120pts, 240pts] +chaos-daemons/datasheets.md — Pox Riders — Other [160pts] +chaos-daemons/datasheets.md — Poxbringer — Characters [55pts] +chaos-daemons/datasheets.md — Raptors — Other [110pts, 210pts] +chaos-daemons/datasheets.md — Rendmaster On Blood Throne — Characters [165pts] +chaos-daemons/datasheets.md — Renegade Enforcer — Characters [65pts] +chaos-daemons/datasheets.md — Renegade Heavy Weapons Squad — Other [75pts] +chaos-daemons/datasheets.md — Renegade Ogryn Beast Handler — Other [40pts, 70pts] +chaos-daemons/datasheets.md — Renegade Ogryn Brutes — Other [95pts] +chaos-daemons/datasheets.md — Renegade Plague Ogryns — Other [95pts] +chaos-daemons/datasheets.md — Rogue Psyker — Characters [60pts] +chaos-daemons/datasheets.md — Rotigus — Characters [265pts] +chaos-daemons/datasheets.md — Scabeiathrax The Bloated — Characters [275pts] +chaos-daemons/datasheets.md — Screamers — Other [80pts, 160pts] +chaos-daemons/datasheets.md — Seeker Chariot — Other [65pts, 130pts] +chaos-daemons/datasheets.md — Seekers — Other [80pts, 160pts] +chaos-daemons/datasheets.md — Shalaxi Helbane — Characters [340pts] +chaos-daemons/datasheets.md — Skarbrand — Characters [305pts] +chaos-daemons/datasheets.md — Skull Altar — Fortifications [105pts] +chaos-daemons/datasheets.md — Skull Cannon — Other [95pts] +chaos-daemons/datasheets.md — Skullmaster — Characters [100pts] +chaos-daemons/datasheets.md — Skulltaker — Characters [85pts] +chaos-daemons/datasheets.md — Sloppity Bilepiper — Characters [55pts] +chaos-daemons/datasheets.md — Sorcerer — Characters [60pts] +chaos-daemons/datasheets.md — Sorcerer In Terminator Armour — Characters [80pts] +chaos-daemons/datasheets.md — Sorcerer On Disc Of Tzeentch — Characters [80pts] +chaos-daemons/datasheets.md — Sorcerer On Palanquin Of Nurgle — Characters [80pts] +chaos-daemons/datasheets.md — Sorcerer On Steed Of Slaanesh — Characters [85pts] +chaos-daemons/datasheets.md — Soul Grinder — Other [180pts] +chaos-daemons/datasheets.md — Spined Chaos Beast — Other [145pts] +chaos-daemons/datasheets.md — Spoilpox Scrivener — Characters [60pts] +chaos-daemons/datasheets.md — Syll’esske — Characters [120pts] +chaos-daemons/datasheets.md — The Blue Scribes — Characters [75pts] +chaos-daemons/datasheets.md — The Changeling — Characters [90pts] +chaos-daemons/datasheets.md — The Masque Of Slaanesh — Characters [95pts] +chaos-daemons/datasheets.md — Tormentbringer — Characters [140pts] +chaos-daemons/datasheets.md — Tormentbringer On Exalted Seeker Chariot — Characters [140pts] +chaos-daemons/datasheets.md — Traitor Enforcer — Characters [55pts] +chaos-daemons/datasheets.md — Traitor Guardsmen Squad — Other [70pts] +chaos-daemons/datasheets.md — Tranceweaver — Characters [60pts] +chaos-daemons/datasheets.md — Warp Talons — Other [125pts, 270pts] +chaos-daemons/datasheets.md — Zarakynel — Characters [320pts] ## Chaos Knights chaos-knights/chaos-knights.md — Chaos Knights army rules, detachment list, datasheet summary -chaos-knights/detachments/houndpack-lance.md — Houndpack Lance detachment (abilities, stratagems, enhancements) -chaos-knights/detachments/iconoclast-fiefdom.md — Iconoclast Fiefdom detachment (abilities, stratagems, enhancements) -chaos-knights/detachments/infernal-lance.md — Infernal Lance detachment (abilities, stratagems, enhancements) -chaos-knights/detachments/lords-of-dread.md — Lords of Dread detachment (abilities, stratagems, enhancements) -chaos-knights/detachments/traitoris-lance.md — Traitoris Lance detachment (abilities, stratagems, enhancements) -chaos-knights/datasheets/accursed-cultists.md — Accursed Cultists — Other [90pts, 195pts] -chaos-knights/datasheets/chaos-acastus-knight-asterius.md — Chaos Acastus Knight Asterius — Other [765pts] -chaos-knights/datasheets/chaos-acastus-knight-porphyrion.md — Chaos Acastus Knight Porphyrion — Other [700pts] -chaos-knights/datasheets/chaos-cerastus-knight-acheron.md — Chaos Cerastus Knight Acheron — Characters [385pts] -chaos-knights/datasheets/chaos-cerastus-knight-atrapos.md — Chaos Cerastus Knight Atrapos — Characters [395pts] -chaos-knights/datasheets/chaos-cerastus-knight-castigator.md — Chaos Cerastus Knight Castigator — Characters [385pts] -chaos-knights/datasheets/chaos-cerastus-knight-lancer.md — Chaos Cerastus Knight Lancer — Characters [385pts] -chaos-knights/datasheets/chaos-questoris-knight-magaera.md — Chaos Questoris Knight Magaera — Characters [375pts] -chaos-knights/datasheets/chaos-questoris-knight-styrix.md — Chaos Questoris Knight Styrix — Characters [375pts] -chaos-knights/datasheets/cultist-firebrand.md — Cultist Firebrand — Characters [45pts] -chaos-knights/datasheets/cultist-mob.md — Cultist Mob — Battleline [50pts, 100pts] -chaos-knights/datasheets/cultist-mob-with-firearms.md — Cultist Mob with Firearms — Battleline [50pts, 100pts] -chaos-knights/datasheets/dark-commune.md — Dark Commune — Characters [90pts] -chaos-knights/datasheets/fellgor-beastmen.md — Fellgor Beastmen — Other [70pts] -chaos-knights/datasheets/gellerpox-infected.md — Gellerpox Infected — Other [125pts] -chaos-knights/datasheets/knight-abominant.md — Knight Abominant — Characters [355pts] -chaos-knights/datasheets/knight-desecrator.md — Knight Desecrator — Characters [355pts] -chaos-knights/datasheets/knight-despoiler.md — Knight Despoiler — Characters [390pts] -chaos-knights/datasheets/knight-rampager.md — Knight Rampager — Characters [365pts] -chaos-knights/datasheets/knight-ruinator.md — Knight Ruinator — Characters [355pts] -chaos-knights/datasheets/knight-tyrant.md — Knight Tyrant — Characters [410pts] -chaos-knights/datasheets/mutoid-vermin.md — Mutoid Vermin — Other [85pts] -chaos-knights/datasheets/negavolt-cultists.md — Negavolt Cultists — Other [55pts] -chaos-knights/datasheets/renegade-enforcer.md — Renegade Enforcer — Characters [65pts] -chaos-knights/datasheets/renegade-heavy-weapons-squad.md — Renegade Heavy Weapons Squad — Other [75pts] -chaos-knights/datasheets/renegade-ogryn-beast-handler.md — Renegade Ogryn Beast Handler — Other [40pts, 70pts] -chaos-knights/datasheets/renegade-ogryn-brutes.md — Renegade Ogryn Brutes — Other [95pts] -chaos-knights/datasheets/renegade-plague-ogryns.md — Renegade Plague Ogryns — Other [95pts] -chaos-knights/datasheets/rogue-psyker.md — Rogue Psyker — Characters [60pts] -chaos-knights/datasheets/traitor-enforcer.md — Traitor Enforcer — Characters [55pts] -chaos-knights/datasheets/traitor-guardsmen-squad.md — Traitor Guardsmen Squad — Other [70pts] -chaos-knights/datasheets/war-dog-brigand.md — War Dog Brigand — Other [140pts] -chaos-knights/datasheets/war-dog-executioner.md — War Dog Executioner — Other [130pts] -chaos-knights/datasheets/war-dog-huntsman.md — War Dog Huntsman — Other [140pts] -chaos-knights/datasheets/war-dog-karnivore.md — War Dog Karnivore — Other [150pts] -chaos-knights/datasheets/war-dog-moirax.md — War Dog Moirax — Other [150pts] -chaos-knights/datasheets/war-dog-stalker.md — War Dog Stalker — Other [140pts] +chaos-knights/detachments.md — Houndpack Lance detachment (abilities, stratagems, enhancements) +chaos-knights/detachments.md — Iconoclast Fiefdom detachment (abilities, stratagems, enhancements) +chaos-knights/detachments.md — Infernal Lance detachment (abilities, stratagems, enhancements) +chaos-knights/detachments.md — Lords of Dread detachment (abilities, stratagems, enhancements) +chaos-knights/detachments.md — Traitoris Lance detachment (abilities, stratagems, enhancements) +chaos-knights/datasheets.md — Accursed Cultists — Other [90pts, 195pts] +chaos-knights/datasheets.md — Chaos Acastus Knight Asterius — Other [765pts] +chaos-knights/datasheets.md — Chaos Acastus Knight Porphyrion — Other [700pts] +chaos-knights/datasheets.md — Chaos Cerastus Knight Acheron — Characters [385pts] +chaos-knights/datasheets.md — Chaos Cerastus Knight Atrapos — Characters [395pts] +chaos-knights/datasheets.md — Chaos Cerastus Knight Castigator — Characters [385pts] +chaos-knights/datasheets.md — Chaos Cerastus Knight Lancer — Characters [385pts] +chaos-knights/datasheets.md — Chaos Questoris Knight Magaera — Characters [375pts] +chaos-knights/datasheets.md — Chaos Questoris Knight Styrix — Characters [375pts] +chaos-knights/datasheets.md — Cultist Firebrand — Characters [45pts] +chaos-knights/datasheets.md — Cultist Mob — Battleline [50pts, 100pts] +chaos-knights/datasheets.md — Cultist Mob with Firearms — Battleline [50pts, 100pts] +chaos-knights/datasheets.md — Dark Commune — Characters [90pts] +chaos-knights/datasheets.md — Fellgor Beastmen — Other [70pts] +chaos-knights/datasheets.md — Gellerpox Infected — Other [125pts] +chaos-knights/datasheets.md — Knight Abominant — Characters [355pts] +chaos-knights/datasheets.md — Knight Desecrator — Characters [355pts] +chaos-knights/datasheets.md — Knight Despoiler — Characters [390pts] +chaos-knights/datasheets.md — Knight Rampager — Characters [365pts] +chaos-knights/datasheets.md — Knight Ruinator — Characters [355pts] +chaos-knights/datasheets.md — Knight Tyrant — Characters [410pts] +chaos-knights/datasheets.md — Mutoid Vermin — Other [85pts] +chaos-knights/datasheets.md — Negavolt Cultists — Other [55pts] +chaos-knights/datasheets.md — Renegade Enforcer — Characters [65pts] +chaos-knights/datasheets.md — Renegade Heavy Weapons Squad — Other [75pts] +chaos-knights/datasheets.md — Renegade Ogryn Beast Handler — Other [40pts, 70pts] +chaos-knights/datasheets.md — Renegade Ogryn Brutes — Other [95pts] +chaos-knights/datasheets.md — Renegade Plague Ogryns — Other [95pts] +chaos-knights/datasheets.md — Rogue Psyker — Characters [60pts] +chaos-knights/datasheets.md — Traitor Enforcer — Characters [55pts] +chaos-knights/datasheets.md — Traitor Guardsmen Squad — Other [70pts] +chaos-knights/datasheets.md — War Dog Brigand — Other [140pts] +chaos-knights/datasheets.md — War Dog Executioner — Other [130pts] +chaos-knights/datasheets.md — War Dog Huntsman — Other [140pts] +chaos-knights/datasheets.md — War Dog Karnivore — Other [150pts] +chaos-knights/datasheets.md — War Dog Moirax — Other [150pts] +chaos-knights/datasheets.md — War Dog Stalker — Other [140pts] ## Chaos Space Marines chaos-space-marines/chaos-space-marines.md — Chaos Space Marines army rules, detachment list, datasheet summary -chaos-space-marines/detachments/cabal-of-chaos.md — Cabal of Chaos detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/champions-of-chaos.md — Champions of Chaos detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/chaos-cult.md — Chaos Cult detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/creations-of-bile.md — Creations of Bile detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/deceptors.md — Deceptors detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/dread-talons.md — Dread Talons detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/fellhammer-siege-host.md — Fellhammer Siege-host detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/hurons-marauders.md — Huron’s Marauders detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/infernal-reavers.md — Infernal Reavers detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/nightmare-hunt.md — Nightmare Hunt detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/pactbound-zealots.md — Pactbound Zealots detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/renegade-raiders.md — Renegade Raiders detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/renegade-warband.md — Renegade Warband detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/soulforged-warpack.md — Soulforged Warpack detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/underdeck-uprising.md — Underdeck Uprising detachment (abilities, stratagems, enhancements) -chaos-space-marines/detachments/veterans-of-the-long-war.md — Veterans of the Long War detachment (abilities, stratagems, enhancements) -chaos-space-marines/datasheets/abaddon-the-despoiler.md — Abaddon The Despoiler — Characters [270pts] -chaos-space-marines/datasheets/accursed-cultists.md — Accursed Cultists — Other [90pts, 195pts] -chaos-space-marines/datasheets/blood-slaughterer.md — Blood Slaughterer — Other [160pts] -chaos-space-marines/datasheets/cerberus.md — Cerberus — Other [270pts] -chaos-space-marines/datasheets/chaos-bikers.md — Chaos Bikers — Other [70pts, 130pts] -chaos-space-marines/datasheets/chaos-deimos-predator.md — Chaos Deimos Predator — Other [115pts] -chaos-space-marines/datasheets/chaos-land-raider.md — Chaos Land Raider — Other [220pts] -chaos-space-marines/datasheets/chaos-lord.md — Chaos Lord — Characters [90pts] -chaos-space-marines/datasheets/chaos-lord-in-terminator-armour.md — Chaos Lord In Terminator Armour — Characters [85pts] -chaos-space-marines/datasheets/chaos-lord-on-bike.md — Chaos Lord On Bike — Characters [95pts] -chaos-space-marines/datasheets/chaos-lord-on-disc-of-tzeentch.md — Chaos Lord On Disc Of Tzeentch — Characters [100pts] -chaos-space-marines/datasheets/chaos-lord-on-juggernaut.md — Chaos Lord On Juggernaut — Characters [115pts] -chaos-space-marines/datasheets/chaos-lord-on-palanquin-of-nurgle.md — Chaos Lord On Palanquin Of Nurgle — Characters [90pts] -chaos-space-marines/datasheets/chaos-lord-on-steed-of-slaanesh.md — Chaos Lord On Steed Of Slaanesh — Characters [100pts] -chaos-space-marines/datasheets/chaos-lord-with-jump-pack.md — Chaos Lord with Jump Pack — Characters [80pts] -chaos-space-marines/datasheets/chaos-predator-annihilator.md — Chaos Predator Annihilator — Other [135pts] -chaos-space-marines/datasheets/chaos-predator-destructor.md — Chaos Predator Destructor — Other [140pts] -chaos-space-marines/datasheets/chaos-rhino.md — Chaos Rhino — Dedicated Transports [75pts] -chaos-space-marines/datasheets/chaos-spawn.md — Chaos Spawn — Other [70pts] -chaos-space-marines/datasheets/chaos-terminator-squad.md — Chaos Terminator Squad — Other [180pts, 360pts] -chaos-space-marines/datasheets/chaos-thunderhawk.md — Chaos Thunderhawk — Other [840pts] -chaos-space-marines/datasheets/chaos-vindicator.md — Chaos Vindicator — Other [185pts] -chaos-space-marines/datasheets/chosen.md — Chosen — Other [125pts, 250pts] -chaos-space-marines/datasheets/cultist-firebrand.md — Cultist Firebrand — Characters [45pts] -chaos-space-marines/datasheets/cultist-mob.md — Cultist Mob — Battleline [50pts, 100pts] -chaos-space-marines/datasheets/cultist-mob-with-firearms.md — Cultist Mob with Firearms — Battleline [50pts, 100pts] -chaos-space-marines/datasheets/cypher.md — Cypher — Characters [90pts] -chaos-space-marines/datasheets/dark-apostle.md — Dark Apostle — Characters [65pts] -chaos-space-marines/datasheets/dark-commune.md — Dark Commune — Characters [90pts] -chaos-space-marines/datasheets/decimator.md — Decimator — Other [165pts] -chaos-space-marines/datasheets/defiler.md — Defiler — Other [190pts] -chaos-space-marines/datasheets/deredeo-dreadnought.md — Deredeo Dreadnought — Other [160pts] -chaos-space-marines/datasheets/dreadclaw-drop-pod.md — Dreadclaw Drop Pod — Other [115pts] -chaos-space-marines/datasheets/exalted-champion.md — Exalted Champion — Characters [70pts] -chaos-space-marines/datasheets/fabius-bile.md — Fabius Bile — Characters [100pts] -chaos-space-marines/datasheets/falchion.md — Falchion — Other [420pts] -chaos-space-marines/datasheets/fellblade.md — Fellblade — Other [480pts] -chaos-space-marines/datasheets/fellgor-beastmen.md — Fellgor Beastmen — Other [70pts] -chaos-space-marines/datasheets/fire-raptor-gunship.md — Fire Raptor Gunship — Other [290pts] -chaos-space-marines/datasheets/forgefiend.md — Forgefiend — Other [170pts] -chaos-space-marines/datasheets/gellerpox-infected.md — Gellerpox Infected — Other [125pts] -chaos-space-marines/datasheets/greater-blight-drone.md — Greater Blight Drone — Other [150pts] -chaos-space-marines/datasheets/greater-brass-scorpion.md — Greater Brass Scorpion — Other [500pts] -chaos-space-marines/datasheets/haarken-worldclaimer.md — Haarken Worldclaimer — Characters [90pts] -chaos-space-marines/datasheets/havocs.md — Havocs — Other [125pts] -chaos-space-marines/datasheets/helbrute.md — Helbrute — Other [130pts] -chaos-space-marines/datasheets/heldrake.md — Heldrake — Other [205pts] -chaos-space-marines/datasheets/hell-blade.md — Hell Blade — Other [115pts] -chaos-space-marines/datasheets/hell-talon.md — Hell Talon — Other [140pts] -chaos-space-marines/datasheets/heretic-astartes-daemon-prince.md — Heretic Astartes Daemon Prince — Characters [165pts] -chaos-space-marines/datasheets/heretic-astartes-daemon-prince-with-wings.md — Heretic Astartes Daemon Prince With Wings — Characters [180pts] -chaos-space-marines/datasheets/huron-blackheart.md — Huron Blackheart — Characters [120pts] -chaos-space-marines/datasheets/kharybdis-assault-claw.md — Kharybdis Assault Claw — Other [300pts] -chaos-space-marines/datasheets/khorne-berzerkers.md — Khorne Berzerkers — Battleline [180pts, 360pts] -chaos-space-marines/datasheets/khorne-lord-of-skulls.md — Khorne Lord Of Skulls — Other [450pts] -chaos-space-marines/datasheets/kratos.md — Kratos — Other [240pts] -chaos-space-marines/datasheets/kytan-ravager.md — Kytan Ravager — Other [400pts] -chaos-space-marines/datasheets/land-raider-achilles.md — Land Raider Achilles — Other [230pts] -chaos-space-marines/datasheets/land-raider-proteus.md — Land Raider Proteus — Other [220pts] -chaos-space-marines/datasheets/legionaries.md — Legionaries — Battleline [90pts, 170pts] -chaos-space-marines/datasheets/leviathan-dreadnought.md — Leviathan Dreadnought — Other [160pts] -chaos-space-marines/datasheets/lord-discordant-on-helstalker.md — Lord Discordant On Helstalker — Characters [160pts] -chaos-space-marines/datasheets/master-of-executions.md — Master Of Executions — Characters [80pts] -chaos-space-marines/datasheets/master-of-possession.md — Master Of Possession — Characters [60pts] -chaos-space-marines/datasheets/masters-of-the-maelstrom.md — Masters of the Maelstrom — Other [115pts] -chaos-space-marines/datasheets/mastodon.md — Mastodon — Other [540pts] -chaos-space-marines/datasheets/maulerfiend.md — Maulerfiend — Other [130pts] -chaos-space-marines/datasheets/mutilators.md — Mutilators — Other [185pts] -chaos-space-marines/datasheets/mutoid-vermin.md — Mutoid Vermin — Other [85pts] -chaos-space-marines/datasheets/negavolt-cultists.md — Negavolt Cultists — Other [55pts] -chaos-space-marines/datasheets/nemesis-claw.md — Nemesis Claw — Other [110pts, 190pts] -chaos-space-marines/datasheets/noctilith-crown.md — Noctilith Crown — Fortifications [125pts] -chaos-space-marines/datasheets/noise-marines.md — Noise Marines — Other [145pts] -chaos-space-marines/datasheets/obliterators.md — Obliterators — Other [160pts] -chaos-space-marines/datasheets/plague-marines.md — Plague Marines — Battleline [95pts, 130pts, 190pts] -chaos-space-marines/datasheets/possessed.md — Possessed — Other [120pts, 240pts] -chaos-space-marines/datasheets/rapier-carrier.md — Rapier Carrier — Other [90pts] -chaos-space-marines/datasheets/raptors.md — Raptors — Other [110pts, 210pts] -chaos-space-marines/datasheets/red-corsairs-raiders.md — Red Corsairs Raiders — Other [110pts, 220pts] -chaos-space-marines/datasheets/red-corsairs-reave-captain.md — Red Corsairs Reave-Captain — Characters [75pts] -chaos-space-marines/datasheets/relic-contemptor-dreadnought.md — Relic Contemptor Dreadnought — Other [140pts] -chaos-space-marines/datasheets/renegade-enforcer.md — Renegade Enforcer — Characters [65pts] -chaos-space-marines/datasheets/renegade-heavy-weapons-squad.md — Renegade Heavy Weapons Squad — Other [75pts] -chaos-space-marines/datasheets/renegade-ogryn-beast-handler.md — Renegade Ogryn Beast Handler — Other [40pts, 70pts] -chaos-space-marines/datasheets/renegade-ogryn-brutes.md — Renegade Ogryn Brutes — Other [95pts] -chaos-space-marines/datasheets/renegade-plague-ogryns.md — Renegade Plague Ogryns — Other [95pts] -chaos-space-marines/datasheets/rogue-psyker.md — Rogue Psyker — Characters [60pts] -chaos-space-marines/datasheets/rubric-marines.md — Rubric Marines — Battleline [100pts, 190pts] -chaos-space-marines/datasheets/sicaran-battle-tank.md — Sicaran Battle Tank — Other [160pts] -chaos-space-marines/datasheets/sicaran-punisher.md — Sicaran Punisher — Other [160pts] -chaos-space-marines/datasheets/sicaran-venator.md — Sicaran Venator — Other [180pts] -chaos-space-marines/datasheets/sokar-pattern-stormbird.md — Sokar-pattern Stormbird — Other [900pts] -chaos-space-marines/datasheets/sorcerer.md — Sorcerer — Characters [60pts] -chaos-space-marines/datasheets/sorcerer-in-terminator-armour.md — Sorcerer In Terminator Armour — Characters [80pts] -chaos-space-marines/datasheets/sorcerer-on-bike.md — Sorcerer On Bike — Characters [75pts] -chaos-space-marines/datasheets/sorcerer-on-disc-of-tzeentch.md — Sorcerer On Disc Of Tzeentch — Characters [80pts] -chaos-space-marines/datasheets/sorcerer-on-palanquin-of-nurgle.md — Sorcerer On Palanquin Of Nurgle — Characters [80pts] -chaos-space-marines/datasheets/sorcerer-on-steed-of-slaanesh.md — Sorcerer On Steed Of Slaanesh — Characters [85pts] -chaos-space-marines/datasheets/spartan.md — Spartan — Other [300pts] -chaos-space-marines/datasheets/storm-eagle-gunship.md — Storm Eagle Gunship — Other [250pts] -chaos-space-marines/datasheets/terrax-pattern-termite.md — Terrax-pattern Termite — Dedicated Transports [200pts] -chaos-space-marines/datasheets/traitor-enforcer.md — Traitor Enforcer — Characters [55pts] -chaos-space-marines/datasheets/traitor-guardsmen-squad.md — Traitor Guardsmen Squad — Other [70pts] -chaos-space-marines/datasheets/typhon.md — Typhon — Other [320pts] -chaos-space-marines/datasheets/vashtorr-the-arkifane.md — Vashtorr The Arkifane — Characters [175pts] -chaos-space-marines/datasheets/venomcrawler.md — Venomcrawler — Other [110pts] -chaos-space-marines/datasheets/warp-talons.md — Warp Talons — Other [125pts, 270pts] -chaos-space-marines/datasheets/warpsmith.md — Warpsmith — Characters [70pts] -chaos-space-marines/datasheets/whirlwind-scorpius.md — Whirlwind Scorpius — Other [115pts] -chaos-space-marines/datasheets/xiphon-interceptor.md — Xiphon Interceptor — Other [115pts] +chaos-space-marines/detachments.md — Cabal of Chaos detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Champions of Chaos detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Chaos Cult detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Creations of Bile detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Deceptors detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Dread Talons detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Fellhammer Siege-host detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Huron’s Marauders detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Infernal Reavers detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Nightmare Hunt detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Pactbound Zealots detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Renegade Raiders detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Renegade Warband detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Soulforged Warpack detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Underdeck Uprising detachment (abilities, stratagems, enhancements) +chaos-space-marines/detachments.md — Veterans of the Long War detachment (abilities, stratagems, enhancements) +chaos-space-marines/datasheets.md — Abaddon The Despoiler — Characters [270pts] +chaos-space-marines/datasheets.md — Accursed Cultists — Other [90pts, 195pts] +chaos-space-marines/datasheets.md — Blood Slaughterer — Other [160pts] +chaos-space-marines/datasheets.md — Cerberus — Other [270pts] +chaos-space-marines/datasheets.md — Chaos Bikers — Other [70pts, 130pts] +chaos-space-marines/datasheets.md — Chaos Deimos Predator — Other [115pts] +chaos-space-marines/datasheets.md — Chaos Land Raider — Other [220pts] +chaos-space-marines/datasheets.md — Chaos Lord — Characters [90pts] +chaos-space-marines/datasheets.md — Chaos Lord In Terminator Armour — Characters [85pts] +chaos-space-marines/datasheets.md — Chaos Lord On Bike — Characters [95pts] +chaos-space-marines/datasheets.md — Chaos Lord On Disc Of Tzeentch — Characters [100pts] +chaos-space-marines/datasheets.md — Chaos Lord On Juggernaut — Characters [115pts] +chaos-space-marines/datasheets.md — Chaos Lord On Palanquin Of Nurgle — Characters [90pts] +chaos-space-marines/datasheets.md — Chaos Lord On Steed Of Slaanesh — Characters [100pts] +chaos-space-marines/datasheets.md — Chaos Lord with Jump Pack — Characters [80pts] +chaos-space-marines/datasheets.md — Chaos Predator Annihilator — Other [135pts] +chaos-space-marines/datasheets.md — Chaos Predator Destructor — Other [140pts] +chaos-space-marines/datasheets.md — Chaos Rhino — Dedicated Transports [75pts] +chaos-space-marines/datasheets.md — Chaos Spawn — Other [70pts] +chaos-space-marines/datasheets.md — Chaos Terminator Squad — Other [180pts, 360pts] +chaos-space-marines/datasheets.md — Chaos Thunderhawk — Other [840pts] +chaos-space-marines/datasheets.md — Chaos Vindicator — Other [185pts] +chaos-space-marines/datasheets.md — Chosen — Other [125pts, 250pts] +chaos-space-marines/datasheets.md — Cultist Firebrand — Characters [45pts] +chaos-space-marines/datasheets.md — Cultist Mob — Battleline [50pts, 100pts] +chaos-space-marines/datasheets.md — Cultist Mob with Firearms — Battleline [50pts, 100pts] +chaos-space-marines/datasheets.md — Cypher — Characters [90pts] +chaos-space-marines/datasheets.md — Dark Apostle — Characters [65pts] +chaos-space-marines/datasheets.md — Dark Commune — Characters [90pts] +chaos-space-marines/datasheets.md — Decimator — Other [165pts] +chaos-space-marines/datasheets.md — Defiler — Other [190pts] +chaos-space-marines/datasheets.md — Deredeo Dreadnought — Other [160pts] +chaos-space-marines/datasheets.md — Dreadclaw Drop Pod — Other [115pts] +chaos-space-marines/datasheets.md — Exalted Champion — Characters [70pts] +chaos-space-marines/datasheets.md — Fabius Bile — Characters [100pts] +chaos-space-marines/datasheets.md — Falchion — Other [420pts] +chaos-space-marines/datasheets.md — Fellblade — Other [480pts] +chaos-space-marines/datasheets.md — Fellgor Beastmen — Other [70pts] +chaos-space-marines/datasheets.md — Fire Raptor Gunship — Other [290pts] +chaos-space-marines/datasheets.md — Forgefiend — Other [170pts] +chaos-space-marines/datasheets.md — Gellerpox Infected — Other [125pts] +chaos-space-marines/datasheets.md — Greater Blight Drone — Other [150pts] +chaos-space-marines/datasheets.md — Greater Brass Scorpion — Other [500pts] +chaos-space-marines/datasheets.md — Haarken Worldclaimer — Characters [90pts] +chaos-space-marines/datasheets.md — Havocs — Other [125pts] +chaos-space-marines/datasheets.md — Helbrute — Other [130pts] +chaos-space-marines/datasheets.md — Heldrake — Other [205pts] +chaos-space-marines/datasheets.md — Hell Blade — Other [115pts] +chaos-space-marines/datasheets.md — Hell Talon — Other [140pts] +chaos-space-marines/datasheets.md — Heretic Astartes Daemon Prince — Characters [165pts] +chaos-space-marines/datasheets.md — Heretic Astartes Daemon Prince With Wings — Characters [180pts] +chaos-space-marines/datasheets.md — Huron Blackheart — Characters [120pts] +chaos-space-marines/datasheets.md — Kharybdis Assault Claw — Other [300pts] +chaos-space-marines/datasheets.md — Khorne Berzerkers — Battleline [180pts, 360pts] +chaos-space-marines/datasheets.md — Khorne Lord Of Skulls — Other [450pts] +chaos-space-marines/datasheets.md — Kratos — Other [240pts] +chaos-space-marines/datasheets.md — Kytan Ravager — Other [400pts] +chaos-space-marines/datasheets.md — Land Raider Achilles — Other [230pts] +chaos-space-marines/datasheets.md — Land Raider Proteus — Other [220pts] +chaos-space-marines/datasheets.md — Legionaries — Battleline [90pts, 170pts] +chaos-space-marines/datasheets.md — Leviathan Dreadnought — Other [160pts] +chaos-space-marines/datasheets.md — Lord Discordant On Helstalker — Characters [160pts] +chaos-space-marines/datasheets.md — Master Of Executions — Characters [80pts] +chaos-space-marines/datasheets.md — Master Of Possession — Characters [60pts] +chaos-space-marines/datasheets.md — Masters of the Maelstrom — Other [115pts] +chaos-space-marines/datasheets.md — Mastodon — Other [540pts] +chaos-space-marines/datasheets.md — Maulerfiend — Other [130pts] +chaos-space-marines/datasheets.md — Mutilators — Other [185pts] +chaos-space-marines/datasheets.md — Mutoid Vermin — Other [85pts] +chaos-space-marines/datasheets.md — Negavolt Cultists — Other [55pts] +chaos-space-marines/datasheets.md — Nemesis Claw — Other [110pts, 190pts] +chaos-space-marines/datasheets.md — Noctilith Crown — Fortifications [125pts] +chaos-space-marines/datasheets.md — Noise Marines — Other [145pts] +chaos-space-marines/datasheets.md — Obliterators — Other [160pts] +chaos-space-marines/datasheets.md — Plague Marines — Battleline [95pts, 130pts, 190pts] +chaos-space-marines/datasheets.md — Possessed — Other [120pts, 240pts] +chaos-space-marines/datasheets.md — Rapier Carrier — Other [90pts] +chaos-space-marines/datasheets.md — Raptors — Other [110pts, 210pts] +chaos-space-marines/datasheets.md — Red Corsairs Raiders — Other [110pts, 220pts] +chaos-space-marines/datasheets.md — Red Corsairs Reave-Captain — Characters [75pts] +chaos-space-marines/datasheets.md — Relic Contemptor Dreadnought — Other [140pts] +chaos-space-marines/datasheets.md — Renegade Enforcer — Characters [65pts] +chaos-space-marines/datasheets.md — Renegade Heavy Weapons Squad — Other [75pts] +chaos-space-marines/datasheets.md — Renegade Ogryn Beast Handler — Other [40pts, 70pts] +chaos-space-marines/datasheets.md — Renegade Ogryn Brutes — Other [95pts] +chaos-space-marines/datasheets.md — Renegade Plague Ogryns — Other [95pts] +chaos-space-marines/datasheets.md — Rogue Psyker — Characters [60pts] +chaos-space-marines/datasheets.md — Rubric Marines — Battleline [100pts, 190pts] +chaos-space-marines/datasheets.md — Sicaran Battle Tank — Other [160pts] +chaos-space-marines/datasheets.md — Sicaran Punisher — Other [160pts] +chaos-space-marines/datasheets.md — Sicaran Venator — Other [180pts] +chaos-space-marines/datasheets.md — Sokar-pattern Stormbird — Other [900pts] +chaos-space-marines/datasheets.md — Sorcerer — Characters [60pts] +chaos-space-marines/datasheets.md — Sorcerer In Terminator Armour — Characters [80pts] +chaos-space-marines/datasheets.md — Sorcerer On Bike — Characters [75pts] +chaos-space-marines/datasheets.md — Sorcerer On Disc Of Tzeentch — Characters [80pts] +chaos-space-marines/datasheets.md — Sorcerer On Palanquin Of Nurgle — Characters [80pts] +chaos-space-marines/datasheets.md — Sorcerer On Steed Of Slaanesh — Characters [85pts] +chaos-space-marines/datasheets.md — Spartan — Other [300pts] +chaos-space-marines/datasheets.md — Storm Eagle Gunship — Other [250pts] +chaos-space-marines/datasheets.md — Terrax-pattern Termite — Dedicated Transports [200pts] +chaos-space-marines/datasheets.md — Traitor Enforcer — Characters [55pts] +chaos-space-marines/datasheets.md — Traitor Guardsmen Squad — Other [70pts] +chaos-space-marines/datasheets.md — Typhon — Other [320pts] +chaos-space-marines/datasheets.md — Vashtorr The Arkifane — Characters [175pts] +chaos-space-marines/datasheets.md — Venomcrawler — Other [110pts] +chaos-space-marines/datasheets.md — Warp Talons — Other [125pts, 270pts] +chaos-space-marines/datasheets.md — Warpsmith — Characters [70pts] +chaos-space-marines/datasheets.md — Whirlwind Scorpius — Other [115pts] +chaos-space-marines/datasheets.md — Xiphon Interceptor — Other [115pts] ## Death Guard death-guard/death-guard.md — Death Guard army rules, detachment list, datasheet summary -death-guard/detachments/arch-contaminators.md — Arch-Contaminators detachment (abilities, stratagems, enhancements) -death-guard/detachments/champions-of-contagion.md — Champions of Contagion detachment (abilities, stratagems, enhancements) -death-guard/detachments/death-lords-chosen.md — Death Lord’s Chosen detachment (abilities, stratagems, enhancements) -death-guard/detachments/flyblown-host.md — Flyblown Host detachment (abilities, stratagems, enhancements) -death-guard/detachments/mortarions-hammer.md — Mortarion’s Hammer detachment (abilities, stratagems, enhancements) -death-guard/detachments/shamblerot-vectorium.md — Shamblerot Vectorium detachment (abilities, stratagems, enhancements) -death-guard/detachments/tallyband-summoners.md — Tallyband Summoners detachment (abilities, stratagems, enhancements) -death-guard/detachments/unclean-uprising.md — Unclean Uprising detachment (abilities, stratagems, enhancements) -death-guard/detachments/vectors-of-decay.md — Vectors of Decay detachment (abilities, stratagems, enhancements) -death-guard/detachments/virulent-vectorium.md — Virulent Vectorium detachment (abilities, stratagems, enhancements) -death-guard/datasheets/beasts-of-nurgle.md — Beasts of Nurgle — Other [65pts, 130pts] -death-guard/datasheets/biologus-putrifier.md — Biologus Putrifier — Characters [60pts] -death-guard/datasheets/blightlord-terminators.md — Blightlord Terminators — Other [115pts, 185pts, 370pts] -death-guard/datasheets/cerberus.md — Cerberus — Other [270pts] -death-guard/datasheets/chaos-land-raider.md — Chaos Land Raider — Other [220pts] -death-guard/datasheets/chaos-lord-on-palanquin-of-nurgle.md — Chaos Lord On Palanquin Of Nurgle — Characters [90pts] -death-guard/datasheets/chaos-predator-annihilator.md — Chaos Predator Annihilator — Other [135pts] -death-guard/datasheets/chaos-predator-destructor.md — Chaos Predator Destructor — Other [145pts] -death-guard/datasheets/chaos-rhino.md — Chaos Rhino — Dedicated Transports [85pts] -death-guard/datasheets/chaos-spawn.md — Chaos Spawn — Other [80pts] -death-guard/datasheets/chaos-thunderhawk.md — Chaos Thunderhawk — Other [840pts] -death-guard/datasheets/daemon-prince-of-nurgle.md — Daemon Prince of Nurgle — Characters [195pts] -death-guard/datasheets/daemon-prince-of-nurgle-with-wings.md — Daemon Prince of Nurgle with Wings — Characters [180pts] -death-guard/datasheets/death-guard-chaos-lord.md — Death Guard Chaos Lord — Characters [65pts] -death-guard/datasheets/death-guard-chaos-lord-in-terminator-armour.md — Death Guard Chaos Lord In Terminator Armour — Characters [85pts] -death-guard/datasheets/death-guard-cultists.md — Death Guard Cultists — Other [50pts, 100pts] -death-guard/datasheets/death-guard-possessed.md — Death Guard Possessed — Other [155pts, 310pts] -death-guard/datasheets/death-guard-sorcerer-in-terminator-armour.md — Death Guard Sorcerer In Terminator Armour — Characters [70pts] -death-guard/datasheets/deathshroud-terminators.md — Deathshroud Terminators — Other [160pts, 320pts] -death-guard/datasheets/defiler.md — Defiler — Other [165pts] -death-guard/datasheets/deredeo-dreadnought.md — Deredeo Dreadnought — Other [160pts] -death-guard/datasheets/falchion.md — Falchion — Other [420pts] -death-guard/datasheets/fellblade.md — Fellblade — Other [480pts] -death-guard/datasheets/fire-raptor-gunship.md — Fire Raptor Gunship — Other [290pts] -death-guard/datasheets/foetid-bloat-drone.md — Foetid Bloat-drone — Other [100pts] -death-guard/datasheets/foetid-bloat-drone-with-heavy-blight-launcher.md — Foetid Bloat-drone with Heavy Blight Launcher — Other [120pts] -death-guard/datasheets/foul-blightspawn.md — Foul Blightspawn — Characters [75pts] -death-guard/datasheets/gellerpox-infected.md — Gellerpox Infected — Other [125pts] -death-guard/datasheets/great-unclean-one.md — Great Unclean One — Characters [250pts] -death-guard/datasheets/greater-blight-drone.md — Greater Blight Drone — Other [150pts] -death-guard/datasheets/helbrute.md — Helbrute — Other [115pts] -death-guard/datasheets/hell-blade.md — Hell Blade — Other [115pts] -death-guard/datasheets/hell-talon.md — Hell Talon — Other [140pts] -death-guard/datasheets/icon-bearer.md — Icon Bearer — Characters [45pts] -death-guard/datasheets/kratos.md — Kratos — Other [240pts] -death-guard/datasheets/land-raider-achilles.md — Land Raider Achilles — Other [230pts] -death-guard/datasheets/land-raider-proteus.md — Land Raider Proteus — Other [220pts] -death-guard/datasheets/leviathan-dreadnought.md — Leviathan Dreadnought — Other [160pts] -death-guard/datasheets/lord-of-contagion.md — Lord of Contagion — Characters [120pts] -death-guard/datasheets/lord-of-poxes.md — Lord of Poxes — Characters [75pts] -death-guard/datasheets/lord-of-virulence.md — Lord of Virulence — Characters [100pts] -death-guard/datasheets/malignant-plaguecaster.md — Malignant Plaguecaster — Characters [60pts] -death-guard/datasheets/mastodon.md — Mastodon — Other [540pts] -death-guard/datasheets/miasmic-malignifier.md — Miasmic Malignifier — Fortifications [105pts] -death-guard/datasheets/mortarion.md — Mortarion — Characters [380pts] -death-guard/datasheets/mutoid-vermin.md — Mutoid Vermin — Other [85pts] -death-guard/datasheets/myphitic-blight-hauler.md — Myphitic Blight-hauler — Other [100pts, 200pts] -death-guard/datasheets/noxious-blightbringer.md — Noxious Blightbringer — Characters [50pts] -death-guard/datasheets/nurglings.md — Nurglings — Other [40pts, 70pts] -death-guard/datasheets/plague-drones.md — Plague Drones — Other [115pts, 230pts] -death-guard/datasheets/plague-marines.md — Plague Marines — Battleline [95pts, 130pts, 190pts] -death-guard/datasheets/plague-surgeon.md — Plague Surgeon — Characters [50pts] -death-guard/datasheets/plaguebearers.md — Plaguebearers — Battleline [110pts] -death-guard/datasheets/plagueburst-crawler.md — Plagueburst Crawler — Other [210pts] -death-guard/datasheets/poxwalkers.md — Poxwalkers — Other [65pts, 130pts] -death-guard/datasheets/rapier-carrier.md — Rapier Carrier — Other [90pts] -death-guard/datasheets/relic-contemptor-dreadnought.md — Relic Contemptor Dreadnought — Other [140pts] -death-guard/datasheets/rotigus.md — Rotigus — Characters [265pts] -death-guard/datasheets/sicaran-battle-tank.md — Sicaran Battle Tank — Other [160pts] -death-guard/datasheets/sicaran-punisher.md — Sicaran Punisher — Other [160pts] -death-guard/datasheets/sicaran-venator.md — Sicaran Venator — Other [180pts] -death-guard/datasheets/sokar-pattern-stormbird.md — Sokar-pattern Stormbird — Other [900pts] -death-guard/datasheets/sorcerer-on-palanquin-of-nurgle.md — Sorcerer On Palanquin Of Nurgle — Characters [80pts] -death-guard/datasheets/spartan.md — Spartan — Other [300pts] -death-guard/datasheets/storm-eagle-gunship.md — Storm Eagle Gunship — Other [250pts] -death-guard/datasheets/tallyman.md — Tallyman — Characters [50pts] -death-guard/datasheets/terrax-pattern-termite.md — Terrax-pattern Termite — Dedicated Transports [200pts] -death-guard/datasheets/typhon.md — Typhon — Other [320pts] -death-guard/datasheets/typhus.md — Typhus — Characters [100pts] -death-guard/datasheets/whirlwind-scorpius.md — Whirlwind Scorpius — Other [115pts] -death-guard/datasheets/xiphon-interceptor.md — Xiphon Interceptor — Other [115pts] +death-guard/detachments.md — Arch-Contaminators detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Champions of Contagion detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Death Lord’s Chosen detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Flyblown Host detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Mortarion’s Hammer detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Shamblerot Vectorium detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Tallyband Summoners detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Unclean Uprising detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Vectors of Decay detachment (abilities, stratagems, enhancements) +death-guard/detachments.md — Virulent Vectorium detachment (abilities, stratagems, enhancements) +death-guard/datasheets.md — Beasts of Nurgle — Other [65pts, 130pts] +death-guard/datasheets.md — Biologus Putrifier — Characters [60pts] +death-guard/datasheets.md — Blightlord Terminators — Other [115pts, 185pts, 370pts] +death-guard/datasheets.md — Cerberus — Other [270pts] +death-guard/datasheets.md — Chaos Land Raider — Other [220pts] +death-guard/datasheets.md — Chaos Lord On Palanquin Of Nurgle — Characters [90pts] +death-guard/datasheets.md — Chaos Predator Annihilator — Other [135pts] +death-guard/datasheets.md — Chaos Predator Destructor — Other [145pts] +death-guard/datasheets.md — Chaos Rhino — Dedicated Transports [85pts] +death-guard/datasheets.md — Chaos Spawn — Other [80pts] +death-guard/datasheets.md — Chaos Thunderhawk — Other [840pts] +death-guard/datasheets.md — Daemon Prince of Nurgle — Characters [195pts] +death-guard/datasheets.md — Daemon Prince of Nurgle with Wings — Characters [180pts] +death-guard/datasheets.md — Death Guard Chaos Lord — Characters [65pts] +death-guard/datasheets.md — Death Guard Chaos Lord In Terminator Armour — Characters [85pts] +death-guard/datasheets.md — Death Guard Cultists — Other [50pts, 100pts] +death-guard/datasheets.md — Death Guard Possessed — Other [155pts, 310pts] +death-guard/datasheets.md — Death Guard Sorcerer In Terminator Armour — Characters [70pts] +death-guard/datasheets.md — Deathshroud Terminators — Other [160pts, 320pts] +death-guard/datasheets.md — Defiler — Other [165pts] +death-guard/datasheets.md — Deredeo Dreadnought — Other [160pts] +death-guard/datasheets.md — Falchion — Other [420pts] +death-guard/datasheets.md — Fellblade — Other [480pts] +death-guard/datasheets.md — Fire Raptor Gunship — Other [290pts] +death-guard/datasheets.md — Foetid Bloat-drone — Other [100pts] +death-guard/datasheets.md — Foetid Bloat-drone with Heavy Blight Launcher — Other [120pts] +death-guard/datasheets.md — Foul Blightspawn — Characters [75pts] +death-guard/datasheets.md — Gellerpox Infected — Other [125pts] +death-guard/datasheets.md — Great Unclean One — Characters [250pts] +death-guard/datasheets.md — Greater Blight Drone — Other [150pts] +death-guard/datasheets.md — Helbrute — Other [115pts] +death-guard/datasheets.md — Hell Blade — Other [115pts] +death-guard/datasheets.md — Hell Talon — Other [140pts] +death-guard/datasheets.md — Icon Bearer — Characters [45pts] +death-guard/datasheets.md — Kratos — Other [240pts] +death-guard/datasheets.md — Land Raider Achilles — Other [230pts] +death-guard/datasheets.md — Land Raider Proteus — Other [220pts] +death-guard/datasheets.md — Leviathan Dreadnought — Other [160pts] +death-guard/datasheets.md — Lord of Contagion — Characters [120pts] +death-guard/datasheets.md — Lord of Poxes — Characters [75pts] +death-guard/datasheets.md — Lord of Virulence — Characters [100pts] +death-guard/datasheets.md — Malignant Plaguecaster — Characters [60pts] +death-guard/datasheets.md — Mastodon — Other [540pts] +death-guard/datasheets.md — Miasmic Malignifier — Fortifications [105pts] +death-guard/datasheets.md — Mortarion — Characters [380pts] +death-guard/datasheets.md — Mutoid Vermin — Other [85pts] +death-guard/datasheets.md — Myphitic Blight-hauler — Other [100pts, 200pts] +death-guard/datasheets.md — Noxious Blightbringer — Characters [50pts] +death-guard/datasheets.md — Nurglings — Other [40pts, 70pts] +death-guard/datasheets.md — Plague Drones — Other [115pts, 230pts] +death-guard/datasheets.md — Plague Marines — Battleline [95pts, 130pts, 190pts] +death-guard/datasheets.md — Plague Surgeon — Characters [50pts] +death-guard/datasheets.md — Plaguebearers — Battleline [110pts] +death-guard/datasheets.md — Plagueburst Crawler — Other [210pts] +death-guard/datasheets.md — Poxwalkers — Other [65pts, 130pts] +death-guard/datasheets.md — Rapier Carrier — Other [90pts] +death-guard/datasheets.md — Relic Contemptor Dreadnought — Other [140pts] +death-guard/datasheets.md — Rotigus — Characters [265pts] +death-guard/datasheets.md — Sicaran Battle Tank — Other [160pts] +death-guard/datasheets.md — Sicaran Punisher — Other [160pts] +death-guard/datasheets.md — Sicaran Venator — Other [180pts] +death-guard/datasheets.md — Sokar-pattern Stormbird — Other [900pts] +death-guard/datasheets.md — Sorcerer On Palanquin Of Nurgle — Characters [80pts] +death-guard/datasheets.md — Spartan — Other [300pts] +death-guard/datasheets.md — Storm Eagle Gunship — Other [250pts] +death-guard/datasheets.md — Tallyman — Characters [50pts] +death-guard/datasheets.md — Terrax-pattern Termite — Dedicated Transports [200pts] +death-guard/datasheets.md — Typhon — Other [320pts] +death-guard/datasheets.md — Typhus — Characters [100pts] +death-guard/datasheets.md — Whirlwind Scorpius — Other [115pts] +death-guard/datasheets.md — Xiphon Interceptor — Other [115pts] ## Drukhari drukhari/drukhari.md — Drukhari army rules, detachment list, datasheet summary -drukhari/detachments/covenite-coterie.md — Covenite Coterie detachment (abilities, stratagems, enhancements) -drukhari/detachments/kabalite-cartel.md — Kabalite Cartel detachment (abilities, stratagems, enhancements) -drukhari/detachments/kabalite-corsairs.md — Kabalite Corsairs detachment (abilities, stratagems, enhancements) -drukhari/detachments/painbringers.md — Painbringers detachment (abilities, stratagems, enhancements) -drukhari/detachments/realspace-raiders.md — Realspace Raiders detachment (abilities, stratagems, enhancements) -drukhari/detachments/reapers-wager.md — Reaper’s Wager detachment (abilities, stratagems, enhancements) -drukhari/detachments/ship-killer-cult.md — Ship-killer Cult detachment (abilities, stratagems, enhancements) -drukhari/detachments/skysplinter-assault.md — Skysplinter Assault detachment (abilities, stratagems, enhancements) -drukhari/detachments/space-lane-raiders.md — Space Lane Raiders detachment (abilities, stratagems, enhancements) -drukhari/detachments/spectacle-of-spite.md — Spectacle of Spite detachment (abilities, stratagems, enhancements) -drukhari/datasheets/archon.md — Archon — Characters [80pts] -drukhari/datasheets/beastmaster.md — Beastmaster — Characters [135pts] -drukhari/datasheets/corsair-cloud-dancer-band.md — Corsair Cloud Dancer Band — Other [105pts, 140pts, 210pts, 245pts] -drukhari/datasheets/corsair-reaver-band.md — Corsair Reaver Band — Other [125pts, 150pts, 250pts, 275pts] -drukhari/datasheets/corsair-skyreaver-band.md — Corsair Skyreaver Band — Other [125pts, 150pts, 250pts, 275pts] -drukhari/datasheets/corsair-skyreavers.md — Corsair Skyreavers — Other [75pts, 150pts] -drukhari/datasheets/corsair-voidreavers.md — Corsair Voidreavers — Battleline [65pts, 110pts] -drukhari/datasheets/corsair-voidscarred.md — Corsair Voidscarred — Other [80pts, 160pts] -drukhari/datasheets/court-of-the-archon.md — Court of the Archon — Other [95pts] -drukhari/datasheets/cronos.md — Cronos — Other [55pts, 110pts] -drukhari/datasheets/death-jester.md — Death Jester — Characters [90pts] -drukhari/datasheets/drazhar.md — Drazhar — Characters [85pts] -drukhari/datasheets/grotesques.md — Grotesques — Other [80pts, 170pts] -drukhari/datasheets/haemonculus.md — Haemonculus — Characters [60pts] -drukhari/datasheets/hand-of-the-archon.md — Hand of the Archon — Other [125pts] -drukhari/datasheets/hellions.md — Hellions — Other [85pts, 170pts] -drukhari/datasheets/incubi.md — Incubi — Other [90pts, 180pts] -drukhari/datasheets/kabalite-warriors.md — Kabalite Warriors — Battleline [115pts] -drukhari/datasheets/kharseth.md — Kharseth — Characters [95pts] -drukhari/datasheets/lady-malys.md — Lady Malys — Characters [100pts] -drukhari/datasheets/lelith-hesperax.md — Lelith Hesperax — Characters [85pts] -drukhari/datasheets/mandrakes.md — Mandrakes — Other [75pts, 150pts] -drukhari/datasheets/prince-yriel.md — Prince Yriel — Characters [95pts] -drukhari/datasheets/raider.md — Raider — Dedicated Transports [85pts] -drukhari/datasheets/ravager.md — Ravager — Other [110pts] -drukhari/datasheets/raven-strike-fighter.md — Raven Strike Fighter — Other [170pts] -drukhari/datasheets/razorwing-jetfighter.md — Razorwing Jetfighter — Other [170pts] -drukhari/datasheets/reaper.md — Reaper — Other [115pts] -drukhari/datasheets/reavers.md — Reavers — Other [70pts, 140pts] -drukhari/datasheets/scourges-with-heavy-weapons.md — Scourges with Heavy Weapons — Other [130pts] -drukhari/datasheets/scourges-with-shardcarbines.md — Scourges with Shardcarbines — Other [75pts] -drukhari/datasheets/shadowseer.md — Shadowseer — Characters [60pts] -drukhari/datasheets/skyweavers.md — Skyweavers — Other [95pts, 190pts] -drukhari/datasheets/solitaire.md — Solitaire — Characters [115pts] -drukhari/datasheets/starfangs.md — Starfangs — Other [75pts, 150pts] -drukhari/datasheets/starweaver.md — Starweaver — Dedicated Transports [80pts] -drukhari/datasheets/succubus.md — Succubus — Characters [50pts] -drukhari/datasheets/talos.md — Talos — Other [80pts, 160pts] -drukhari/datasheets/tantalus.md — Tantalus — Other [230pts] -drukhari/datasheets/troupe.md — Troupe — Other [85pts, 100pts, 190pts, 205pts] -drukhari/datasheets/troupe-master.md — Troupe Master — Characters [75pts] -drukhari/datasheets/urien-rakarth.md — Urien Rakarth — Characters [80pts] -drukhari/datasheets/venom.md — Venom — Dedicated Transports [70pts] -drukhari/datasheets/voidraven-bomber.md — Voidraven Bomber — Other [245pts] -drukhari/datasheets/voidweaver.md — Voidweaver — Other [125pts] -drukhari/datasheets/wracks.md — Wracks — Battleline [60pts, 100pts, 120pts] -drukhari/datasheets/wyches.md — Wyches — Battleline [90pts] +drukhari/detachments.md — Covenite Coterie detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Kabalite Cartel detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Kabalite Corsairs detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Painbringers detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Realspace Raiders detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Reaper’s Wager detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Ship-killer Cult detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Skysplinter Assault detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Space Lane Raiders detachment (abilities, stratagems, enhancements) +drukhari/detachments.md — Spectacle of Spite detachment (abilities, stratagems, enhancements) +drukhari/datasheets.md — Archon — Characters [80pts] +drukhari/datasheets.md — Beastmaster — Characters [135pts] +drukhari/datasheets.md — Corsair Cloud Dancer Band — Other [105pts, 140pts, 210pts, 245pts] +drukhari/datasheets.md — Corsair Reaver Band — Other [125pts, 150pts, 250pts, 275pts] +drukhari/datasheets.md — Corsair Skyreaver Band — Other [125pts, 150pts, 250pts, 275pts] +drukhari/datasheets.md — Corsair Skyreavers — Other [75pts, 150pts] +drukhari/datasheets.md — Corsair Voidreavers — Battleline [65pts, 110pts] +drukhari/datasheets.md — Corsair Voidscarred — Other [80pts, 160pts] +drukhari/datasheets.md — Court of the Archon — Other [95pts] +drukhari/datasheets.md — Cronos — Other [55pts, 110pts] +drukhari/datasheets.md — Death Jester — Characters [90pts] +drukhari/datasheets.md — Drazhar — Characters [85pts] +drukhari/datasheets.md — Grotesques — Other [80pts, 170pts] +drukhari/datasheets.md — Haemonculus — Characters [60pts] +drukhari/datasheets.md — Hand of the Archon — Other [125pts] +drukhari/datasheets.md — Hellions — Other [85pts, 170pts] +drukhari/datasheets.md — Incubi — Other [90pts, 180pts] +drukhari/datasheets.md — Kabalite Warriors — Battleline [115pts] +drukhari/datasheets.md — Kharseth — Characters [95pts] +drukhari/datasheets.md — Lady Malys — Characters [100pts] +drukhari/datasheets.md — Lelith Hesperax — Characters [85pts] +drukhari/datasheets.md — Mandrakes — Other [75pts, 150pts] +drukhari/datasheets.md — Prince Yriel — Characters [95pts] +drukhari/datasheets.md — Raider — Dedicated Transports [85pts] +drukhari/datasheets.md — Ravager — Other [110pts] +drukhari/datasheets.md — Raven Strike Fighter — Other [170pts] +drukhari/datasheets.md — Razorwing Jetfighter — Other [170pts] +drukhari/datasheets.md — Reaper — Other [115pts] +drukhari/datasheets.md — Reavers — Other [70pts, 140pts] +drukhari/datasheets.md — Scourges with Heavy Weapons — Other [130pts] +drukhari/datasheets.md — Scourges with Shardcarbines — Other [75pts] +drukhari/datasheets.md — Shadowseer — Characters [60pts] +drukhari/datasheets.md — Skyweavers — Other [95pts, 190pts] +drukhari/datasheets.md — Solitaire — Characters [115pts] +drukhari/datasheets.md — Starfangs — Other [75pts, 150pts] +drukhari/datasheets.md — Starweaver — Dedicated Transports [80pts] +drukhari/datasheets.md — Succubus — Characters [50pts] +drukhari/datasheets.md — Talos — Other [80pts, 160pts] +drukhari/datasheets.md — Tantalus — Other [230pts] +drukhari/datasheets.md — Troupe — Other [85pts, 100pts, 190pts, 205pts] +drukhari/datasheets.md — Troupe Master — Characters [75pts] +drukhari/datasheets.md — Urien Rakarth — Characters [80pts] +drukhari/datasheets.md — Venom — Dedicated Transports [70pts] +drukhari/datasheets.md — Voidraven Bomber — Other [245pts] +drukhari/datasheets.md — Voidweaver — Other [125pts] +drukhari/datasheets.md — Wracks — Battleline [60pts, 100pts, 120pts] +drukhari/datasheets.md — Wyches — Battleline [90pts] ## Emperor’s Children emperors-children/emperors-children.md — Emperor’s Children army rules, detachment list, datasheet summary -emperors-children/detachments/carnival-of-excess.md — Carnival of Excess detachment (abilities, stratagems, enhancements) -emperors-children/detachments/coterie-of-the-conceited.md — Coterie of the Conceited detachment (abilities, stratagems, enhancements) -emperors-children/detachments/court-of-the-phoenician.md — Court of the Phoenician detachment (abilities, stratagems, enhancements) -emperors-children/detachments/mercurial-host.md — Mercurial Host detachment (abilities, stratagems, enhancements) -emperors-children/detachments/peerless-bladesmen.md — Peerless Bladesmen detachment (abilities, stratagems, enhancements) -emperors-children/detachments/rapid-evisceration.md — Rapid Evisceration detachment (abilities, stratagems, enhancements) -emperors-children/detachments/slaaneshs-chosen.md — Slaanesh’s Chosen detachment (abilities, stratagems, enhancements) -emperors-children/datasheets/chaos-land-raider.md — Chaos Land Raider — Other [220pts] -emperors-children/datasheets/chaos-rhino.md — Chaos Rhino — Dedicated Transports [80pts] -emperors-children/datasheets/chaos-spawn.md — Chaos Spawn — Other [70pts] -emperors-children/datasheets/chaos-terminators.md — Chaos Terminators — Other [145pts] -emperors-children/datasheets/daemon-prince-of-slaanesh.md — Daemon Prince of Slaanesh — Characters [180pts] -emperors-children/datasheets/daemon-prince-of-slaanesh-with-wings.md — Daemon Prince of Slaanesh with Wings — Characters [215pts] -emperors-children/datasheets/daemonettes.md — Daemonettes — Battleline [90pts] -emperors-children/datasheets/fiends.md — Fiends — Other [95pts, 190pts] -emperors-children/datasheets/flawless-blades.md — Flawless Blades — Other [100pts, 200pts] -emperors-children/datasheets/fulgrim.md — Fulgrim — Characters [340pts] -emperors-children/datasheets/heldrake.md — Heldrake — Other [195pts] -emperors-children/datasheets/infractors.md — Infractors — Battleline [85pts, 160pts] -emperors-children/datasheets/keeper-of-secrets.md — Keeper of Secrets — Characters [240pts] -emperors-children/datasheets/lord-exultant.md — Lord Exultant — Characters [80pts] -emperors-children/datasheets/lord-kakophonist.md — Lord Kakophonist — Characters [70pts] -emperors-children/datasheets/lucius-the-eternal.md — Lucius the Eternal — Characters [150pts] -emperors-children/datasheets/maulerfiend.md — Maulerfiend — Other [130pts] -emperors-children/datasheets/noise-marines.md — Noise Marines — Other [145pts] -emperors-children/datasheets/seekers.md — Seekers — Other [80pts, 160pts] -emperors-children/datasheets/shalaxi-helbane.md — Shalaxi Helbane — Characters [340pts] -emperors-children/datasheets/sorcerer.md — Sorcerer — Characters [60pts] -emperors-children/datasheets/tormentors.md — Tormentors — Battleline [85pts, 160pts] +emperors-children/detachments.md — Carnival of Excess detachment (abilities, stratagems, enhancements) +emperors-children/detachments.md — Coterie of the Conceited detachment (abilities, stratagems, enhancements) +emperors-children/detachments.md — Court of the Phoenician detachment (abilities, stratagems, enhancements) +emperors-children/detachments.md — Mercurial Host detachment (abilities, stratagems, enhancements) +emperors-children/detachments.md — Peerless Bladesmen detachment (abilities, stratagems, enhancements) +emperors-children/detachments.md — Rapid Evisceration detachment (abilities, stratagems, enhancements) +emperors-children/detachments.md — Slaanesh’s Chosen detachment (abilities, stratagems, enhancements) +emperors-children/datasheets.md — Chaos Land Raider — Other [220pts] +emperors-children/datasheets.md — Chaos Rhino — Dedicated Transports [80pts] +emperors-children/datasheets.md — Chaos Spawn — Other [70pts] +emperors-children/datasheets.md — Chaos Terminators — Other [145pts] +emperors-children/datasheets.md — Daemon Prince of Slaanesh — Characters [180pts] +emperors-children/datasheets.md — Daemon Prince of Slaanesh with Wings — Characters [215pts] +emperors-children/datasheets.md — Daemonettes — Battleline [90pts] +emperors-children/datasheets.md — Fiends — Other [95pts, 190pts] +emperors-children/datasheets.md — Flawless Blades — Other [100pts, 200pts] +emperors-children/datasheets.md — Fulgrim — Characters [340pts] +emperors-children/datasheets.md — Heldrake — Other [195pts] +emperors-children/datasheets.md — Infractors — Battleline [85pts, 160pts] +emperors-children/datasheets.md — Keeper of Secrets — Characters [240pts] +emperors-children/datasheets.md — Lord Exultant — Characters [80pts] +emperors-children/datasheets.md — Lord Kakophonist — Characters [70pts] +emperors-children/datasheets.md — Lucius the Eternal — Characters [150pts] +emperors-children/datasheets.md — Maulerfiend — Other [130pts] +emperors-children/datasheets.md — Noise Marines — Other [145pts] +emperors-children/datasheets.md — Seekers — Other [80pts, 160pts] +emperors-children/datasheets.md — Shalaxi Helbane — Characters [340pts] +emperors-children/datasheets.md — Sorcerer — Characters [60pts] +emperors-children/datasheets.md — Tormentors — Battleline [85pts, 160pts] ## Genestealer Cults genestealer-cults/genestealer-cults.md — Genestealer Cults army rules, detachment list, datasheet summary -genestealer-cults/detachments/biosanctic-broodsurge.md — Biosanctic Broodsurge detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/brood-brother-auxilia.md — Brood Brother Auxilia detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/cult-unveiled.md — Cult Unveiled detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/final-day.md — Final Day detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/genespawn-onslaught.md — Genespawn Onslaught detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/host-of-ascension.md — Host of Ascension detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/infestation-swarm.md — Infestation Swarm detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/outlander-claw.md — Outlander Claw detachment (abilities, stratagems, enhancements) -genestealer-cults/detachments/xenocreed-congregation.md — Xenocreed Congregation detachment (abilities, stratagems, enhancements) -genestealer-cults/datasheets/aberrants.md — Aberrants — Other [135pts, 300pts] -genestealer-cults/datasheets/abominant.md — Abominant — Characters [85pts] -genestealer-cults/datasheets/achilles-ridgerunners.md — Achilles Ridgerunners — Other [95pts, 170pts] -genestealer-cults/datasheets/acolyte-hybrids-with-autopistols.md — Acolyte Hybrids With Autopistols — Battleline [65pts, 130pts] -genestealer-cults/datasheets/acolyte-hybrids-with-hand-flamers.md — Acolyte Hybrids With Hand Flamers — Battleline [70pts, 140pts] -genestealer-cults/datasheets/acolyte-iconward.md — Acolyte Iconward — Characters [50pts] -genestealer-cults/datasheets/aegis-defence-line.md — Aegis Defence Line — Fortifications [145pts] -genestealer-cults/datasheets/arkurian-stormhammer.md — Arkurian Stormhammer — Other [480pts] -genestealer-cults/datasheets/armageddon-pattern-medusa.md — Armageddon-pattern Medusa — Other [105pts] -genestealer-cults/datasheets/armoured-sentinels.md — Armoured Sentinels — Other [65pts, 130pts] -genestealer-cults/datasheets/artillery-team.md — Artillery Team — Other [95pts] -genestealer-cults/datasheets/atalan-jackals.md — Atalan Jackals — Other [85pts, 150pts] -genestealer-cults/datasheets/atlas-recovery-vehicle.md — Atlas Recovery Vehicle — Other [80pts] -genestealer-cults/datasheets/attilan-rough-riders.md — Attilan Rough Riders — Other [60pts, 120pts] -genestealer-cults/datasheets/baneblade.md — Baneblade — Other [450pts] -genestealer-cults/datasheets/banehammer.md — Banehammer — Other [420pts] -genestealer-cults/datasheets/banesword.md — Banesword — Other [450pts] -genestealer-cults/datasheets/basilisk.md — Basilisk — Other [140pts] -genestealer-cults/datasheets/benefictus.md — Benefictus — Characters [70pts] -genestealer-cults/datasheets/biophagus.md — Biophagus — Characters [50pts] -genestealer-cults/datasheets/cadian-castellan.md — Cadian Castellan — Characters [55pts] -genestealer-cults/datasheets/cadian-command-squad.md — Cadian Command Squad — Characters [65pts] -genestealer-cults/datasheets/cadian-heavy-weapons-squad.md — Cadian Heavy Weapons Squad — Other [65pts] -genestealer-cults/datasheets/cadian-shock-troops.md — Cadian Shock Troops — Battleline [65pts, 120pts] -genestealer-cults/datasheets/carnodon.md — Carnodon — Other [160pts] -genestealer-cults/datasheets/catachan-command-squad.md — Catachan Command Squad — Characters [65pts] -genestealer-cults/datasheets/catachan-heavy-weapons-squad.md — Catachan Heavy Weapons Squad — Other [65pts] -genestealer-cults/datasheets/catachan-jungle-fighters.md — Catachan Jungle Fighters — Battleline [65pts, 120pts] -genestealer-cults/datasheets/centaur-light-carrier.md — Centaur Light Carrier — Other [40pts] -genestealer-cults/datasheets/chimera.md — Chimera — Dedicated Transports [85pts] -genestealer-cults/datasheets/clamavus.md — Clamavus — Characters [50pts] -genestealer-cults/datasheets/colossus.md — Colossus — Other [160pts] -genestealer-cults/datasheets/crassus.md — Crassus — Other [180pts] -genestealer-cults/datasheets/cyclops-demolition-vehicle.md — Cyclops Demolition Vehicle — Other [25pts] -genestealer-cults/datasheets/death-korps-grenadier-squad.md — Death Korps Grenadier Squad — Other [110pts] -genestealer-cults/datasheets/death-korps-of-krieg.md — Death Korps Of Krieg — Battleline [65pts, 145pts] -genestealer-cults/datasheets/death-rider-commissar.md — Death Rider Commissar — Characters [35pts] -genestealer-cults/datasheets/death-riders.md — Death Riders — Other [60pts, 120pts] -genestealer-cults/datasheets/deathleaper.md — Deathleaper — Characters [80pts] -genestealer-cults/datasheets/deathstrike.md — Deathstrike — Other [145pts] -genestealer-cults/datasheets/dominus-armoured-siege-bombard.md — Dominus Armoured Siege Bombard — Other [325pts] -genestealer-cults/datasheets/doomhammer.md — Doomhammer — Other [415pts] -genestealer-cults/datasheets/earthshaker-carriage-battery.md — Earthshaker Carriage Battery — Other [120pts] -genestealer-cults/datasheets/earthshaker-platform.md — Earthshaker Platform — Fortifications [110pts] -genestealer-cults/datasheets/elysian-drop-sentinel.md — Elysian Drop Sentinel — Other [85pts] -genestealer-cults/datasheets/elysian-sniper-squad.md — Elysian Sniper Squad — Other [65pts] -genestealer-cults/datasheets/field-ordnance-battery.md — Field Ordnance Battery — Other [110pts] -genestealer-cults/datasheets/gargoyles.md — Gargoyles — Battleline [85pts, 170pts] -genestealer-cults/datasheets/goliath-rockgrinder.md — Goliath Rockgrinder — Other [120pts] -genestealer-cults/datasheets/goliath-truck.md — Goliath Truck — Dedicated Transports [85pts] -genestealer-cults/datasheets/gorgon-heavy-transport.md — Gorgon Heavy Transport — Other [275pts] -genestealer-cults/datasheets/griffon-mortar-carrier.md — Griffon Mortar Carrier — Other [115pts] -genestealer-cults/datasheets/hades-breaching-drill.md — Hades Breaching Drill — Other [110pts] -genestealer-cults/datasheets/heavy-mortar-team.md — Heavy Mortar Team — Other [50pts] -genestealer-cults/datasheets/heavy-quad-launcher-team.md — Heavy Quad Launcher Team — Other [50pts] -genestealer-cults/datasheets/hells-last.md — Hell’s Last — Characters [80pts] -genestealer-cults/datasheets/hellhammer.md — Hellhammer — Other [420pts] -genestealer-cults/datasheets/hellhound.md — Hellhound — Other [125pts] -genestealer-cults/datasheets/hybrid-metamorphs.md — Hybrid Metamorphs — Other [70pts, 140pts] -genestealer-cults/datasheets/hydra.md — Hydra — Other [95pts] -genestealer-cults/datasheets/hydra-platform.md — Hydra Platform — Fortifications [95pts] -genestealer-cults/datasheets/hyperadapted-raveners.md — Hyperadapted Raveners — Characters [165pts] -genestealer-cults/datasheets/jackal-alphus.md — Jackal Alphus — Characters [55pts] -genestealer-cults/datasheets/kasrkin.md — Kasrkin — Other [110pts] -genestealer-cults/datasheets/kelermorph.md — Kelermorph — Characters [60pts] -genestealer-cults/datasheets/krieg-combat-engineers.md — Krieg Combat Engineers — Other [60pts, 95pts] -genestealer-cults/datasheets/krieg-command-squad.md — Krieg Command Squad — Characters [65pts] -genestealer-cults/datasheets/krieg-heavy-weapons-squad.md — Krieg Heavy Weapons Squad — Other [75pts] -genestealer-cults/datasheets/leman-russ-battle-tank.md — Leman Russ Battle Tank — Other [185pts] -genestealer-cults/datasheets/leman-russ-commander.md — Leman Russ Commander — Characters [235pts] -genestealer-cults/datasheets/leman-russ-demolisher.md — Leman Russ Demolisher — Other [190pts] -genestealer-cults/datasheets/leman-russ-eradicator.md — Leman Russ Eradicator — Other [170pts] -genestealer-cults/datasheets/leman-russ-executioner.md — Leman Russ Executioner — Other [170pts] -genestealer-cults/datasheets/leman-russ-exterminator.md — Leman Russ Exterminator — Other [180pts] -genestealer-cults/datasheets/leman-russ-punisher.md — Leman Russ Punisher — Other [150pts] -genestealer-cults/datasheets/leman-russ-vanquisher.md — Leman Russ Vanquisher — Other [145pts] -genestealer-cults/datasheets/lictor.md — Lictor — Other [60pts] -genestealer-cults/datasheets/locus.md — Locus — Characters [45pts] -genestealer-cults/datasheets/macharius.md — Macharius — Other [310pts] -genestealer-cults/datasheets/macharius-omega.md — Macharius Omega — Other [310pts] -genestealer-cults/datasheets/macharius-vanquisher.md — Macharius Vanquisher — Other [285pts] -genestealer-cults/datasheets/macharius-vulcan.md — Macharius Vulcan — Other [310pts] -genestealer-cults/datasheets/magus.md — Magus — Characters [50pts] -genestealer-cults/datasheets/malcador.md — Malcador — Other [250pts] -genestealer-cults/datasheets/malcador-annihilator.md — Malcador Annihilator — Other [270pts] -genestealer-cults/datasheets/malcador-defender.md — Malcador Defender — Other [310pts] -genestealer-cults/datasheets/malcador-infernus.md — Malcador Infernus — Other [235pts] -genestealer-cults/datasheets/manticore.md — Manticore — Other [165pts] -genestealer-cults/datasheets/manticore-platform.md — Manticore Platform — Fortifications [95pts] -genestealer-cults/datasheets/mawloc.md — Mawloc — Other [135pts] -genestealer-cults/datasheets/medusa-carriage-battery.md — Medusa Carriage Battery — Other [125pts] -genestealer-cults/datasheets/minotaur.md — Minotaur — Other [225pts] -genestealer-cults/datasheets/mukaali-riders.md — Mukaali Riders — Other [110pts] -genestealer-cults/datasheets/munitorum-servitors.md — Munitorum Servitors — Other [35pts] -genestealer-cults/datasheets/neophyte-hybrids.md — Neophyte Hybrids — Battleline [65pts, 145pts] -genestealer-cults/datasheets/neurolictor.md — Neurolictor — Other [70pts] -genestealer-cults/datasheets/nexos.md — Nexos — Characters [60pts] -genestealer-cults/datasheets/parasite-of-mortrex.md — Parasite Of Mortrex — Characters [80pts] -genestealer-cults/datasheets/patriarch.md — Patriarch — Characters [75pts] -genestealer-cults/datasheets/praetor.md — Praetor — Other [275pts] -genestealer-cults/datasheets/primaris-psyker.md — Primaris Psyker — Characters [60pts] -genestealer-cults/datasheets/primus.md — Primus — Characters [70pts] -genestealer-cults/datasheets/purestrain-genestealers.md — Purestrain Genestealers — Other [75pts, 140pts] -genestealer-cults/datasheets/quartermaster-cadre-squad.md — Quartermaster Cadre Squad — Characters [45pts] -genestealer-cults/datasheets/rapier-laser-destroyer-battery.md — Rapier Laser Destroyer Battery — Other [35pts, 70pts, 105pts] -genestealer-cults/datasheets/raveners.md — Raveners — Other [125pts] -genestealer-cults/datasheets/reductus-saboteur.md — Reductus Saboteur — Characters [65pts] -genestealer-cults/datasheets/regimental-attachs.md — Regimental Attachés — Other [40pts] -genestealer-cults/datasheets/rogal-dorn-battle-tank.md — Rogal Dorn Battle Tank — Other [260pts] -genestealer-cults/datasheets/rogal-dorn-commander.md — Rogal Dorn Commander — Characters [290pts] -genestealer-cults/datasheets/sabre-weapons-battery.md — Sabre Weapons Battery — Fortifications [45pts, 90pts] -genestealer-cults/datasheets/salamander-command-vehicle.md — Salamander Command Vehicle — Other [80pts] -genestealer-cults/datasheets/salamander-scout-vehicle.md — Salamander Scout Vehicle — Other [95pts] -genestealer-cults/datasheets/sanctus.md — Sanctus — Characters [50pts] -genestealer-cults/datasheets/scout-sentinels.md — Scout Sentinels — Other [55pts, 110pts] -genestealer-cults/datasheets/sentinel-powerlifter.md — Sentinel Powerlifter — Other [55pts] -genestealer-cults/datasheets/shadowsword.md — Shadowsword — Other [410pts] -genestealer-cults/datasheets/storm-chimera.md — Storm Chimera — Dedicated Transports [90pts] -genestealer-cults/datasheets/stormblade.md — Stormblade — Other [415pts] -genestealer-cults/datasheets/stormlord.md — Stormlord — Other [430pts] -genestealer-cults/datasheets/stormsword.md — Stormsword — Other [465pts] -genestealer-cults/datasheets/stygies-destroyer-tank-hunter.md — Stygies Destroyer Tank Hunter — Other [180pts] -genestealer-cults/datasheets/tarantula-battery.md — Tarantula Battery — Other [40pts, 80pts, 120pts] -genestealer-cults/datasheets/tauros-assault-vehicle.md — Tauros Assault Vehicle — Other [50pts] -genestealer-cults/datasheets/tauros-venator.md — Tauros Venator — Other [50pts] -genestealer-cults/datasheets/taurox.md — Taurox — Dedicated Transports [75pts] -genestealer-cults/datasheets/taurox-prime.md — Taurox Prime — Dedicated Transports [90pts] -genestealer-cults/datasheets/tectonic-fragdrill.md — Tectonic Fragdrill — Fortifications [125pts] -genestealer-cults/datasheets/trojan-support-vehicle.md — Trojan Support Vehicle — Other [80pts] -genestealer-cults/datasheets/trygon.md — Trygon — Other [140pts] -genestealer-cults/datasheets/tyrannocyte.md — Tyrannocyte — Dedicated Transports [105pts] -genestealer-cults/datasheets/valdor.md — Valdor — Other [285pts] -genestealer-cults/datasheets/von-ryans-leapers.md — Von Ryan’s Leapers — Other [70pts, 140pts] -genestealer-cults/datasheets/winged-hive-tyrant.md — Winged Hive Tyrant — Characters [170pts] -genestealer-cults/datasheets/winged-tyranid-prime.md — Winged Tyranid Prime — Characters [65pts] -genestealer-cults/datasheets/wyvern.md — Wyvern — Other [110pts] +genestealer-cults/detachments.md — Biosanctic Broodsurge detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Brood Brother Auxilia detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Cult Unveiled detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Final Day detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Genespawn Onslaught detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Host of Ascension detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Infestation Swarm detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Outlander Claw detachment (abilities, stratagems, enhancements) +genestealer-cults/detachments.md — Xenocreed Congregation detachment (abilities, stratagems, enhancements) +genestealer-cults/datasheets.md — Aberrants — Other [135pts, 300pts] +genestealer-cults/datasheets.md — Abominant — Characters [85pts] +genestealer-cults/datasheets.md — Achilles Ridgerunners — Other [95pts, 170pts] +genestealer-cults/datasheets.md — Acolyte Hybrids With Autopistols — Battleline [65pts, 130pts] +genestealer-cults/datasheets.md — Acolyte Hybrids With Hand Flamers — Battleline [70pts, 140pts] +genestealer-cults/datasheets.md — Acolyte Iconward — Characters [50pts] +genestealer-cults/datasheets.md — Aegis Defence Line — Fortifications [145pts] +genestealer-cults/datasheets.md — Arkurian Stormhammer — Other [480pts] +genestealer-cults/datasheets.md — Armageddon-pattern Medusa — Other [105pts] +genestealer-cults/datasheets.md — Armoured Sentinels — Other [65pts, 130pts] +genestealer-cults/datasheets.md — Artillery Team — Other [95pts] +genestealer-cults/datasheets.md — Atalan Jackals — Other [85pts, 150pts] +genestealer-cults/datasheets.md — Atlas Recovery Vehicle — Other [80pts] +genestealer-cults/datasheets.md — Attilan Rough Riders — Other [60pts, 120pts] +genestealer-cults/datasheets.md — Baneblade — Other [450pts] +genestealer-cults/datasheets.md — Banehammer — Other [420pts] +genestealer-cults/datasheets.md — Banesword — Other [450pts] +genestealer-cults/datasheets.md — Basilisk — Other [140pts] +genestealer-cults/datasheets.md — Benefictus — Characters [70pts] +genestealer-cults/datasheets.md — Biophagus — Characters [50pts] +genestealer-cults/datasheets.md — Cadian Castellan — Characters [55pts] +genestealer-cults/datasheets.md — Cadian Command Squad — Characters [65pts] +genestealer-cults/datasheets.md — Cadian Heavy Weapons Squad — Other [65pts] +genestealer-cults/datasheets.md — Cadian Shock Troops — Battleline [65pts, 120pts] +genestealer-cults/datasheets.md — Carnodon — Other [160pts] +genestealer-cults/datasheets.md — Catachan Command Squad — Characters [65pts] +genestealer-cults/datasheets.md — Catachan Heavy Weapons Squad — Other [65pts] +genestealer-cults/datasheets.md — Catachan Jungle Fighters — Battleline [65pts, 120pts] +genestealer-cults/datasheets.md — Centaur Light Carrier — Other [40pts] +genestealer-cults/datasheets.md — Chimera — Dedicated Transports [85pts] +genestealer-cults/datasheets.md — Clamavus — Characters [50pts] +genestealer-cults/datasheets.md — Colossus — Other [160pts] +genestealer-cults/datasheets.md — Crassus — Other [180pts] +genestealer-cults/datasheets.md — Cyclops Demolition Vehicle — Other [25pts] +genestealer-cults/datasheets.md — Death Korps Grenadier Squad — Other [110pts] +genestealer-cults/datasheets.md — Death Korps Of Krieg — Battleline [65pts, 145pts] +genestealer-cults/datasheets.md — Death Rider Commissar — Characters [35pts] +genestealer-cults/datasheets.md — Death Riders — Other [60pts, 120pts] +genestealer-cults/datasheets.md — Deathleaper — Characters [80pts] +genestealer-cults/datasheets.md — Deathstrike — Other [145pts] +genestealer-cults/datasheets.md — Dominus Armoured Siege Bombard — Other [325pts] +genestealer-cults/datasheets.md — Doomhammer — Other [415pts] +genestealer-cults/datasheets.md — Earthshaker Carriage Battery — Other [120pts] +genestealer-cults/datasheets.md — Earthshaker Platform — Fortifications [110pts] +genestealer-cults/datasheets.md — Elysian Drop Sentinel — Other [85pts] +genestealer-cults/datasheets.md — Elysian Sniper Squad — Other [65pts] +genestealer-cults/datasheets.md — Field Ordnance Battery — Other [110pts] +genestealer-cults/datasheets.md — Gargoyles — Battleline [85pts, 170pts] +genestealer-cults/datasheets.md — Goliath Rockgrinder — Other [120pts] +genestealer-cults/datasheets.md — Goliath Truck — Dedicated Transports [85pts] +genestealer-cults/datasheets.md — Gorgon Heavy Transport — Other [275pts] +genestealer-cults/datasheets.md — Griffon Mortar Carrier — Other [115pts] +genestealer-cults/datasheets.md — Hades Breaching Drill — Other [110pts] +genestealer-cults/datasheets.md — Heavy Mortar Team — Other [50pts] +genestealer-cults/datasheets.md — Heavy Quad Launcher Team — Other [50pts] +genestealer-cults/datasheets.md — Hell’s Last — Characters [80pts] +genestealer-cults/datasheets.md — Hellhammer — Other [420pts] +genestealer-cults/datasheets.md — Hellhound — Other [125pts] +genestealer-cults/datasheets.md — Hybrid Metamorphs — Other [70pts, 140pts] +genestealer-cults/datasheets.md — Hydra — Other [95pts] +genestealer-cults/datasheets.md — Hydra Platform — Fortifications [95pts] +genestealer-cults/datasheets.md — Hyperadapted Raveners — Characters [165pts] +genestealer-cults/datasheets.md — Jackal Alphus — Characters [55pts] +genestealer-cults/datasheets.md — Kasrkin — Other [110pts] +genestealer-cults/datasheets.md — Kelermorph — Characters [60pts] +genestealer-cults/datasheets.md — Krieg Combat Engineers — Other [60pts, 95pts] +genestealer-cults/datasheets.md — Krieg Command Squad — Characters [65pts] +genestealer-cults/datasheets.md — Krieg Heavy Weapons Squad — Other [75pts] +genestealer-cults/datasheets.md — Leman Russ Battle Tank — Other [185pts] +genestealer-cults/datasheets.md — Leman Russ Commander — Characters [235pts] +genestealer-cults/datasheets.md — Leman Russ Demolisher — Other [190pts] +genestealer-cults/datasheets.md — Leman Russ Eradicator — Other [170pts] +genestealer-cults/datasheets.md — Leman Russ Executioner — Other [170pts] +genestealer-cults/datasheets.md — Leman Russ Exterminator — Other [180pts] +genestealer-cults/datasheets.md — Leman Russ Punisher — Other [150pts] +genestealer-cults/datasheets.md — Leman Russ Vanquisher — Other [145pts] +genestealer-cults/datasheets.md — Lictor — Other [60pts] +genestealer-cults/datasheets.md — Locus — Characters [45pts] +genestealer-cults/datasheets.md — Macharius — Other [310pts] +genestealer-cults/datasheets.md — Macharius Omega — Other [310pts] +genestealer-cults/datasheets.md — Macharius Vanquisher — Other [285pts] +genestealer-cults/datasheets.md — Macharius Vulcan — Other [310pts] +genestealer-cults/datasheets.md — Magus — Characters [50pts] +genestealer-cults/datasheets.md — Malcador — Other [250pts] +genestealer-cults/datasheets.md — Malcador Annihilator — Other [270pts] +genestealer-cults/datasheets.md — Malcador Defender — Other [310pts] +genestealer-cults/datasheets.md — Malcador Infernus — Other [235pts] +genestealer-cults/datasheets.md — Manticore — Other [165pts] +genestealer-cults/datasheets.md — Manticore Platform — Fortifications [95pts] +genestealer-cults/datasheets.md — Mawloc — Other [135pts] +genestealer-cults/datasheets.md — Medusa Carriage Battery — Other [125pts] +genestealer-cults/datasheets.md — Minotaur — Other [225pts] +genestealer-cults/datasheets.md — Mukaali Riders — Other [110pts] +genestealer-cults/datasheets.md — Munitorum Servitors — Other [35pts] +genestealer-cults/datasheets.md — Neophyte Hybrids — Battleline [65pts, 145pts] +genestealer-cults/datasheets.md — Neurolictor — Other [70pts] +genestealer-cults/datasheets.md — Nexos — Characters [60pts] +genestealer-cults/datasheets.md — Parasite Of Mortrex — Characters [80pts] +genestealer-cults/datasheets.md — Patriarch — Characters [75pts] +genestealer-cults/datasheets.md — Praetor — Other [275pts] +genestealer-cults/datasheets.md — Primaris Psyker — Characters [60pts] +genestealer-cults/datasheets.md — Primus — Characters [70pts] +genestealer-cults/datasheets.md — Purestrain Genestealers — Other [75pts, 140pts] +genestealer-cults/datasheets.md — Quartermaster Cadre Squad — Characters [45pts] +genestealer-cults/datasheets.md — Rapier Laser Destroyer Battery — Other [35pts, 70pts, 105pts] +genestealer-cults/datasheets.md — Raveners — Other [125pts] +genestealer-cults/datasheets.md — Reductus Saboteur — Characters [65pts] +genestealer-cults/datasheets.md — Regimental Attachés — Other [40pts] +genestealer-cults/datasheets.md — Rogal Dorn Battle Tank — Other [260pts] +genestealer-cults/datasheets.md — Rogal Dorn Commander — Characters [290pts] +genestealer-cults/datasheets.md — Sabre Weapons Battery — Fortifications [45pts, 90pts] +genestealer-cults/datasheets.md — Salamander Command Vehicle — Other [80pts] +genestealer-cults/datasheets.md — Salamander Scout Vehicle — Other [95pts] +genestealer-cults/datasheets.md — Sanctus — Characters [50pts] +genestealer-cults/datasheets.md — Scout Sentinels — Other [55pts, 110pts] +genestealer-cults/datasheets.md — Sentinel Powerlifter — Other [55pts] +genestealer-cults/datasheets.md — Shadowsword — Other [410pts] +genestealer-cults/datasheets.md — Storm Chimera — Dedicated Transports [90pts] +genestealer-cults/datasheets.md — Stormblade — Other [415pts] +genestealer-cults/datasheets.md — Stormlord — Other [430pts] +genestealer-cults/datasheets.md — Stormsword — Other [465pts] +genestealer-cults/datasheets.md — Stygies Destroyer Tank Hunter — Other [180pts] +genestealer-cults/datasheets.md — Tarantula Battery — Other [40pts, 80pts, 120pts] +genestealer-cults/datasheets.md — Tauros Assault Vehicle — Other [50pts] +genestealer-cults/datasheets.md — Tauros Venator — Other [50pts] +genestealer-cults/datasheets.md — Taurox — Dedicated Transports [75pts] +genestealer-cults/datasheets.md — Taurox Prime — Dedicated Transports [90pts] +genestealer-cults/datasheets.md — Tectonic Fragdrill — Fortifications [125pts] +genestealer-cults/datasheets.md — Trojan Support Vehicle — Other [80pts] +genestealer-cults/datasheets.md — Trygon — Other [140pts] +genestealer-cults/datasheets.md — Tyrannocyte — Dedicated Transports [105pts] +genestealer-cults/datasheets.md — Valdor — Other [285pts] +genestealer-cults/datasheets.md — Von Ryan’s Leapers — Other [70pts, 140pts] +genestealer-cults/datasheets.md — Winged Hive Tyrant — Characters [170pts] +genestealer-cults/datasheets.md — Winged Tyranid Prime — Characters [65pts] +genestealer-cults/datasheets.md — Wyvern — Other [110pts] ## Grey Knights grey-knights/grey-knights.md — Grey Knights army rules, detachment list, datasheet summary -grey-knights/detachments/augurium-task-force.md — Augurium Task Force detachment (abilities, stratagems, enhancements) -grey-knights/detachments/baneslayer-strike.md — Baneslayer Strike detachment (abilities, stratagems, enhancements) -grey-knights/detachments/banishers.md — Banishers detachment (abilities, stratagems, enhancements) -grey-knights/detachments/brotherhood-strike.md — Brotherhood Strike detachment (abilities, stratagems, enhancements) -grey-knights/detachments/hallowed-conclave.md — Hallowed Conclave detachment (abilities, stratagems, enhancements) -grey-knights/detachments/sanctic-spearhead.md — Sanctic Spearhead detachment (abilities, stratagems, enhancements) -grey-knights/detachments/void-purge-force.md — Void Purge Force detachment (abilities, stratagems, enhancements) -grey-knights/detachments/warpbane-task-force.md — Warpbane Task Force detachment (abilities, stratagems, enhancements) -grey-knights/datasheets/brother-captain.md — Brother-captain — Characters [90pts] -grey-knights/datasheets/brother-captain-stern.md — Brother-captain Stern — Characters [90pts] -grey-knights/datasheets/brotherhood-champion.md — Brotherhood Champion — Characters [70pts] -grey-knights/datasheets/brotherhood-chaplain.md — Brotherhood Chaplain — Characters [65pts] -grey-knights/datasheets/brotherhood-librarian.md — Brotherhood Librarian — Characters [80pts] -grey-knights/datasheets/brotherhood-techmarine.md — Brotherhood Techmarine — Characters [70pts] -grey-knights/datasheets/brotherhood-terminator-squad.md — Brotherhood Terminator Squad — Battleline [150pts, 185pts, 300pts, 375pts] -grey-knights/datasheets/castellan-crowe.md — Castellan Crowe — Characters [90pts] -grey-knights/datasheets/grand-master.md — Grand Master — Characters [95pts] -grey-knights/datasheets/grand-master-in-nemesis-dreadknight.md — Grand Master In Nemesis Dreadknight — Characters [225pts] -grey-knights/datasheets/grand-master-voldus.md — Grand Master Voldus — Characters [110pts] -grey-knights/datasheets/grey-knights-dreadnought.md — Grey Knights Dreadnought — Other [160pts] -grey-knights/datasheets/grey-knights-relic-razorback.md — Grey Knights Relic Razorback — Dedicated Transports [95pts] -grey-knights/datasheets/grey-knights-thunderhawk-gunship.md — Grey Knights Thunderhawk Gunship — Other [805pts] -grey-knights/datasheets/interceptor-squad.md — Interceptor Squad — Other [125pts, 250pts] -grey-knights/datasheets/kaldor-draigo.md — Kaldor Draigo — Characters [125pts] -grey-knights/datasheets/land-raider.md — Land Raider — Other [220pts] -grey-knights/datasheets/land-raider-crusader.md — Land Raider Crusader — Other [220pts] -grey-knights/datasheets/land-raider-redeemer.md — Land Raider Redeemer — Other [270pts] -grey-knights/datasheets/nemesis-dreadknight.md — Nemesis Dreadknight — Other [210pts] -grey-knights/datasheets/paladin-squad.md — Paladin Squad — Other [180pts, 225pts, 360pts, 450pts] -grey-knights/datasheets/purgation-squad.md — Purgation Squad — Other [115pts, 230pts] -grey-knights/datasheets/purifier-squad.md — Purifier Squad — Other [125pts, 250pts] -grey-knights/datasheets/razorback.md — Razorback — Dedicated Transports [85pts] -grey-knights/datasheets/rhino.md — Rhino — Dedicated Transports [80pts] -grey-knights/datasheets/servitors.md — Servitors — Other [50pts] -grey-knights/datasheets/stormhawk-interceptor.md — Stormhawk Interceptor — Other [160pts] -grey-knights/datasheets/stormraven-gunship.md — Stormraven Gunship — Other [280pts] -grey-knights/datasheets/stormtalon-gunship.md — Stormtalon Gunship — Other [170pts] -grey-knights/datasheets/strike-squad.md — Strike Squad — Battleline [120pts, 240pts] -grey-knights/datasheets/venerable-dreadnought.md — Venerable Dreadnought — Characters [140pts] +grey-knights/detachments.md — Augurium Task Force detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Baneslayer Strike detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Banishers detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Brotherhood Strike detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Hallowed Conclave detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Sanctic Spearhead detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Void Purge Force detachment (abilities, stratagems, enhancements) +grey-knights/detachments.md — Warpbane Task Force detachment (abilities, stratagems, enhancements) +grey-knights/datasheets.md — Brother-captain — Characters [90pts] +grey-knights/datasheets.md — Brother-captain Stern — Characters [90pts] +grey-knights/datasheets.md — Brotherhood Champion — Characters [70pts] +grey-knights/datasheets.md — Brotherhood Chaplain — Characters [65pts] +grey-knights/datasheets.md — Brotherhood Librarian — Characters [80pts] +grey-knights/datasheets.md — Brotherhood Techmarine — Characters [70pts] +grey-knights/datasheets.md — Brotherhood Terminator Squad — Battleline [150pts, 185pts, 300pts, 375pts] +grey-knights/datasheets.md — Castellan Crowe — Characters [90pts] +grey-knights/datasheets.md — Grand Master — Characters [95pts] +grey-knights/datasheets.md — Grand Master In Nemesis Dreadknight — Characters [225pts] +grey-knights/datasheets.md — Grand Master Voldus — Characters [110pts] +grey-knights/datasheets.md — Grey Knights Dreadnought — Other [160pts] +grey-knights/datasheets.md — Grey Knights Relic Razorback — Dedicated Transports [95pts] +grey-knights/datasheets.md — Grey Knights Thunderhawk Gunship — Other [805pts] +grey-knights/datasheets.md — Interceptor Squad — Other [125pts, 250pts] +grey-knights/datasheets.md — Kaldor Draigo — Characters [125pts] +grey-knights/datasheets.md — Land Raider — Other [220pts] +grey-knights/datasheets.md — Land Raider Crusader — Other [220pts] +grey-knights/datasheets.md — Land Raider Redeemer — Other [270pts] +grey-knights/datasheets.md — Nemesis Dreadknight — Other [210pts] +grey-knights/datasheets.md — Paladin Squad — Other [180pts, 225pts, 360pts, 450pts] +grey-knights/datasheets.md — Purgation Squad — Other [115pts, 230pts] +grey-knights/datasheets.md — Purifier Squad — Other [125pts, 250pts] +grey-knights/datasheets.md — Razorback — Dedicated Transports [85pts] +grey-knights/datasheets.md — Rhino — Dedicated Transports [80pts] +grey-knights/datasheets.md — Servitors — Other [50pts] +grey-knights/datasheets.md — Stormhawk Interceptor — Other [160pts] +grey-knights/datasheets.md — Stormraven Gunship — Other [280pts] +grey-knights/datasheets.md — Stormtalon Gunship — Other [170pts] +grey-knights/datasheets.md — Strike Squad — Battleline [120pts, 240pts] +grey-knights/datasheets.md — Venerable Dreadnought — Characters [140pts] ## Imperial Agents imperial-agents/imperial-agents.md — Imperial Agents army rules, detachment list, datasheet summary -imperial-agents/detachments/imperialis-fleet.md — Imperialis Fleet detachment (abilities, stratagems, enhancements) -imperial-agents/detachments/interdiction-team.md — Interdiction Team detachment (abilities, stratagems, enhancements) -imperial-agents/detachments/ordo-hereticus-purgation-force.md — Ordo Hereticus Purgation Force detachment (abilities, stratagems, enhancements) -imperial-agents/detachments/ordo-malleus-daemon-hunters.md — Ordo Malleus Daemon Hunters detachment (abilities, stratagems, enhancements) -imperial-agents/detachments/ordo-xenos-alien-hunters.md — Ordo Xenos Alien Hunters detachment (abilities, stratagems, enhancements) -imperial-agents/detachments/veiled-blade-elimination-force.md — Veiled Blade Elimination Force detachment (abilities, stratagems, enhancements) -imperial-agents/detachments/voidships-company.md — Voidship’s Company detachment (abilities, stratagems, enhancements) -imperial-agents/datasheets/aquila-kill-team.md — Aquila Kill Team — Battleline [100pts, 200pts] -imperial-agents/datasheets/callidus-assassin.md — Callidus Assassin — Characters [100pts] -imperial-agents/datasheets/corvus-blackstar.md — Corvus Blackstar — Other [180pts] -imperial-agents/datasheets/culexus-assassin.md — Culexus Assassin — Characters [85pts] -imperial-agents/datasheets/daemonhost.md — Daemonhost — Other [40pts, 80pts] -imperial-agents/datasheets/damned-legionnaires.md — Damned Legionnaires — Other [90pts, 180pts] -imperial-agents/datasheets/deathwatch-kill-team.md — Deathwatch Kill Team — Battleline [100pts, 190pts, 200pts] -imperial-agents/datasheets/deathwatch-terminator-squad.md — Deathwatch Terminator Squad — Other [210pts, 420pts] -imperial-agents/datasheets/eversor-assassin.md — Eversor Assassin — Characters [110pts, 120pts] -imperial-agents/datasheets/exaction-squad.md — Exaction Squad — Other [90pts] -imperial-agents/datasheets/fortis-kill-team.md — Fortis Kill Team — Other [100pts, 200pts] -imperial-agents/datasheets/grey-knights-terminator-squad.md — Grey Knights Terminator Squad — Other [190pts, 210pts] -imperial-agents/datasheets/imperial-navy-breachers.md — Imperial Navy Breachers — Battleline [90pts] -imperial-agents/datasheets/imperial-rhino.md — Imperial Rhino — Dedicated Transports [75pts] -imperial-agents/datasheets/indomitor-kill-team.md — Indomitor Kill Team — Other [120pts, 240pts] -imperial-agents/datasheets/inquisitor.md — Inquisitor — Characters [55pts, 65pts] -imperial-agents/datasheets/inquisitor-coteaz.md — Inquisitor Coteaz — Characters [75pts, 95pts] -imperial-agents/datasheets/inquisitor-draxus.md — Inquisitor Draxus — Characters [75pts, 110pts] -imperial-agents/datasheets/inquisitor-eisenhorn.md — Inquisitor Eisenhorn — Characters [65pts] -imperial-agents/datasheets/inquisitor-greyfax.md — Inquisitor Greyfax — Characters [65pts] -imperial-agents/datasheets/inquisitor-in-terminator-armour.md — Inquisitor In Terminator Armour — Characters [70pts] -imperial-agents/datasheets/inquisitor-karamazov.md — Inquisitor Karamazov — Characters [140pts] -imperial-agents/datasheets/inquisitor-ostromandeus.md — Inquisitor Ostromandeus — Characters [65pts] -imperial-agents/datasheets/inquisitorial-agents.md — Inquisitorial Agents — Other [50pts, 100pts, 60pts, 120pts] -imperial-agents/datasheets/inquisitorial-chimera.md — Inquisitorial Chimera — Dedicated Transports [70pts] -imperial-agents/datasheets/janus-draik.md — Janus Draik — Characters [40pts] -imperial-agents/datasheets/jokaero-weaponsmith.md — Jokaero Weaponsmith — Characters [30pts] -imperial-agents/datasheets/kill-team-cassius.md — Kill Team Cassius — Characters [220pts] -imperial-agents/datasheets/ministorum-priest.md — Ministorum Priest — Characters [40pts] -imperial-agents/datasheets/navigator.md — Navigator — Characters [60pts, 75pts] -imperial-agents/datasheets/neyam-shai-murad.md — Neyam Shai Murad — Characters [40pts] -imperial-agents/datasheets/proteus-kill-team.md — Proteus Kill Team — Other [160pts, 320pts] -imperial-agents/datasheets/rogue-trader-entourage.md — Rogue Trader Entourage — Characters [75pts, 105pts] -imperial-agents/datasheets/sanctifiers.md — Sanctifiers — Other [100pts] -imperial-agents/datasheets/sisters-of-battle-immolator.md — Sisters of Battle Immolator — Dedicated Transports [100pts, 115pts] -imperial-agents/datasheets/sisters-of-battle-squad.md — Sisters of Battle Squad — Other [100pts, 115pts] -imperial-agents/datasheets/spectrus-kill-team.md — Spectrus Kill Team — Other [90pts, 180pts] -imperial-agents/datasheets/subductor-squad.md — Subductor Squad — Other [85pts, 100pts] -imperial-agents/datasheets/ur-025.md — UR-025 — Characters [55pts] -imperial-agents/datasheets/veteran-bike-squad.md — Veteran Bike Squad — Other [70pts, 140pts] -imperial-agents/datasheets/vigilant-squad.md — Vigilant Squad — Battleline [85pts] -imperial-agents/datasheets/vindicare-assassin.md — Vindicare Assassin — Characters [110pts, 125pts] -imperial-agents/datasheets/voidsmen-at-arms.md — Voidsmen-at-arms — Other [50pts, 70pts] -imperial-agents/datasheets/watch-captain-artemis.md — Watch Captain Artemis — Characters [65pts] -imperial-agents/datasheets/watch-master.md — Watch Master — Characters [95pts, 105pts] +imperial-agents/detachments.md — Imperialis Fleet detachment (abilities, stratagems, enhancements) +imperial-agents/detachments.md — Interdiction Team detachment (abilities, stratagems, enhancements) +imperial-agents/detachments.md — Ordo Hereticus Purgation Force detachment (abilities, stratagems, enhancements) +imperial-agents/detachments.md — Ordo Malleus Daemon Hunters detachment (abilities, stratagems, enhancements) +imperial-agents/detachments.md — Ordo Xenos Alien Hunters detachment (abilities, stratagems, enhancements) +imperial-agents/detachments.md — Veiled Blade Elimination Force detachment (abilities, stratagems, enhancements) +imperial-agents/detachments.md — Voidship’s Company detachment (abilities, stratagems, enhancements) +imperial-agents/datasheets.md — Aquila Kill Team — Battleline [100pts, 200pts] +imperial-agents/datasheets.md — Callidus Assassin — Characters [100pts] +imperial-agents/datasheets.md — Corvus Blackstar — Other [180pts] +imperial-agents/datasheets.md — Culexus Assassin — Characters [85pts] +imperial-agents/datasheets.md — Daemonhost — Other [40pts, 80pts] +imperial-agents/datasheets.md — Damned Legionnaires — Other [90pts, 180pts] +imperial-agents/datasheets.md — Deathwatch Kill Team — Battleline [100pts, 190pts, 200pts] +imperial-agents/datasheets.md — Deathwatch Terminator Squad — Other [210pts, 420pts] +imperial-agents/datasheets.md — Eversor Assassin — Characters [110pts, 120pts] +imperial-agents/datasheets.md — Exaction Squad — Other [90pts] +imperial-agents/datasheets.md — Fortis Kill Team — Other [100pts, 200pts] +imperial-agents/datasheets.md — Grey Knights Terminator Squad — Other [190pts, 210pts] +imperial-agents/datasheets.md — Imperial Navy Breachers — Battleline [90pts] +imperial-agents/datasheets.md — Imperial Rhino — Dedicated Transports [75pts] +imperial-agents/datasheets.md — Indomitor Kill Team — Other [120pts, 240pts] +imperial-agents/datasheets.md — Inquisitor — Characters [55pts, 65pts] +imperial-agents/datasheets.md — Inquisitor Coteaz — Characters [75pts, 95pts] +imperial-agents/datasheets.md — Inquisitor Draxus — Characters [75pts, 110pts] +imperial-agents/datasheets.md — Inquisitor Eisenhorn — Characters [65pts] +imperial-agents/datasheets.md — Inquisitor Greyfax — Characters [65pts] +imperial-agents/datasheets.md — Inquisitor In Terminator Armour — Characters [70pts] +imperial-agents/datasheets.md — Inquisitor Karamazov — Characters [140pts] +imperial-agents/datasheets.md — Inquisitor Ostromandeus — Characters [65pts] +imperial-agents/datasheets.md — Inquisitorial Agents — Other [50pts, 100pts, 60pts, 120pts] +imperial-agents/datasheets.md — Inquisitorial Chimera — Dedicated Transports [70pts] +imperial-agents/datasheets.md — Janus Draik — Characters [40pts] +imperial-agents/datasheets.md — Jokaero Weaponsmith — Characters [30pts] +imperial-agents/datasheets.md — Kill Team Cassius — Characters [220pts] +imperial-agents/datasheets.md — Ministorum Priest — Characters [40pts] +imperial-agents/datasheets.md — Navigator — Characters [60pts, 75pts] +imperial-agents/datasheets.md — Neyam Shai Murad — Characters [40pts] +imperial-agents/datasheets.md — Proteus Kill Team — Other [160pts, 320pts] +imperial-agents/datasheets.md — Rogue Trader Entourage — Characters [75pts, 105pts] +imperial-agents/datasheets.md — Sanctifiers — Other [100pts] +imperial-agents/datasheets.md — Sisters of Battle Immolator — Dedicated Transports [100pts, 115pts] +imperial-agents/datasheets.md — Sisters of Battle Squad — Other [100pts, 115pts] +imperial-agents/datasheets.md — Spectrus Kill Team — Other [90pts, 180pts] +imperial-agents/datasheets.md — Subductor Squad — Other [85pts, 100pts] +imperial-agents/datasheets.md — UR-025 — Characters [55pts] +imperial-agents/datasheets.md — Veteran Bike Squad — Other [70pts, 140pts] +imperial-agents/datasheets.md — Vigilant Squad — Battleline [85pts] +imperial-agents/datasheets.md — Vindicare Assassin — Characters [110pts, 125pts] +imperial-agents/datasheets.md — Voidsmen-at-arms — Other [50pts, 70pts] +imperial-agents/datasheets.md — Watch Captain Artemis — Characters [65pts] +imperial-agents/datasheets.md — Watch Master — Characters [95pts, 105pts] ## Imperial Knights imperial-knights/imperial-knights.md — Imperial Knights army rules, detachment list, datasheet summary -imperial-knights/detachments/gate-warden-lance.md — Gate Warden Lance detachment (abilities, stratagems, enhancements) -imperial-knights/detachments/questor-forgepact.md — Questor Forgepact detachment (abilities, stratagems, enhancements) -imperial-knights/detachments/questoris-companions.md — Questoris Companions detachment (abilities, stratagems, enhancements) -imperial-knights/detachments/spearhead-at-arms.md — Spearhead-At-Arms detachment (abilities, stratagems, enhancements) -imperial-knights/detachments/valourstrike-lance.md — Valourstrike Lance detachment (abilities, stratagems, enhancements) -imperial-knights/datasheets/acastus-knight-asterius.md — Acastus Knight Asterius — Other [765pts] -imperial-knights/datasheets/acastus-knight-porphyrion.md — Acastus Knight Porphyrion — Other [700pts] -imperial-knights/datasheets/armiger-helverin.md — Armiger Helverin — Other [135pts] -imperial-knights/datasheets/armiger-moirax.md — Armiger Moirax — Other [150pts] -imperial-knights/datasheets/armiger-warglaive.md — Armiger Warglaive — Other [140pts] -imperial-knights/datasheets/canis-rex.md — Canis Rex — Characters [415pts] -imperial-knights/datasheets/cerastus-knight-acheron.md — Cerastus Knight Acheron — Characters [395pts] -imperial-knights/datasheets/cerastus-knight-atrapos.md — Cerastus Knight Atrapos — Characters [405pts] -imperial-knights/datasheets/cerastus-knight-castigator.md — Cerastus Knight Castigator — Characters [395pts] -imperial-knights/datasheets/cerastus-knight-lancer.md — Cerastus Knight Lancer — Characters [395pts] -imperial-knights/datasheets/knight-castellan.md — Knight Castellan — Characters [410pts] -imperial-knights/datasheets/knight-crusader.md — Knight Crusader — Characters [385pts] -imperial-knights/datasheets/knight-defender.md — Knight Defender — Characters [415pts] -imperial-knights/datasheets/knight-errant.md — Knight Errant — Characters [355pts] -imperial-knights/datasheets/knight-gallant.md — Knight Gallant — Characters [355pts] -imperial-knights/datasheets/knight-paladin.md — Knight Paladin — Characters [375pts] -imperial-knights/datasheets/knight-preceptor.md — Knight Preceptor — Characters [365pts] -imperial-knights/datasheets/knight-valiant.md — Knight Valiant — Characters [410pts] -imperial-knights/datasheets/knight-warden.md — Knight Warden — Characters [375pts] -imperial-knights/datasheets/questoris-knight-magaera.md — Questoris Knight Magaera — Characters [385pts] -imperial-knights/datasheets/questoris-knight-styrix.md — Questoris Knight Styrix — Characters [385pts] -imperial-knights/datasheets/sir-hekhtur.md — Sir Hekhtur — Characters -imperial-knights/datasheets/skitarii-marshal.md — Skitarii Marshal — Characters [35pts] -imperial-knights/datasheets/skitarii-rangers.md — Skitarii Rangers — Battleline [85pts] -imperial-knights/datasheets/skitarii-vanguard.md — Skitarii Vanguard — Battleline [95pts] -imperial-knights/datasheets/tech-priest-dominus.md — Tech-priest Dominus — Characters [65pts] -imperial-knights/datasheets/tech-priest-manipulus.md — Tech-priest Manipulus — Characters [60pts] +imperial-knights/detachments.md — Gate Warden Lance detachment (abilities, stratagems, enhancements) +imperial-knights/detachments.md — Questor Forgepact detachment (abilities, stratagems, enhancements) +imperial-knights/detachments.md — Questoris Companions detachment (abilities, stratagems, enhancements) +imperial-knights/detachments.md — Spearhead-At-Arms detachment (abilities, stratagems, enhancements) +imperial-knights/detachments.md — Valourstrike Lance detachment (abilities, stratagems, enhancements) +imperial-knights/datasheets.md — Acastus Knight Asterius — Other [765pts] +imperial-knights/datasheets.md — Acastus Knight Porphyrion — Other [700pts] +imperial-knights/datasheets.md — Armiger Helverin — Other [135pts] +imperial-knights/datasheets.md — Armiger Moirax — Other [150pts] +imperial-knights/datasheets.md — Armiger Warglaive — Other [140pts] +imperial-knights/datasheets.md — Canis Rex — Characters [415pts] +imperial-knights/datasheets.md — Cerastus Knight Acheron — Characters [395pts] +imperial-knights/datasheets.md — Cerastus Knight Atrapos — Characters [405pts] +imperial-knights/datasheets.md — Cerastus Knight Castigator — Characters [395pts] +imperial-knights/datasheets.md — Cerastus Knight Lancer — Characters [395pts] +imperial-knights/datasheets.md — Knight Castellan — Characters [410pts] +imperial-knights/datasheets.md — Knight Crusader — Characters [385pts] +imperial-knights/datasheets.md — Knight Defender — Characters [415pts] +imperial-knights/datasheets.md — Knight Errant — Characters [355pts] +imperial-knights/datasheets.md — Knight Gallant — Characters [355pts] +imperial-knights/datasheets.md — Knight Paladin — Characters [375pts] +imperial-knights/datasheets.md — Knight Preceptor — Characters [365pts] +imperial-knights/datasheets.md — Knight Valiant — Characters [410pts] +imperial-knights/datasheets.md — Knight Warden — Characters [375pts] +imperial-knights/datasheets.md — Questoris Knight Magaera — Characters [385pts] +imperial-knights/datasheets.md — Questoris Knight Styrix — Characters [385pts] +imperial-knights/datasheets.md — Sir Hekhtur — Characters +imperial-knights/datasheets.md — Skitarii Marshal — Characters [35pts] +imperial-knights/datasheets.md — Skitarii Rangers — Battleline [85pts] +imperial-knights/datasheets.md — Skitarii Vanguard — Battleline [95pts] +imperial-knights/datasheets.md — Tech-priest Dominus — Characters [65pts] +imperial-knights/datasheets.md — Tech-priest Manipulus — Characters [60pts] ## Leagues of Votann leagues-of-votann/leagues-of-votann.md — Leagues of Votann army rules, detachment list, datasheet summary -leagues-of-votann/detachments/brandfast-oathband.md — Brandfast Oathband detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/dlve-assault-shift.md — Dêlve Assault Shift detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/hearthband.md — Hearthband detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/hearthfire-strike.md — Hearthfire Strike detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/hearthfyre-arsenal.md — Hearthfyre Arsenal detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/mercenary-oathband.md — Mercenary Oathband detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/needgard-oathband.md — Needgaârd Oathband detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/persecution-prospect.md — Persecution Prospect detachment (abilities, stratagems, enhancements) -leagues-of-votann/detachments/void-salvagers.md — Void Salvagers detachment (abilities, stratagems, enhancements) -leagues-of-votann/datasheets/arkanyst-evaluator.md — Arkanyst Evaluator — Characters [65pts] -leagues-of-votann/datasheets/berehk-stornbrw.md — Berehk Stornbröw — Characters [110pts] -leagues-of-votann/datasheets/brkhyr-iron-master.md — Brôkhyr Iron-master — Characters [75pts] -leagues-of-votann/datasheets/brkhyr-thunderkyn.md — Brôkhyr Thunderkyn — Other [80pts, 160pts] -leagues-of-votann/datasheets/buri-aegnirssen.md — Buri Aegnirssen — Characters [95pts] -leagues-of-votann/datasheets/cthonian-beserks.md — Cthonian Beserks — Other [100pts, 200pts] -leagues-of-votann/datasheets/cthonian-earthshakers.md — Cthonian Earthshakers — Other [110pts] -leagues-of-votann/datasheets/einhyr-champion.md — Einhyr Champion — Characters [70pts] -leagues-of-votann/datasheets/einhyr-hearthguard.md — Einhyr Hearthguard — Other [135pts, 270pts] -leagues-of-votann/datasheets/grimnyr.md — Grimnyr — Characters [65pts] -leagues-of-votann/datasheets/hearthkyn-warriors.md — Hearthkyn Warriors — Battleline [100pts] -leagues-of-votann/datasheets/hekaton-land-fortress.md — Hekaton Land Fortress — Other [240pts] -leagues-of-votann/datasheets/hernkyn-pioneers.md — Hernkyn Pioneers — Other [80pts, 160pts] -leagues-of-votann/datasheets/hernkyn-yaegirs.md — Hernkyn Yaegirs — Other [90pts] -leagues-of-votann/datasheets/ironkin-steeljacks-with-heavy-volkanite-disintegrators.md — Ironkin Steeljacks with Heavy Volkanite Disintegrators — Other [85pts, 170pts] -leagues-of-votann/datasheets/ironkin-steeljacks-with-melee-weapons.md — Ironkin Steeljacks with Melee Weapons — Other [85pts, 170pts] -leagues-of-votann/datasheets/khl.md — Kâhl — Characters [65pts] -leagues-of-votann/datasheets/kapricus-carrier.md — Kapricus Carrier — Dedicated Transports [75pts] -leagues-of-votann/datasheets/kapricus-defenders.md — Kapricus Defenders — Other [70pts, 140pts] -leagues-of-votann/datasheets/memnyr-strategist.md — Memnyr Strategist — Characters [45pts] -leagues-of-votann/datasheets/sagitaur.md — Sagitaur — Dedicated Transports [90pts] -leagues-of-votann/datasheets/thar-the-destined.md — Ûthar the Destined — Characters [95pts] +leagues-of-votann/detachments.md — Brandfast Oathband detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Dêlve Assault Shift detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Hearthband detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Hearthfire Strike detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Hearthfyre Arsenal detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Mercenary Oathband detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Needgaârd Oathband detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Persecution Prospect detachment (abilities, stratagems, enhancements) +leagues-of-votann/detachments.md — Void Salvagers detachment (abilities, stratagems, enhancements) +leagues-of-votann/datasheets.md — Arkanyst Evaluator — Characters [65pts] +leagues-of-votann/datasheets.md — Berehk Stornbröw — Characters [110pts] +leagues-of-votann/datasheets.md — Brôkhyr Iron-master — Characters [75pts] +leagues-of-votann/datasheets.md — Brôkhyr Thunderkyn — Other [80pts, 160pts] +leagues-of-votann/datasheets.md — Buri Aegnirssen — Characters [95pts] +leagues-of-votann/datasheets.md — Cthonian Beserks — Other [100pts, 200pts] +leagues-of-votann/datasheets.md — Cthonian Earthshakers — Other [110pts] +leagues-of-votann/datasheets.md — Einhyr Champion — Characters [70pts] +leagues-of-votann/datasheets.md — Einhyr Hearthguard — Other [135pts, 270pts] +leagues-of-votann/datasheets.md — Grimnyr — Characters [65pts] +leagues-of-votann/datasheets.md — Hearthkyn Warriors — Battleline [100pts] +leagues-of-votann/datasheets.md — Hekaton Land Fortress — Other [240pts] +leagues-of-votann/datasheets.md — Hernkyn Pioneers — Other [80pts, 160pts] +leagues-of-votann/datasheets.md — Hernkyn Yaegirs — Other [90pts] +leagues-of-votann/datasheets.md — Ironkin Steeljacks with Heavy Volkanite Disintegrators — Other [85pts, 170pts] +leagues-of-votann/datasheets.md — Ironkin Steeljacks with Melee Weapons — Other [85pts, 170pts] +leagues-of-votann/datasheets.md — Kâhl — Characters [65pts] +leagues-of-votann/datasheets.md — Kapricus Carrier — Dedicated Transports [75pts] +leagues-of-votann/datasheets.md — Kapricus Defenders — Other [70pts, 140pts] +leagues-of-votann/datasheets.md — Memnyr Strategist — Characters [45pts] +leagues-of-votann/datasheets.md — Sagitaur — Dedicated Transports [90pts] +leagues-of-votann/datasheets.md — Ûthar the Destined — Characters [95pts] ## Necrons necrons/necrons.md — Necrons army rules, detachment list, datasheet summary -necrons/detachments/annihilation-legion.md — Annihilation Legion detachment (abilities, stratagems, enhancements) -necrons/detachments/awakened-dynasty.md — Awakened Dynasty detachment (abilities, stratagems, enhancements) -necrons/detachments/canoptek-court.md — Canoptek Court detachment (abilities, stratagems, enhancements) -necrons/detachments/canoptek-harvesters.md — Canoptek Harvesters detachment (abilities, stratagems, enhancements) -necrons/detachments/cryptek-conclave.md — Cryptek Conclave detachment (abilities, stratagems, enhancements) -necrons/detachments/cursed-legion.md — Cursed Legion detachment (abilities, stratagems, enhancements) -necrons/detachments/deranged-outcasts.md — Deranged Outcasts detachment (abilities, stratagems, enhancements) -necrons/detachments/hypercrypt-legion.md — Hypercrypt Legion detachment (abilities, stratagems, enhancements) -necrons/detachments/obeisance-phalanx.md — Obeisance Phalanx detachment (abilities, stratagems, enhancements) -necrons/detachments/pantheon-of-woe.md — Pantheon of Woe detachment (abilities, stratagems, enhancements) -necrons/detachments/starshatter-arsenal.md — Starshatter Arsenal detachment (abilities, stratagems, enhancements) -necrons/detachments/tomb-ship-complement.md — Tomb Ship Complement detachment (abilities, stratagems, enhancements) -necrons/datasheets/annihilation-barge.md — Annihilation Barge — Other [105pts] -necrons/datasheets/anrakyr-the-traveller.md — Anrakyr The Traveller — Characters [95pts] -necrons/datasheets/ctan-shard-of-the-deceiver.md — C’tan Shard of the Deceiver — Characters [295pts] -necrons/datasheets/ctan-shard-of-the-nightbringer.md — C’tan Shard of the Nightbringer — Characters [325pts] -necrons/datasheets/ctan-shard-of-the-void-dragon.md — C’tan Shard of the Void Dragon — Characters [320pts] -necrons/datasheets/canoptek-acanthrites.md — Canoptek Acanthrites — Other [85pts, 170pts] -necrons/datasheets/canoptek-doomstalker.md — Canoptek Doomstalker — Other [140pts] -necrons/datasheets/canoptek-macrocytes.md — Canoptek Macrocytes — Other [85pts] -necrons/datasheets/canoptek-reanimator.md — Canoptek Reanimator — Other [75pts] -necrons/datasheets/canoptek-scarab-swarms.md — Canoptek Scarab Swarms — Other [40pts, 80pts] -necrons/datasheets/canoptek-spyders.md — Canoptek Spyders — Other [75pts, 150pts] -necrons/datasheets/canoptek-tomb-crawlers.md — Canoptek Tomb Crawlers — Other [50pts] -necrons/datasheets/canoptek-tomb-sentinel.md — Canoptek Tomb Sentinel — Other [115pts] -necrons/datasheets/canoptek-tomb-stalker.md — Canoptek Tomb Stalker — Other [130pts] -necrons/datasheets/canoptek-wraiths.md — Canoptek Wraiths — Other [110pts, 220pts] -necrons/datasheets/catacomb-command-barge.md — Catacomb Command Barge — Characters [120pts] -necrons/datasheets/chronomancer.md — Chronomancer — Characters [65pts] -necrons/datasheets/convergence-of-dominion.md — Convergence Of Dominion — Fortifications [60pts, 120pts, 180pts] -necrons/datasheets/cryptothralls.md — Cryptothralls — Other [60pts] -necrons/datasheets/deathmarks.md — Deathmarks — Other [60pts, 120pts] -necrons/datasheets/doom-scythe.md — Doom Scythe — Other [230pts] -necrons/datasheets/doomsday-ark.md — Doomsday Ark — Other [200pts] -necrons/datasheets/flayed-ones.md — Flayed Ones — Other [60pts, 120pts] -necrons/datasheets/gauss-pylon.md — Gauss Pylon — Fortifications [210pts] -necrons/datasheets/geomancer.md — Geomancer — Characters [75pts] -necrons/datasheets/ghost-ark.md — Ghost Ark — Dedicated Transports [115pts] -necrons/datasheets/hexmark-destroyer.md — Hexmark Destroyer — Characters [75pts] -necrons/datasheets/illuminor-szeras.md — Illuminor Szeras — Characters [165pts] -necrons/datasheets/immortals.md — Immortals — Battleline [70pts, 150pts] -necrons/datasheets/imotekh-the-stormlord.md — Imotekh The Stormlord — Characters [100pts] -necrons/datasheets/lokhust-destroyers.md — Lokhust Destroyers — Other [40pts, 60pts, 90pts, 180pts] -necrons/datasheets/lokhust-heavy-destroyers.md — Lokhust Heavy Destroyers — Other [55pts, 110pts, 165pts] -necrons/datasheets/lokhust-lord.md — Lokhust Lord — Characters [80pts] -necrons/datasheets/lord.md — Lord — Characters [65pts] -necrons/datasheets/lychguard.md — Lychguard — Other [85pts, 170pts] -necrons/datasheets/monolith.md — Monolith — Other [400pts] -necrons/datasheets/necron-warriors.md — Necron Warriors — Battleline [90pts, 200pts] -necrons/datasheets/nekrosor-ammentar.md — Nekrosor Ammentar — Characters [185pts] -necrons/datasheets/nemesor-zahndrekh.md — Nemesor Zahndrekh — Characters [85pts] -necrons/datasheets/night-scythe.md — Night Scythe — Other [145pts] -necrons/datasheets/night-shroud.md — Night Shroud — Other [140pts] -necrons/datasheets/obelisk.md — Obelisk — Other [300pts] -necrons/datasheets/ophydian-destroyers.md — Ophydian Destroyers — Other [80pts, 160pts] -necrons/datasheets/orikan-the-diviner.md — Orikan The Diviner — Characters [80pts] -necrons/datasheets/overlord.md — Overlord — Characters [85pts] -necrons/datasheets/overlord-with-translocation-shroud.md — Overlord with translocation shroud — Characters [85pts] -necrons/datasheets/plasmancer.md — Plasmancer — Characters [55pts] -necrons/datasheets/psychomancer.md — Psychomancer — Characters [55pts] -necrons/datasheets/royal-warden.md — Royal Warden — Characters [50pts] -necrons/datasheets/sentry-pylon.md — Sentry Pylon — Fortifications [120pts] -necrons/datasheets/seraptek-heavy-construct.md — Seraptek Heavy Construct — Other [540pts] -necrons/datasheets/skorpekh-destroyers.md — Skorpekh Destroyers — Other [90pts, 180pts] -necrons/datasheets/skorpekh-lord.md — Skorpekh Lord — Characters [90pts] -necrons/datasheets/technomancer.md — Technomancer — Characters [80pts] -necrons/datasheets/tesseract-ark.md — Tesseract Ark — Other [130pts] -necrons/datasheets/tesseract-vault.md — Tesseract Vault — Other [425pts] -necrons/datasheets/the-silent-king.md — The Silent King — Characters [400pts] -necrons/datasheets/tomb-blades.md — Tomb Blades — Other [75pts, 150pts] -necrons/datasheets/tomb-citadel-walls.md — Tomb Citadel Walls — Fortifications [920pts] -necrons/datasheets/transcendent-ctan.md — Transcendent C’tan — Characters [315pts] -necrons/datasheets/trazyn-the-infinite.md — Trazyn The Infinite — Characters [75pts] -necrons/datasheets/triarch-praetorians.md — Triarch Praetorians — Other [90pts, 180pts] -necrons/datasheets/triarch-stalker.md — Triarch Stalker — Other [110pts] -necrons/datasheets/vargard-obyron.md — Vargard Obyron — Characters [85pts] +necrons/detachments.md — Annihilation Legion detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Awakened Dynasty detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Canoptek Court detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Canoptek Harvesters detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Cryptek Conclave detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Cursed Legion detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Deranged Outcasts detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Hypercrypt Legion detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Obeisance Phalanx detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Pantheon of Woe detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Starshatter Arsenal detachment (abilities, stratagems, enhancements) +necrons/detachments.md — Tomb Ship Complement detachment (abilities, stratagems, enhancements) +necrons/datasheets.md — Annihilation Barge — Other [105pts] +necrons/datasheets.md — Anrakyr The Traveller — Characters [95pts] +necrons/datasheets.md — C’tan Shard of the Deceiver — Characters [295pts] +necrons/datasheets.md — C’tan Shard of the Nightbringer — Characters [325pts] +necrons/datasheets.md — C’tan Shard of the Void Dragon — Characters [320pts] +necrons/datasheets.md — Canoptek Acanthrites — Other [85pts, 170pts] +necrons/datasheets.md — Canoptek Doomstalker — Other [140pts] +necrons/datasheets.md — Canoptek Macrocytes — Other [85pts] +necrons/datasheets.md — Canoptek Reanimator — Other [75pts] +necrons/datasheets.md — Canoptek Scarab Swarms — Other [40pts, 80pts] +necrons/datasheets.md — Canoptek Spyders — Other [75pts, 150pts] +necrons/datasheets.md — Canoptek Tomb Crawlers — Other [50pts] +necrons/datasheets.md — Canoptek Tomb Sentinel — Other [115pts] +necrons/datasheets.md — Canoptek Tomb Stalker — Other [130pts] +necrons/datasheets.md — Canoptek Wraiths — Other [110pts, 220pts] +necrons/datasheets.md — Catacomb Command Barge — Characters [120pts] +necrons/datasheets.md — Chronomancer — Characters [65pts] +necrons/datasheets.md — Convergence Of Dominion — Fortifications [60pts, 120pts, 180pts] +necrons/datasheets.md — Cryptothralls — Other [60pts] +necrons/datasheets.md — Deathmarks — Other [60pts, 120pts] +necrons/datasheets.md — Doom Scythe — Other [230pts] +necrons/datasheets.md — Doomsday Ark — Other [200pts] +necrons/datasheets.md — Flayed Ones — Other [60pts, 120pts] +necrons/datasheets.md — Gauss Pylon — Fortifications [210pts] +necrons/datasheets.md — Geomancer — Characters [75pts] +necrons/datasheets.md — Ghost Ark — Dedicated Transports [115pts] +necrons/datasheets.md — Hexmark Destroyer — Characters [75pts] +necrons/datasheets.md — Illuminor Szeras — Characters [165pts] +necrons/datasheets.md — Immortals — Battleline [70pts, 150pts] +necrons/datasheets.md — Imotekh The Stormlord — Characters [100pts] +necrons/datasheets.md — Lokhust Destroyers — Other [40pts, 60pts, 90pts, 180pts] +necrons/datasheets.md — Lokhust Heavy Destroyers — Other [55pts, 110pts, 165pts] +necrons/datasheets.md — Lokhust Lord — Characters [80pts] +necrons/datasheets.md — Lord — Characters [65pts] +necrons/datasheets.md — Lychguard — Other [85pts, 170pts] +necrons/datasheets.md — Monolith — Other [400pts] +necrons/datasheets.md — Necron Warriors — Battleline [90pts, 200pts] +necrons/datasheets.md — Nekrosor Ammentar — Characters [185pts] +necrons/datasheets.md — Nemesor Zahndrekh — Characters [85pts] +necrons/datasheets.md — Night Scythe — Other [145pts] +necrons/datasheets.md — Night Shroud — Other [140pts] +necrons/datasheets.md — Obelisk — Other [300pts] +necrons/datasheets.md — Ophydian Destroyers — Other [80pts, 160pts] +necrons/datasheets.md — Orikan The Diviner — Characters [80pts] +necrons/datasheets.md — Overlord — Characters [85pts] +necrons/datasheets.md — Overlord with translocation shroud — Characters [85pts] +necrons/datasheets.md — Plasmancer — Characters [55pts] +necrons/datasheets.md — Psychomancer — Characters [55pts] +necrons/datasheets.md — Royal Warden — Characters [50pts] +necrons/datasheets.md — Sentry Pylon — Fortifications [120pts] +necrons/datasheets.md — Seraptek Heavy Construct — Other [540pts] +necrons/datasheets.md — Skorpekh Destroyers — Other [90pts, 180pts] +necrons/datasheets.md — Skorpekh Lord — Characters [90pts] +necrons/datasheets.md — Technomancer — Characters [80pts] +necrons/datasheets.md — Tesseract Ark — Other [130pts] +necrons/datasheets.md — Tesseract Vault — Other [425pts] +necrons/datasheets.md — The Silent King — Characters [400pts] +necrons/datasheets.md — Tomb Blades — Other [75pts, 150pts] +necrons/datasheets.md — Tomb Citadel Walls — Fortifications [920pts] +necrons/datasheets.md — Transcendent C’tan — Characters [315pts] +necrons/datasheets.md — Trazyn The Infinite — Characters [75pts] +necrons/datasheets.md — Triarch Praetorians — Other [90pts, 180pts] +necrons/datasheets.md — Triarch Stalker — Other [110pts] +necrons/datasheets.md — Vargard Obyron — Characters [85pts] ## Orks orks/orks.md — Orks army rules, detachment list, datasheet summary -orks/detachments/bully-boyz.md — Bully Boyz detachment (abilities, stratagems, enhancements) -orks/detachments/da-big-hunt.md — Da Big Hunt detachment (abilities, stratagems, enhancements) -orks/detachments/dread-mob.md — Dread Mob detachment (abilities, stratagems, enhancements) -orks/detachments/freebooter-krew.md — Freebooter Krew detachment (abilities, stratagems, enhancements) -orks/detachments/green-tide.md — Green Tide detachment (abilities, stratagems, enhancements) -orks/detachments/kaptin-killers.md — Kaptin Killers detachment (abilities, stratagems, enhancements) -orks/detachments/kult-of-speed.md — Kult of Speed detachment (abilities, stratagems, enhancements) -orks/detachments/more-dakka.md — More Dakka! detachment (abilities, stratagems, enhancements) -orks/detachments/ramship-raiders.md — Ramship Raiders detachment (abilities, stratagems, enhancements) -orks/detachments/taktikal-brigade.md — Taktikal Brigade detachment (abilities, stratagems, enhancements) -orks/detachments/war-horde.md — War Horde detachment (abilities, stratagems, enhancements) -orks/datasheets/attack-fighta.md — Attack Fighta — Other [100pts] -orks/datasheets/battlewagon.md — Battlewagon — Other [160pts] -orks/datasheets/beast-snagga-boyz.md — Beast Snagga Boyz — Battleline [95pts, 190pts] -orks/datasheets/beastboss.md — Beastboss — Characters [80pts] -orks/datasheets/beastboss-on-squigosaur.md — Beastboss On Squigosaur — Characters [110pts] -orks/datasheets/big-gunz.md — Big Gunz — Other [20pts, 40pts] -orks/datasheets/big-mek.md — Big Mek — Characters [70pts] -orks/datasheets/big-mek-in-mega-armour.md — Big Mek In Mega Armour — Characters [90pts] -orks/datasheets/big-mek-on-warbike.md — Big Mek On Warbike — Characters [105pts] -orks/datasheets/big-mek-with-kustom-force-field.md — Big Mek With Kustom Force Field — Characters [55pts] -orks/datasheets/big-mek-with-shokk-attack-gun.md — Big Mek With Shokk Attack Gun — Characters [80pts] -orks/datasheets/big-trakk.md — Big Trakk — Other [90pts] -orks/datasheets/biged-bossbunka.md — Big’ed Bossbunka — Fortifications [135pts] -orks/datasheets/blitza-bommer.md — Blitza-bommer — Other [115pts] -orks/datasheets/boomdakka-snazzwagon.md — Boomdakka Snazzwagon — Other [70pts] -orks/datasheets/boss-snikrot.md — Boss Snikrot — Characters [75pts] -orks/datasheets/boss-zagstruk.md — Boss Zagstruk — Characters [90pts] -orks/datasheets/boyz.md — Boyz — Battleline [80pts, 170pts] -orks/datasheets/breaka-boyz.md — Breaka Boyz — Other [140pts] -orks/datasheets/burna-boyz.md — Burna Boyz — Other [60pts, 120pts] -orks/datasheets/burna-bommer.md — Burna-bommer — Other [125pts] -orks/datasheets/chinork-warkopta.md — Chinork Warkopta — Other [105pts] -orks/datasheets/da-red-gobbo.md — Da Red Gobbo — Characters [40pts] -orks/datasheets/da-red-gobbos-tinboy.md — Da Red Gobbo’s Tinboy — Characters [45pts] -orks/datasheets/dakkajet.md — Dakkajet — Other [135pts] -orks/datasheets/deff-dread.md — Deff Dread — Other [120pts] -orks/datasheets/deff-rolla-battle-fortress.md — Deff Rolla Battle Fortress — Other [250pts] -orks/datasheets/deffkilla-wartrike.md — Deffkilla Wartrike — Characters [80pts] -orks/datasheets/deffkoptas.md — Deffkoptas — Other [80pts, 160pts] -orks/datasheets/deffkoptas-with-big-shootas.md — Deffkoptas With Big Shootas — Other [130pts] -orks/datasheets/fighta-bommer.md — Fighta-bommer — Other [100pts] -orks/datasheets/flash-gitz.md — Flash Gitz — Other [80pts, 160pts] -orks/datasheets/gargantuan-squiggoth.md — Gargantuan Squiggoth — Other [440pts] -orks/datasheets/ghazghkull-thraka.md — Ghazghkull Thraka — Characters [235pts] -orks/datasheets/gorkanaut.md — Gorkanaut — Other [265pts] -orks/datasheets/gretchin.md — Gretchin — Other [40pts, 80pts] -orks/datasheets/grot-bomm-launcha.md — Grot Bomm Launcha — Other [50pts] -orks/datasheets/grot-mega-tank.md — Grot Mega-tank — Other [110pts] -orks/datasheets/grot-tanks.md — Grot Tanks — Other [155pts, 310pts] -orks/datasheets/hunta-rig.md — Hunta Rig — Other [135pts] -orks/datasheets/kannonwagon.md — Kannonwagon — Other [115pts] -orks/datasheets/kaptin-badrukk.md — Kaptin Badrukk — Characters [80pts] -orks/datasheets/kill-krusha.md — Kill Krusha — Other [230pts] -orks/datasheets/kill-rig.md — Kill Rig — Other [155pts] -orks/datasheets/kill-tank.md — Kill Tank — Other [295pts] -orks/datasheets/killa-kans.md — Killa Kans — Other [125pts, 250pts] -orks/datasheets/kommandos.md — Kommandos — Other [120pts] -orks/datasheets/kustom-boosta-blasta.md — Kustom Boosta-blasta — Other [70pts] -orks/datasheets/lifta-wagon.md — Lifta Wagon — Other [135pts] -orks/datasheets/lootas.md — Lootas — Other [50pts, 100pts] -orks/datasheets/mad-dok-grotsnik.md — Mad Dok Grotsnik — Characters [65pts] -orks/datasheets/mega-dread.md — Mega Dread — Other [225pts] -orks/datasheets/meganobz.md — Meganobz — Other [65pts, 95pts, 160pts, 190pts] -orks/datasheets/megatrakk-scrapjet.md — Megatrakk Scrapjet — Other [75pts] -orks/datasheets/mek.md — Mek — Characters [45pts] -orks/datasheets/mek-gunz.md — Mek Gunz — Other [50pts, 100pts, 150pts] -orks/datasheets/meka-dread.md — Meka-dread — Other [210pts] -orks/datasheets/mekboy-workshop.md — Mekboy Workshop — Fortifications [80pts] -orks/datasheets/morkanaut.md — Morkanaut — Other [280pts] -orks/datasheets/mozrog-skragbad.md — Mozrog Skragbad — Characters [145pts] -orks/datasheets/nob-with-waaagh-banner.md — Nob With Waaagh! Banner — Characters [70pts] -orks/datasheets/nobz.md — Nobz — Other [105pts, 210pts] -orks/datasheets/nobz-on-warbikes.md — Nobz On Warbikes — Other [125pts] -orks/datasheets/painboss.md — Painboss — Characters [70pts] -orks/datasheets/painboy.md — Painboy — Characters [80pts] -orks/datasheets/painboy-on-warbike.md — Painboy On Warbike — Characters [85pts] -orks/datasheets/rukkatrukk-squigbuggy.md — Rukkatrukk Squigbuggy — Other [95pts] -orks/datasheets/shokkjump-dragsta.md — Shokkjump Dragsta — Other [70pts] -orks/datasheets/skorchas.md — Skorchas — Other [45pts, 90pts] -orks/datasheets/squiggoth.md — Squiggoth — Other [150pts] -orks/datasheets/squighog-boyz.md — Squighog Boyz — Other [150pts, 300pts] -orks/datasheets/stompa.md — Stompa — Other [800pts] -orks/datasheets/stormboyz.md — Stormboyz — Other [65pts, 130pts] -orks/datasheets/tankbustas.md — Tankbustas — Other [140pts] -orks/datasheets/trukk.md — Trukk — Dedicated Transports [70pts] -orks/datasheets/ufthak-blackhawk.md — Ufthak Blackhawk — Characters [70pts] -orks/datasheets/warbikers.md — Warbikers — Other [65pts, 130pts] -orks/datasheets/warboss.md — Warboss — Characters [75pts] -orks/datasheets/warboss-in-mega-armour.md — Warboss In Mega Armour — Characters [80pts] -orks/datasheets/warboss-on-warbike.md — Warboss On Warbike — Characters [75pts] -orks/datasheets/warbuggies.md — Warbuggies — Other [40pts, 80pts] -orks/datasheets/wartrakks.md — Wartrakks — Other [50pts, 100pts] -orks/datasheets/wazbom-blastajet.md — Wazbom Blastajet — Other [175pts] -orks/datasheets/weirdboy.md — Weirdboy — Characters [65pts] -orks/datasheets/wurrboy.md — Wurrboy — Characters [60pts] -orks/datasheets/zodgrod-wortsnagga.md — Zodgrod Wortsnagga — Characters [90pts] +orks/detachments.md — Bully Boyz detachment (abilities, stratagems, enhancements) +orks/detachments.md — Da Big Hunt detachment (abilities, stratagems, enhancements) +orks/detachments.md — Dread Mob detachment (abilities, stratagems, enhancements) +orks/detachments.md — Freebooter Krew detachment (abilities, stratagems, enhancements) +orks/detachments.md — Green Tide detachment (abilities, stratagems, enhancements) +orks/detachments.md — Kaptin Killers detachment (abilities, stratagems, enhancements) +orks/detachments.md — Kult of Speed detachment (abilities, stratagems, enhancements) +orks/detachments.md — More Dakka! detachment (abilities, stratagems, enhancements) +orks/detachments.md — Ramship Raiders detachment (abilities, stratagems, enhancements) +orks/detachments.md — Taktikal Brigade detachment (abilities, stratagems, enhancements) +orks/detachments.md — War Horde detachment (abilities, stratagems, enhancements) +orks/datasheets.md — Attack Fighta — Other [100pts] +orks/datasheets.md — Battlewagon — Other [160pts] +orks/datasheets.md — Beast Snagga Boyz — Battleline [95pts, 190pts] +orks/datasheets.md — Beastboss — Characters [80pts] +orks/datasheets.md — Beastboss On Squigosaur — Characters [110pts] +orks/datasheets.md — Big Gunz — Other [20pts, 40pts] +orks/datasheets.md — Big Mek — Characters [70pts] +orks/datasheets.md — Big Mek In Mega Armour — Characters [90pts] +orks/datasheets.md — Big Mek On Warbike — Characters [105pts] +orks/datasheets.md — Big Mek With Kustom Force Field — Characters [55pts] +orks/datasheets.md — Big Mek With Shokk Attack Gun — Characters [80pts] +orks/datasheets.md — Big Trakk — Other [90pts] +orks/datasheets.md — Big’ed Bossbunka — Fortifications [135pts] +orks/datasheets.md — Blitza-bommer — Other [115pts] +orks/datasheets.md — Boomdakka Snazzwagon — Other [70pts] +orks/datasheets.md — Boss Snikrot — Characters [75pts] +orks/datasheets.md — Boss Zagstruk — Characters [90pts] +orks/datasheets.md — Boyz — Battleline [80pts, 170pts] +orks/datasheets.md — Breaka Boyz — Other [140pts] +orks/datasheets.md — Burna Boyz — Other [60pts, 120pts] +orks/datasheets.md — Burna-bommer — Other [125pts] +orks/datasheets.md — Chinork Warkopta — Other [105pts] +orks/datasheets.md — Da Red Gobbo — Characters [40pts] +orks/datasheets.md — Da Red Gobbo’s Tinboy — Characters [45pts] +orks/datasheets.md — Dakkajet — Other [135pts] +orks/datasheets.md — Deff Dread — Other [120pts] +orks/datasheets.md — Deff Rolla Battle Fortress — Other [250pts] +orks/datasheets.md — Deffkilla Wartrike — Characters [80pts] +orks/datasheets.md — Deffkoptas — Other [80pts, 160pts] +orks/datasheets.md — Deffkoptas With Big Shootas — Other [130pts] +orks/datasheets.md — Fighta-bommer — Other [100pts] +orks/datasheets.md — Flash Gitz — Other [80pts, 160pts] +orks/datasheets.md — Gargantuan Squiggoth — Other [440pts] +orks/datasheets.md — Ghazghkull Thraka — Characters [235pts] +orks/datasheets.md — Gorkanaut — Other [265pts] +orks/datasheets.md — Gretchin — Other [40pts, 80pts] +orks/datasheets.md — Grot Bomm Launcha — Other [50pts] +orks/datasheets.md — Grot Mega-tank — Other [110pts] +orks/datasheets.md — Grot Tanks — Other [155pts, 310pts] +orks/datasheets.md — Hunta Rig — Other [135pts] +orks/datasheets.md — Kannonwagon — Other [115pts] +orks/datasheets.md — Kaptin Badrukk — Characters [80pts] +orks/datasheets.md — Kill Krusha — Other [230pts] +orks/datasheets.md — Kill Rig — Other [155pts] +orks/datasheets.md — Kill Tank — Other [295pts] +orks/datasheets.md — Killa Kans — Other [125pts, 250pts] +orks/datasheets.md — Kommandos — Other [120pts] +orks/datasheets.md — Kustom Boosta-blasta — Other [70pts] +orks/datasheets.md — Lifta Wagon — Other [135pts] +orks/datasheets.md — Lootas — Other [50pts, 100pts] +orks/datasheets.md — Mad Dok Grotsnik — Characters [65pts] +orks/datasheets.md — Mega Dread — Other [225pts] +orks/datasheets.md — Meganobz — Other [65pts, 95pts, 160pts, 190pts] +orks/datasheets.md — Megatrakk Scrapjet — Other [75pts] +orks/datasheets.md — Mek — Characters [45pts] +orks/datasheets.md — Mek Gunz — Other [50pts, 100pts, 150pts] +orks/datasheets.md — Meka-dread — Other [210pts] +orks/datasheets.md — Mekboy Workshop — Fortifications [80pts] +orks/datasheets.md — Morkanaut — Other [280pts] +orks/datasheets.md — Mozrog Skragbad — Characters [145pts] +orks/datasheets.md — Nob With Waaagh! Banner — Characters [70pts] +orks/datasheets.md — Nobz — Other [105pts, 210pts] +orks/datasheets.md — Nobz On Warbikes — Other [125pts] +orks/datasheets.md — Painboss — Characters [70pts] +orks/datasheets.md — Painboy — Characters [80pts] +orks/datasheets.md — Painboy On Warbike — Characters [85pts] +orks/datasheets.md — Rukkatrukk Squigbuggy — Other [95pts] +orks/datasheets.md — Shokkjump Dragsta — Other [70pts] +orks/datasheets.md — Skorchas — Other [45pts, 90pts] +orks/datasheets.md — Squiggoth — Other [150pts] +orks/datasheets.md — Squighog Boyz — Other [150pts, 300pts] +orks/datasheets.md — Stompa — Other [800pts] +orks/datasheets.md — Stormboyz — Other [65pts, 130pts] +orks/datasheets.md — Tankbustas — Other [140pts] +orks/datasheets.md — Trukk — Dedicated Transports [70pts] +orks/datasheets.md — Ufthak Blackhawk — Characters [70pts] +orks/datasheets.md — Warbikers — Other [65pts, 130pts] +orks/datasheets.md — Warboss — Characters [75pts] +orks/datasheets.md — Warboss In Mega Armour — Characters [80pts] +orks/datasheets.md — Warboss On Warbike — Characters [75pts] +orks/datasheets.md — Warbuggies — Other [40pts, 80pts] +orks/datasheets.md — Wartrakks — Other [50pts, 100pts] +orks/datasheets.md — Wazbom Blastajet — Other [175pts] +orks/datasheets.md — Weirdboy — Characters [65pts] +orks/datasheets.md — Wurrboy — Characters [60pts] +orks/datasheets.md — Zodgrod Wortsnagga — Characters [90pts] ## Space Marines space-marines/space-marines.md — Space Marines army rules, detachment list, datasheet summary -space-marines/detachments/1st-company-task-force.md — 1st Company Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/angelic-inheritors.md — Angelic Inheritors detachment (abilities, stratagems, enhancements) -space-marines/detachments/anvil-siege-force.md — Anvil Siege Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/bastion-task-force.md — Bastion Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/black-spear-task-force.md — Black Spear Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/blade-of-ultramar.md — Blade of Ultramar detachment (abilities, stratagems, enhancements) -space-marines/detachments/boarding-strike.md — Boarding Strike detachment (abilities, stratagems, enhancements) -space-marines/detachments/champions-of-fenris.md — Champions of Fenris detachment (abilities, stratagems, enhancements) -space-marines/detachments/companions-of-vehemence.md — Companions of Vehemence detachment (abilities, stratagems, enhancements) -space-marines/detachments/company-of-hunters.md — Company of Hunters detachment (abilities, stratagems, enhancements) -space-marines/detachments/emperors-shield.md — Emperor’s Shield detachment (abilities, stratagems, enhancements) -space-marines/detachments/firestorm-assault-force.md — Firestorm Assault Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/forgefathers-seekers.md — Forgefather’s Seekers detachment (abilities, stratagems, enhancements) -space-marines/detachments/gladius-task-force.md — Gladius Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/godhammer-assault-force.md — Godhammer Assault Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/hammer-of-avernii.md — Hammer of Avernii detachment (abilities, stratagems, enhancements) -space-marines/detachments/inner-circle-task-force.md — Inner Circle Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/ironstorm-spearhead.md — Ironstorm Spearhead detachment (abilities, stratagems, enhancements) -space-marines/detachments/liberator-assault-group.md — Liberator Assault Group detachment (abilities, stratagems, enhancements) -space-marines/detachments/librarius-conclave.md — Librarius Conclave detachment (abilities, stratagems, enhancements) -space-marines/detachments/lions-blade-task-force.md — Lion’s Blade Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/orbital-assault-force.md — Orbital Assault Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/pilum-strike-team.md — Pilum Strike Team detachment (abilities, stratagems, enhancements) -space-marines/detachments/rage-cursed-onslaught.md — Rage-cursed Onslaught detachment (abilities, stratagems, enhancements) -space-marines/detachments/reclamation-force.md — Reclamation Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/saga-of-the-beastslayer.md — Saga of the Beastslayer detachment (abilities, stratagems, enhancements) -space-marines/detachments/saga-of-the-bold.md — Saga of the Bold detachment (abilities, stratagems, enhancements) -space-marines/detachments/saga-of-the-great-wolf.md — Saga of the Great Wolf detachment (abilities, stratagems, enhancements) -space-marines/detachments/saga-of-the-hunter.md — Saga of the Hunter detachment (abilities, stratagems, enhancements) -space-marines/detachments/shadowmark-talon.md — Shadowmark Talon detachment (abilities, stratagems, enhancements) -space-marines/detachments/spearpoint-task-force.md — Spearpoint Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/stormlance-task-force.md — Stormlance Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/terminator-assault.md — Terminator Assault detachment (abilities, stratagems, enhancements) -space-marines/detachments/the-angelic-host.md — The Angelic Host detachment (abilities, stratagems, enhancements) -space-marines/detachments/the-lost-brethren.md — The Lost Brethren detachment (abilities, stratagems, enhancements) -space-marines/detachments/unforgiven-task-force.md — Unforgiven Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/vanguard-spearhead.md — Vanguard Spearhead detachment (abilities, stratagems, enhancements) -space-marines/detachments/vindication-task-force.md — Vindication Task Force detachment (abilities, stratagems, enhancements) -space-marines/detachments/wrath-of-the-rock.md — Wrath of the Rock detachment (abilities, stratagems, enhancements) -space-marines/detachments/wrathful-procession.md — Wrathful Procession detachment (abilities, stratagems, enhancements) -space-marines/datasheets/adrax-agatone.md — Adrax Agatone — Characters [85pts] -space-marines/datasheets/aethon-shaan.md — Aethon Shaan — Characters [110pts] -space-marines/datasheets/aggressor-squad.md — Aggressor Squad — Other [95pts, 190pts] -space-marines/datasheets/ancient.md — Ancient — Characters [50pts] -space-marines/datasheets/ancient-in-terminator-armour.md — Ancient In Terminator Armour — Characters [75pts] -space-marines/datasheets/ancient-on-bike.md — Ancient on Bike — Characters [90pts] -space-marines/datasheets/apothecary.md — Apothecary — Characters [50pts] -space-marines/datasheets/apothecary-biologis.md — Apothecary Biologis — Characters [70pts] -space-marines/datasheets/apothecary-on-bike.md — Apothecary on Bike — Characters [65pts] -space-marines/datasheets/arjac-rockfist.md — Arjac Rockfist — Characters [105pts] -space-marines/datasheets/asmodai.md — Asmodai — Characters [70pts] -space-marines/datasheets/assault-intercessor-squad.md — Assault Intercessor Squad — Battleline [75pts, 150pts] -space-marines/datasheets/assault-intercessors-with-jump-packs.md — Assault Intercessors With Jump Packs — Other [90pts, 170pts] -space-marines/datasheets/assault-squad.md — Assault Squad — Other [95pts, 190pts] -space-marines/datasheets/assault-squad-with-jump-packs.md — Assault Squad with Jump Packs — Other [115pts, 230pts] -space-marines/datasheets/astartes-servitors.md — Astartes Servitors — Other [55pts] -space-marines/datasheets/astorath.md — Astorath — Characters [85pts] -space-marines/datasheets/astraeus.md — Astraeus — Other [525pts] -space-marines/datasheets/attack-bike-squad.md — Attack Bike Squad — Other [55pts, 110pts, 165pts] -space-marines/datasheets/azrael.md — Azrael — Characters [125pts] -space-marines/datasheets/baal-predator.md — Baal Predator — Other [125pts] -space-marines/datasheets/ballistus-dreadnought.md — Ballistus Dreadnought — Other [150pts] -space-marines/datasheets/belial.md — Belial — Characters [85pts] -space-marines/datasheets/bike-squad.md — Bike Squad — Other [80pts, 160pts, 55pts] -space-marines/datasheets/bjorn-the-fell-handed.md — Bjorn The Fell-handed — Characters [160pts] -space-marines/datasheets/bladeguard-ancient.md — Bladeguard Ancient — Characters [45pts] -space-marines/datasheets/bladeguard-veteran-squad.md — Bladeguard Veteran Squad — Other [80pts, 170pts] -space-marines/datasheets/blood-angels-captain.md — Blood Angels Captain — Characters [80pts] -space-marines/datasheets/blood-claws.md — Blood Claws — Battleline [135pts, 285pts] -space-marines/datasheets/brother-corbulo.md — Brother Corbulo — Characters [75pts] -space-marines/datasheets/brutalis-dreadnought.md — Brutalis Dreadnought — Other [160pts] -space-marines/datasheets/caanok-var.md — Caanok Var — Characters [100pts] -space-marines/datasheets/caestus-assault-ram.md — Caestus Assault Ram — Other [215pts] -space-marines/datasheets/canis-wolfborn.md — Canis Wolfborn — Characters [75pts] -space-marines/datasheets/captain.md — Captain — Characters [80pts] -space-marines/datasheets/captain-in-gravis-armour.md — Captain In Gravis Armour — Characters [80pts] -space-marines/datasheets/captain-in-phobos-armour.md — Captain In Phobos Armour — Characters [70pts] -space-marines/datasheets/captain-in-terminator-armour.md — Captain In Terminator Armour — Characters [95pts] -space-marines/datasheets/captain-on-bike.md — Captain on Bike — Characters [95pts] -space-marines/datasheets/captain-sicarius.md — Captain Sicarius — Characters [85pts] -space-marines/datasheets/captain-titus.md — Captain Titus — Characters [90pts] -space-marines/datasheets/captain-tycho.md — Captain Tycho — Characters [75pts] -space-marines/datasheets/captain-with-jump-pack.md — Captain With Jump Pack — Characters [75pts] -space-marines/datasheets/carab-culln-the-risen.md — Carab Culln The Risen — Characters [250pts] -space-marines/datasheets/castellan.md — Castellan — Characters [70pts] -space-marines/datasheets/cato-sicarius.md — Cato Sicarius — Characters [95pts] -space-marines/datasheets/centurion-assault-squad.md — Centurion Assault Squad — Other [150pts, 300pts] -space-marines/datasheets/centurion-devastator-squad.md — Centurion Devastator Squad — Other [175pts, 350pts] -space-marines/datasheets/cerberus.md — Cerberus — Other [270pts] -space-marines/datasheets/chaplain.md — Chaplain — Characters [60pts] -space-marines/datasheets/chaplain-cassius.md — Chaplain Cassius — Characters [80pts] -space-marines/datasheets/chaplain-grimaldus.md — Chaplain Grimaldus — Characters [110pts] -space-marines/datasheets/chaplain-in-terminator-armour.md — Chaplain In Terminator Armour — Characters [75pts] -space-marines/datasheets/chaplain-kastiel.md — Chaplain Kastiel — Characters [70pts] -space-marines/datasheets/chaplain-on-bike.md — Chaplain On Bike — Characters [75pts] -space-marines/datasheets/chaplain-venerable-dreadnought.md — Chaplain Venerable Dreadnought — Other [150pts] -space-marines/datasheets/chaplain-with-jump-pack.md — Chaplain With Jump Pack — Characters [75pts] -space-marines/datasheets/chief-librarian-mephiston.md — Chief Librarian Mephiston — Characters [120pts] -space-marines/datasheets/chief-librarian-tigurius.md — Chief Librarian Tigurius — Characters [75pts] -space-marines/datasheets/command-squad.md — Command Squad — Other [165pts] -space-marines/datasheets/commander-dante.md — Commander Dante — Characters [120pts] -space-marines/datasheets/company-champion-on-bike.md — Company Champion On Bike — Characters [60pts] -space-marines/datasheets/company-heroes.md — Company Heroes — Other [105pts] -space-marines/datasheets/company-veterans-on-bikes.md — Company Veterans On Bikes — Other [110pts, 275pts] -space-marines/datasheets/corvus-blackstar.md — Corvus Blackstar — Other [180pts] -space-marines/datasheets/crusade-ancient.md — Crusade Ancient — Characters [55pts] -space-marines/datasheets/crusader-squad.md — Crusader Squad — Battleline [150pts, 300pts] -space-marines/datasheets/crusader-squad-legendary.md — Crusader Squad (Legendary) — Battleline [85pts, 150pts, 135pts, 290pts] -space-marines/datasheets/cyberwolf.md — Cyberwolf — Characters [20pts] -space-marines/datasheets/darnath-lysander.md — Darnath Lysander — Characters [100pts] -space-marines/datasheets/death-company-captain.md — Death Company Captain — Characters [70pts] -space-marines/datasheets/death-company-captain-with-jump-pack.md — Death Company Captain with Jump Pack — Characters [75pts] -space-marines/datasheets/death-company-dreadnought.md — Death Company Dreadnought — Other [160pts] -space-marines/datasheets/death-company-dreadnought-with-magna-grapple.md — Death Company Dreadnought with Magna-grapple — Other [145pts] -space-marines/datasheets/death-company-marines.md — Death Company Marines — Other [85pts, 160pts] -space-marines/datasheets/death-company-marines-with-bolt-rifles.md — Death Company Marines with Bolt Rifles — Other [85pts, 160pts] -space-marines/datasheets/death-company-marines-with-boltguns.md — Death Company Marines with Boltguns — Other [125pts, 250pts] -space-marines/datasheets/death-company-marines-with-boltguns-and-jump-packs.md — Death Company Marines with Boltguns and Jump Packs — Other [140pts, 280pts] -space-marines/datasheets/death-company-marines-with-jump-packs.md — Death Company Marines With Jump Packs — Other [120pts, 230pts] -space-marines/datasheets/deathstorm-drop-pod.md — Deathstorm Drop Pod — Other [95pts] -space-marines/datasheets/deathwatch-terminator-squad.md — Deathwatch Terminator Squad — Other [190pts, 350pts] -space-marines/datasheets/deathwatch-veterans.md — Deathwatch Veterans — Battleline [100pts, 190pts] -space-marines/datasheets/deathwing-command-squad.md — Deathwing Command Squad — Other [200pts, 400pts] -space-marines/datasheets/deathwing-knights.md — Deathwing Knights — Other [250pts] -space-marines/datasheets/deathwing-strikemaster.md — Deathwing Strikemaster — Characters [80pts] -space-marines/datasheets/deathwing-terminator-squad.md — Deathwing Terminator Squad — Other [180pts, 360pts] -space-marines/datasheets/decimus-kill-team.md — Decimus Kill Team — Battleline [100pts, 200pts] -space-marines/datasheets/deimos-predator.md — Deimos Predator — Other [115pts] -space-marines/datasheets/deredeo-dreadnought.md — Deredeo Dreadnought — Other [160pts] -space-marines/datasheets/desolation-squad.md — Desolation Squad — Other [200pts] -space-marines/datasheets/devastator-squad.md — Devastator Squad — Other [120pts, 200pts] -space-marines/datasheets/dreadnought.md — Dreadnought — Other [135pts] -space-marines/datasheets/dreadnought-drop-pod.md — Dreadnought Drop Pod — Other [75pts] -space-marines/datasheets/drop-pod.md — Drop Pod — Dedicated Transports [70pts] -space-marines/datasheets/eliminator-squad.md — Eliminator Squad — Other [85pts] -space-marines/datasheets/emperors-champion.md — Emperor’s Champion — Characters [100pts] -space-marines/datasheets/eradicator-squad.md — Eradicator Squad — Other [90pts, 180pts] -space-marines/datasheets/example-wargear.md — Example Wargear (Summoned) -space-marines/datasheets/execrator.md — Execrator — Characters [60pts] -space-marines/datasheets/ezekiel.md — Ezekiel — Characters [75pts] -space-marines/datasheets/falchion.md — Falchion — Other [420pts] -space-marines/datasheets/fellblade.md — Fellblade — Other [480pts] -space-marines/datasheets/fenrisian-wolves.md — Fenrisian Wolves — Other [40pts, 80pts] -space-marines/datasheets/ferren-areios.md — Ferren Areios — Characters [80pts] -space-marines/datasheets/fire-raptor-gunship.md — Fire Raptor Gunship — Other [290pts] -space-marines/datasheets/firestrike-servo-turrets.md — Firestrike Servo-turrets — Other [75pts, 150pts] -space-marines/datasheets/fortis-kill-team.md — Fortis Kill Team — Other [180pts] -space-marines/datasheets/furioso-dreadnought.md — Furioso Dreadnought — Other [150pts] -space-marines/datasheets/gabriel-seth.md — Gabriel Seth — Characters [90pts] -space-marines/datasheets/gladiator-lancer.md — Gladiator Lancer — Other [160pts] -space-marines/datasheets/gladiator-lancer.md — Gladiator Lancer — Other [160pts] -space-marines/datasheets/gladiator-reaper.md — Gladiator Reaper — Other [160pts] -space-marines/datasheets/gladiator-reaper.md — Gladiator Reaper — Other [160pts] -space-marines/datasheets/gladiator-valiant.md — Gladiator Valiant — Other [150pts] -space-marines/datasheets/gladiator-valiant.md — Gladiator Valiant — Other [150pts] -space-marines/datasheets/grey-hunters.md — Grey Hunters — Battleline [165pts] -space-marines/datasheets/hammerfall-bunker.md — Hammerfall Bunker — Fortifications [175pts] -space-marines/datasheets/harald-deathwolf.md — Harald Deathwolf — Characters [85pts] -space-marines/datasheets/heavy-intercessor-squad.md — Heavy Intercessor Squad — Battleline [100pts, 200pts] -space-marines/datasheets/hellblaster-squad.md — Hellblaster Squad — Other [110pts, 220pts] -space-marines/datasheets/high-marshal-helbrecht.md — High Marshal Helbrecht — Characters [120pts] -space-marines/datasheets/hounds-of-morkai.md — Hounds Of Morkai — Other [80pts, 160pts] -space-marines/datasheets/hunter.md — Hunter — Other [100pts] -space-marines/datasheets/imperial-space-marine.md — Imperial Space Marine — Characters [40pts] -space-marines/datasheets/impulsor.md — Impulsor — Dedicated Transports [80pts] -space-marines/datasheets/impulsor.md — Impulsor — Dedicated Transports [85pts] -space-marines/datasheets/inceptor-squad.md — Inceptor Squad — Other [120pts, 240pts] -space-marines/datasheets/incursor-squad.md — Incursor Squad — Other [80pts, 160pts] -space-marines/datasheets/indomitor-kill-team.md — Indomitor Kill Team — Other [265pts] -space-marines/datasheets/infernus-squad.md — Infernus Squad — Other [90pts, 180pts] -space-marines/datasheets/infiltrator-squad.md — Infiltrator Squad — Other [100pts, 200pts] -space-marines/datasheets/inner-circle-companions.md — Inner Circle Companions — Other [90pts, 180pts] -space-marines/datasheets/intercessor-squad.md — Intercessor Squad — Battleline [80pts, 160pts] -space-marines/datasheets/invader-atv.md — Invader ATV — Other [60pts] -space-marines/datasheets/invictor-tactical-warsuit.md — Invictor Tactical Warsuit — Other [125pts] -space-marines/datasheets/iron-father-feirros.md — Iron Father Feirros — Characters [95pts] -space-marines/datasheets/iron-priest.md — Iron Priest — Characters [55pts] -space-marines/datasheets/iron-priest-on-thunderwolf.md — Iron Priest On Thunderwolf — Characters [95pts] -space-marines/datasheets/ironclad-dreadnought.md — Ironclad Dreadnought — Other [150pts] -space-marines/datasheets/javelin-attack-speeder.md — Javelin Attack Speeder — Other [110pts] -space-marines/datasheets/judiciar.md — Judiciar — Characters [70pts] -space-marines/datasheets/judiciar-xacharus.md — Judiciar Xacharus — Characters [75pts] -space-marines/datasheets/kayvaan-shrike.md — Kayvaan Shrike — Characters [100pts] -space-marines/datasheets/kill-team-cassius.md — Kill Team Cassius — Characters [220pts] -space-marines/datasheets/korsarro-khan.md — Kor’sarro Khan — Characters [60pts] -space-marines/datasheets/kratos.md — Kratos — Other [240pts] -space-marines/datasheets/krom-dragongaze.md — Krom Dragongaze — Characters [65pts] -space-marines/datasheets/land-raider.md — Land Raider — Other [220pts] -space-marines/datasheets/land-raider-achilles.md — Land Raider Achilles — Other [230pts] -space-marines/datasheets/land-raider-crusader.md — Land Raider Crusader — Other [220pts] -space-marines/datasheets/land-raider-crusader.md — Land Raider Crusader — Other [220pts] -space-marines/datasheets/land-raider-excelsior.md — Land Raider Excelsior — Other [250pts] -space-marines/datasheets/land-raider-helios.md — Land Raider Helios — Other [220pts] -space-marines/datasheets/land-raider-prometheus.md — Land Raider Prometheus — Other [250pts] -space-marines/datasheets/land-raider-proteus.md — Land Raider Proteus — Other [220pts] -space-marines/datasheets/land-raider-redeemer.md — Land Raider Redeemer — Other [270pts] -space-marines/datasheets/land-speeder.md — Land Speeder — Other [80pts] -space-marines/datasheets/land-speeder-storm.md — Land Speeder Storm — Dedicated Transports [70pts] -space-marines/datasheets/land-speeder-tempest.md — Land Speeder Tempest — Other [95pts] -space-marines/datasheets/land-speeder-tornado.md — Land Speeder Tornado — Other [95pts] -space-marines/datasheets/land-speeder-typhoon.md — Land Speeder Typhoon — Other [100pts] -space-marines/datasheets/land-speeder-vengeance.md — Land Speeder Vengeance — Other [120pts] -space-marines/datasheets/lazarus.md — Lazarus — Characters [70pts] -space-marines/datasheets/lemartes.md — Lemartes — Characters [100pts] -space-marines/datasheets/leviathan-dreadnought.md — Leviathan Dreadnought — Other [160pts] -space-marines/datasheets/librarian.md — Librarian — Characters [65pts] -space-marines/datasheets/librarian-dreadnought.md — Librarian Dreadnought — Other [170pts] -space-marines/datasheets/librarian-in-phobos-armour.md — Librarian In Phobos Armour — Characters [70pts] -space-marines/datasheets/librarian-in-terminator-armour.md — Librarian In Terminator Armour — Characters [75pts] -space-marines/datasheets/librarian-on-bike.md — Librarian on Bike — Characters [80pts] -space-marines/datasheets/librarian-with-jump-pack.md — Librarian with Jump Pack — Characters [75pts] -space-marines/datasheets/lieutenant.md — Lieutenant — Characters [55pts] -space-marines/datasheets/lieutenant-in-phobos-armour.md — Lieutenant In Phobos Armour — Characters [55pts] -space-marines/datasheets/lieutenant-in-reiver-armour.md — Lieutenant In Reiver Armour — Characters [55pts] -space-marines/datasheets/lieutenant-with-combi-weapon.md — Lieutenant With Combi-weapon — Characters [85pts] -space-marines/datasheets/lion-eljonson.md — Lion El’jonson — Characters [315pts] -space-marines/datasheets/logan-grimnar.md — Logan Grimnar — Characters [110pts] -space-marines/datasheets/logan-grimnar-on-stormrider.md — Logan Grimnar On Stormrider — Characters [180pts] -space-marines/datasheets/long-fangs.md — Long Fangs — Other [120pts, 145pts] -space-marines/datasheets/lukas-the-trickster.md — Lukas The Trickster — Characters [50pts] -space-marines/datasheets/marneus-calgar.md — Marneus Calgar — Characters [200pts] -space-marines/datasheets/marneus-calgar-in-armour-of-antilochus.md — Marneus Calgar in Armour of Antilochus — Characters [140pts] -space-marines/datasheets/marshal.md — Marshal — Characters [80pts] -space-marines/datasheets/mastodon.md — Mastodon — Other [540pts] -space-marines/datasheets/mortis-dreadnought.md — Mortis Dreadnought — Other [130pts] -space-marines/datasheets/murderfang.md — Murderfang — Characters [150pts] -space-marines/datasheets/nephilim-jetfighter.md — Nephilim Jetfighter — Other [195pts] -space-marines/datasheets/njal-stormcaller.md — Njal Stormcaller — Characters [85pts] -space-marines/datasheets/outrider-squad.md — Outrider Squad — Other [80pts, 160pts, 60pts] -space-marines/datasheets/pedro-kantor.md — Pedro Kantor — Characters [90pts] -space-marines/datasheets/predator-annihilator.md — Predator Annihilator — Other [135pts] -space-marines/datasheets/predator-destructor.md — Predator Destructor — Other [140pts] -space-marines/datasheets/primaris-company-champion.md — Primaris Company Champion — Characters [55pts] -space-marines/datasheets/ragnar-blackmane.md — Ragnar Blackmane — Characters [100pts] -space-marines/datasheets/rapier-carrier.md — Rapier Carrier — Other [90pts] -space-marines/datasheets/ravenwing-black-knights.md — Ravenwing Black Knights — Other [80pts, 160pts] -space-marines/datasheets/ravenwing-command-squad.md — Ravenwing Command Squad — Characters [120pts] -space-marines/datasheets/ravenwing-dark-talon.md — Ravenwing Dark Talon — Other [210pts] -space-marines/datasheets/ravenwing-darkshroud.md — Ravenwing Darkshroud — Other [100pts] -space-marines/datasheets/ravenwing-talonmaster.md — Ravenwing Talonmaster — Characters [105pts] -space-marines/datasheets/razorback.md — Razorback — Dedicated Transports [95pts] -space-marines/datasheets/redemptor-dreadnought.md — Redemptor Dreadnought — Other [205pts] -space-marines/datasheets/reiver-squad.md — Reiver Squad — Other [80pts, 160pts] -space-marines/datasheets/relic-contemptor-dreadnought.md — Relic Contemptor Dreadnought — Other [140pts] -space-marines/datasheets/relic-razorback.md — Relic Razorback — Dedicated Transports [105pts] -space-marines/datasheets/relic-terminator-squad.md — Relic Terminator Squad — Other [200pts, 400pts] -space-marines/datasheets/repulsor.md — Repulsor — Other [180pts] -space-marines/datasheets/repulsor.md — Repulsor — Other [180pts] -space-marines/datasheets/repulsor-executioner.md — Repulsor Executioner — Other [230pts] -space-marines/datasheets/repulsor-executioner.md — Repulsor Executioner — Other [235pts] -space-marines/datasheets/rhino.md — Rhino — Dedicated Transports [75pts] -space-marines/datasheets/rhino-primaris.md — Rhino Primaris — Other [95pts] -space-marines/datasheets/roboute-guilliman.md — Roboute Guilliman — Characters [340pts] -space-marines/datasheets/sammael.md — Sammael — Characters [115pts] -space-marines/datasheets/sanguinary-guard.md — Sanguinary Guard — Other [125pts, 260pts] -space-marines/datasheets/sanguinary-priest.md — Sanguinary Priest — Characters [75pts] -space-marines/datasheets/sanguinary-priest-on-bike.md — Sanguinary Priest on Bike — Characters [135pts] -space-marines/datasheets/sanguinary-priest-with-jump-pack.md — Sanguinary Priest With Jump Pack — Characters [100pts] -space-marines/datasheets/scout-bike-squad.md — Scout Bike Squad — Other [75pts, 150pts] -space-marines/datasheets/scout-sniper-squad.md — Scout Sniper Squad — Other [75pts, 150pts] -space-marines/datasheets/scout-squad.md — Scout Squad — Other [70pts, 140pts] -space-marines/datasheets/sergeant-chronus.md — Sergeant Chronus — Characters [75pts] -space-marines/datasheets/sergeant-telion.md — Sergeant Telion — Characters [70pts] -space-marines/datasheets/sicaran-arcus.md — Sicaran Arcus — Other [160pts] -space-marines/datasheets/sicaran-battle-tank.md — Sicaran Battle Tank — Other [160pts] -space-marines/datasheets/sicaran-omega.md — Sicaran Omega — Other [180pts] -space-marines/datasheets/sicaran-punisher.md — Sicaran Punisher — Other [160pts] -space-marines/datasheets/sicaran-venator.md — Sicaran Venator — Other [180pts] -space-marines/datasheets/skyclaws.md — Skyclaws — Other [90pts, 165pts, 240pts] -space-marines/datasheets/sokar-pattern-stormbird.md — Sokar-pattern Stormbird — Other [900pts] -space-marines/datasheets/spartan.md — Spartan — Other [300pts] -space-marines/datasheets/spectrus-kill-team.md — Spectrus Kill Team — Other [180pts] -space-marines/datasheets/stalker.md — Stalker — Other [140pts] -space-marines/datasheets/sternguard-veteran-squad.md — Sternguard Veteran Squad — Other [100pts, 200pts] -space-marines/datasheets/sternguard-veteran-squad.md — Sternguard Veteran Squad — Other [85pts, 170pts] -space-marines/datasheets/storm-eagle-gunship.md — Storm Eagle Gunship — Other [250pts] -space-marines/datasheets/storm-speeder-hailstrike.md — Storm Speeder Hailstrike — Other [115pts] -space-marines/datasheets/storm-speeder-hammerstrike.md — Storm Speeder Hammerstrike — Other [125pts] -space-marines/datasheets/storm-speeder-thunderstrike.md — Storm Speeder Thunderstrike — Other [135pts] -space-marines/datasheets/stormfang-gunship.md — Stormfang Gunship — Other [300pts] -space-marines/datasheets/stormhawk-interceptor.md — Stormhawk Interceptor — Other [155pts] -space-marines/datasheets/stormraven-gunship.md — Stormraven Gunship — Other [280pts] -space-marines/datasheets/stormtalon-gunship.md — Stormtalon Gunship — Other [165pts] -space-marines/datasheets/stormwolf.md — Stormwolf — Other [250pts] -space-marines/datasheets/suboden-khan.md — Suboden Khan — Characters [115pts] -space-marines/datasheets/suppressor-squad.md — Suppressor Squad — Other [75pts] -space-marines/datasheets/sword-brethren-squad.md — Sword Brethren Squad — Other [105pts, 130pts, 235pts, 260pts] -space-marines/datasheets/tactical-squad.md — Tactical Squad — Battleline [140pts] -space-marines/datasheets/talonstrike-kill-team.md — Talonstrike Kill Team — Other [275pts] -space-marines/datasheets/tarantula-air-defence-battery.md — Tarantula Air Defence Battery — Other [70pts] -space-marines/datasheets/tarantula-sentry-battery.md — Tarantula Sentry Battery — Other [30pts, 60pts, 90pts] -space-marines/datasheets/techmarine.md — Techmarine — Characters [55pts] -space-marines/datasheets/techmarine-on-bike.md — Techmarine on Bike — Characters [110pts] -space-marines/datasheets/terminator-assault-squad.md — Terminator Assault Squad — Other [180pts, 360pts] -space-marines/datasheets/terminator-squad.md — Terminator Squad — Other [170pts, 340pts] -space-marines/datasheets/terminator-squad.md — Terminator Squad — Other [175pts, 330pts] -space-marines/datasheets/terminus-ultra.md — Terminus Ultra — Other [285pts] -space-marines/datasheets/terrax-pattern-termite.md — Terrax-pattern Termite — Dedicated Transports [200pts] -space-marines/datasheets/the-sanguinor.md — The Sanguinor — Characters [130pts] -space-marines/datasheets/thunderfire-cannon.md — Thunderfire Cannon — Other [90pts] -space-marines/datasheets/thunderhawk-gunship.md — Thunderhawk Gunship — Other [840pts] -space-marines/datasheets/thunderhawk-transporter.md — Thunderhawk Transporter — Other [495pts] -space-marines/datasheets/thunderwolf-cavalry.md — Thunderwolf Cavalry — Other [115pts, 230pts] -space-marines/datasheets/tor-garadon.md — Tor Garadon — Characters [90pts] -space-marines/datasheets/tycho-the-lost.md — Tycho The Lost — Characters [90pts] -space-marines/datasheets/typhon.md — Typhon — Other [320pts] -space-marines/datasheets/tyrannic-war-veterans.md — Tyrannic War Veterans — Other [85pts] -space-marines/datasheets/ulrik-the-slayer.md — Ulrik The Slayer — Characters [70pts] -space-marines/datasheets/ultramarines-honour-guard.md — Ultramarines Honour Guard — Other [155pts] -space-marines/datasheets/uriel-ventris.md — Uriel Ventris — Characters [95pts] -space-marines/datasheets/vanguard-veteran-squad.md — Vanguard Veteran Squad — Other [120pts, 240pts] -space-marines/datasheets/vanguard-veteran-squad-with-jump-packs.md — Vanguard Veteran Squad With Jump Packs — Other [100pts, 200pts] -space-marines/datasheets/venerable-dreadnought.md — Venerable Dreadnought — Other [130pts] -space-marines/datasheets/venerable-dreadnought-legendary.md — Venerable Dreadnought (Legendary) — Other [165pts] -space-marines/datasheets/victrix-honour-guard.md — Victrix Honour Guard — Other [110pts, 220pts] -space-marines/datasheets/vindicator.md — Vindicator — Other [185pts] -space-marines/datasheets/vindicator-laser-destroyer.md — Vindicator Laser Destroyer — Other [175pts] -space-marines/datasheets/vulkan-hestan.md — Vulkan He’stan — Characters [100pts] -space-marines/datasheets/wardens-of-ultramar.md — Wardens of Ultramar — Other [105pts] -space-marines/datasheets/watch-captain-artemis.md — Watch Captain Artemis — Characters [65pts] -space-marines/datasheets/watch-master.md — Watch Master — Characters [95pts] -space-marines/datasheets/whirlwind.md — Whirlwind — Other [190pts] -space-marines/datasheets/whirlwind-scorpius.md — Whirlwind Scorpius — Other [115pts] -space-marines/datasheets/wolf-guard.md — Wolf Guard — Other [85pts, 170pts] -space-marines/datasheets/wolf-guard-battle-leader.md — Wolf Guard Battle Leader — Characters [65pts] -space-marines/datasheets/wolf-guard-battle-leader-in-terminator-armour.md — Wolf Guard Battle Leader In Terminator Armour — Characters [75pts] -space-marines/datasheets/wolf-guard-battle-leader-on-thunderwolf.md — Wolf Guard Battle Leader On Thunderwolf — Characters [80pts] -space-marines/datasheets/wolf-guard-headtakers.md — Wolf Guard Headtakers — Other [85pts, 110pts, 170pts, 220pts] -space-marines/datasheets/wolf-guard-pack-leader.md — Wolf Guard Pack Leader — Characters [30pts] -space-marines/datasheets/wolf-guard-pack-leader-in-terminator-armour.md — Wolf Guard Pack Leader In Terminator Armour — Characters [40pts] -space-marines/datasheets/wolf-guard-pack-leader-with-jump-pack.md — Wolf Guard Pack Leader With Jump Pack — Characters [35pts] -space-marines/datasheets/wolf-guard-terminators.md — Wolf Guard Terminators — Other [170pts, 340pts] -space-marines/datasheets/wolf-lord-on-thunderwolf.md — Wolf Lord on Thunderwolf — Characters [100pts] -space-marines/datasheets/wolf-priest.md — Wolf Priest — Characters [70pts] -space-marines/datasheets/wolf-scouts.md — Wolf Scouts — Other [80pts, 160pts] -space-marines/datasheets/wolf-scouts.md — Wolf Scouts — Other [105pts, 210pts] -space-marines/datasheets/wulfen.md — Wulfen — Other [85pts, 170pts] -space-marines/datasheets/wulfen-dreadnought.md — Wulfen Dreadnought — Other [145pts] -space-marines/datasheets/wulfen-with-storm-shields.md — Wulfen with Storm Shields — Other [100pts, 200pts] -space-marines/datasheets/xiphon-interceptor.md — Xiphon Interceptor — Other [115pts] +space-marines/detachments.md — 1st Company Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Angelic Inheritors detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Anvil Siege Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Bastion Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Black Spear Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Blade of Ultramar detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Boarding Strike detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Champions of Fenris detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Companions of Vehemence detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Company of Hunters detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Emperor’s Shield detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Firestorm Assault Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Forgefather’s Seekers detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Gladius Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Godhammer Assault Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Hammer of Avernii detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Inner Circle Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Ironstorm Spearhead detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Liberator Assault Group detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Librarius Conclave detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Lion’s Blade Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Orbital Assault Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Pilum Strike Team detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Rage-cursed Onslaught detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Reclamation Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Saga of the Beastslayer detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Saga of the Bold detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Saga of the Great Wolf detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Saga of the Hunter detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Shadowmark Talon detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Spearpoint Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Stormlance Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Terminator Assault detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — The Angelic Host detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — The Lost Brethren detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Unforgiven Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Vanguard Spearhead detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Vindication Task Force detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Wrath of the Rock detachment (abilities, stratagems, enhancements) +space-marines/detachments.md — Wrathful Procession detachment (abilities, stratagems, enhancements) +space-marines/datasheets.md — Adrax Agatone — Characters [85pts] +space-marines/datasheets.md — Aethon Shaan — Characters [110pts] +space-marines/datasheets.md — Aggressor Squad — Other [95pts, 190pts] +space-marines/datasheets.md — Ancient — Characters [50pts] +space-marines/datasheets.md — Ancient In Terminator Armour — Characters [75pts] +space-marines/datasheets.md — Ancient on Bike — Characters [90pts] +space-marines/datasheets.md — Apothecary — Characters [50pts] +space-marines/datasheets.md — Apothecary Biologis — Characters [70pts] +space-marines/datasheets.md — Apothecary on Bike — Characters [65pts] +space-marines/datasheets.md — Arjac Rockfist — Characters [105pts] +space-marines/datasheets.md — Asmodai — Characters [70pts] +space-marines/datasheets.md — Assault Intercessor Squad — Battleline [75pts, 150pts] +space-marines/datasheets.md — Assault Intercessors With Jump Packs — Other [90pts, 170pts] +space-marines/datasheets.md — Assault Squad — Other [95pts, 190pts] +space-marines/datasheets.md — Assault Squad with Jump Packs — Other [115pts, 230pts] +space-marines/datasheets.md — Astartes Servitors — Other [55pts] +space-marines/datasheets.md — Astorath — Characters [85pts] +space-marines/datasheets.md — Astraeus — Other [525pts] +space-marines/datasheets.md — Attack Bike Squad — Other [55pts, 110pts, 165pts] +space-marines/datasheets.md — Azrael — Characters [125pts] +space-marines/datasheets.md — Baal Predator — Other [125pts] +space-marines/datasheets.md — Ballistus Dreadnought — Other [150pts] +space-marines/datasheets.md — Belial — Characters [85pts] +space-marines/datasheets.md — Bike Squad — Other [80pts, 160pts, 55pts] +space-marines/datasheets.md — Bjorn The Fell-handed — Characters [160pts] +space-marines/datasheets.md — Bladeguard Ancient — Characters [45pts] +space-marines/datasheets.md — Bladeguard Veteran Squad — Other [80pts, 170pts] +space-marines/datasheets.md — Blood Angels Captain — Characters [80pts] +space-marines/datasheets.md — Blood Claws — Battleline [135pts, 285pts] +space-marines/datasheets.md — Brother Corbulo — Characters [75pts] +space-marines/datasheets.md — Brutalis Dreadnought — Other [160pts] +space-marines/datasheets.md — Caanok Var — Characters [100pts] +space-marines/datasheets.md — Caestus Assault Ram — Other [215pts] +space-marines/datasheets.md — Canis Wolfborn — Characters [75pts] +space-marines/datasheets.md — Captain — Characters [80pts] +space-marines/datasheets.md — Captain In Gravis Armour — Characters [80pts] +space-marines/datasheets.md — Captain In Phobos Armour — Characters [70pts] +space-marines/datasheets.md — Captain In Terminator Armour — Characters [95pts] +space-marines/datasheets.md — Captain on Bike — Characters [95pts] +space-marines/datasheets.md — Captain Sicarius — Characters [85pts] +space-marines/datasheets.md — Captain Titus — Characters [90pts] +space-marines/datasheets.md — Captain Tycho — Characters [75pts] +space-marines/datasheets.md — Captain With Jump Pack — Characters [75pts] +space-marines/datasheets.md — Carab Culln The Risen — Characters [250pts] +space-marines/datasheets.md — Castellan — Characters [70pts] +space-marines/datasheets.md — Cato Sicarius — Characters [95pts] +space-marines/datasheets.md — Centurion Assault Squad — Other [150pts, 300pts] +space-marines/datasheets.md — Centurion Devastator Squad — Other [175pts, 350pts] +space-marines/datasheets.md — Cerberus — Other [270pts] +space-marines/datasheets.md — Chaplain — Characters [60pts] +space-marines/datasheets.md — Chaplain Cassius — Characters [80pts] +space-marines/datasheets.md — Chaplain Grimaldus — Characters [110pts] +space-marines/datasheets.md — Chaplain In Terminator Armour — Characters [75pts] +space-marines/datasheets.md — Chaplain Kastiel — Characters [70pts] +space-marines/datasheets.md — Chaplain On Bike — Characters [75pts] +space-marines/datasheets.md — Chaplain Venerable Dreadnought — Other [150pts] +space-marines/datasheets.md — Chaplain With Jump Pack — Characters [75pts] +space-marines/datasheets.md — Chief Librarian Mephiston — Characters [120pts] +space-marines/datasheets.md — Chief Librarian Tigurius — Characters [75pts] +space-marines/datasheets.md — Command Squad — Other [165pts] +space-marines/datasheets.md — Commander Dante — Characters [120pts] +space-marines/datasheets.md — Company Champion On Bike — Characters [60pts] +space-marines/datasheets.md — Company Heroes — Other [105pts] +space-marines/datasheets.md — Company Veterans On Bikes — Other [110pts, 275pts] +space-marines/datasheets.md — Corvus Blackstar — Other [180pts] +space-marines/datasheets.md — Crusade Ancient — Characters [55pts] +space-marines/datasheets.md — Crusader Squad — Battleline [150pts, 300pts] +space-marines/datasheets.md — Crusader Squad (Legendary) — Battleline [85pts, 150pts, 135pts, 290pts] +space-marines/datasheets.md — Cyberwolf — Characters [20pts] +space-marines/datasheets.md — Darnath Lysander — Characters [100pts] +space-marines/datasheets.md — Death Company Captain — Characters [70pts] +space-marines/datasheets.md — Death Company Captain with Jump Pack — Characters [75pts] +space-marines/datasheets.md — Death Company Dreadnought — Other [160pts] +space-marines/datasheets.md — Death Company Dreadnought with Magna-grapple — Other [145pts] +space-marines/datasheets.md — Death Company Marines — Other [85pts, 160pts] +space-marines/datasheets.md — Death Company Marines with Bolt Rifles — Other [85pts, 160pts] +space-marines/datasheets.md — Death Company Marines with Boltguns — Other [125pts, 250pts] +space-marines/datasheets.md — Death Company Marines with Boltguns and Jump Packs — Other [140pts, 280pts] +space-marines/datasheets.md — Death Company Marines With Jump Packs — Other [120pts, 230pts] +space-marines/datasheets.md — Deathstorm Drop Pod — Other [95pts] +space-marines/datasheets.md — Deathwatch Terminator Squad — Other [190pts, 350pts] +space-marines/datasheets.md — Deathwatch Veterans — Battleline [100pts, 190pts] +space-marines/datasheets.md — Deathwing Command Squad — Other [200pts, 400pts] +space-marines/datasheets.md — Deathwing Knights — Other [250pts] +space-marines/datasheets.md — Deathwing Strikemaster — Characters [80pts] +space-marines/datasheets.md — Deathwing Terminator Squad — Other [180pts, 360pts] +space-marines/datasheets.md — Decimus Kill Team — Battleline [100pts, 200pts] +space-marines/datasheets.md — Deimos Predator — Other [115pts] +space-marines/datasheets.md — Deredeo Dreadnought — Other [160pts] +space-marines/datasheets.md — Desolation Squad — Other [200pts] +space-marines/datasheets.md — Devastator Squad — Other [120pts, 200pts] +space-marines/datasheets.md — Dreadnought — Other [135pts] +space-marines/datasheets.md — Dreadnought Drop Pod — Other [75pts] +space-marines/datasheets.md — Drop Pod — Dedicated Transports [70pts] +space-marines/datasheets.md — Eliminator Squad — Other [85pts] +space-marines/datasheets.md — Emperor’s Champion — Characters [100pts] +space-marines/datasheets.md — Eradicator Squad — Other [90pts, 180pts] +space-marines/datasheets.md — Example Wargear (Summoned) +space-marines/datasheets.md — Execrator — Characters [60pts] +space-marines/datasheets.md — Ezekiel — Characters [75pts] +space-marines/datasheets.md — Falchion — Other [420pts] +space-marines/datasheets.md — Fellblade — Other [480pts] +space-marines/datasheets.md — Fenrisian Wolves — Other [40pts, 80pts] +space-marines/datasheets.md — Ferren Areios — Characters [80pts] +space-marines/datasheets.md — Fire Raptor Gunship — Other [290pts] +space-marines/datasheets.md — Firestrike Servo-turrets — Other [75pts, 150pts] +space-marines/datasheets.md — Fortis Kill Team — Other [180pts] +space-marines/datasheets.md — Furioso Dreadnought — Other [150pts] +space-marines/datasheets.md — Gabriel Seth — Characters [90pts] +space-marines/datasheets.md — Gladiator Lancer — Other [160pts] +space-marines/datasheets.md — Gladiator Lancer — Other [160pts] +space-marines/datasheets.md — Gladiator Reaper — Other [160pts] +space-marines/datasheets.md — Gladiator Reaper — Other [160pts] +space-marines/datasheets.md — Gladiator Valiant — Other [150pts] +space-marines/datasheets.md — Gladiator Valiant — Other [150pts] +space-marines/datasheets.md — Grey Hunters — Battleline [165pts] +space-marines/datasheets.md — Hammerfall Bunker — Fortifications [175pts] +space-marines/datasheets.md — Harald Deathwolf — Characters [85pts] +space-marines/datasheets.md — Heavy Intercessor Squad — Battleline [100pts, 200pts] +space-marines/datasheets.md — Hellblaster Squad — Other [110pts, 220pts] +space-marines/datasheets.md — High Marshal Helbrecht — Characters [120pts] +space-marines/datasheets.md — Hounds Of Morkai — Other [80pts, 160pts] +space-marines/datasheets.md — Hunter — Other [100pts] +space-marines/datasheets.md — Imperial Space Marine — Characters [40pts] +space-marines/datasheets.md — Impulsor — Dedicated Transports [80pts] +space-marines/datasheets.md — Impulsor — Dedicated Transports [85pts] +space-marines/datasheets.md — Inceptor Squad — Other [120pts, 240pts] +space-marines/datasheets.md — Incursor Squad — Other [80pts, 160pts] +space-marines/datasheets.md — Indomitor Kill Team — Other [265pts] +space-marines/datasheets.md — Infernus Squad — Other [90pts, 180pts] +space-marines/datasheets.md — Infiltrator Squad — Other [100pts, 200pts] +space-marines/datasheets.md — Inner Circle Companions — Other [90pts, 180pts] +space-marines/datasheets.md — Intercessor Squad — Battleline [80pts, 160pts] +space-marines/datasheets.md — Invader ATV — Other [60pts] +space-marines/datasheets.md — Invictor Tactical Warsuit — Other [125pts] +space-marines/datasheets.md — Iron Father Feirros — Characters [95pts] +space-marines/datasheets.md — Iron Priest — Characters [55pts] +space-marines/datasheets.md — Iron Priest On Thunderwolf — Characters [95pts] +space-marines/datasheets.md — Ironclad Dreadnought — Other [150pts] +space-marines/datasheets.md — Javelin Attack Speeder — Other [110pts] +space-marines/datasheets.md — Judiciar — Characters [70pts] +space-marines/datasheets.md — Judiciar Xacharus — Characters [75pts] +space-marines/datasheets.md — Kayvaan Shrike — Characters [100pts] +space-marines/datasheets.md — Kill Team Cassius — Characters [220pts] +space-marines/datasheets.md — Kor’sarro Khan — Characters [60pts] +space-marines/datasheets.md — Kratos — Other [240pts] +space-marines/datasheets.md — Krom Dragongaze — Characters [65pts] +space-marines/datasheets.md — Land Raider — Other [220pts] +space-marines/datasheets.md — Land Raider Achilles — Other [230pts] +space-marines/datasheets.md — Land Raider Crusader — Other [220pts] +space-marines/datasheets.md — Land Raider Crusader — Other [220pts] +space-marines/datasheets.md — Land Raider Excelsior — Other [250pts] +space-marines/datasheets.md — Land Raider Helios — Other [220pts] +space-marines/datasheets.md — Land Raider Prometheus — Other [250pts] +space-marines/datasheets.md — Land Raider Proteus — Other [220pts] +space-marines/datasheets.md — Land Raider Redeemer — Other [270pts] +space-marines/datasheets.md — Land Speeder — Other [80pts] +space-marines/datasheets.md — Land Speeder Storm — Dedicated Transports [70pts] +space-marines/datasheets.md — Land Speeder Tempest — Other [95pts] +space-marines/datasheets.md — Land Speeder Tornado — Other [95pts] +space-marines/datasheets.md — Land Speeder Typhoon — Other [100pts] +space-marines/datasheets.md — Land Speeder Vengeance — Other [120pts] +space-marines/datasheets.md — Lazarus — Characters [70pts] +space-marines/datasheets.md — Lemartes — Characters [100pts] +space-marines/datasheets.md — Leviathan Dreadnought — Other [160pts] +space-marines/datasheets.md — Librarian — Characters [65pts] +space-marines/datasheets.md — Librarian Dreadnought — Other [170pts] +space-marines/datasheets.md — Librarian In Phobos Armour — Characters [70pts] +space-marines/datasheets.md — Librarian In Terminator Armour — Characters [75pts] +space-marines/datasheets.md — Librarian on Bike — Characters [80pts] +space-marines/datasheets.md — Librarian with Jump Pack — Characters [75pts] +space-marines/datasheets.md — Lieutenant — Characters [55pts] +space-marines/datasheets.md — Lieutenant In Phobos Armour — Characters [55pts] +space-marines/datasheets.md — Lieutenant In Reiver Armour — Characters [55pts] +space-marines/datasheets.md — Lieutenant With Combi-weapon — Characters [85pts] +space-marines/datasheets.md — Lion El’jonson — Characters [315pts] +space-marines/datasheets.md — Logan Grimnar — Characters [110pts] +space-marines/datasheets.md — Logan Grimnar On Stormrider — Characters [180pts] +space-marines/datasheets.md — Long Fangs — Other [120pts, 145pts] +space-marines/datasheets.md — Lukas The Trickster — Characters [50pts] +space-marines/datasheets.md — Marneus Calgar — Characters [200pts] +space-marines/datasheets.md — Marneus Calgar in Armour of Antilochus — Characters [140pts] +space-marines/datasheets.md — Marshal — Characters [80pts] +space-marines/datasheets.md — Mastodon — Other [540pts] +space-marines/datasheets.md — Mortis Dreadnought — Other [130pts] +space-marines/datasheets.md — Murderfang — Characters [150pts] +space-marines/datasheets.md — Nephilim Jetfighter — Other [195pts] +space-marines/datasheets.md — Njal Stormcaller — Characters [85pts] +space-marines/datasheets.md — Outrider Squad — Other [80pts, 160pts, 60pts] +space-marines/datasheets.md — Pedro Kantor — Characters [90pts] +space-marines/datasheets.md — Predator Annihilator — Other [135pts] +space-marines/datasheets.md — Predator Destructor — Other [140pts] +space-marines/datasheets.md — Primaris Company Champion — Characters [55pts] +space-marines/datasheets.md — Ragnar Blackmane — Characters [100pts] +space-marines/datasheets.md — Rapier Carrier — Other [90pts] +space-marines/datasheets.md — Ravenwing Black Knights — Other [80pts, 160pts] +space-marines/datasheets.md — Ravenwing Command Squad — Characters [120pts] +space-marines/datasheets.md — Ravenwing Dark Talon — Other [210pts] +space-marines/datasheets.md — Ravenwing Darkshroud — Other [100pts] +space-marines/datasheets.md — Ravenwing Talonmaster — Characters [105pts] +space-marines/datasheets.md — Razorback — Dedicated Transports [95pts] +space-marines/datasheets.md — Redemptor Dreadnought — Other [205pts] +space-marines/datasheets.md — Reiver Squad — Other [80pts, 160pts] +space-marines/datasheets.md — Relic Contemptor Dreadnought — Other [140pts] +space-marines/datasheets.md — Relic Razorback — Dedicated Transports [105pts] +space-marines/datasheets.md — Relic Terminator Squad — Other [200pts, 400pts] +space-marines/datasheets.md — Repulsor — Other [180pts] +space-marines/datasheets.md — Repulsor — Other [180pts] +space-marines/datasheets.md — Repulsor Executioner — Other [230pts] +space-marines/datasheets.md — Repulsor Executioner — Other [235pts] +space-marines/datasheets.md — Rhino — Dedicated Transports [75pts] +space-marines/datasheets.md — Rhino Primaris — Other [95pts] +space-marines/datasheets.md — Roboute Guilliman — Characters [340pts] +space-marines/datasheets.md — Sammael — Characters [115pts] +space-marines/datasheets.md — Sanguinary Guard — Other [125pts, 260pts] +space-marines/datasheets.md — Sanguinary Priest — Characters [75pts] +space-marines/datasheets.md — Sanguinary Priest on Bike — Characters [135pts] +space-marines/datasheets.md — Sanguinary Priest With Jump Pack — Characters [100pts] +space-marines/datasheets.md — Scout Bike Squad — Other [75pts, 150pts] +space-marines/datasheets.md — Scout Sniper Squad — Other [75pts, 150pts] +space-marines/datasheets.md — Scout Squad — Other [70pts, 140pts] +space-marines/datasheets.md — Sergeant Chronus — Characters [75pts] +space-marines/datasheets.md — Sergeant Telion — Characters [70pts] +space-marines/datasheets.md — Sicaran Arcus — Other [160pts] +space-marines/datasheets.md — Sicaran Battle Tank — Other [160pts] +space-marines/datasheets.md — Sicaran Omega — Other [180pts] +space-marines/datasheets.md — Sicaran Punisher — Other [160pts] +space-marines/datasheets.md — Sicaran Venator — Other [180pts] +space-marines/datasheets.md — Skyclaws — Other [90pts, 165pts, 240pts] +space-marines/datasheets.md — Sokar-pattern Stormbird — Other [900pts] +space-marines/datasheets.md — Spartan — Other [300pts] +space-marines/datasheets.md — Spectrus Kill Team — Other [180pts] +space-marines/datasheets.md — Stalker — Other [140pts] +space-marines/datasheets.md — Sternguard Veteran Squad — Other [100pts, 200pts] +space-marines/datasheets.md — Sternguard Veteran Squad — Other [85pts, 170pts] +space-marines/datasheets.md — Storm Eagle Gunship — Other [250pts] +space-marines/datasheets.md — Storm Speeder Hailstrike — Other [115pts] +space-marines/datasheets.md — Storm Speeder Hammerstrike — Other [125pts] +space-marines/datasheets.md — Storm Speeder Thunderstrike — Other [135pts] +space-marines/datasheets.md — Stormfang Gunship — Other [300pts] +space-marines/datasheets.md — Stormhawk Interceptor — Other [155pts] +space-marines/datasheets.md — Stormraven Gunship — Other [280pts] +space-marines/datasheets.md — Stormtalon Gunship — Other [165pts] +space-marines/datasheets.md — Stormwolf — Other [250pts] +space-marines/datasheets.md — Suboden Khan — Characters [115pts] +space-marines/datasheets.md — Suppressor Squad — Other [75pts] +space-marines/datasheets.md — Sword Brethren Squad — Other [105pts, 130pts, 235pts, 260pts] +space-marines/datasheets.md — Tactical Squad — Battleline [140pts] +space-marines/datasheets.md — Talonstrike Kill Team — Other [275pts] +space-marines/datasheets.md — Tarantula Air Defence Battery — Other [70pts] +space-marines/datasheets.md — Tarantula Sentry Battery — Other [30pts, 60pts, 90pts] +space-marines/datasheets.md — Techmarine — Characters [55pts] +space-marines/datasheets.md — Techmarine on Bike — Characters [110pts] +space-marines/datasheets.md — Terminator Assault Squad — Other [180pts, 360pts] +space-marines/datasheets.md — Terminator Squad — Other [170pts, 340pts] +space-marines/datasheets.md — Terminator Squad — Other [175pts, 330pts] +space-marines/datasheets.md — Terminus Ultra — Other [285pts] +space-marines/datasheets.md — Terrax-pattern Termite — Dedicated Transports [200pts] +space-marines/datasheets.md — The Sanguinor — Characters [130pts] +space-marines/datasheets.md — Thunderfire Cannon — Other [90pts] +space-marines/datasheets.md — Thunderhawk Gunship — Other [840pts] +space-marines/datasheets.md — Thunderhawk Transporter — Other [495pts] +space-marines/datasheets.md — Thunderwolf Cavalry — Other [115pts, 230pts] +space-marines/datasheets.md — Tor Garadon — Characters [90pts] +space-marines/datasheets.md — Tycho The Lost — Characters [90pts] +space-marines/datasheets.md — Typhon — Other [320pts] +space-marines/datasheets.md — Tyrannic War Veterans — Other [85pts] +space-marines/datasheets.md — Ulrik The Slayer — Characters [70pts] +space-marines/datasheets.md — Ultramarines Honour Guard — Other [155pts] +space-marines/datasheets.md — Uriel Ventris — Characters [95pts] +space-marines/datasheets.md — Vanguard Veteran Squad — Other [120pts, 240pts] +space-marines/datasheets.md — Vanguard Veteran Squad With Jump Packs — Other [100pts, 200pts] +space-marines/datasheets.md — Venerable Dreadnought — Other [130pts] +space-marines/datasheets.md — Venerable Dreadnought (Legendary) — Other [165pts] +space-marines/datasheets.md — Victrix Honour Guard — Other [110pts, 220pts] +space-marines/datasheets.md — Vindicator — Other [185pts] +space-marines/datasheets.md — Vindicator Laser Destroyer — Other [175pts] +space-marines/datasheets.md — Vulkan He’stan — Characters [100pts] +space-marines/datasheets.md — Wardens of Ultramar — Other [105pts] +space-marines/datasheets.md — Watch Captain Artemis — Characters [65pts] +space-marines/datasheets.md — Watch Master — Characters [95pts] +space-marines/datasheets.md — Whirlwind — Other [190pts] +space-marines/datasheets.md — Whirlwind Scorpius — Other [115pts] +space-marines/datasheets.md — Wolf Guard — Other [85pts, 170pts] +space-marines/datasheets.md — Wolf Guard Battle Leader — Characters [65pts] +space-marines/datasheets.md — Wolf Guard Battle Leader In Terminator Armour — Characters [75pts] +space-marines/datasheets.md — Wolf Guard Battle Leader On Thunderwolf — Characters [80pts] +space-marines/datasheets.md — Wolf Guard Headtakers — Other [85pts, 110pts, 170pts, 220pts] +space-marines/datasheets.md — Wolf Guard Pack Leader — Characters [30pts] +space-marines/datasheets.md — Wolf Guard Pack Leader In Terminator Armour — Characters [40pts] +space-marines/datasheets.md — Wolf Guard Pack Leader With Jump Pack — Characters [35pts] +space-marines/datasheets.md — Wolf Guard Terminators — Other [170pts, 340pts] +space-marines/datasheets.md — Wolf Lord on Thunderwolf — Characters [100pts] +space-marines/datasheets.md — Wolf Priest — Characters [70pts] +space-marines/datasheets.md — Wolf Scouts — Other [80pts, 160pts] +space-marines/datasheets.md — Wolf Scouts — Other [105pts, 210pts] +space-marines/datasheets.md — Wulfen — Other [85pts, 170pts] +space-marines/datasheets.md — Wulfen Dreadnought — Other [145pts] +space-marines/datasheets.md — Wulfen with Storm Shields — Other [100pts, 200pts] +space-marines/datasheets.md — Xiphon Interceptor — Other [115pts] ## T’au Empire tau-empire/tau-empire.md — T’au Empire army rules, detachment list, datasheet summary -tau-empire/detachments/auxiliary-cadre.md — Auxiliary Cadre detachment (abilities, stratagems, enhancements) -tau-empire/detachments/experimental-prototype-cadre.md — Experimental Prototype Cadre detachment (abilities, stratagems, enhancements) -tau-empire/detachments/kauyon.md — Kauyon detachment (abilities, stratagems, enhancements) -tau-empire/detachments/kroot-hunting-pack.md — Kroot Hunting Pack detachment (abilities, stratagems, enhancements) -tau-empire/detachments/kroot-raiding-party.md — Kroot Raiding Party detachment (abilities, stratagems, enhancements) -tau-empire/detachments/montka.md — Mont’ka detachment (abilities, stratagems, enhancements) -tau-empire/detachments/retaliation-cadre.md — Retaliation Cadre detachment (abilities, stratagems, enhancements) -tau-empire/detachments/starfire-cadre.md — Starfire Cadre detachment (abilities, stratagems, enhancements) -tau-empire/datasheets/aunshi.md — Aun’shi — Characters [50pts] -tau-empire/datasheets/aunva.md — Aun’va — Characters [65pts] -tau-empire/datasheets/ax-1-0-tiger-shark.md — AX-1-0 Tiger Shark — Other [315pts] -tau-empire/datasheets/barracuda.md — Barracuda — Other [220pts] -tau-empire/datasheets/breacher-team.md — Breacher Team — Battleline [90pts] -tau-empire/datasheets/broadside-battlesuits.md — Broadside Battlesuits — Other [80pts, 170pts, 270pts] -tau-empire/datasheets/cadre-fireblade.md — Cadre Fireblade — Characters [50pts] -tau-empire/datasheets/commander-farsight.md — Commander Farsight — Characters [85pts] -tau-empire/datasheets/commander-in-coldstar-battlesuit.md — Commander In Coldstar Battlesuit — Characters [95pts] -tau-empire/datasheets/commander-in-crisis-battlesuit.md — Commander In Crisis Battlesuit — Characters [80pts] -tau-empire/datasheets/commander-in-enforcer-battlesuit.md — Commander In Enforcer Battlesuit — Characters [80pts] -tau-empire/datasheets/commander-shadowsun.md — Commander Shadowsun — Characters [100pts] -tau-empire/datasheets/crisis-battlesuits.md — Crisis Battlesuits — Other [200pts, 400pts] -tau-empire/datasheets/crisis-fireknife-battlesuits.md — Crisis Fireknife Battlesuits — Other [120pts] -tau-empire/datasheets/crisis-starscythe-battlesuits.md — Crisis Starscythe Battlesuits — Other [110pts] -tau-empire/datasheets/crisis-sunforge-battlesuits.md — Crisis Sunforge Battlesuits — Other [140pts] -tau-empire/datasheets/darkstrider.md — Darkstrider — Characters [60pts] -tau-empire/datasheets/devilfish.md — Devilfish — Dedicated Transports [85pts] -tau-empire/datasheets/drone-sentry-turret.md — Drone Sentry Turret — Fortifications [50pts] -tau-empire/datasheets/ethereal.md — Ethereal — Characters [50pts] -tau-empire/datasheets/firesight-team.md — Firesight Team — Characters [60pts] -tau-empire/datasheets/ghostkeel-battlesuit.md — Ghostkeel Battlesuit — Other [160pts] -tau-empire/datasheets/great-knarloc.md — Great Knarloc — Other [100pts] -tau-empire/datasheets/hammerhead-gunship.md — Hammerhead Gunship — Other [145pts] -tau-empire/datasheets/heavy-gun-drones.md — Heavy Gun Drones — Other [45pts] -tau-empire/datasheets/knarloc-riders.md — Knarloc Riders — Other [110pts] -tau-empire/datasheets/kroot-carnivores.md — Kroot Carnivores — Other [65pts, 140pts] -tau-empire/datasheets/kroot-farstalkers.md — Kroot Farstalkers — Other [85pts] -tau-empire/datasheets/kroot-flesh-shaper.md — Kroot Flesh Shaper — Characters [45pts] -tau-empire/datasheets/kroot-hounds.md — Kroot Hounds — Other [40pts, 80pts] -tau-empire/datasheets/kroot-lone-spear.md — Kroot Lone-Spear — Characters [80pts] -tau-empire/datasheets/kroot-trail-shaper.md — Kroot Trail Shaper — Characters [55pts] -tau-empire/datasheets/kroot-war-shaper.md — Kroot War Shaper — Characters [50pts] -tau-empire/datasheets/krootox-rampagers.md — Krootox Rampagers — Other [85pts, 170pts] -tau-empire/datasheets/krootox-riders.md — Krootox Riders — Other [40pts, 60pts, 90pts] -tau-empire/datasheets/longstrike.md — Longstrike — Characters [140pts] -tau-empire/datasheets/manta.md — Manta — Other [2100pts] -tau-empire/datasheets/orca-dropship.md — Orca Dropship — Other [275pts] -tau-empire/datasheets/pathfinder-team.md — Pathfinder Team — Other [90pts] -tau-empire/datasheets/piranhas.md — Piranhas — Other [60pts, 120pts, 180pts] -tau-empire/datasheets/rvarna-battlesuit.md — R’varna Battlesuit — Other [200pts] -tau-empire/datasheets/razorshark-strike-fighter.md — Razorshark Strike Fighter — Other [170pts] -tau-empire/datasheets/remora-stealth-drones.md — Remora Stealth Drones — Other [160pts] -tau-empire/datasheets/remote-sensor-tower.md — Remote Sensor Tower — Fortifications [50pts] -tau-empire/datasheets/riptide-battlesuit.md — Riptide Battlesuit — Other [200pts] -tau-empire/datasheets/shaso-ralai.md — Shas’o R’alai — Characters [80pts] -tau-empire/datasheets/sky-ray-gunship.md — Sky Ray Gunship — Other [150pts] -tau-empire/datasheets/stealth-battlesuits.md — Stealth Battlesuits — Other [100pts] -tau-empire/datasheets/stormsurge.md — Stormsurge — Other [360pts] -tau-empire/datasheets/strike-team.md — Strike Team — Battleline [70pts] -tau-empire/datasheets/sun-shark-bomber.md — Sun Shark Bomber — Other [160pts] -tau-empire/datasheets/taunar-supremacy-armour.md — Ta’unar Supremacy Armour — Other [790pts] -tau-empire/datasheets/tactical-drones.md — Tactical Drones — Other [70pts, 140pts, 210pts] -tau-empire/datasheets/tetras.md — Tetras — Other [80pts, 160pts] -tau-empire/datasheets/the-twin-lance.md — The Twin Lance — Characters [160pts] -tau-empire/datasheets/tidewall-droneport.md — Tidewall Droneport — Fortifications [85pts] -tau-empire/datasheets/tidewall-gunrig.md — Tidewall Gunrig — Fortifications [90pts] -tau-empire/datasheets/tidewall-shieldline.md — Tidewall Shieldline — Fortifications [85pts, 20pts] -tau-empire/datasheets/tiger-shark.md — Tiger Shark — Other [325pts] -tau-empire/datasheets/tx42-piranha.md — Tx42 Piranha — Other [60pts] -tau-empire/datasheets/vespid-stingwings.md — Vespid Stingwings — Other [65pts, 130pts] -tau-empire/datasheets/xv9-hazard-battlesuits.md — Xv9 Hazard Battlesuits — Other [55pts, 110pts] -tau-empire/datasheets/yvahra-battlesuit.md — Y’vahra Battlesuit — Other [210pts] +tau-empire/detachments.md — Auxiliary Cadre detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Experimental Prototype Cadre detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Kauyon detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Kroot Hunting Pack detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Kroot Raiding Party detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Mont’ka detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Retaliation Cadre detachment (abilities, stratagems, enhancements) +tau-empire/detachments.md — Starfire Cadre detachment (abilities, stratagems, enhancements) +tau-empire/datasheets.md — Aun’shi — Characters [50pts] +tau-empire/datasheets.md — Aun’va — Characters [65pts] +tau-empire/datasheets.md — AX-1-0 Tiger Shark — Other [315pts] +tau-empire/datasheets.md — Barracuda — Other [220pts] +tau-empire/datasheets.md — Breacher Team — Battleline [90pts] +tau-empire/datasheets.md — Broadside Battlesuits — Other [80pts, 170pts, 270pts] +tau-empire/datasheets.md — Cadre Fireblade — Characters [50pts] +tau-empire/datasheets.md — Commander Farsight — Characters [85pts] +tau-empire/datasheets.md — Commander In Coldstar Battlesuit — Characters [95pts] +tau-empire/datasheets.md — Commander In Crisis Battlesuit — Characters [80pts] +tau-empire/datasheets.md — Commander In Enforcer Battlesuit — Characters [80pts] +tau-empire/datasheets.md — Commander Shadowsun — Characters [100pts] +tau-empire/datasheets.md — Crisis Battlesuits — Other [200pts, 400pts] +tau-empire/datasheets.md — Crisis Fireknife Battlesuits — Other [120pts] +tau-empire/datasheets.md — Crisis Starscythe Battlesuits — Other [110pts] +tau-empire/datasheets.md — Crisis Sunforge Battlesuits — Other [140pts] +tau-empire/datasheets.md — Darkstrider — Characters [60pts] +tau-empire/datasheets.md — Devilfish — Dedicated Transports [85pts] +tau-empire/datasheets.md — Drone Sentry Turret — Fortifications [50pts] +tau-empire/datasheets.md — Ethereal — Characters [50pts] +tau-empire/datasheets.md — Firesight Team — Characters [60pts] +tau-empire/datasheets.md — Ghostkeel Battlesuit — Other [160pts] +tau-empire/datasheets.md — Great Knarloc — Other [100pts] +tau-empire/datasheets.md — Hammerhead Gunship — Other [145pts] +tau-empire/datasheets.md — Heavy Gun Drones — Other [45pts] +tau-empire/datasheets.md — Knarloc Riders — Other [110pts] +tau-empire/datasheets.md — Kroot Carnivores — Other [65pts, 140pts] +tau-empire/datasheets.md — Kroot Farstalkers — Other [85pts] +tau-empire/datasheets.md — Kroot Flesh Shaper — Characters [45pts] +tau-empire/datasheets.md — Kroot Hounds — Other [40pts, 80pts] +tau-empire/datasheets.md — Kroot Lone-Spear — Characters [80pts] +tau-empire/datasheets.md — Kroot Trail Shaper — Characters [55pts] +tau-empire/datasheets.md — Kroot War Shaper — Characters [50pts] +tau-empire/datasheets.md — Krootox Rampagers — Other [85pts, 170pts] +tau-empire/datasheets.md — Krootox Riders — Other [40pts, 60pts, 90pts] +tau-empire/datasheets.md — Longstrike — Characters [140pts] +tau-empire/datasheets.md — Manta — Other [2100pts] +tau-empire/datasheets.md — Orca Dropship — Other [275pts] +tau-empire/datasheets.md — Pathfinder Team — Other [90pts] +tau-empire/datasheets.md — Piranhas — Other [60pts, 120pts, 180pts] +tau-empire/datasheets.md — R’varna Battlesuit — Other [200pts] +tau-empire/datasheets.md — Razorshark Strike Fighter — Other [170pts] +tau-empire/datasheets.md — Remora Stealth Drones — Other [160pts] +tau-empire/datasheets.md — Remote Sensor Tower — Fortifications [50pts] +tau-empire/datasheets.md — Riptide Battlesuit — Other [200pts] +tau-empire/datasheets.md — Shas’o R’alai — Characters [80pts] +tau-empire/datasheets.md — Sky Ray Gunship — Other [150pts] +tau-empire/datasheets.md — Stealth Battlesuits — Other [100pts] +tau-empire/datasheets.md — Stormsurge — Other [360pts] +tau-empire/datasheets.md — Strike Team — Battleline [70pts] +tau-empire/datasheets.md — Sun Shark Bomber — Other [160pts] +tau-empire/datasheets.md — Ta’unar Supremacy Armour — Other [790pts] +tau-empire/datasheets.md — Tactical Drones — Other [70pts, 140pts, 210pts] +tau-empire/datasheets.md — Tetras — Other [80pts, 160pts] +tau-empire/datasheets.md — The Twin Lance — Characters [160pts] +tau-empire/datasheets.md — Tidewall Droneport — Fortifications [85pts] +tau-empire/datasheets.md — Tidewall Gunrig — Fortifications [90pts] +tau-empire/datasheets.md — Tidewall Shieldline — Fortifications [85pts, 20pts] +tau-empire/datasheets.md — Tiger Shark — Other [325pts] +tau-empire/datasheets.md — Tx42 Piranha — Other [60pts] +tau-empire/datasheets.md — Vespid Stingwings — Other [65pts, 130pts] +tau-empire/datasheets.md — Xv9 Hazard Battlesuits — Other [55pts, 110pts] +tau-empire/datasheets.md — Y’vahra Battlesuit — Other [210pts] ## Thousand Sons thousand-sons/thousand-sons.md — Thousand Sons army rules, detachment list, datasheet summary -thousand-sons/detachments/changehost-of-deceit.md — Changehost of Deceit detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/chosen-cabal.md — Chosen Cabal detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/devoted-thralls.md — Devoted Thralls detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/fateseekers.md — Fateseekers detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/grand-coven.md — Grand Coven detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/hexwarp-thrallband.md — Hexwarp Thrallband detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/rubricae-phalanx.md — Rubricae Phalanx detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/warpforged-cabal.md — Warpforged Cabal detachment (abilities, stratagems, enhancements) -thousand-sons/detachments/warpmeld-pact.md — Warpmeld Pact detachment (abilities, stratagems, enhancements) -thousand-sons/datasheets/ahriman.md — Ahriman — Characters [100pts] -thousand-sons/datasheets/blue-horrors.md — Blue Horrors — Battleline [90pts] -thousand-sons/datasheets/cerberus.md — Cerberus — Other [270pts] -thousand-sons/datasheets/chaos-land-raider.md — Chaos Land Raider — Other [220pts] -thousand-sons/datasheets/chaos-lord-on-disc-of-tzeentch.md — Chaos Lord On Disc Of Tzeentch — Characters [100pts] -thousand-sons/datasheets/chaos-predator-annihilator.md — Chaos Predator Annihilator — Other [130pts] -thousand-sons/datasheets/chaos-predator-destructor.md — Chaos Predator Destructor — Other [130pts] -thousand-sons/datasheets/chaos-rhino.md — Chaos Rhino — Dedicated Transports [90pts] -thousand-sons/datasheets/chaos-spawn.md — Chaos Spawn — Other [65pts] -thousand-sons/datasheets/chaos-thunderhawk.md — Chaos Thunderhawk — Other [840pts] -thousand-sons/datasheets/chaos-vindicator.md — Chaos Vindicator — Other [185pts] -thousand-sons/datasheets/daemon-prince-of-tzeentch.md — Daemon Prince of Tzeentch — Characters [180pts] -thousand-sons/datasheets/daemon-prince-of-tzeentch-with-wings.md — Daemon Prince of Tzeentch with Wings — Characters [170pts] -thousand-sons/datasheets/defiler.md — Defiler — Other [165pts] -thousand-sons/datasheets/deredeo-dreadnought.md — Deredeo Dreadnought — Other [160pts] -thousand-sons/datasheets/exalted-sorcerer.md — Exalted Sorcerer — Characters [80pts] -thousand-sons/datasheets/exalted-sorcerer-on-disc-of-tzeentch.md — Exalted Sorcerer on Disc of Tzeentch — Characters [100pts] -thousand-sons/datasheets/falchion.md — Falchion — Other [420pts] -thousand-sons/datasheets/fellblade.md — Fellblade — Other [480pts] -thousand-sons/datasheets/fire-raptor-gunship.md — Fire Raptor Gunship — Other [290pts] -thousand-sons/datasheets/flamers.md — Flamers — Other [65pts, 130pts] -thousand-sons/datasheets/forgefiend.md — Forgefiend — Other [130pts] -thousand-sons/datasheets/helbrute.md — Helbrute — Other [110pts] -thousand-sons/datasheets/heldrake.md — Heldrake — Other [215pts] -thousand-sons/datasheets/hell-blade.md — Hell Blade — Other [115pts] -thousand-sons/datasheets/hell-talon.md — Hell Talon — Other [140pts] -thousand-sons/datasheets/infernal-master.md — Infernal Master — Characters [95pts] -thousand-sons/datasheets/kairos-fateweaver.md — Kairos Fateweaver — Characters [295pts] -thousand-sons/datasheets/kratos.md — Kratos — Other [240pts] -thousand-sons/datasheets/land-raider-achilles.md — Land Raider Achilles — Other [230pts] -thousand-sons/datasheets/land-raider-proteus.md — Land Raider Proteus — Other [220pts] -thousand-sons/datasheets/leviathan-dreadnought.md — Leviathan Dreadnought — Other [160pts] -thousand-sons/datasheets/lord-of-change.md — Lord of Change — Characters [285pts] -thousand-sons/datasheets/magnus-the-red.md — Magnus The Red — Characters [435pts] -thousand-sons/datasheets/mastodon.md — Mastodon — Other [540pts] -thousand-sons/datasheets/maulerfiend.md — Maulerfiend — Other [120pts] -thousand-sons/datasheets/mutalith-vortex-beast.md — Mutalith Vortex Beast — Other [170pts] -thousand-sons/datasheets/pink-horrors.md — Pink Horrors — Battleline [115pts] -thousand-sons/datasheets/rapier-carrier.md — Rapier Carrier — Other [90pts] -thousand-sons/datasheets/relic-contemptor-dreadnought.md — Relic Contemptor Dreadnought — Other [140pts] -thousand-sons/datasheets/rubric-marines.md — Rubric Marines — Battleline [100pts, 190pts] -thousand-sons/datasheets/scarab-occult-terminators.md — Scarab Occult Terminators — Other [180pts, 360pts] -thousand-sons/datasheets/screamers.md — Screamers — Other [80pts, 160pts] -thousand-sons/datasheets/sekhetar-robots.md — Sekhetar Robots — Other [80pts, 160pts] -thousand-sons/datasheets/sicaran-battle-tank.md — Sicaran Battle Tank — Other [160pts] -thousand-sons/datasheets/sicaran-punisher.md — Sicaran Punisher — Other [160pts] -thousand-sons/datasheets/sicaran-venator.md — Sicaran Venator — Other [180pts] -thousand-sons/datasheets/sokar-pattern-stormbird.md — Sokar-pattern Stormbird — Other [900pts] -thousand-sons/datasheets/sorcerer.md — Sorcerer — Characters [80pts] -thousand-sons/datasheets/sorcerer-in-terminator-armour.md — Sorcerer In Terminator Armour — Characters [85pts] -thousand-sons/datasheets/spartan.md — Spartan — Other [300pts] -thousand-sons/datasheets/storm-eagle-gunship.md — Storm Eagle Gunship — Other [250pts] -thousand-sons/datasheets/terrax-pattern-termite.md — Terrax-pattern Termite — Dedicated Transports [200pts] -thousand-sons/datasheets/typhon.md — Typhon — Other [320pts] -thousand-sons/datasheets/tzaangor-enlightened.md — Tzaangor Enlightened — Other [45pts, 90pts] -thousand-sons/datasheets/tzaangor-enlightened-with-fatecaster-greatbows.md — Tzaangor Enlightened with Fatecaster Greatbows — Other [55pts, 110pts] -thousand-sons/datasheets/tzaangor-shaman.md — Tzaangor Shaman — Characters [60pts] -thousand-sons/datasheets/tzaangors.md — Tzaangors — Other [70pts, 160pts] -thousand-sons/datasheets/whirlwind-scorpius.md — Whirlwind Scorpius — Other [115pts] -thousand-sons/datasheets/xiphon-interceptor.md — Xiphon Interceptor — Other [115pts] +thousand-sons/detachments.md — Changehost of Deceit detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Chosen Cabal detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Devoted Thralls detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Fateseekers detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Grand Coven detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Hexwarp Thrallband detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Rubricae Phalanx detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Warpforged Cabal detachment (abilities, stratagems, enhancements) +thousand-sons/detachments.md — Warpmeld Pact detachment (abilities, stratagems, enhancements) +thousand-sons/datasheets.md — Ahriman — Characters [100pts] +thousand-sons/datasheets.md — Blue Horrors — Battleline [90pts] +thousand-sons/datasheets.md — Cerberus — Other [270pts] +thousand-sons/datasheets.md — Chaos Land Raider — Other [220pts] +thousand-sons/datasheets.md — Chaos Lord On Disc Of Tzeentch — Characters [100pts] +thousand-sons/datasheets.md — Chaos Predator Annihilator — Other [130pts] +thousand-sons/datasheets.md — Chaos Predator Destructor — Other [130pts] +thousand-sons/datasheets.md — Chaos Rhino — Dedicated Transports [90pts] +thousand-sons/datasheets.md — Chaos Spawn — Other [65pts] +thousand-sons/datasheets.md — Chaos Thunderhawk — Other [840pts] +thousand-sons/datasheets.md — Chaos Vindicator — Other [185pts] +thousand-sons/datasheets.md — Daemon Prince of Tzeentch — Characters [180pts] +thousand-sons/datasheets.md — Daemon Prince of Tzeentch with Wings — Characters [170pts] +thousand-sons/datasheets.md — Defiler — Other [165pts] +thousand-sons/datasheets.md — Deredeo Dreadnought — Other [160pts] +thousand-sons/datasheets.md — Exalted Sorcerer — Characters [80pts] +thousand-sons/datasheets.md — Exalted Sorcerer on Disc of Tzeentch — Characters [100pts] +thousand-sons/datasheets.md — Falchion — Other [420pts] +thousand-sons/datasheets.md — Fellblade — Other [480pts] +thousand-sons/datasheets.md — Fire Raptor Gunship — Other [290pts] +thousand-sons/datasheets.md — Flamers — Other [65pts, 130pts] +thousand-sons/datasheets.md — Forgefiend — Other [130pts] +thousand-sons/datasheets.md — Helbrute — Other [110pts] +thousand-sons/datasheets.md — Heldrake — Other [215pts] +thousand-sons/datasheets.md — Hell Blade — Other [115pts] +thousand-sons/datasheets.md — Hell Talon — Other [140pts] +thousand-sons/datasheets.md — Infernal Master — Characters [95pts] +thousand-sons/datasheets.md — Kairos Fateweaver — Characters [295pts] +thousand-sons/datasheets.md — Kratos — Other [240pts] +thousand-sons/datasheets.md — Land Raider Achilles — Other [230pts] +thousand-sons/datasheets.md — Land Raider Proteus — Other [220pts] +thousand-sons/datasheets.md — Leviathan Dreadnought — Other [160pts] +thousand-sons/datasheets.md — Lord of Change — Characters [285pts] +thousand-sons/datasheets.md — Magnus The Red — Characters [435pts] +thousand-sons/datasheets.md — Mastodon — Other [540pts] +thousand-sons/datasheets.md — Maulerfiend — Other [120pts] +thousand-sons/datasheets.md — Mutalith Vortex Beast — Other [170pts] +thousand-sons/datasheets.md — Pink Horrors — Battleline [115pts] +thousand-sons/datasheets.md — Rapier Carrier — Other [90pts] +thousand-sons/datasheets.md — Relic Contemptor Dreadnought — Other [140pts] +thousand-sons/datasheets.md — Rubric Marines — Battleline [100pts, 190pts] +thousand-sons/datasheets.md — Scarab Occult Terminators — Other [180pts, 360pts] +thousand-sons/datasheets.md — Screamers — Other [80pts, 160pts] +thousand-sons/datasheets.md — Sekhetar Robots — Other [80pts, 160pts] +thousand-sons/datasheets.md — Sicaran Battle Tank — Other [160pts] +thousand-sons/datasheets.md — Sicaran Punisher — Other [160pts] +thousand-sons/datasheets.md — Sicaran Venator — Other [180pts] +thousand-sons/datasheets.md — Sokar-pattern Stormbird — Other [900pts] +thousand-sons/datasheets.md — Sorcerer — Characters [80pts] +thousand-sons/datasheets.md — Sorcerer In Terminator Armour — Characters [85pts] +thousand-sons/datasheets.md — Spartan — Other [300pts] +thousand-sons/datasheets.md — Storm Eagle Gunship — Other [250pts] +thousand-sons/datasheets.md — Terrax-pattern Termite — Dedicated Transports [200pts] +thousand-sons/datasheets.md — Typhon — Other [320pts] +thousand-sons/datasheets.md — Tzaangor Enlightened — Other [45pts, 90pts] +thousand-sons/datasheets.md — Tzaangor Enlightened with Fatecaster Greatbows — Other [55pts, 110pts] +thousand-sons/datasheets.md — Tzaangor Shaman — Characters [60pts] +thousand-sons/datasheets.md — Tzaangors — Other [70pts, 160pts] +thousand-sons/datasheets.md — Whirlwind Scorpius — Other [115pts] +thousand-sons/datasheets.md — Xiphon Interceptor — Other [115pts] ## Tyranids tyranids/tyranids.md — Tyranids army rules, detachment list, datasheet summary -tyranids/detachments/assimilation-swarm.md — Assimilation Swarm detachment (abilities, stratagems, enhancements) -tyranids/detachments/biotide.md — Biotide detachment (abilities, stratagems, enhancements) -tyranids/detachments/boarding-swarm.md — Boarding Swarm detachment (abilities, stratagems, enhancements) -tyranids/detachments/crusher-stampede.md — Crusher Stampede detachment (abilities, stratagems, enhancements) -tyranids/detachments/infestation-swarm.md — Infestation Swarm detachment (abilities, stratagems, enhancements) -tyranids/detachments/invasion-fleet.md — Invasion Fleet detachment (abilities, stratagems, enhancements) -tyranids/detachments/subterranean-assault.md — Subterranean Assault detachment (abilities, stratagems, enhancements) -tyranids/detachments/synaptic-nexus.md — Synaptic Nexus detachment (abilities, stratagems, enhancements) -tyranids/detachments/tyranid-attack.md — Tyranid Attack detachment (abilities, stratagems, enhancements) -tyranids/detachments/unending-swarm.md — Unending Swarm detachment (abilities, stratagems, enhancements) -tyranids/detachments/vanguard-onslaught.md — Vanguard Onslaught detachment (abilities, stratagems, enhancements) -tyranids/detachments/warrior-bioform-onslaught.md — Warrior Bioform Onslaught detachment (abilities, stratagems, enhancements) -tyranids/datasheets/barbed-hierodule.md — Barbed Hierodule — Other [340pts] -tyranids/datasheets/barbgaunts.md — Barbgaunts — Other [55pts, 110pts] -tyranids/datasheets/biovores.md — Biovores — Other [50pts, 100pts, 150pts] -tyranids/datasheets/broodlord.md — Broodlord — Characters [80pts] -tyranids/datasheets/carnifexes.md — Carnifexes — Other [90pts, 180pts] -tyranids/datasheets/deathleaper.md — Deathleaper — Characters [80pts] -tyranids/datasheets/dimachaeron.md — Dimachaeron — Other [200pts] -tyranids/datasheets/exocrine.md — Exocrine — Other [140pts] -tyranids/datasheets/gargoyles.md — Gargoyles — Battleline [85pts, 170pts] -tyranids/datasheets/genestealers.md — Genestealers — Other [75pts, 140pts] -tyranids/datasheets/harpy.md — Harpy — Other [215pts] -tyranids/datasheets/harridan.md — Harridan — Other [610pts] -tyranids/datasheets/haruspex.md — Haruspex — Other [125pts] -tyranids/datasheets/hierophant.md — Hierophant — Other [810pts] -tyranids/datasheets/hive-crone.md — Hive Crone — Other [200pts] -tyranids/datasheets/hive-guard.md — Hive Guard — Other [90pts, 180pts] -tyranids/datasheets/hive-tyrant.md — Hive Tyrant — Characters [195pts] -tyranids/datasheets/hormagaunts.md — Hormagaunts — Battleline [65pts, 130pts] -tyranids/datasheets/hyperadapted-raveners.md — Hyperadapted Raveners — Characters [165pts] -tyranids/datasheets/lictor.md — Lictor — Other [60pts] -tyranids/datasheets/malanthrope.md — Malanthrope — Characters [75pts] -tyranids/datasheets/maleceptor.md — Maleceptor — Other [170pts] -tyranids/datasheets/mawloc.md — Mawloc — Other [135pts] -tyranids/datasheets/mucolid-spores.md — Mucolid Spores — Other [30pts, 60pts] -tyranids/datasheets/neurogaunts.md — Neurogaunts — Other [45pts, 90pts] -tyranids/datasheets/neurolictor.md — Neurolictor — Other [70pts] -tyranids/datasheets/neurotyrant.md — Neurotyrant — Characters [105pts] -tyranids/datasheets/norn-assimilator.md — Norn Assimilator — Other [275pts] -tyranids/datasheets/norn-emissary.md — Norn Emissary — Other [260pts] -tyranids/datasheets/old-one-eye.md — Old One Eye — Characters [150pts] -tyranids/datasheets/parasite-of-mortrex.md — Parasite Of Mortrex — Characters [80pts] -tyranids/datasheets/psychophage.md — Psychophage — Other [110pts] -tyranids/datasheets/pyrovores.md — Pyrovores — Other [40pts, 70pts, 105pts] -tyranids/datasheets/raveners.md — Raveners — Other [125pts] -tyranids/datasheets/ripper-swarms.md — Ripper Swarms — Other [25pts, 40pts, 50pts] -tyranids/datasheets/screamer-killer.md — Screamer-killer — Other [125pts] -tyranids/datasheets/scythed-hierodule.md — Scythed Hierodule — Other [330pts] -tyranids/datasheets/sky-slasher-swarms.md — Sky-slasher Swarms — Other [60pts] -tyranids/datasheets/spore-mines.md — Spore Mines — Other [55pts, 110pts] -tyranids/datasheets/sporocyst.md — Sporocyst — Other [145pts] -tyranids/datasheets/termagants.md — Termagants — Battleline [60pts, 120pts] -tyranids/datasheets/tervigon.md — Tervigon — Characters [160pts] -tyranids/datasheets/the-swarmlord.md — The Swarmlord — Characters [220pts] -tyranids/datasheets/toxicrene.md — Toxicrene — Other [150pts] -tyranids/datasheets/trygon.md — Trygon — Other [140pts] -tyranids/datasheets/tyranid-prime-with-lash-whip.md — Tyranid Prime with Lash Whip — Characters [85pts] -tyranids/datasheets/tyranid-warriors-with-melee-bio-weapons.md — Tyranid Warriors With Melee Bio-weapons — Other [75pts, 150pts] -tyranids/datasheets/tyranid-warriors-with-ranged-bio-weapons.md — Tyranid Warriors With Ranged Bio-weapons — Other [65pts, 130pts] -tyranids/datasheets/tyrannocyte.md — Tyrannocyte — Dedicated Transports [105pts] -tyranids/datasheets/tyrannofex.md — Tyrannofex — Other [200pts] -tyranids/datasheets/tyrant-guard.md — Tyrant Guard — Other [80pts, 160pts] -tyranids/datasheets/venomthropes.md — Venomthropes — Other [70pts, 140pts] -tyranids/datasheets/von-ryans-leapers.md — Von Ryan’s Leapers — Other [70pts, 140pts] -tyranids/datasheets/winged-hive-tyrant.md — Winged Hive Tyrant — Characters [170pts] -tyranids/datasheets/winged-tyranid-prime.md — Winged Tyranid Prime — Characters [65pts] -tyranids/datasheets/zoanthropes.md — Zoanthropes — Other [100pts, 200pts] +tyranids/detachments.md — Assimilation Swarm detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Biotide detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Boarding Swarm detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Crusher Stampede detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Infestation Swarm detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Invasion Fleet detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Subterranean Assault detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Synaptic Nexus detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Tyranid Attack detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Unending Swarm detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Vanguard Onslaught detachment (abilities, stratagems, enhancements) +tyranids/detachments.md — Warrior Bioform Onslaught detachment (abilities, stratagems, enhancements) +tyranids/datasheets.md — Barbed Hierodule — Other [340pts] +tyranids/datasheets.md — Barbgaunts — Other [55pts, 110pts] +tyranids/datasheets.md — Biovores — Other [50pts, 100pts, 150pts] +tyranids/datasheets.md — Broodlord — Characters [80pts] +tyranids/datasheets.md — Carnifexes — Other [90pts, 180pts] +tyranids/datasheets.md — Deathleaper — Characters [80pts] +tyranids/datasheets.md — Dimachaeron — Other [200pts] +tyranids/datasheets.md — Exocrine — Other [140pts] +tyranids/datasheets.md — Gargoyles — Battleline [85pts, 170pts] +tyranids/datasheets.md — Genestealers — Other [75pts, 140pts] +tyranids/datasheets.md — Harpy — Other [215pts] +tyranids/datasheets.md — Harridan — Other [610pts] +tyranids/datasheets.md — Haruspex — Other [125pts] +tyranids/datasheets.md — Hierophant — Other [810pts] +tyranids/datasheets.md — Hive Crone — Other [200pts] +tyranids/datasheets.md — Hive Guard — Other [90pts, 180pts] +tyranids/datasheets.md — Hive Tyrant — Characters [195pts] +tyranids/datasheets.md — Hormagaunts — Battleline [65pts, 130pts] +tyranids/datasheets.md — Hyperadapted Raveners — Characters [165pts] +tyranids/datasheets.md — Lictor — Other [60pts] +tyranids/datasheets.md — Malanthrope — Characters [75pts] +tyranids/datasheets.md — Maleceptor — Other [170pts] +tyranids/datasheets.md — Mawloc — Other [135pts] +tyranids/datasheets.md — Mucolid Spores — Other [30pts, 60pts] +tyranids/datasheets.md — Neurogaunts — Other [45pts, 90pts] +tyranids/datasheets.md — Neurolictor — Other [70pts] +tyranids/datasheets.md — Neurotyrant — Characters [105pts] +tyranids/datasheets.md — Norn Assimilator — Other [275pts] +tyranids/datasheets.md — Norn Emissary — Other [260pts] +tyranids/datasheets.md — Old One Eye — Characters [150pts] +tyranids/datasheets.md — Parasite Of Mortrex — Characters [80pts] +tyranids/datasheets.md — Psychophage — Other [110pts] +tyranids/datasheets.md — Pyrovores — Other [40pts, 70pts, 105pts] +tyranids/datasheets.md — Raveners — Other [125pts] +tyranids/datasheets.md — Ripper Swarms — Other [25pts, 40pts, 50pts] +tyranids/datasheets.md — Screamer-killer — Other [125pts] +tyranids/datasheets.md — Scythed Hierodule — Other [330pts] +tyranids/datasheets.md — Sky-slasher Swarms — Other [60pts] +tyranids/datasheets.md — Spore Mines — Other [55pts, 110pts] +tyranids/datasheets.md — Sporocyst — Other [145pts] +tyranids/datasheets.md — Termagants — Battleline [60pts, 120pts] +tyranids/datasheets.md — Tervigon — Characters [160pts] +tyranids/datasheets.md — The Swarmlord — Characters [220pts] +tyranids/datasheets.md — Toxicrene — Other [150pts] +tyranids/datasheets.md — Trygon — Other [140pts] +tyranids/datasheets.md — Tyranid Prime with Lash Whip — Characters [85pts] +tyranids/datasheets.md — Tyranid Warriors With Melee Bio-weapons — Other [75pts, 150pts] +tyranids/datasheets.md — Tyranid Warriors With Ranged Bio-weapons — Other [65pts, 130pts] +tyranids/datasheets.md — Tyrannocyte — Dedicated Transports [105pts] +tyranids/datasheets.md — Tyrannofex — Other [200pts] +tyranids/datasheets.md — Tyrant Guard — Other [80pts, 160pts] +tyranids/datasheets.md — Venomthropes — Other [70pts, 140pts] +tyranids/datasheets.md — Von Ryan’s Leapers — Other [70pts, 140pts] +tyranids/datasheets.md — Winged Hive Tyrant — Characters [170pts] +tyranids/datasheets.md — Winged Tyranid Prime — Characters [65pts] +tyranids/datasheets.md — Zoanthropes — Other [100pts, 200pts] ## Unaligned Forces unaligned-forces/unaligned-forces.md — Unaligned Forces army rules, detachment list, datasheet summary -unaligned-forces/datasheets/aegis-defence-line-with-weapon-emplacement.md — Aegis Defence Line With Weapon Emplacement — Fortifications [145pts] -unaligned-forces/datasheets/ambull.md — Ambull — Characters [85pts] -unaligned-forces/datasheets/bastion.md — Bastion — Fortifications [275pts] -unaligned-forces/datasheets/castellum-stronghold.md — Castellum Stronghold — Fortifications -unaligned-forces/datasheets/firestorm-redoubt.md — Firestorm Redoubt — Fortifications [260pts] -unaligned-forces/datasheets/fortress-of-redemption.md — Fortress Of Redemption — Fortifications [480pts] -unaligned-forces/datasheets/guardian-drone.md — Guardian Drone — Other [45pts] -unaligned-forces/datasheets/imperial-fortress-walls.md — Imperial Fortress Walls — Fortifications -unaligned-forces/datasheets/macro-cannon-aquila-strongpoint.md — Macro-cannon Aquila Strongpoint — Fortifications [550pts] -unaligned-forces/datasheets/plasma-obliterator.md — Plasma Obliterator — Fortifications [225pts] -unaligned-forces/datasheets/primaris-redoubt.md — Primaris Redoubt — Fortifications [220pts] -unaligned-forces/datasheets/skyshield-landing-pad.md — Skyshield Landing Pad — Fortifications [125pts] -unaligned-forces/datasheets/spindle-drones.md — Spindle Drones — Other [35pts] -unaligned-forces/datasheets/the-archivist.md — The Archivist — Characters [70pts] -unaligned-forces/datasheets/vengeance-weapon-battery.md — Vengeance Weapon Battery — Fortifications [140pts] -unaligned-forces/datasheets/void-shield-generator.md — Void Shield Generator — Fortifications [155pts] -unaligned-forces/datasheets/vortex-missile-strongpoint.md — Vortex Missile Strongpoint — Fortifications [525pts] -unaligned-forces/datasheets/wall-of-martyrs-bunker.md — Wall Of Martyrs Bunker — Fortifications [180pts] -unaligned-forces/datasheets/wall-of-martyrs-defence-emplacement.md — Wall Of Martyrs Defence Emplacement — Fortifications [140pts] -unaligned-forces/datasheets/wall-of-martyrs-defence-line.md — Wall Of Martyrs Defence Line — Fortifications [140pts, 280pts] +unaligned-forces/datasheets.md — Aegis Defence Line With Weapon Emplacement — Fortifications [145pts] +unaligned-forces/datasheets.md — Ambull — Characters [85pts] +unaligned-forces/datasheets.md — Bastion — Fortifications [275pts] +unaligned-forces/datasheets.md — Castellum Stronghold — Fortifications +unaligned-forces/datasheets.md — Firestorm Redoubt — Fortifications [260pts] +unaligned-forces/datasheets.md — Fortress Of Redemption — Fortifications [480pts] +unaligned-forces/datasheets.md — Guardian Drone — Other [45pts] +unaligned-forces/datasheets.md — Imperial Fortress Walls — Fortifications +unaligned-forces/datasheets.md — Macro-cannon Aquila Strongpoint — Fortifications [550pts] +unaligned-forces/datasheets.md — Plasma Obliterator — Fortifications [225pts] +unaligned-forces/datasheets.md — Primaris Redoubt — Fortifications [220pts] +unaligned-forces/datasheets.md — Skyshield Landing Pad — Fortifications [125pts] +unaligned-forces/datasheets.md — Spindle Drones — Other [35pts] +unaligned-forces/datasheets.md — The Archivist — Characters [70pts] +unaligned-forces/datasheets.md — Vengeance Weapon Battery — Fortifications [140pts] +unaligned-forces/datasheets.md — Void Shield Generator — Fortifications [155pts] +unaligned-forces/datasheets.md — Vortex Missile Strongpoint — Fortifications [525pts] +unaligned-forces/datasheets.md — Wall Of Martyrs Bunker — Fortifications [180pts] +unaligned-forces/datasheets.md — Wall Of Martyrs Defence Emplacement — Fortifications [140pts] +unaligned-forces/datasheets.md — Wall Of Martyrs Defence Line — Fortifications [140pts, 280pts] ## Unbound Adversaries @@ -1982,69 +1987,69 @@ unbound-adversaries/unbound-adversaries.md — Unbound Adversaries army rules, d ## World Eaters world-eaters/world-eaters.md — World Eaters army rules, detachment list, datasheet summary -world-eaters/detachments/berzerker-warband.md — Berzerker Warband detachment (abilities, stratagems, enhancements) -world-eaters/detachments/boarding-butchers.md — Boarding Butchers detachment (abilities, stratagems, enhancements) -world-eaters/detachments/cult-of-blood.md — Cult of Blood detachment (abilities, stratagems, enhancements) -world-eaters/detachments/goretrack-onslaught.md — Goretrack Onslaught detachment (abilities, stratagems, enhancements) -world-eaters/detachments/khorne-daemonkin.md — Khorne Daemonkin detachment (abilities, stratagems, enhancements) -world-eaters/detachments/possessed-slaughterband.md — Possessed Slaughterband detachment (abilities, stratagems, enhancements) -world-eaters/detachments/skullsworn.md — Skullsworn detachment (abilities, stratagems, enhancements) -world-eaters/detachments/vessels-of-wrath.md — Vessels of Wrath detachment (abilities, stratagems, enhancements) -world-eaters/datasheets/angron.md — Angron — Characters [340pts] -world-eaters/datasheets/blood-slaughterer.md — Blood Slaughterer — Other [160pts] -world-eaters/datasheets/bloodcrushers.md — Bloodcrushers — Other [110pts, 220pts] -world-eaters/datasheets/bloodletters.md — Bloodletters — Battleline [90pts] -world-eaters/datasheets/bloodthirster.md — Bloodthirster — Characters [305pts] -world-eaters/datasheets/cerberus.md — Cerberus — Other [270pts] -world-eaters/datasheets/chaos-land-raider.md — Chaos Land Raider — Other [220pts] -world-eaters/datasheets/chaos-predator-annihilator.md — Chaos Predator Annihilator — Other [145pts] -world-eaters/datasheets/chaos-predator-destructor.md — Chaos Predator Destructor — Other [145pts] -world-eaters/datasheets/chaos-rhino.md — Chaos Rhino — Dedicated Transports [85pts] -world-eaters/datasheets/chaos-spawn.md — Chaos Spawn — Other [90pts] -world-eaters/datasheets/chaos-terminators.md — Chaos Terminators — Other [175pts, 350pts] -world-eaters/datasheets/chaos-thunderhawk.md — Chaos Thunderhawk — Other [840pts] -world-eaters/datasheets/daemon-prince-of-khorne.md — Daemon Prince of Khorne — Characters [200pts] -world-eaters/datasheets/daemon-prince-of-khorne-with-wings.md — Daemon Prince of Khorne with Wings — Characters [180pts] -world-eaters/datasheets/defiler.md — Defiler — Other [180pts] -world-eaters/datasheets/deredeo-dreadnought.md — Deredeo Dreadnought — Other [160pts] -world-eaters/datasheets/eightbound.md — Eightbound — Other [135pts, 270pts] -world-eaters/datasheets/exalted-eightbound.md — Exalted Eightbound — Other [140pts, 280pts] -world-eaters/datasheets/falchion.md — Falchion — Other [420pts] -world-eaters/datasheets/fellblade.md — Fellblade — Other [480pts] -world-eaters/datasheets/fire-raptor-gunship.md — Fire Raptor Gunship — Other [290pts] -world-eaters/datasheets/flesh-hounds.md — Flesh Hounds — Other [75pts, 150pts] -world-eaters/datasheets/forgefiend.md — Forgefiend — Other [165pts] -world-eaters/datasheets/goremongers.md — Goremongers — Other [75pts] -world-eaters/datasheets/greater-brass-scorpion.md — Greater Brass Scorpion — Other [500pts] -world-eaters/datasheets/helbrute.md — Helbrute — Other [120pts] -world-eaters/datasheets/heldrake.md — Heldrake — Other [200pts] -world-eaters/datasheets/hell-blade.md — Hell Blade — Other [115pts] -world-eaters/datasheets/hell-talon.md — Hell Talon — Other [140pts] -world-eaters/datasheets/jakhals.md — Jakhals — Other [65pts, 140pts] -world-eaters/datasheets/khrn-the-betrayer.md — Khârn The Betrayer — Characters [100pts] -world-eaters/datasheets/khorne-berzerkers.md — Khorne Berzerkers — Battleline [180pts, 360pts] -world-eaters/datasheets/khorne-lord-of-skulls.md — Khorne Lord of Skulls — Other [505pts] -world-eaters/datasheets/kratos.md — Kratos — Other [240pts] -world-eaters/datasheets/kytan-ravager.md — Kytan Ravager — Other [400pts] -world-eaters/datasheets/land-raider-achilles.md — Land Raider Achilles — Other [230pts] -world-eaters/datasheets/land-raider-proteus.md — Land Raider Proteus — Other [220pts] -world-eaters/datasheets/leviathan-dreadnought.md — Leviathan Dreadnought — Other [160pts] -world-eaters/datasheets/lord-invocatus.md — Lord Invocatus — Characters [110pts] -world-eaters/datasheets/lord-on-juggernaut.md — Lord on Juggernaut — Characters [105pts] -world-eaters/datasheets/master-of-executions.md — Master of Executions — Characters [60pts] -world-eaters/datasheets/mastodon.md — Mastodon — Other [540pts] -world-eaters/datasheets/maulerfiend.md — Maulerfiend — Other [150pts] -world-eaters/datasheets/rapier-carrier.md — Rapier Carrier — Other [90pts] -world-eaters/datasheets/relic-contemptor-dreadnought.md — Relic Contemptor Dreadnought — Other [140pts] -world-eaters/datasheets/sicaran-battle-tank.md — Sicaran Battle Tank — Other [160pts] -world-eaters/datasheets/sicaran-punisher.md — Sicaran Punisher — Other [160pts] -world-eaters/datasheets/sicaran-venator.md — Sicaran Venator — Other [180pts] -world-eaters/datasheets/skarbrand.md — Skarbrand — Characters [305pts] -world-eaters/datasheets/slaughterbound.md — Slaughterbound — Characters [100pts] -world-eaters/datasheets/sokar-pattern-stormbird.md — Sokar-pattern Stormbird — Other [900pts] -world-eaters/datasheets/spartan.md — Spartan — Other [300pts] -world-eaters/datasheets/storm-eagle-gunship.md — Storm Eagle Gunship — Other [250pts] -world-eaters/datasheets/terrax-pattern-termite.md — Terrax-pattern Termite — Dedicated Transports [200pts] -world-eaters/datasheets/typhon.md — Typhon — Other [320pts] -world-eaters/datasheets/whirlwind-scorpius.md — Whirlwind Scorpius — Other [115pts] -world-eaters/datasheets/xiphon-interceptor.md — Xiphon Interceptor — Other [115pts] +world-eaters/detachments.md — Berzerker Warband detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Boarding Butchers detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Cult of Blood detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Goretrack Onslaught detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Khorne Daemonkin detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Possessed Slaughterband detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Skullsworn detachment (abilities, stratagems, enhancements) +world-eaters/detachments.md — Vessels of Wrath detachment (abilities, stratagems, enhancements) +world-eaters/datasheets.md — Angron — Characters [340pts] +world-eaters/datasheets.md — Blood Slaughterer — Other [160pts] +world-eaters/datasheets.md — Bloodcrushers — Other [110pts, 220pts] +world-eaters/datasheets.md — Bloodletters — Battleline [90pts] +world-eaters/datasheets.md — Bloodthirster — Characters [305pts] +world-eaters/datasheets.md — Cerberus — Other [270pts] +world-eaters/datasheets.md — Chaos Land Raider — Other [220pts] +world-eaters/datasheets.md — Chaos Predator Annihilator — Other [145pts] +world-eaters/datasheets.md — Chaos Predator Destructor — Other [145pts] +world-eaters/datasheets.md — Chaos Rhino — Dedicated Transports [85pts] +world-eaters/datasheets.md — Chaos Spawn — Other [90pts] +world-eaters/datasheets.md — Chaos Terminators — Other [175pts, 350pts] +world-eaters/datasheets.md — Chaos Thunderhawk — Other [840pts] +world-eaters/datasheets.md — Daemon Prince of Khorne — Characters [200pts] +world-eaters/datasheets.md — Daemon Prince of Khorne with Wings — Characters [180pts] +world-eaters/datasheets.md — Defiler — Other [180pts] +world-eaters/datasheets.md — Deredeo Dreadnought — Other [160pts] +world-eaters/datasheets.md — Eightbound — Other [135pts, 270pts] +world-eaters/datasheets.md — Exalted Eightbound — Other [140pts, 280pts] +world-eaters/datasheets.md — Falchion — Other [420pts] +world-eaters/datasheets.md — Fellblade — Other [480pts] +world-eaters/datasheets.md — Fire Raptor Gunship — Other [290pts] +world-eaters/datasheets.md — Flesh Hounds — Other [75pts, 150pts] +world-eaters/datasheets.md — Forgefiend — Other [165pts] +world-eaters/datasheets.md — Goremongers — Other [75pts] +world-eaters/datasheets.md — Greater Brass Scorpion — Other [500pts] +world-eaters/datasheets.md — Helbrute — Other [120pts] +world-eaters/datasheets.md — Heldrake — Other [200pts] +world-eaters/datasheets.md — Hell Blade — Other [115pts] +world-eaters/datasheets.md — Hell Talon — Other [140pts] +world-eaters/datasheets.md — Jakhals — Other [65pts, 140pts] +world-eaters/datasheets.md — Khârn The Betrayer — Characters [100pts] +world-eaters/datasheets.md — Khorne Berzerkers — Battleline [180pts, 360pts] +world-eaters/datasheets.md — Khorne Lord of Skulls — Other [505pts] +world-eaters/datasheets.md — Kratos — Other [240pts] +world-eaters/datasheets.md — Kytan Ravager — Other [400pts] +world-eaters/datasheets.md — Land Raider Achilles — Other [230pts] +world-eaters/datasheets.md — Land Raider Proteus — Other [220pts] +world-eaters/datasheets.md — Leviathan Dreadnought — Other [160pts] +world-eaters/datasheets.md — Lord Invocatus — Characters [110pts] +world-eaters/datasheets.md — Lord on Juggernaut — Characters [105pts] +world-eaters/datasheets.md — Master of Executions — Characters [60pts] +world-eaters/datasheets.md — Mastodon — Other [540pts] +world-eaters/datasheets.md — Maulerfiend — Other [150pts] +world-eaters/datasheets.md — Rapier Carrier — Other [90pts] +world-eaters/datasheets.md — Relic Contemptor Dreadnought — Other [140pts] +world-eaters/datasheets.md — Sicaran Battle Tank — Other [160pts] +world-eaters/datasheets.md — Sicaran Punisher — Other [160pts] +world-eaters/datasheets.md — Sicaran Venator — Other [180pts] +world-eaters/datasheets.md — Skarbrand — Characters [305pts] +world-eaters/datasheets.md — Slaughterbound — Characters [100pts] +world-eaters/datasheets.md — Sokar-pattern Stormbird — Other [900pts] +world-eaters/datasheets.md — Spartan — Other [300pts] +world-eaters/datasheets.md — Storm Eagle Gunship — Other [250pts] +world-eaters/datasheets.md — Terrax-pattern Termite — Dedicated Transports [200pts] +world-eaters/datasheets.md — Typhon — Other [320pts] +world-eaters/datasheets.md — Whirlwind Scorpius — Other [115pts] +world-eaters/datasheets.md — Xiphon Interceptor — Other [115pts] diff --git a/cogitator/factions/leagues-of-votann/datasheets.md b/cogitator/factions/leagues-of-votann/datasheets.md new file mode 100644 index 0000000..7476317 --- /dev/null +++ b/cogitator/factions/leagues-of-votann/datasheets.md @@ -0,0 +1,1964 @@ +# Leagues of Votann + +# Arkanyst Evaluator + +**Role:** Characters + +*Clad in heavy-duty hauberks to shield them from the worst of their weapons’ emissions, Arkanyst Evaluators unleash deadly experimental energies into the foe. Their transmatter inverters painfully rupture cellular tissue or trigger lethal atomic transformations, all to provide the Evaluator with the field data needed to hone their weapon further.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** transmatter inverter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Transmatter inverter – half charge | 12 | 3 | 2 | 8 | -1 | 1 | rapid fire 1 | +| Transmatter inverter – full charge | 18 | 3 | 2 | 8 | -2 | 2 | hazardous, rapid fire 2 | +| Transmatter inverter – overcharge | 24 | 3 | 2 | 8 | -3 | 3 | hazardous, overcharge, rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Science Guild Support** (Datasheet): While this model is within 3" of one or more other friendly Leagues of Votann Infantry units (excluding units with the Lone Operative ability), this model has the Lone Operative ability. +- **Resource Transmutation** (Datasheet): Once per turn, in your Shooting phase, one model with this ability can use it when it is selected to shoot. If it does, you must spend 1YP and, until the end of the phase, ranged weapons equipped by that model have the [SUSTAINED HITS 1] ability and, after that model has shot this phase, if one or more enemy units were destroyed by those attacks, you can gain up to 2YP. +- **Overcharge** (Wargear profile): Each time the bearer takes a Hazardous test for this weapon profile, subtract 2 from the result. + +**Keywords:** Character, Infantry, Arkanyst Evaluator +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Arkanyst Evaluator + +**Points:** +- 1 model: 65pts + +--- + +# Berehk Stornbröw + +**Role:** Characters + +*Wielding the mighty pick-hammer Kromlôk’s Revenge, Berehk Stornbröw leads his hand-chosen Cthonian Beserks – known as Berehk’s Breakers – into the heart of battle. Able to shrug off almost any punishment his enemies level against him and keep on fighting, Berehk is an unstoppable force of destruction who specialises in laying low the enemy’s champions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 5 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Kromlôk’s Revenge; Warforge Gauntlets. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kromlôk’s Revenge – graviton strikes | Melee | 4 | 2 | 10 | -2 | 4 | anti-monster 3+, anti-vehicle 3+ | +| Kromlôk’s Revenge – plasma sweeps | Melee | 8 | 2 | 7 | -2 | 2 | — | +| Warforge Gauntlets | Melee | 2 | 2 | 6 | -2 | 1 | extra attacks | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Break the Foe** (Datasheet): Melee weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability. +- **Relentless Avalanche** (Datasheet): You can target this model’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Cthonian, Berehk Stornbröw, Infantry, Character, Epic Hero +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Berehk Stornbröw – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Cthonian Beserks + +**Points:** +- 1 model: 110pts + +--- + +# Brôkhyr Iron-master + +**Role:** Characters + +*Iron-masters are the most accomplished Brôkhyrs of their Kindred. In battle, they take on the duty of maintaining damaged Kin war engines, often aided by Ironkin and COG repair crews. These veteran Brôkhyrs also bring their most powerful personal creations to war, taking satisfaction in unleashing them upon the foe.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| BRÔKHYR IRON-MASTER | 5" | 5 | 4+ | 4 | 7+ | 1 | +| IRONKIN ASSISTANT | 5" | 5 | 4+ | 1 | 7+ | 1 | +| E-COG | 5" | 5 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +** If this unit’s Brôkhyr Iron-master model is ever destroyed, all of this unit’s remaining E-COG models are also destroyed. While embarking within a Transport and while embarked within a TRANSPORT, each E-COG model takes up the space of 0 models.* + +**The Brôkhyr Iron-master is equipped with:** graviton rifle; graviton hammer. + +**The Ironkin Assistant is equipped with:** las-beam cutter; close combat weapon. + +**One E-COG is equipped with:** Autoch-pattern bolt pistol; close combat weapon. + +**One other E-COG is equipped with:** plasma torch. + +**One other E-COG is equipped with:** manipulator arms. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | — | +| Graviton rifle | 18 | 3 | 3 | 5 | -1 | 3 | anti-monster 3+, anti-vehicle 3+ | +| Las-beam cutter | 6 | 1 | 4 | 6 | -3 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Graviton hammer | Melee | 3 | 4 | 9 | -1 | 3 | anti-monster 3+, anti-vehicle 3+ | +| Manipulator arms | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Plasma torch | Melee | 1 | 4 | 6 | -3 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Brôkhyr Guild Support** (Datasheet): While this unit is within 3" of one or more friendly Leagues of Votann Vehicle or Ironkin Steeljacks units, if this unit is not an Attached unit, it has the Lone Operative ability. +- **Multispectral Visor** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. +- **Forgewrought Expertise** (Datasheet): At the end of your Movement phase, this unit can repair one friendly Leagues of Votann Vehicle, Exoframe or Ironkin Steeljacks unit within 3" of it. One model in that unit regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkin Assistant model. Each unit can only be repaired once per turn. + +**Keywords:** Character, Iron-master, Infantry, Brôkhyr +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Brôkhyr Iron-master +- 1 Ironkin Assistant +- 3 E-COGs* + +**Leader:** +Can lead: Hearthkyn Warriors, Brôkhyr Thunderkyn + +**Points:** +- 5 models: 75pts + +--- + +# Brôkhyr Thunderkyn + +**Role:** Other + +*When a Brôkhyr hooks into a powerful exoframe, they become Thunderkyn. Adapted from rigs used to maintain Kin spacecraft, these armoured exoskeletons exchange repair tools for massive heavy weapons, which the Brôkhyr use to lay down withering covering fire for the oathbands and to pick off enemy armour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt cannon | 36 | 3 | 4 | 6 | -1 | 2 | sustained hits 2 | +| Graviton blast cannon | 24 | 3 | 4 | 5 | -2 | 3 | anti-monster 3+, anti-vehicle 3+ | +| SP conversion beamer | 24 | 2 | 4 | 7 | -2 | 3 | conversion, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Breaching Fire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, that enemy unit cannot have the Benefit of Cover. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Infantry, Exoframe, Brôkhyr, Thunderkyn +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 3-6 Brôkhyr Thunderkyn + +**Wargear Options:** +- All models in this unit can each have their bolt cannon replaced with 1 graviton blast cannon. +- All models in this unit can each have their bolt cannon replaced with 1 SP conversion beamer. + +**Leader:** +Led By: Brôkhyr Iron-master + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Buri Aegnirssen + +**Role:** Characters + +*Buri Aegnirssen surges into the foe with the ferocious abandon of one with nothing left to lose. With sweeps of his adaptable darkstar glaive, Bane, this inveterate survivor carves a bloody path through the enemy. Not even the most monstrous prey can evade the colossal reach of the Thrice-devoured’s vengeance.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Autoch-pattern bolt pistol; Bane. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bane – strike | Melee | 5 | 2 | 12 | -3 | 3 | precision | +| Bane – sweep | Melee | 10 | 2 | 6 | -2 | 1 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Grudge-fuelled Fortitude** (Datasheet): The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. +- **Unhinged Vengeance** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if this model lost one or more wounds as a result of those attacks, this model can make a Vengeance move. To do so, roll one D6 and add 2 to the result: it moves a number of inches up to this result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, it can be moved within Engagement Range of that enemy unit. This model cannot make a Vengeance move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Vengeance move per phase. + +**Keywords:** Epic Hero, Buri Aegnirssen, Infantry, Character +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Buri Aegnirssen – EPIC HERO + +**Points:** +- 1 model: 95pts + +--- + +# Cthonian Beserks + +**Role:** Other + +*Cthonian Beserks are amongst the most heavily augmented and courageous Kin. Brandishing mining-tools-cum-weapons-of-war and unleashing explosives that tunnel through solid rock, the Beserks storm the enemy’s strongpoints and break them open like an asteroid filled with seams of precious ore.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy plasma axe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mole grenade launcher | 18 | D6 | 5 | 5 | -1 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Concussion maul | Melee | 3 | 4 | 5 | -2 | 3 | anti-monster 3+, anti-vehicle 3+ | +| Heavy plasma axe | Melee | 3 | 4 | 7 | -2 | 3 | — | +| Twin concussion gauntlet | Melee | 4 | 4 | 9 | -2 | 2 | twin-linked | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Cyberstimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6, adding 1 to the result if units from your army have Fortify Takeover: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Subterranean Explosives** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with a mole grenade launcher. Until the start of your next Shooting phase, that enemy unit cannot be targeted with the Fire Overwatch Stratagem. + +**Designer’s Note:** *We recommend placing a Mole Grenade token next to that enemy unit as a reminder.* + +**Keywords:** Cthonian, Infantry, Beserks +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 5-10 Cthonian Beserks + +**Wargear Options:** +- All models in this unit can each have their heavy plasma axe replaced with 1 concussion maul. +- For every 5 models in this unit, 1 model that is not equipped with a mole grenade launcher can have its heavy plasma axe or concussion maul replaced with 1 twin concussion gauntlet. +- For every 5 models in this unit, 1 model that is not equipped with a twin concussion gauntlet or a mole grenade launcher can be equipped with 1 mole grenade launcher.* +- *** Designer’s Note:** If a Cthonian Beserk is equipped with a mole grenade launcher, it will be accompanied by an L-COG unit: both models should be placed on the same base and together they act as a single model for all rules purposes. + +**Leader:** +Led By: Berehk Stornbröw + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Cthonian Earthshakers + +**Role:** Other + +*Earthshakers undermine enemy positions with subterranean artillery fire. Some batteries use tremor shells to destabilise strongpoints with deadly quakes. Breacher ordnance, meanwhile, drills to the surface before detonating in a storm of shrapnel, whilst those payloads which initially fail to lock onto their targets hunt them down using geomontic echolocation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** 2 Autoch-pattern bolt pistols, breacher ordnance; plasma picks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Breacher ordnance | 24 | D6+1 | 5 | 10 | -1 | 2 | blast, heavy, indirect fire | +| Tremor shells | 36 | D6+4 | 5 | 6 | -1 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma picks | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Destabilising Quakes** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with its tremor shells. That unit must take a Battle-shock test, subtracting 1 from the result. +- **Geomantic Hunters** (Datasheet): Up to twice per battle, in your Shooting phase, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, each time a model in this unit makes an attack with its breacher ordnance, you can re-roll the Wound roll. + +**Designer’s Note:** *Place two breacher ordnance tokens next to the unit, removing one each time this unit uses this ability.* + +**Keywords:** Earthshakers, Artillery, Cthonian, Infantry +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 2 Cthonian Earthshakers + +**Wargear Options:** +- All models in this unit can each have their breacher ordnance replaced with 1 tremor shells. + +**Points:** +- 2 models: 110pts + +--- + +# Einhyr Champion + +**Role:** Characters + +*Einhyr Champions wear modified exo-armour fitted with mass drivers. Combined with their formidable close-quarters weaponry and bulky RAM shields, this wargear transforms them into living battering rams whose accelerated charge hits hard enough to smash clean through armoured fortress gates.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Autoch-pattern combi-bolter; mass hammer; weavefield crest. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern combi-bolter | 24 | 4 | 2 | 4 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Darkstar axe | Melee | 6 | 2 | 6 | -3 | 2 | — | +| Mass hammer | Melee | 3 | 3 | 12 | -3 | D6+1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Exemplar of the Einhyr** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit. +- **Mass Driver Accelerators** (Datasheet): Each time this model ends a Charge move, you can select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. +- **Teleport Crest** (Wargear): While the bearer is leading a unit, models in that unit have the Deep Strike ability. +- **Weavefield Crest** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Exoarmour, Infantry, Character, Einhyr Champion +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Einhyr Champion + +**Wargear Options:** +- This model’s mass hammer can be replaced with 1 darkstar axe. +- This model’s weavefield crest can be replaced with 1 teleport crest. + +**Leader:** +Can lead: Einhyr Hearthguard + +**Points:** +- 1 model: 70pts + +--- + +# Einhyr Hearthguard + +**Role:** Other + +*Clad in formidable exo-armour and equipped with a fearsome array of weaponry, Einhyr Hearthguard are a force to be reckoned with. Whether forming bodyguards around their Oathband’s heroes or striking deep into the heart of enemy territory, they are unstoppable on the attack and immovable in defence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** EtaCarn plasma gun; exoarmour grenade launcher; concussion gauntlet. + +**The Hesyr is additionally equipped with:** weavefield crest. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| EtaCarn plasma gun | 24 | 1 | 3 | 7 | -3 | 2 | rapid fire 1 | +| Exoarmour grenade launcher | 24 | D3 | 3 | 3 | 0 | 1 | blast | +| Volkanite disintegrator | 24 | 3 | 3 | 5 | 0 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Concussion gauntlet | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Graviton hammer | Melee | 3 | 4 | 9 | -1 | 3 | anti-monster 3+, anti-vehicle 3+ | +| Plasma blade gauntlet | Melee | 3 | 3 | 6 | -2 | 1 | — | + +**Abilities:** +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Decisive Destruction** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. +- **Teleport Crest** (Wargear): Models in the bearer’s unit have the Deep Strike ability. +- **Weavefield Crest** (Wargear): Models in the bearer’s unit have a 5+ invulnerable save. + +**Keywords:** Infantry, Exoarmour, Einhyr Hearthguard +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Hesyr +- 4-9 Hearthguard + +**Wargear Options:** +- All models in this unit can each have their EtaCarn plasma gun replaced with 1 volkanite disintegrator. +- All models in this unit can each have their concussion gauntlet replaced with 1 plasma blade gauntlet. +- The Hesyr’s concussion gauntlet or plasma blade gauntlet can be replaced with 1 graviton hammer. +- The Hesyr’s weavefield crest can be replaced with 1 teleport crest. + +**Leader:** +Led By: Ûthar the Destined, Kâhl, Einhyr Champion + +**Points:** +- 5 models: 135pts +- 10 models: 270pts + +--- + +# Grimnyr + +**Role:** Characters + +*The Grimnyr – or Living Ancestors – are privy to the wisdom of the Votann, and as close as to priests as the secular Kin get. Equipped with barrier tech such as ward staves and energy-focusing CORVs, they are able to rouse the fury of the immaterium against their foes.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GRIMNYR | 5" | 5 | 4+ | 4 | 6+ | 1 | +| CORV | 5" | 5 | 4+ | 1 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +** If this unit’s Grimnyr model is ever destroyed, all of this unit’s remaining CORV models are also destroyed. While embarking within a Transport and while embarked within a TRANSPORT, each CORV model takes up the space of 0 models.* + +**The Grimnyr is equipped with:** Ancestral Wrath; ancestral ward stave. + +**Every CORV is equipped with:** Autoch-pattern bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ancestral Wrath – witchfire | 24 | 3 | 3 | 6 | -2 | D3 | psychic | +| Ancestral Wrath – focused witchfire | 24 | 6 | 3 | 6 | -2 | D3 | hazardous, psychic | +| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ancestral ward stave | Melee | 2 | 3 | 7 | -1 | D3 | psychic | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Fortify (Psychic)** (Datasheet): While this unit is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Grimnyr’s Regard** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Leagues of Votann unit that is Battle-shocked and within 12" of this unit’s GRIMNYR model. That unit is no longer Battle-shocked. + +**Keywords:** Grimnyr, Psyker, Character, Infantry +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Grimnyr +- 2 CORVs* + +**Leader:** +Can lead: Hearthkyn Warriors + +**Points:** +- 3 models: 65pts + +--- + +# Hearthkyn Warriors + +**Role:** Battleline + +*Well-armoured, well-trained and equipped with an array of powerful weaponry, Hearthkyn Warriors form the backbone of most Oathbands. Led by their Theyns, they lay down hails of firepower, shrugging off the enemy’s return volleys before storming in to shatter their wavering foes for good.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Theyn is equipped with:** Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon; weavefield crest. + +**Every Hearthkyn Warrior is equipped with:** Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | — | +| EtaCarn plasma beamer | 18 | 1 | 4 | 8 | -3 | 2 | sustained hits d3 | +| HYLas auto rifle | 24 | 3 | 4 | 6 | -1 | 1 | assault, rapid fire 3 | +| HYLas rotary cannon | 24 | 6 | 5 | 6 | -1 | 1 | heavy, sustained hits 1 | +| Ion blaster | 18 | 1 | 4 | 5 | -2 | 1 | — | +| L7 missile launcher – blast | 24 | D6 | 4 | 4 | 0 | 1 | blast | +| L7 missile launcher – focused | 24 | 1 | 4 | 9 | -2 | D6 | — | +| Magna-rail rifle | 18 | 1 | 5 | 12 | -3 | D3+3 | devastating wounds, heavy | +| Theyn’s pistol | 12 | 1 | 4 | 8 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | +| Plasma knife | Melee | 2 | 4 | 4 | -2 | 1 | — | +| Theyn’s melee weapon | Melee | 2 | 4 | 5 | -2 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Luck Has. Need Keeps. Toil Earns** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective markers greater than yours at the end of a phase. +- **Panspectral Scanning** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. +- **Weavefield Crest** (Wargear): Models in the bearer’s unit have a 5+ invulnerable save. + +**Keywords:** Battleline, Infantry, Hearthkyn Warriors, Grenades +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Theyn +- 9 Hearthkyn Warriors + +**Wargear Options:** +- Any number of Hearthkyn Warriors can each have their Autoch-pattern bolter replaced with 1 ion blaster. +- Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with one of the following (duplicates are not allowed):- 1 HYLas auto rifle +- 1 HYLas rotary cannon +- 1 L7 missile launcher +- 1 EtaCarn plasma beamer +- 1 magna-rail rifle +- Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with 1 plasma knife. +- The Theyn’s Autoch-pattern bolter can be replaced with one of the following:- 1 ion blaster +- 1 Theyn’s pistol +- The Theyn can be equipped with 1 Theyn’s melee weapon. + +**Leader:** +Led By: Brôkhyr Iron-master, Ûthar the Destined, Kâhl, Grimnyr + +**Points:** +- 10 models: 100pts + +--- + +# Hekaton Land Fortress + +**Role:** Other + +*The iconic battle tank and armoured transport of the Leagues of Votann, the Hekaton Land Fortress is as venerable and well-respected as it is powerful. With a fearsome arsenal of heavy weaponry and tremendously resilient armour – and with the ability to bear bands of Kin soldiery into battle – it is a versatile military asset.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** cyclic ion cannon; MATR autocannon; 2 twin bolt cannons; armoured wheels; pan spectral scanner. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cyclic ion cannon | 24 | D6+2 | 4 | 7 | -2 | 2 | blast | +| Heavy magna-rail cannon | 30 | 2 | 4 | 18 | -4 | D6+4 | devastating wounds, heavy | +| Hekaton warhead | 36 | D6+3 | 4 | 7 | -2 | 2 | blast, one shot | +| MATR autocannon | 24 | 6 | 4 | 7 | -1 | 2 | assault, sustained hits 1 | +| SP heavy conversion beamer | 24 | 4 | 4 | 10 | -2 | 4 | conversion, lethal hits | +| Twin bolt cannon | 36 | 3 | 4 | 6 | -1 | 2 | SUSTAINED HITS 2, TWIN-LINKED | +| Twin ion beamer | 18 | D3+1 | 4 | 8 | -2 | 1 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured wheels | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **MultiCOG Targeting** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll. +- **Panspectral Scanner** (Wargear): Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified successful Hit roll of 4+ scores a Critical Hit. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Hekaton Land Fortress, Transport +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Hekaton Land Fortress + +**Wargear Options:** +- This model’s 2 twin bolt cannons can be replaced with one of the following:- 1 twin bolt cannon and 1 twin ion beamer +- 2 twin ion beamers +- This model’s cyclic ion cannon can be replaced with one of the following:- 1 SP heavy conversion beamer +- 1 heavy magna-rail cannon +- This model’s panspectral scanner can be replaced with 1 Hekaton warhead. + +**Transport:** +This model has a transport capacity of 14 Leagues of Votann Infantry models. Each Exoarmour, Exoframe or Ironkin Steeljacks model takes up the space of 2 models. It cannot transport Artillery models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 240pts + +--- + +# Hernkyn Pioneers + +**Role:** Other + +*Hernkyn Pioneers skim across alien worlds and scout enemy positions, riding on their magna-coil bikes. Fast, resilient, ond possessed of formidable firepower, these far-ranging bands of warriors often strike at the foe from unexpected quarters or send bock intelligence on enemy movements to their oathbond’s commanders.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 3 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt revolver; bolt shotgun; magna-coil autocannon; plasma knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt revolver | 12 | 1 | 4 | 5 | 0 | 1 | pistol | +| Bolt shotgun | 18 | 2 | 4 | 5 | 0 | 1 | assault | +| HYLas rotary cannon | 24 | 6 | 4 | 6 | -1 | 1 | sustained hits 1 | +| Ion beamer | 18 | D3+1 | 4 | 8 | -2 | 1 | blast | +| Magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma knife | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Outflanking Mag-riders** (Datasheet): At the end of your opponent’s turn, if this unit is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. +- **Multiwave Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Panspectral Scanner** (Wargear): Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. +- **Rollbar Searchlight** (Wargear): Each time a model in the bearer’s unit makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Hernkyn, Pioneers, Mounted, Grenades, Fly +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 3-6 Hernkyn Pioneers + +**Wargear Options:** +- For every 3 models in this unit, 1 model can be equipped with one of the following::- 1 HYLas rotary cannon +- 1 ion beamer +- 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 multiwave comms array.* +- 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 panspectral scanner.* +- 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 rollbar searchlight.* +- * A model can only take one of these options, and cannot be equipped with a HYLas rotary cannon or an ion beamer. + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Hernkyn Yaegirs + +**Role:** Other + +*Merciless forward operatives charged with denying crucial assets to the foe, Yaegirs use every weapon and tactic at their disposal to make the ancestors proud. They typically deploy ahead of their prospect or oathband, with assassination and sabotage amongst their unscrupulous strategies, to bleed the strength from their kindred’s foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt shotgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| APM launcher | 24 | 1 | 4 | 6 | -2 | D6 | anti-monster 3+, anti-vehicle 3+ | +| Bolt revolver | 12 | 1 | 4 | 5 | 0 | 1 | pistol | +| Bolt shotgun | 18 | 2 | 4 | 5 | 0 | 1 | assault | +| Magna-coil rifle | 24 | 1 | 4 | 5 | -2 | 2 | ignores cover, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | +| Plasma knife | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Pragmatic Hunters** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6". + +**Keywords:** Yaegirs, Hernkyn, Grenades, Infantry +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Yaegir Theyn +- 9 Hernkyn Yaegirs + +**Wargear Options:** +- All models in this unit can each have their bolt shotgun replaced with 1 bolt revolver and 1 plasma knife. +- 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 magna-coil rifle. +- 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 APM launcher. + +**Points:** +- 10 models: 90pts + +--- + +# Ironkin Steeljacks with Heavy Volkanite Disintegrators + +**Role:** Other + +*Gifted by the Votann with innate martial talents, Ironkin Steeljacks are natural soldiers. They can anchor entire battle lines, shrugging off enemy firepower that would fell lesser Kin. When on the offensive, they unleash precision salvoes of searing volkanite beams that scour chosen joes from sites of value to their kindred.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Steeljack Theyn is equipped with:** heavy volkanite disintegrator; plasma knife; preymark crest. + +**Every Ironkin Steeljack is equipped with:** heavy volkanite disintegrator; plasma knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | pistol | +| Heavy volkanite disintegrator | 24 | 6 | 4 | 6 | -1 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma knife | Melee | 2 | 3 | 6 | -2 | 1 | — | +| Plasma sword | Melee | 6 | 3 | 6 | -2 | 1 | sustained hits 1 | + +**Abilities:** +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Purge Response** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. If units from your army have Fortify Takeover, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem instead. +- **Preymark Crest** (Wargear): Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability. + +**Keywords:** Ironkin Steeljacks, Ironkin Steeljacks with Heavy Volkanite Disintegrators, Infantry +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Steeljack Theyn +- 2-5 Ironkin Steeljacks + +**Wargear Options:** +- The Steeljack Theyn’s heavy volkanite disintegrator and plasma knife can be replaced with 1 Autoch-pattern bolter and 1 plasma sword. + +**Leader:** +Led By: Memnyr Strategist + +**Points:** +- 3 models: 85pts +- 6 models: 170pts + +--- + +# Ironkin Steeljacks with Melee Weapons + +**Role:** Other + +*When equipped with oversized plasma swords or concussion gauntlets to match their larger frames, Ironkin Steeljacks excel as piledriving shock troops. Such squads can smash breaches in enemy lines, pulverise the foe’s elite infantry and tear holes in armoured plating, and monstrous flesh alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Steeljack Theyn is equipped with:** Autoch-pattern bolter; plasma sword; preymark crest. + +**Every Ironkin Steeljack is equipped with:** Autoch-pattern bolter; plasma sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Concussion gauntlet | Melee | 3 | 4 | 10 | -2 | 2 | lethal hits | +| Plasma sword | Melee | 6 | 3 | 6 | -2 | 1 | sustained hits 1 | + +**Abilities:** +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Merciless Eradication** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. +- **Preymark Crest** (Wargear): Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability. + +**Keywords:** Ironkin Steeljacks with Melee Weapons, Ironkin Steeljacks, Infantry +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Steeljack Theyn +- 2-5 Ironkin Steeljacks + +**Wargear Options:** +- Any number of models in this unit can each have their plasma sword replaced with 1 concussion gauntlet. + +**Leader:** +Led By: Memnyr Strategist + +**Points:** +- 3 models: 85pts +- 6 models: 170pts + +--- + +# Kapricus Carrier + +**Role:** Dedicated Transports + +*A variant of the adaptable Kapricus design, the Carrier provides elite teams of Hernkyn Yaegirs with the means to penetrate enemy lines at speed. The transport’s quad magna-coils grant it the manoeuvrability to traverse almost any frontier terrain. At the same time, its banks of scanner uplinks enable it to lay down withering hails of accurate, suppressive fire to purge claim sites.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** magna-coil autocannon; twin magna-coil autocannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | — | +| Twin magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Scanner Uplinks** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **Smoke Launcher** (Wargear): The bearer has the SMOKE keyword. + +**Keywords:** Vehicle, Fly, Transport, Dedicated Transport, Hernkyn, Kapricus, Carrier +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Kapricus Carrier + +**Wargear Options:** +- This model can be equipped with 1 smoke launcher. + +**Transport:** +This model has a transport capacity of 5 Hernkyn Yaegir models. + +At the start of the Declare Battle Formations step, you can select one HERNKYN YAEGIR unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. + +**Points:** +- 1 model: 75pts + +--- + +# Kapricus Defenders + +**Role:** Other + +*Kapricus Defenders are swift, magna-coil scouting engines. Heavily armed, some carry magna-roil cannons that can annihilate battle tanks many times the Defender’s mass. Others carry rapid-firing rotary cannons, which, paired with a Defender's magna-coil autocannons, enable their Hernkyn crew to scythe through enemy infantry to support Kin advances.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** magna-rail cannon; twin magna-coil autocannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| HYLas rotary cannon | 24 | 6 | 4 | 6 | -1 | 2 | sustained hits 1 | +| Magna-rail cannon | 24 | 1 | 4 | 14 | -4 | D3+3 | devastating wounds, heavy | +| Twin magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Opportunistic Manoeuvre** (Datasheet): In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge. +- **Smoke Launcher** (Wargear): The bearer has the SMOKE keyword. + +**Keywords:** Kapricus, Defenders, Hernkyn, Vehicle, Fly +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1-2 Kapricus Defenders + +**Wargear Options:** +- Any number of models in this unit can each have their magna-rail cannon replaced with 1 HYLas rotary cannon. +- Any number of models can each be equipped with 1 smoke launcher. + +**Points:** +- 1 model: 70pts +- 2 models: 140pts + +--- + +# Kâhl + +**Role:** Characters + +*Most Oathbands are led by a Kâhl, whose strategic wisdom, determination and martial might are an inspiration to their warriors. Kâhls are often equipped with especially powerful weapons and potent field or teleportation technologies, the better to lead the fight from the front and bring down the deadliest foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Autoch-pattern combi-bolter; forgewrought plasma axe; rampart crest. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern combi-bolter | 24 | 4 | 2 | 4 | 0 | 1 | — | +| Volkanite disintegrator | 24 | 3 | 2 | 5 | 0 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Forgewrought plasma axe | Melee | 4 | 2 | 5 | -2 | 2 | — | +| Mass gauntlet | Melee | 3 | 3 | 8 | -3 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Kindred Hero** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Seized Opportunity** (Datasheet): Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP. +- **Rampart Crest** (Wargear): While this model is leading a unit, models in that unit have a 5+ invulnerable save. +- **Teleport Crest** (Wargear): While the bearer is leading a unit, models in that unit have the Deep Strike ability. + +**Keywords:** Character, Infantry, Kâhl +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Kâhl + +**Wargear Options:** +- This model’s Autoch-pattem combi-bolter can be replaced with 1 volkanite disintegrator. +- This model’s forgewrought plasma axe can be replaced with 1 mass gauntlet. +- This model’s rampart crest can be replaced with 1 teleport crest. + +**Leader:** +Can lead: Hearthkyn Warriors, Einhyr Hearthguard + +**Points:** +- 1 model: 65pts + +--- + +# Memnyr Strategist + +**Role:** Characters + +*Memnyr Strategists ore superlative martial tacticians. They offer tactical insights to outmanoeuvre the foe and map the enemy’s vulnerabilities. They can extrapolate a foe’s plans so well that their advice borders supernatural precognition, enabling the Kin to strike devastating blows when least expected.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Autoch-pattern bolt pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autoch-pattern bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Computational Mastermind** (Datasheet): At the end of your Command phase, before you determine if units from your army have Hostile Acquisition or Fortify Takeover, for each objective marker you control that has one or more models with this ability within range of it, you can spend 1YP or gain 1YP. +- **Predictive Guidance** (Datasheet): Once per battle round, this model can use this ability. If it does, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP. + +**Keywords:** Infantry, Memnyr Strategist, Character +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Memnyr Strategist + +**Leader:** +Can lead: Ironkin Steeljacks with Melee Weapons, Ironkin Steeljacks with Heavy Volkanite Disintegrators + +**Points:** +- 1 model: 45pts + +--- + +# Sagitaur + +**Role:** Dedicated Transports + +*Designed to survive the worst that hostile worlds and alien predators can throw at it, the Sagitaur is a rugged ATV ideally suited to scouting operations and swift, armoured offensives. Sagitaurs mount a remarkable amount of firepower for their size, and can even knock out enemy battle tanks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 9 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** HYLas beam cannon; twin bolt cannon; armoured wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| HYLas beam cannon | 24 | 2 | 4 | 12 | -3 | D6+1 | — | +| L7 missile launcher – blast | 36 | D6 | 4 | 4 | 0 | 1 | blast | +| L7 missile launcher – focused | 36 | 1 | 4 | 9 | -2 | D6 | — | +| MATR autocannon | 24 | 6 | 4 | 7 | -1 | 2 | assault, sustained hits 1 | +| Sagitaur missile launcher | 36 | 2 | 4 | 10 | -3 | 3 | — | +| Twin bolt cannon | 36 | 3 | 4 | 6 | -1 | 2 | sustained hits 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured wheels | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Blistering Advance** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. + +**Keywords:** Dedicated Transport, Transport, Vehicle, Sagitaur +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Sagitaur + +**Wargear Options:** +- This model’s HYLas beam cannon can be replaced with one of the following:- 1 L7 missile launcher and 1 Sagitaur missile launcher +- 1 MATR autocannon + +**Transport:** +This model has a transport capacity of 6 Leagues of Votann Infantry models. It cannot transport Artillery, Exoarmour, Exoframe or Ironkin Steeljacks models. + +At the start of the Declare Battle Formations step, you can select one Hearthkyn Warriors unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. + +**Points:** +- 1 model: 90pts + +--- + +# Ûthar the Destined + +**Role:** Characters + +*Already one of the most accomplished heroes of the Kin, Kâhl Ûthar the Destined is marked for a truly vaunted fate. Few can assess the foe as swiftly or mercilessly as Ûthar. Once he has the measure of his enemies, he soon cuts them to pieces with the glowing Blade of the Ancestors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** volkanite disintegrator; Blade of the Ancestors; rampart crest. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Volkanite disintegrator | 24 | 3 | 2 | 5 | 0 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of the Ancestors | Melee | 5 | 2 | 6 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: +- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. +- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. + +Hostile Acquisition +- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. +- You can re-roll Advance and Charge rolls made for this unit. + +Fortify Takeover +- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. +- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. + +Yield Points +At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: +- You control one or more objective markers not within your deployment zone. +- You control two or more objective markers not within your deployment zone. +- You control more objective markers than your opponent. + +In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. + +Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. + +**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* + +**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. + +During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. +- **Ancestral Fortune** (Datasheet): Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6. +- **Grim Efficiency** (Datasheet): Once per battle round, when a friendly Leagues of Votann unit within 12“ of this model is targeted with a Stratagem, this model can use this ability. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Rampart Crest** (Wargear): While the bearer is leading a unit, models in that unit have a 5+ invulnerable save. + +**Keywords:** Kâhl, Epic Hero, Character, Infantry, Ûthar the Destined +**Faction Keywords:** Leagues of Votann + +**Unit Composition:** +- 1 Ûthar the Destined – EPIC HERO + +**Leader:** +Can lead: Hearthkyn Warriors, Einhyr Hearthguard + +**Points:** +- 1 model: 95pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/arkanyst-evaluator.md b/cogitator/factions/leagues-of-votann/datasheets/arkanyst-evaluator.md deleted file mode 100644 index 2df2232..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/arkanyst-evaluator.md +++ /dev/null @@ -1,74 +0,0 @@ -# Arkanyst Evaluator - -**Role:** Characters - -*Clad in heavy-duty hauberks to shield them from the worst of their weapons’ emissions, Arkanyst Evaluators unleash deadly experimental energies into the foe. Their transmatter inverters painfully rupture cellular tissue or trigger lethal atomic transformations, all to provide the Evaluator with the field data needed to hone their weapon further.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** transmatter inverter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Transmatter inverter – half charge | 12 | 3 | 2 | 8 | -1 | 1 | rapid fire 1 | -| Transmatter inverter – full charge | 18 | 3 | 2 | 8 | -2 | 2 | hazardous, rapid fire 2 | -| Transmatter inverter – overcharge | 24 | 3 | 2 | 8 | -3 | 3 | hazardous, overcharge, rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Science Guild Support** (Datasheet): While this model is within 3" of one or more other friendly Leagues of Votann Infantry units (excluding units with the Lone Operative ability), this model has the Lone Operative ability. -- **Resource Transmutation** (Datasheet): Once per turn, in your Shooting phase, one model with this ability can use it when it is selected to shoot. If it does, you must spend 1YP and, until the end of the phase, ranged weapons equipped by that model have the [SUSTAINED HITS 1] ability and, after that model has shot this phase, if one or more enemy units were destroyed by those attacks, you can gain up to 2YP. -- **Overcharge** (Wargear profile): Each time the bearer takes a Hazardous test for this weapon profile, subtract 2 from the result. - -**Keywords:** Character, Infantry, Arkanyst Evaluator -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Arkanyst Evaluator - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/berehk-stornbrw.md b/cogitator/factions/leagues-of-votann/datasheets/berehk-stornbrw.md deleted file mode 100644 index eada005..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/berehk-stornbrw.md +++ /dev/null @@ -1,91 +0,0 @@ -# Berehk Stornbröw - -**Role:** Characters - -*Wielding the mighty pick-hammer Kromlôk’s Revenge, Berehk Stornbröw leads his hand-chosen Cthonian Beserks – known as Berehk’s Breakers – into the heart of battle. Able to shrug off almost any punishment his enemies level against him and keep on fighting, Berehk is an unstoppable force of destruction who specialises in laying low the enemy’s champions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 5 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Kromlôk’s Revenge; Warforge Gauntlets. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kromlôk’s Revenge – graviton strikes | Melee | 4 | 2 | 10 | -2 | 4 | anti-monster 3+, anti-vehicle 3+ | -| Kromlôk’s Revenge – plasma sweeps | Melee | 8 | 2 | 7 | -2 | 2 | — | -| Warforge Gauntlets | Melee | 2 | 2 | 6 | -2 | 1 | extra attacks | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Break the Foe** (Datasheet): Melee weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability. -- **Relentless Avalanche** (Datasheet): You can target this model’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Cthonian, Berehk Stornbröw, Infantry, Character, Epic Hero -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Berehk Stornbröw – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Cthonian Beserks - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/brkhyr-iron-master.md b/cogitator/factions/leagues-of-votann/datasheets/brkhyr-iron-master.md deleted file mode 100644 index 096c403..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/brkhyr-iron-master.md +++ /dev/null @@ -1,106 +0,0 @@ -# Brôkhyr Iron-master - -**Role:** Characters - -*Iron-masters are the most accomplished Brôkhyrs of their Kindred. In battle, they take on the duty of maintaining damaged Kin war engines, often aided by Ironkin and COG repair crews. These veteran Brôkhyrs also bring their most powerful personal creations to war, taking satisfaction in unleashing them upon the foe.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| BRÔKHYR IRON-MASTER | 5" | 5 | 4+ | 4 | 7+ | 1 | -| IRONKIN ASSISTANT | 5" | 5 | 4+ | 1 | 7+ | 1 | -| E-COG | 5" | 5 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -** If this unit’s Brôkhyr Iron-master model is ever destroyed, all of this unit’s remaining E-COG models are also destroyed. While embarking within a Transport and while embarked within a TRANSPORT, each E-COG model takes up the space of 0 models.* - -**The Brôkhyr Iron-master is equipped with:** graviton rifle; graviton hammer. - -**The Ironkin Assistant is equipped with:** las-beam cutter; close combat weapon. - -**One E-COG is equipped with:** Autoch-pattern bolt pistol; close combat weapon. - -**One other E-COG is equipped with:** plasma torch. - -**One other E-COG is equipped with:** manipulator arms. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | — | -| Graviton rifle | 18 | 3 | 3 | 5 | -1 | 3 | anti-monster 3+, anti-vehicle 3+ | -| Las-beam cutter | 6 | 1 | 4 | 6 | -3 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Graviton hammer | Melee | 3 | 4 | 9 | -1 | 3 | anti-monster 3+, anti-vehicle 3+ | -| Manipulator arms | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Plasma torch | Melee | 1 | 4 | 6 | -3 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Brôkhyr Guild Support** (Datasheet): While this unit is within 3" of one or more friendly Leagues of Votann Vehicle or Ironkin Steeljacks units, if this unit is not an Attached unit, it has the Lone Operative ability. -- **Multispectral Visor** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. -- **Forgewrought Expertise** (Datasheet): At the end of your Movement phase, this unit can repair one friendly Leagues of Votann Vehicle, Exoframe or Ironkin Steeljacks unit within 3" of it. One model in that unit regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkin Assistant model. Each unit can only be repaired once per turn. - -**Keywords:** Character, Iron-master, Infantry, Brôkhyr -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Brôkhyr Iron-master -- 1 Ironkin Assistant -- 3 E-COGs* - -**Leader:** -Can lead: Hearthkyn Warriors, Brôkhyr Thunderkyn - -**Points:** -- 5 models: 75pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/brkhyr-thunderkyn.md b/cogitator/factions/leagues-of-votann/datasheets/brkhyr-thunderkyn.md deleted file mode 100644 index 3b840ac..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/brkhyr-thunderkyn.md +++ /dev/null @@ -1,75 +0,0 @@ -# Brôkhyr Thunderkyn - -**Role:** Other - -*When a Brôkhyr hooks into a powerful exoframe, they become Thunderkyn. Adapted from rigs used to maintain Kin spacecraft, these armoured exoskeletons exchange repair tools for massive heavy weapons, which the Brôkhyr use to lay down withering covering fire for the oathbands and to pick off enemy armour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt cannon | 36 | 3 | 4 | 6 | -1 | 2 | sustained hits 2 | -| Graviton blast cannon | 24 | 3 | 4 | 5 | -2 | 3 | anti-monster 3+, anti-vehicle 3+ | -| SP conversion beamer | 24 | 2 | 4 | 7 | -2 | 3 | conversion, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Breaching Fire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, that enemy unit cannot have the Benefit of Cover. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Infantry, Exoframe, Brôkhyr, Thunderkyn -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 3-6 Brôkhyr Thunderkyn - -**Wargear Options:** -- All models in this unit can each have their bolt cannon replaced with 1 graviton blast cannon. -- All models in this unit can each have their bolt cannon replaced with 1 SP conversion beamer. - -**Leader:** -Led By: Brôkhyr Iron-master - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/buri-aegnirssen.md b/cogitator/factions/leagues-of-votann/datasheets/buri-aegnirssen.md deleted file mode 100644 index 82f8971..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/buri-aegnirssen.md +++ /dev/null @@ -1,72 +0,0 @@ -# Buri Aegnirssen - -**Role:** Characters - -*Buri Aegnirssen surges into the foe with the ferocious abandon of one with nothing left to lose. With sweeps of his adaptable darkstar glaive, Bane, this inveterate survivor carves a bloody path through the enemy. Not even the most monstrous prey can evade the colossal reach of the Thrice-devoured’s vengeance.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Autoch-pattern bolt pistol; Bane. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bane – strike | Melee | 5 | 2 | 12 | -3 | 3 | precision | -| Bane – sweep | Melee | 10 | 2 | 6 | -2 | 1 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Grudge-fuelled Fortitude** (Datasheet): The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. -- **Unhinged Vengeance** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if this model lost one or more wounds as a result of those attacks, this model can make a Vengeance move. To do so, roll one D6 and add 2 to the result: it moves a number of inches up to this result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, it can be moved within Engagement Range of that enemy unit. This model cannot make a Vengeance move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Vengeance move per phase. - -**Keywords:** Epic Hero, Buri Aegnirssen, Infantry, Character -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Buri Aegnirssen – EPIC HERO - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/cthonian-beserks.md b/cogitator/factions/leagues-of-votann/datasheets/cthonian-beserks.md deleted file mode 100644 index 2d4c688..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/cthonian-beserks.md +++ /dev/null @@ -1,84 +0,0 @@ -# Cthonian Beserks - -**Role:** Other - -*Cthonian Beserks are amongst the most heavily augmented and courageous Kin. Brandishing mining-tools-cum-weapons-of-war and unleashing explosives that tunnel through solid rock, the Beserks storm the enemy’s strongpoints and break them open like an asteroid filled with seams of precious ore.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy plasma axe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mole grenade launcher | 18 | D6 | 5 | 5 | -1 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Concussion maul | Melee | 3 | 4 | 5 | -2 | 3 | anti-monster 3+, anti-vehicle 3+ | -| Heavy plasma axe | Melee | 3 | 4 | 7 | -2 | 3 | — | -| Twin concussion gauntlet | Melee | 4 | 4 | 9 | -2 | 2 | twin-linked | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Cyberstimms** (Datasheet): Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6, adding 1 to the result if units from your army have Fortify Takeover: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Subterranean Explosives** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with a mole grenade launcher. Until the start of your next Shooting phase, that enemy unit cannot be targeted with the Fire Overwatch Stratagem. - -**Designer’s Note:** *We recommend placing a Mole Grenade token next to that enemy unit as a reminder.* - -**Keywords:** Cthonian, Infantry, Beserks -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 5-10 Cthonian Beserks - -**Wargear Options:** -- All models in this unit can each have their heavy plasma axe replaced with 1 concussion maul. -- For every 5 models in this unit, 1 model that is not equipped with a mole grenade launcher can have its heavy plasma axe or concussion maul replaced with 1 twin concussion gauntlet. -- For every 5 models in this unit, 1 model that is not equipped with a twin concussion gauntlet or a mole grenade launcher can be equipped with 1 mole grenade launcher.* -- *** Designer’s Note:** If a Cthonian Beserk is equipped with a mole grenade launcher, it will be accompanied by an L-COG unit: both models should be placed on the same base and together they act as a single model for all rules purposes. - -**Leader:** -Led By: Berehk Stornbröw - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/cthonian-earthshakers.md b/cogitator/factions/leagues-of-votann/datasheets/cthonian-earthshakers.md deleted file mode 100644 index 13c3d5b..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/cthonian-earthshakers.md +++ /dev/null @@ -1,72 +0,0 @@ -# Cthonian Earthshakers - -**Role:** Other - -*Earthshakers undermine enemy positions with subterranean artillery fire. Some batteries use tremor shells to destabilise strongpoints with deadly quakes. Breacher ordnance, meanwhile, drills to the surface before detonating in a storm of shrapnel, whilst those payloads which initially fail to lock onto their targets hunt them down using geomontic echolocation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** 2 Autoch-pattern bolt pistols, breacher ordnance; plasma picks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Breacher ordnance | 24 | D6+1 | 5 | 10 | -1 | 2 | blast, heavy, indirect fire | -| Tremor shells | 36 | D6+4 | 5 | 6 | -1 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma picks | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Destabilising Quakes** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with its tremor shells. That unit must take a Battle-shock test, subtracting 1 from the result. -- **Geomantic Hunters** (Datasheet): Up to twice per battle, in your Shooting phase, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, each time a model in this unit makes an attack with its breacher ordnance, you can re-roll the Wound roll. - -**Designer’s Note:** *Place two breacher ordnance tokens next to the unit, removing one each time this unit uses this ability.* - -**Keywords:** Earthshakers, Artillery, Cthonian, Infantry -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 2 Cthonian Earthshakers - -**Wargear Options:** -- All models in this unit can each have their breacher ordnance replaced with 1 tremor shells. - -**Points:** -- 2 models: 110pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/einhyr-champion.md b/cogitator/factions/leagues-of-votann/datasheets/einhyr-champion.md deleted file mode 100644 index c3b1479..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/einhyr-champion.md +++ /dev/null @@ -1,93 +0,0 @@ -# Einhyr Champion - -**Role:** Characters - -*Einhyr Champions wear modified exo-armour fitted with mass drivers. Combined with their formidable close-quarters weaponry and bulky RAM shields, this wargear transforms them into living battering rams whose accelerated charge hits hard enough to smash clean through armoured fortress gates.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Autoch-pattern combi-bolter; mass hammer; weavefield crest. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern combi-bolter | 24 | 4 | 2 | 4 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Darkstar axe | Melee | 6 | 2 | 6 | -3 | 2 | — | -| Mass hammer | Melee | 3 | 3 | 12 | -3 | D6+1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Exemplar of the Einhyr** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit. -- **Mass Driver Accelerators** (Datasheet): Each time this model ends a Charge move, you can select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. -- **Teleport Crest** (Wargear): While the bearer is leading a unit, models in that unit have the Deep Strike ability. -- **Weavefield Crest** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Exoarmour, Infantry, Character, Einhyr Champion -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Einhyr Champion - -**Wargear Options:** -- This model’s mass hammer can be replaced with 1 darkstar axe. -- This model’s weavefield crest can be replaced with 1 teleport crest. - -**Leader:** -Can lead: Einhyr Hearthguard - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/einhyr-hearthguard.md b/cogitator/factions/leagues-of-votann/datasheets/einhyr-hearthguard.md deleted file mode 100644 index 3b6636b..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/einhyr-hearthguard.md +++ /dev/null @@ -1,83 +0,0 @@ -# Einhyr Hearthguard - -**Role:** Other - -*Clad in formidable exo-armour and equipped with a fearsome array of weaponry, Einhyr Hearthguard are a force to be reckoned with. Whether forming bodyguards around their Oathband’s heroes or striking deep into the heart of enemy territory, they are unstoppable on the attack and immovable in defence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** EtaCarn plasma gun; exoarmour grenade launcher; concussion gauntlet. - -**The Hesyr is additionally equipped with:** weavefield crest. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| EtaCarn plasma gun | 24 | 1 | 3 | 7 | -3 | 2 | rapid fire 1 | -| Exoarmour grenade launcher | 24 | D3 | 3 | 3 | 0 | 1 | blast | -| Volkanite disintegrator | 24 | 3 | 3 | 5 | 0 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Concussion gauntlet | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Graviton hammer | Melee | 3 | 4 | 9 | -1 | 3 | anti-monster 3+, anti-vehicle 3+ | -| Plasma blade gauntlet | Melee | 3 | 3 | 6 | -2 | 1 | — | - -**Abilities:** -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Decisive Destruction** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. -- **Teleport Crest** (Wargear): Models in the bearer’s unit have the Deep Strike ability. -- **Weavefield Crest** (Wargear): Models in the bearer’s unit have a 5+ invulnerable save. - -**Keywords:** Infantry, Exoarmour, Einhyr Hearthguard -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Hesyr -- 4-9 Hearthguard - -**Wargear Options:** -- All models in this unit can each have their EtaCarn plasma gun replaced with 1 volkanite disintegrator. -- All models in this unit can each have their concussion gauntlet replaced with 1 plasma blade gauntlet. -- The Hesyr’s concussion gauntlet or plasma blade gauntlet can be replaced with 1 graviton hammer. -- The Hesyr’s weavefield crest can be replaced with 1 teleport crest. - -**Leader:** -Led By: Ûthar the Destined, Kâhl, Einhyr Champion - -**Points:** -- 5 models: 135pts -- 10 models: 270pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/grimnyr.md b/cogitator/factions/leagues-of-votann/datasheets/grimnyr.md deleted file mode 100644 index 5158cb5..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/grimnyr.md +++ /dev/null @@ -1,95 +0,0 @@ -# Grimnyr - -**Role:** Characters - -*The Grimnyr – or Living Ancestors – are privy to the wisdom of the Votann, and as close as to priests as the secular Kin get. Equipped with barrier tech such as ward staves and energy-focusing CORVs, they are able to rouse the fury of the immaterium against their foes.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GRIMNYR | 5" | 5 | 4+ | 4 | 6+ | 1 | -| CORV | 5" | 5 | 4+ | 1 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -** If this unit’s Grimnyr model is ever destroyed, all of this unit’s remaining CORV models are also destroyed. While embarking within a Transport and while embarked within a TRANSPORT, each CORV model takes up the space of 0 models.* - -**The Grimnyr is equipped with:** Ancestral Wrath; ancestral ward stave. - -**Every CORV is equipped with:** Autoch-pattern bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ancestral Wrath – witchfire | 24 | 3 | 3 | 6 | -2 | D3 | psychic | -| Ancestral Wrath – focused witchfire | 24 | 6 | 3 | 6 | -2 | D3 | hazardous, psychic | -| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ancestral ward stave | Melee | 2 | 3 | 7 | -1 | D3 | psychic | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Fortify (Psychic)** (Datasheet): While this unit is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Grimnyr’s Regard** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Leagues of Votann unit that is Battle-shocked and within 12" of this unit’s GRIMNYR model. That unit is no longer Battle-shocked. - -**Keywords:** Grimnyr, Psyker, Character, Infantry -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Grimnyr -- 2 CORVs* - -**Leader:** -Can lead: Hearthkyn Warriors - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/hearthkyn-warriors.md b/cogitator/factions/leagues-of-votann/datasheets/hearthkyn-warriors.md deleted file mode 100644 index f959522..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/hearthkyn-warriors.md +++ /dev/null @@ -1,100 +0,0 @@ -# Hearthkyn Warriors - -**Role:** Battleline - -*Well-armoured, well-trained and equipped with an array of powerful weaponry, Hearthkyn Warriors form the backbone of most Oathbands. Led by their Theyns, they lay down hails of firepower, shrugging off the enemy’s return volleys before storming in to shatter their wavering foes for good.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Theyn is equipped with:** Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon; weavefield crest. - -**Every Hearthkyn Warrior is equipped with:** Autoch-pattern bolt pistol; Autoch-pattern bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | — | -| EtaCarn plasma beamer | 18 | 1 | 4 | 8 | -3 | 2 | sustained hits d3 | -| HYLas auto rifle | 24 | 3 | 4 | 6 | -1 | 1 | assault, rapid fire 3 | -| HYLas rotary cannon | 24 | 6 | 5 | 6 | -1 | 1 | heavy, sustained hits 1 | -| Ion blaster | 18 | 1 | 4 | 5 | -2 | 1 | — | -| L7 missile launcher – blast | 24 | D6 | 4 | 4 | 0 | 1 | blast | -| L7 missile launcher – focused | 24 | 1 | 4 | 9 | -2 | D6 | — | -| Magna-rail rifle | 18 | 1 | 5 | 12 | -3 | D3+3 | devastating wounds, heavy | -| Theyn’s pistol | 12 | 1 | 4 | 8 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | -| Plasma knife | Melee | 2 | 4 | 4 | -2 | 1 | — | -| Theyn’s melee weapon | Melee | 2 | 4 | 5 | -2 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Luck Has. Need Keeps. Toil Earns** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective markers greater than yours at the end of a phase. -- **Panspectral Scanning** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. -- **Weavefield Crest** (Wargear): Models in the bearer’s unit have a 5+ invulnerable save. - -**Keywords:** Battleline, Infantry, Hearthkyn Warriors, Grenades -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Theyn -- 9 Hearthkyn Warriors - -**Wargear Options:** -- Any number of Hearthkyn Warriors can each have their Autoch-pattern bolter replaced with 1 ion blaster. -- Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with one of the following (duplicates are not allowed):- 1 HYLas auto rifle -- 1 HYLas rotary cannon -- 1 L7 missile launcher -- 1 EtaCarn plasma beamer -- 1 magna-rail rifle -- Up to 2 Hearthkyn Warriors can each have their Autoch-pattern bolter or ion blaster replaced with 1 plasma knife. -- The Theyn’s Autoch-pattern bolter can be replaced with one of the following:- 1 ion blaster -- 1 Theyn’s pistol -- The Theyn can be equipped with 1 Theyn’s melee weapon. - -**Leader:** -Led By: Brôkhyr Iron-master, Ûthar the Destined, Kâhl, Grimnyr - -**Points:** -- 10 models: 100pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/hekaton-land-fortress.md b/cogitator/factions/leagues-of-votann/datasheets/hekaton-land-fortress.md deleted file mode 100644 index e6c11f8..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/hekaton-land-fortress.md +++ /dev/null @@ -1,93 +0,0 @@ -# Hekaton Land Fortress - -**Role:** Other - -*The iconic battle tank and armoured transport of the Leagues of Votann, the Hekaton Land Fortress is as venerable and well-respected as it is powerful. With a fearsome arsenal of heavy weaponry and tremendously resilient armour – and with the ability to bear bands of Kin soldiery into battle – it is a versatile military asset.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** cyclic ion cannon; MATR autocannon; 2 twin bolt cannons; armoured wheels; pan spectral scanner. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cyclic ion cannon | 24 | D6+2 | 4 | 7 | -2 | 2 | blast | -| Heavy magna-rail cannon | 30 | 2 | 4 | 18 | -4 | D6+4 | devastating wounds, heavy | -| Hekaton warhead | 36 | D6+3 | 4 | 7 | -2 | 2 | blast, one shot | -| MATR autocannon | 24 | 6 | 4 | 7 | -1 | 2 | assault, sustained hits 1 | -| SP heavy conversion beamer | 24 | 4 | 4 | 10 | -2 | 4 | conversion, lethal hits | -| Twin bolt cannon | 36 | 3 | 4 | 6 | -1 | 2 | SUSTAINED HITS 2, TWIN-LINKED | -| Twin ion beamer | 18 | D3+1 | 4 | 8 | -2 | 1 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured wheels | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **MultiCOG Targeting** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll. -- **Panspectral Scanner** (Wargear): Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified successful Hit roll of 4+ scores a Critical Hit. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Hekaton Land Fortress, Transport -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Hekaton Land Fortress - -**Wargear Options:** -- This model’s 2 twin bolt cannons can be replaced with one of the following:- 1 twin bolt cannon and 1 twin ion beamer -- 2 twin ion beamers -- This model’s cyclic ion cannon can be replaced with one of the following:- 1 SP heavy conversion beamer -- 1 heavy magna-rail cannon -- This model’s panspectral scanner can be replaced with 1 Hekaton warhead. - -**Transport:** -This model has a transport capacity of 14 Leagues of Votann Infantry models. Each Exoarmour, Exoframe or Ironkin Steeljacks model takes up the space of 2 models. It cannot transport Artillery models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/hernkyn-pioneers.md b/cogitator/factions/leagues-of-votann/datasheets/hernkyn-pioneers.md deleted file mode 100644 index 7d6eb53..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/hernkyn-pioneers.md +++ /dev/null @@ -1,92 +0,0 @@ -# Hernkyn Pioneers - -**Role:** Other - -*Hernkyn Pioneers skim across alien worlds and scout enemy positions, riding on their magna-coil bikes. Fast, resilient, ond possessed of formidable firepower, these far-ranging bands of warriors often strike at the foe from unexpected quarters or send bock intelligence on enemy movements to their oathbond’s commanders.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 3 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt revolver; bolt shotgun; magna-coil autocannon; plasma knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt revolver | 12 | 1 | 4 | 5 | 0 | 1 | pistol | -| Bolt shotgun | 18 | 2 | 4 | 5 | 0 | 1 | assault | -| HYLas rotary cannon | 24 | 6 | 4 | 6 | -1 | 1 | sustained hits 1 | -| Ion beamer | 18 | D3+1 | 4 | 8 | -2 | 1 | blast | -| Magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma knife | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Outflanking Mag-riders** (Datasheet): At the end of your opponent’s turn, if this unit is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. -- **Multiwave Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Panspectral Scanner** (Wargear): Each time a model in the bearer’s unit makes a ranged attack, re-roll a Hit roll of 1. -- **Rollbar Searchlight** (Wargear): Each time a model in the bearer’s unit makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Hernkyn, Pioneers, Mounted, Grenades, Fly -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 3-6 Hernkyn Pioneers - -**Wargear Options:** -- For every 3 models in this unit, 1 model can be equipped with one of the following::- 1 HYLas rotary cannon -- 1 ion beamer -- 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 multiwave comms array.* -- 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 panspectral scanner.* -- 1 model that is not equipped with either a HYLas rotary cannon or an ion beamer can be equipped with 1 rollbar searchlight.* -- * A model can only take one of these options, and cannot be equipped with a HYLas rotary cannon or an ion beamer. - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/hernkyn-yaegirs.md b/cogitator/factions/leagues-of-votann/datasheets/hernkyn-yaegirs.md deleted file mode 100644 index f1f3ac3..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/hernkyn-yaegirs.md +++ /dev/null @@ -1,77 +0,0 @@ -# Hernkyn Yaegirs - -**Role:** Other - -*Merciless forward operatives charged with denying crucial assets to the foe, Yaegirs use every weapon and tactic at their disposal to make the ancestors proud. They typically deploy ahead of their prospect or oathband, with assassination and sabotage amongst their unscrupulous strategies, to bleed the strength from their kindred’s foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt shotgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| APM launcher | 24 | 1 | 4 | 6 | -2 | D6 | anti-monster 3+, anti-vehicle 3+ | -| Bolt revolver | 12 | 1 | 4 | 5 | 0 | 1 | pistol | -| Bolt shotgun | 18 | 2 | 4 | 5 | 0 | 1 | assault | -| Magna-coil rifle | 24 | 1 | 4 | 5 | -2 | 2 | ignores cover, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | -| Plasma knife | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Pragmatic Hunters** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6". - -**Keywords:** Yaegirs, Hernkyn, Grenades, Infantry -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Yaegir Theyn -- 9 Hernkyn Yaegirs - -**Wargear Options:** -- All models in this unit can each have their bolt shotgun replaced with 1 bolt revolver and 1 plasma knife. -- 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 magna-coil rifle. -- 1 Hernkyn Yaegir can have its bolt revolver and plasma knife or its bolt shotgun replaced with 1 APM launcher. - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/ironkin-steeljacks-with-heavy-volkanite-disintegrators.md b/cogitator/factions/leagues-of-votann/datasheets/ironkin-steeljacks-with-heavy-volkanite-disintegrators.md deleted file mode 100644 index 15bac59..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/ironkin-steeljacks-with-heavy-volkanite-disintegrators.md +++ /dev/null @@ -1,77 +0,0 @@ -# Ironkin Steeljacks with Heavy Volkanite Disintegrators - -**Role:** Other - -*Gifted by the Votann with innate martial talents, Ironkin Steeljacks are natural soldiers. They can anchor entire battle lines, shrugging off enemy firepower that would fell lesser Kin. When on the offensive, they unleash precision salvoes of searing volkanite beams that scour chosen joes from sites of value to their kindred.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Steeljack Theyn is equipped with:** heavy volkanite disintegrator; plasma knife; preymark crest. - -**Every Ironkin Steeljack is equipped with:** heavy volkanite disintegrator; plasma knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | pistol | -| Heavy volkanite disintegrator | 24 | 6 | 4 | 6 | -1 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma knife | Melee | 2 | 3 | 6 | -2 | 1 | — | -| Plasma sword | Melee | 6 | 3 | 6 | -2 | 1 | sustained hits 1 | - -**Abilities:** -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Purge Response** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. If units from your army have Fortify Takeover, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem instead. -- **Preymark Crest** (Wargear): Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability. - -**Keywords:** Ironkin Steeljacks, Ironkin Steeljacks with Heavy Volkanite Disintegrators, Infantry -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Steeljack Theyn -- 2-5 Ironkin Steeljacks - -**Wargear Options:** -- The Steeljack Theyn’s heavy volkanite disintegrator and plasma knife can be replaced with 1 Autoch-pattern bolter and 1 plasma sword. - -**Leader:** -Led By: Memnyr Strategist - -**Points:** -- 3 models: 85pts -- 6 models: 170pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/ironkin-steeljacks-with-melee-weapons.md b/cogitator/factions/leagues-of-votann/datasheets/ironkin-steeljacks-with-melee-weapons.md deleted file mode 100644 index 7863968..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/ironkin-steeljacks-with-melee-weapons.md +++ /dev/null @@ -1,76 +0,0 @@ -# Ironkin Steeljacks with Melee Weapons - -**Role:** Other - -*When equipped with oversized plasma swords or concussion gauntlets to match their larger frames, Ironkin Steeljacks excel as piledriving shock troops. Such squads can smash breaches in enemy lines, pulverise the foe’s elite infantry and tear holes in armoured plating, and monstrous flesh alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Steeljack Theyn is equipped with:** Autoch-pattern bolter; plasma sword; preymark crest. - -**Every Ironkin Steeljack is equipped with:** Autoch-pattern bolter; plasma sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolter | 24 | 2 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Concussion gauntlet | Melee | 3 | 4 | 10 | -2 | 2 | lethal hits | -| Plasma sword | Melee | 6 | 3 | 6 | -2 | 1 | sustained hits 1 | - -**Abilities:** -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Merciless Eradication** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) that is within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. -- **Preymark Crest** (Wargear): Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of one or more objective markers, on a Critical Wound, that attack has the [PRECISION] ability. - -**Keywords:** Ironkin Steeljacks with Melee Weapons, Ironkin Steeljacks, Infantry -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Steeljack Theyn -- 2-5 Ironkin Steeljacks - -**Wargear Options:** -- Any number of models in this unit can each have their plasma sword replaced with 1 concussion gauntlet. - -**Leader:** -Led By: Memnyr Strategist - -**Points:** -- 3 models: 85pts -- 6 models: 170pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/kapricus-carrier.md b/cogitator/factions/leagues-of-votann/datasheets/kapricus-carrier.md deleted file mode 100644 index a5cb1b1..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/kapricus-carrier.md +++ /dev/null @@ -1,97 +0,0 @@ -# Kapricus Carrier - -**Role:** Dedicated Transports - -*A variant of the adaptable Kapricus design, the Carrier provides elite teams of Hernkyn Yaegirs with the means to penetrate enemy lines at speed. The transport’s quad magna-coils grant it the manoeuvrability to traverse almost any frontier terrain. At the same time, its banks of scanner uplinks enable it to lay down withering hails of accurate, suppressive fire to purge claim sites.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** magna-coil autocannon; twin magna-coil autocannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | — | -| Twin magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Scanner Uplinks** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **Smoke Launcher** (Wargear): The bearer has the SMOKE keyword. - -**Keywords:** Vehicle, Fly, Transport, Dedicated Transport, Hernkyn, Kapricus, Carrier -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Kapricus Carrier - -**Wargear Options:** -- This model can be equipped with 1 smoke launcher. - -**Transport:** -This model has a transport capacity of 5 Hernkyn Yaegir models. - -At the start of the Declare Battle Formations step, you can select one HERNKYN YAEGIR unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/kapricus-defenders.md b/cogitator/factions/leagues-of-votann/datasheets/kapricus-defenders.md deleted file mode 100644 index d87d7f6..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/kapricus-defenders.md +++ /dev/null @@ -1,90 +0,0 @@ -# Kapricus Defenders - -**Role:** Other - -*Kapricus Defenders are swift, magna-coil scouting engines. Heavily armed, some carry magna-roil cannons that can annihilate battle tanks many times the Defender’s mass. Others carry rapid-firing rotary cannons, which, paired with a Defender's magna-coil autocannons, enable their Hernkyn crew to scythe through enemy infantry to support Kin advances.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** magna-rail cannon; twin magna-coil autocannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| HYLas rotary cannon | 24 | 6 | 4 | 6 | -1 | 2 | sustained hits 1 | -| Magna-rail cannon | 24 | 1 | 4 | 14 | -4 | D3+3 | devastating wounds, heavy | -| Twin magna-coil autocannon | 24 | 3 | 4 | 7 | -1 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Opportunistic Manoeuvre** (Datasheet): In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge. -- **Smoke Launcher** (Wargear): The bearer has the SMOKE keyword. - -**Keywords:** Kapricus, Defenders, Hernkyn, Vehicle, Fly -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1-2 Kapricus Defenders - -**Wargear Options:** -- Any number of models in this unit can each have their magna-rail cannon replaced with 1 HYLas rotary cannon. -- Any number of models can each be equipped with 1 smoke launcher. - -**Points:** -- 1 model: 70pts -- 2 models: 140pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/khl.md b/cogitator/factions/leagues-of-votann/datasheets/khl.md deleted file mode 100644 index 76f7561..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/khl.md +++ /dev/null @@ -1,95 +0,0 @@ -# Kâhl - -**Role:** Characters - -*Most Oathbands are led by a Kâhl, whose strategic wisdom, determination and martial might are an inspiration to their warriors. Kâhls are often equipped with especially powerful weapons and potent field or teleportation technologies, the better to lead the fight from the front and bring down the deadliest foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Autoch-pattern combi-bolter; forgewrought plasma axe; rampart crest. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern combi-bolter | 24 | 4 | 2 | 4 | 0 | 1 | — | -| Volkanite disintegrator | 24 | 3 | 2 | 5 | 0 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Forgewrought plasma axe | Melee | 4 | 2 | 5 | -2 | 2 | — | -| Mass gauntlet | Melee | 3 | 3 | 8 | -3 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Kindred Hero** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Seized Opportunity** (Datasheet): Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP. -- **Rampart Crest** (Wargear): While this model is leading a unit, models in that unit have a 5+ invulnerable save. -- **Teleport Crest** (Wargear): While the bearer is leading a unit, models in that unit have the Deep Strike ability. - -**Keywords:** Character, Infantry, Kâhl -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Kâhl - -**Wargear Options:** -- This model’s Autoch-pattem combi-bolter can be replaced with 1 volkanite disintegrator. -- This model’s forgewrought plasma axe can be replaced with 1 mass gauntlet. -- This model’s rampart crest can be replaced with 1 teleport crest. - -**Leader:** -Can lead: Hearthkyn Warriors, Einhyr Hearthguard - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/memnyr-strategist.md b/cogitator/factions/leagues-of-votann/datasheets/memnyr-strategist.md deleted file mode 100644 index 10646bf..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/memnyr-strategist.md +++ /dev/null @@ -1,86 +0,0 @@ -# Memnyr Strategist - -**Role:** Characters - -*Memnyr Strategists ore superlative martial tacticians. They offer tactical insights to outmanoeuvre the foe and map the enemy’s vulnerabilities. They can extrapolate a foe’s plans so well that their advice borders supernatural precognition, enabling the Kin to strike devastating blows when least expected.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Autoch-pattern bolt pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autoch-pattern bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Computational Mastermind** (Datasheet): At the end of your Command phase, before you determine if units from your army have Hostile Acquisition or Fortify Takeover, for each objective marker you control that has one or more models with this ability within range of it, you can spend 1YP or gain 1YP. -- **Predictive Guidance** (Datasheet): Once per battle round, this model can use this ability. If it does, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP. - -**Keywords:** Infantry, Memnyr Strategist, Character -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Memnyr Strategist - -**Leader:** -Can lead: Ironkin Steeljacks with Melee Weapons, Ironkin Steeljacks with Heavy Volkanite Disintegrators - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/sagitaur.md b/cogitator/factions/leagues-of-votann/datasheets/sagitaur.md deleted file mode 100644 index d5d8840..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/sagitaur.md +++ /dev/null @@ -1,84 +0,0 @@ -# Sagitaur - -**Role:** Dedicated Transports - -*Designed to survive the worst that hostile worlds and alien predators can throw at it, the Sagitaur is a rugged ATV ideally suited to scouting operations and swift, armoured offensives. Sagitaurs mount a remarkable amount of firepower for their size, and can even knock out enemy battle tanks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 9 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** HYLas beam cannon; twin bolt cannon; armoured wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| HYLas beam cannon | 24 | 2 | 4 | 12 | -3 | D6+1 | — | -| L7 missile launcher – blast | 36 | D6 | 4 | 4 | 0 | 1 | blast | -| L7 missile launcher – focused | 36 | 1 | 4 | 9 | -2 | D6 | — | -| MATR autocannon | 24 | 6 | 4 | 7 | -1 | 2 | assault, sustained hits 1 | -| Sagitaur missile launcher | 36 | 2 | 4 | 10 | -3 | 3 | — | -| Twin bolt cannon | 36 | 3 | 4 | 6 | -1 | 2 | sustained hits 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured wheels | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Blistering Advance** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. - -**Keywords:** Dedicated Transport, Transport, Vehicle, Sagitaur -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Sagitaur - -**Wargear Options:** -- This model’s HYLas beam cannon can be replaced with one of the following:- 1 L7 missile launcher and 1 Sagitaur missile launcher -- 1 MATR autocannon - -**Transport:** -This model has a transport capacity of 6 Leagues of Votann Infantry models. It cannot transport Artillery, Exoarmour, Exoframe or Ironkin Steeljacks models. - -At the start of the Declare Battle Formations step, you can select one Hearthkyn Warriors unit from your army that has not been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/leagues-of-votann/datasheets/thar-the-destined.md b/cogitator/factions/leagues-of-votann/datasheets/thar-the-destined.md deleted file mode 100644 index ed7d219..0000000 --- a/cogitator/factions/leagues-of-votann/datasheets/thar-the-destined.md +++ /dev/null @@ -1,87 +0,0 @@ -# Ûthar the Destined - -**Role:** Characters - -*Already one of the most accomplished heroes of the Kin, Kâhl Ûthar the Destined is marked for a truly vaunted fate. Few can assess the foe as swiftly or mercilessly as Ûthar. Once he has the measure of his enemies, he soon cuts them to pieces with the glowing Blade of the Ancestors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** volkanite disintegrator; Blade of the Ancestors; rampart crest. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Volkanite disintegrator | 24 | 3 | 2 | 5 | 0 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of the Ancestors | Melee | 5 | 2 | 6 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Prioritised Efficiency** (Faction): If your Army Faction is LEAGUES OF VOTANN, Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: -- At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. -- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. - -Hostile Acquisition -- Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. -- You can re-roll Advance and Charge rolls made for this unit. - -Fortify Takeover -- Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. -- Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll. - -Yield Points -At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: -- You control one or more objective markers not within your deployment zone. -- You control two or more objective markers not within your deployment zone. -- You control more objective markers than your opponent. - -In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. - -Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. - -**Designer’s Note:** *This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.* - -**Example:** In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. - -During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP. -- **Ancestral Fortune** (Datasheet): Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6. -- **Grim Efficiency** (Datasheet): Once per battle round, when a friendly Leagues of Votann unit within 12“ of this model is targeted with a Stratagem, this model can use this ability. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Rampart Crest** (Wargear): While the bearer is leading a unit, models in that unit have a 5+ invulnerable save. - -**Keywords:** Kâhl, Epic Hero, Character, Infantry, Ûthar the Destined -**Faction Keywords:** Leagues of Votann - -**Unit Composition:** -- 1 Ûthar the Destined – EPIC HERO - -**Leader:** -Can lead: Hearthkyn Warriors, Einhyr Hearthguard - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/leagues-of-votann/detachments.md b/cogitator/factions/leagues-of-votann/detachments.md new file mode 100644 index 0000000..39e3f2f --- /dev/null +++ b/cogitator/factions/leagues-of-votann/detachments.md @@ -0,0 +1,779 @@ +# Leagues of Votann Detachments + +# Brandfast Oathband + +*Like a red-hot mass hammer repeatedly searing its mark into the hardest of materials, the blows of a brandfast oathband pummel a war zone and imprint it with an undeniable sign of the Kin’s claim. Such forces are typically mechanised, boasting rugged transports to speed a kinhost’s warriors into strategically advantageous positions. The foe’s infantry are driven back by supporting artillery and squads of Thunderkyn, whilst Kapricus and Sagitaurs employ evasive speed to outmanoeuvre enemy attempts to stall their advance. These smaller transports swiftly establish themselves as frontier outposts, their cargoes of Hearthkyn and Yaegirs using the vehicles’ heavy armour as cover while the transports’ powerful weapons carve through light opposition and relay tactical data to the squads. Hekaton Land Fortresses grind forward in their wake, bulldozing their way to the fore like mobile bastions. What began as a contested war zone is swiftly turned into a Kin holding with bulwarks and defensive embrasures the equal of a fortified city of other species.* + +## Abilities + +### Mobile Sensor Relays +Leagues of Votann Transport units from your army have the following ability: + +**Firebase Control (Aura):** While a friendly Leagues of Votann Infantry unit is wholly within 6" of this TRANSPORT, ranged weapons equipped by models in that INFANTRY unit have the [sustained hits 1] ability. + +## Stratagems + +### BASTION RUNNING — 1CP +**Type:** Brandfast Oathband – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Hekaton Land Fortress unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. + +### ILLUMINATED PRIORITY — 1CP +**Type:** Brandfast Oathband – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a Leagues of Votann Vehicle unit from your army has shot. + +**TARGET:** That LEAGUES OF VOTANN VEHICLE unit. + +**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a Leagues of Votann Infantry model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1. + +### INEXORABLE EFFICIENCY — 1CP +**Type:** Brandfast Oathband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Leagues of Votann unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. + +### OPPORTUNISTIC ESCALATION — 1CP +**Type:** Brandfast Oathband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Hostile Acquisition. + +**TARGET:** One Leagues of Votann Vehicle unit from your army (excluding Hekaton Land Fortress units) that was hit by one or more of those attacks. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +### SECURE POSITIONS — 1CP +**Type:** Brandfast Oathband – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of any of your phases. + +**TARGET:** One Leagues of Votann Transport unit from your army. + +**EFFECT:** One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. + +### VENGEANCE FLARE — 2CP +**Type:** Brandfast Oathband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Leagues of Votann Infantry unit that was hit by one or more of those attacks. + +**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Select one friendly Kapricus or Sagitaur unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly Hekaton Land Fortress unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target). + +## Enhancements + +### Precursive Judgement — 15pts +*This commander swiftly acts on alerts from trusted logic cores and unleashes deadly judgements before the kindred’s foes escape.* +Kâhl model only. While the bearer’s unit is wholly within 6" of one or more friendly Leagues of Votann Transport units, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP and hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. + +### Signature Restoration — 5pts +*The masterful and efficient work of this senior Brôkhyr is renowned and admired amongst the leagues.* +Iron-master model only. Each time a friendly LEAGUES OF VOTANN model is repaired using the bearer’s Forgewrought Expertise ability, that model regains 1 additional lost wound. + +### Tactical Alchemy — 10pts +*The greatest kinhost commanders can transmute profitable yields into more immediate tactical and strategic support.* +Kâhl model only. In your Command phase, if the bearer’s unit is within range of one or more objective markers you control that are not within your deployment zone, you can spend 1YP. If you do, roll one D6: on a 4+, you gain 1CP. + +### Trivärg Cyber Implant — 40pts +*A neural artefact of the famed - but tragically extinct - Trivärg Fisculate Guild of Brôkhyr, this implant enables its host to coordinate fire patterns with exemplary skill and extraordinary speed, directly accessing vehicular systems to triangulate overlapping attack angles.* +LEAGUES OF VOTANN model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a Transport this turn, or if you spend 2YP, until the end of the phase, ranged weapons equipped by models in that unit have the [sustained HITS 2] ability. + +--- + +# Dêlve Assault Shift + +*Many are the species who, to their cost, have failed to consider the full battlesphere capabilities of the Kin. The Cthonian guilds, in particular, have long mastered exploiting what they term the delve. In some situations, this is a network of subterranean passages, cunningly wrought with hidden surface access ways to permit rapid combat relocation of their ferocious cyberaltered Beserks. In others, particularly during Cthonian assaults upon giant void freighters or mountainous hives, the guilds employ Colossus-class macrobore engines to deliver troops from every angle or specialist teleport assaults that simultaneously undermine a foe’s positions and deliver infantry into their midst. The assault shift’s mole mortars unleash tunnelling salvoes of esoteric ammunition to fracture defensive emplacements such that armoured support and augmented Beserks can smash their way through. Multilayered weavewerke fields, meanwhile, buttress the Kin’s assault routes that delve unerringly into the foe’s heart.* + +## Abilities + +### Fury From The Dêlve +Cthonian Beserks units from your army have the Deep Strike ability. + +KEYWORDS +CTHONIAN BESERKS units from your army gain the BATTLELINE keyword. + +## Stratagems + +### AUGMENTED ASSAULT — 1CP +**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Cthonian Beserks unit from your army that has not been selected to move this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced. + +### CYBERSTIMM INFUSION — 1CP +**Type:** Dêlve Assault Shift – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Cthonian Beserks unit from your army that has not been selected to fight this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead. + +### HIDDEN ACCESSWAYS — 1CP +**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Cthonian Beserks, Hearthkyn Warriors or Hernkyn Yaegirs unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### TECTONIC FRACTURE — 1CP +**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot. + +**TARGET:** That Cthonian Earthshakers unit. + +**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from Charge rolls made for that unit. + +### UNSTOPPABLE FORCE — 1CP +**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Leagues of Votann unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3". + +### WEAVEWËRKE BUTTRESS — 1CP +**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition. + +**TARGET:** One Leagues of Votann Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +## Enhancements + +### Dêlvwerke Navigator — 25pts +*With a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most.* +LEAGUES OF VOTANN model only. In the Reinforcements step of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly Cthonian Beserks unit visible to the bearer and then spend any number of YP. Return one destroyed model to that unit and then, for every 2YP you just spent, return up to one additional destroyed model to that unit. + +### Multiwave System Jammer — 10pts +*This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.* +LEAGUES OF VOTANN model only. Once per battle, in your Movement phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, select one friendly Cthonian unit that is in Reserves. Until the end of the phase, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +### Piledriver — 15pts +*Kin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path.* +LEAGUES OF VOTANN model only. Each time the bearer’s unit is selected to fight, the bearer can use this Enhancement. If it does, spend up to 2YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s melee weapons. + +### Quake Supervisor — 20pts +*This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:* +LEAGUES OF VOTANN model only. While the bearer is within 3" of one or more friendly Leagues of Votann Artillery units, the bearer has the Lone Operative ability, and each time one of those ARTILLERY units makes a ranged attack that targets an enemy unit visible to the bearer, add 1 to the Hit roll. + +--- + +# Hearthband + +*When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.* + +## Abilities + +### Methodical Annihilation +Each time a Leagues of Votann model from your army makes an attack with a weapon that targets the closest eligible target or a target that is within Engagement Range of that model’s unit: +- Re-roll a Wound roll of 1. +- If your unit is a Kâhl, Einhyr Hearthguard or Ûthar the Destined unit, improve the Armour Penetration characteristic of that attack by 1. + +## Stratagems + +### BRËKKEKNOTS — 1CP +**Type:** Hearthband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Kâhl, Ûthar the Destined or Einhyr Hearthguard unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### FURY OF THE HEARTH — 1CP +**Type:** Hearthband – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Einhyr Hearthguard unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability as well. + +### MATERIALISATION MATRICES — 1CP +**Type:** Hearthband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** The Reinforcements step of your Movement phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that is in Reserves and has the Deep Strike ability. + +**EFFECT:** Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. + +### SUPERIOR CRAFTSMANSHIP — 2CP +**Type:** Hearthband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. + +### SURE OF PURPOSE — 1CP +**Type:** Hearthband – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +### UNYIELDING AGGRESSION — 1CP +**Type:** Hearthband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a LEAGUES OF VOTANN INFANTRY unit from your army Falls Back. + +**TARGET:** That Leagues of Votann Infantry unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +## Enhancements + +### Bastion Shield — 25pts +*The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles.* +LEAGUES OF VOTANN model only. Each time a ranged attack targets the bearer’s unit, if the attacking model is within 12" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1. If you spend 1YP, until the end of the phase, if the attacking model is within 18" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1 instead. + +### High Kâhl — 30pts +*This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.* +Kâhl model only. Each time a model in the bearer’s unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### Ironskein — 10pts +*A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres.* +LEAGUES OF VOTANN model only. Add 2 to the bearer’s Wounds characteristic. + +### Quake Multigenerator — 15pts +*Extremely rare and costly to manufacture, this darkstar-powered coil enables a weapon to initiate tremendously powerful reverberations.* +Kâhl model only. In your Shooting phase, after the bearer has shot, select one enemy unit (excluding TITANIC units) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +--- + +# Hearthfire Strike + +***During the most punishing void battles, when the butcher’s bill is spiralling but the promised rewards still justify the cost of conflict, the most expedient plan is often also the most direct. Gathering the might of the Einhyr, the Kin launch a single, thunderous strike to end all enemy resistance.*** + +## Abilities + +### Wrought in Wrath +Add 1 to Advance and Charge rolls made for LEAGUES OF VOTANN units from your army. + +## Stratagems + +### ECONOMY OF AGGRESSION — 1CP +**Type:** Hearthfire Strike – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the [BLAST] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model. + +### GRAVITRONIC PULSE — 1CP +**Type:** Hearthfire Strike – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a LEAGUES OF VOTANN unit from your army ends a Charge move. + +**TARGET:** That LEAGUES OF VOTANN unit. + +**EFFECT:** For each enemy unit within Engagement Range of your unit, until the end of the turn, that unit loses the Fights First ability (if it has it) and, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +### PAN-SPECTRAL VISUALISER — 1CP +**Type:** Hearthfire Strike – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack with a weapon, you can ignore any or all modifiers to that attack’s or that weapon’s Ballistic Skill characteristic and any or all modifiers to the Hit roll. + +### WEAVEFIELD FLARE — 1CP +**Type:** Hearthfire Strike – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +## Enhancements + +### Celebrated Folk Hero — 0pts +*The exploits of this Einhyr Champion have fuelled many a Bru-fuelled celebration, and the Hearthguard compete to fight at their side. To see them laid low fires the wrath of their comrades.* +The first time the bearer is destroyed, each enemy unit on the battlefield gains 1 Judgement token. + +### Gûlyk’s Stars — 0pts +*A set of mass driver accelerators crafted by the master Brokhyr Gulyk, these potent devices can be worked into an Einhyr Champions exo-armour. Named stars for their ferocious energy output, they propel the wearer forward like an unstoppable battering ram.* +Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. If this results in one or more enemy models being destroyed, you can select one closed Hatchway within 6" of the bearer and open it. + +--- + +# Hearthfyre Arsenal + +*The potent volume of advanced firepower most Kin forces can unleash is enough to drive back would-be rivals from a kindred’s rightful claims. Yet it pales before the might of a hearthfyre arsenal, which gathers many of a kindred’s experts on ordnance application into a single, deadly force. They alloy the Kin’s ballistic superiority, inventive experimentation and masterwork engineering, and the ruthless logistical calculation required to dismantle the enemy efficiently, one piece at a time. Iron-masters and Thunderkyn unleash the Brokhyr guilds’ forge-wrought power in salvoes of high-explosive bolts, esoteric graviton emissions and energistic conversion beams. Phalanxes of Ironkin Steeljacks smash into reeling enemies like a steel gauntlet, their assaults’ timing forecast by Memnyr Strategists to result in the greatest ruin. Every ounce of advantage is analysed, and every weakness of their opponents is calculated until the foe’s expected capitulation becomes just another dispassionate forecast.* + +## Abilities + +### Optimal Application +At the end of your Command phase, you gain 1YP for each objective marker you control that is not within your deployment zone and has one or more Iron-master and/or Memnyr Strategist models from your army within range of it (to a maximum of 2YP gained from this Detachment rule per turn). + +In your Shooting phase, each time a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army is selected to shoot, you can spend 1YP. If you do, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1. + +## Stratagems + +### COGITATED NEED — 1CP +**Type:** Hearthfyre Arsenal – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your opponent’s Movement phase. + +**TARGET:** One Ironkin Steeljacks unit from your army. + +**EFFECT:** Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker. + +### DELAYED-FIRE ROUNDS — 1CP +**Type:** Hearthfyre Arsenal – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot. + +**TARGET:** That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit. + +**EFFECT:** Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### FIRST CONCERN — 1CP +**Type:** Hearthfyre Arsenal – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot. + +**TARGET:** That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit. + +**EFFECT:** If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move. + +### PREVENTATIVE PURGE — 1CP +**Type:** Hearthfyre Arsenal – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. + +**TARGET:** One Brôkhyr Thunderkyn or Ironkin Steeljacks unit from your army. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll. + +### UNWAVERING ACCURACY — 2CP +**Type:** Hearthfyre Arsenal – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Brôkhyr Thunderkyn unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic. + +### WALL OF STEEL — 1CP +**Type:** Hearthfyre Arsenal – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after an Ironkin Steeljacks unit from your army ends a Charge move. + +**TARGET:** That IRONKIN STEELJACKS unit. + +**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +## Enhancements + +### Calculated Tenacity — 15pts +*Like any other resource, resolve and bloody-mindedness can be applied in force when and where needed by those with the will to do so.* +Iron-master or Memnyr Strategist model only. While the bearer is leading a unit, add 1 to the Objective Control characteristic of models in that unit. + +### Fârstrydr Node — 20pts +*An evolutionary stride in teleportation technology, this experimental device shields its wearer and their companions in a bubble of esoteric force. It is.so strong that they can endure brief teleportation plunges through the Warp to strike at the most opportune time.* +Iron-master or Memnyr Strategist model only. Models in the bearer’s unit have the Deep Strike ability. + +### Graviton Vault — 5pts +*This rune-scribed device holds a cache of forgewrought particles. Funnelled through an Iron-master’s graviton arsenal, they mutate and cause anarchic fluxes in neuroelectrical impulses of the largest targets.* +Iron-master model only. In your Shooting phase, after the bearer has shot, and in the Fight phase, after the bearer has fought, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +### Mantle of Elders — 10pts +*The minds linked in this kognitaar mantle are believed to be the oldest of their kind. The complexity of their shared cognition permits strategic calculations at a level that Memnyr believe approaches the greatest fane.* +Memnyr Strategist model only. Each time the bearer’s unit is selected to shoot, if you spend YP using the Optimal Application Detachment rule when doing so, you can roll one D6: on a 2+, you gain 1YP. + +--- + +# Mercenary Oathband + +*When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.* + +## Abilities + +### Ruthless Reinvestment +Your Leagues of Votann units do not have the Hostile Acquisition or Fortify Takeover abilities except as described in this rule. At the start of the battle, your LEAGUES OF VOTANN units have the Hostile Acquisition ability. At the end of your Command phase, you can spend 3YP. If you do, LEAGUES OF VOTANN units from your army lose the Hostile Acquisition ability and gain the Fortify Takeover ability, or vice versa. + +## Stratagems + +### AUXILIARY CONTRACT — 1CP +**Type:** Mercenary Oathband – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Leagues of Votann Infantry or Leagues of Votann Mounted unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability. + +### GRAND ARTIFICE — 1CP +**Type:** Mercenary Oathband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back. + +**TARGET:** That LEAGUES OF VOTANN unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### MOBILE EXPLOITATION — 1CP +**Type:** Mercenary Oathband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Hernkyn unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend 2YP and target up to two HERNKYN units from your army that are not within Engagement Range of one or more enemy units instead. + +**EFFECT:** Remove your units from the battlefield and place them into Strategic Reserves. + +### NEW HORIZONS — 1CP +**Type:** Mercenary Oathband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Leagues of Votann Infantry unit from your army that is not within Engagement range of one or more enemy units and one friendly Transport it is able to embark within. + +**EFFECT:** If your LEAGUES OF VOTANN unit is wholly within 6" of that TRANSPORT, it can embark within it. + +### OPTIMAL EXPENDITURE — 1CP +**Type:** Mercenary Oathband – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** The Fight phase. + +**TARGET:** One Leagues of Votann Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll a Hit roll of 1 and re-roll the Wound roll instead. + +### PRIVATEER ARSENAL — 1CP +**Type:** Mercenary Oathband – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Leagues of Votann Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll the Hit roll and re-roll a Wound roll of 1 instead. + +## Enhancements + +### Asset Manipulator — 25pts +*This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.* +LEAGUES OF VOTANN model only. At the start of the Command phase, you can spend 3YP. If you do, until the end of the turn, while an enemy unit is within 3" of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit. + +### Etacarn SB9 Targeting Implant — 15pts +*By feeding tactical data harvested from across the battlesphere into this costly device, the wearer can gain optimal target acquisition information.* +LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, that attack has the [SUSTAINED HITS 1] ability. + +### Mercenary Prospector — 20pts +*The most renowned military commanders of mercenary oathbands are swift to capitalise on the death and destruction of their foes. Whether tangible assets or a strategic benefit, to ignore such prizes would be to dishonour the ancestors.* +Kâhl model only. Each time an enemy unit is destroyed by the bearer’s unit, gain 2YP. + +### Metaphysical Brokerage — 20pts +*This cogitator analyses every scrap of data uncovered by their mercenary comrades, and is capable of eking an advantage over their foes in the direst of circumstances.* +Memnyr Strategist model only. At the end of your turn, if the bearer is on the battlefield and you gained fewer than 3YP this turn, you gain an amount of YP equal to the difference. + +--- + +# Needgaârd Oathband + +*When a valuable site is identified, the Kin waste no time amassing an expeditionary force to secure and hold the prize. Needgaârd oathbands are typically forged around a core of Hearthkyn Warriors, readied to loose their weapons. Backed up by formidable armoured support, guild affiliates, and bands of elite warriors, such gatherings of the kinhost’s might overwhelm local defences and swiftly entrench their control. Commanders of these oathbands are experts in efficiently exploiting every martial advantage. Enemy reinforcements break upon fortified Kin positions and are then pulverised by systematic volleys of fire before they can escape to lend support elsewhere. The foe’s vanguard are outmanoeuvred and eradicated, their destruction opening up avenues of advance. Kin battle tanks and magna-coil gunships hammer armoured columns into a standstill and corral the enemy, with the remaining forces disintegrating by the time the oathband’s close-assault troops deliver the final blow.* + +## Abilities + +### Martial Leverage +Each time an enemy unit is destroyed, you gain 1YP. + +## Stratagems + +### ANCESTRAL SENTENCE — 1CP +**Type:** Needgaârd Oathband – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead. + +### HONOUR OF THE HOLD — 1CP +**Type:** Needgaârd Oathband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead. + +### HUNTR’S MARK — 1CP +**Type:** Needgaârd Oathband – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +### ORDERED RETREAT — 1CP +**Type:** Needgaârd Oathband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back. + +**TARGET:** That LEAGUES OF VOTANN unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### REACTIVE REPRISAL — 2CP +**Type:** Needgaârd Oathband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### VOID HARDENED — 1CP +**Type:** Needgaârd Oathband – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +## Enhancements + +### Ancestral Crest — 15pts +*It is said that this crest, inscribed with runes of the great Ancestor Cores, acts like a mobile fane through which the wisdom and gestalt power of the Votann flow.* +LEAGUES OF VOTANN model only. Once per turn, when you target the bearer’s unit with the Command Re-roll Stratagem, the bearer can use this Enhancement. If it does, spend 1YP and reduce the CP cost of that use of that Stratagem by 1CP. + +### Dead Reckoning — 10pts +*Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements.* +LEAGUES OF VOTANN model only. At the end of the turn, if the bearer is on the battlefield and you spent no YP in that turn, you can gain 1YP. + +### Iron Ambassador — 5pts +*This exceptional weapon has been wielded by heroes against the enemies of numerous leagues and has been the last word in many a failed negotiation with obdurate foes.* +LEAGUES OF VOTANN model equipped with an Autoch-pattern combi-bolter only. Once per battle, when the bearer’s unit is selected to shoot, the bearer can use this Enhancement. If it does, spend up to 3YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s ranged weapons. + +### Oathbound Speculator — 30pts +*This kindred hero is a master of knowing the right moment to funnel the kinhosts precious resources into the most efficient destruction of the foe.* +LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Wound roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, add 1 to the Wound roll. + +--- + +# Persecution Prospect + +*Even sedentary kindreds have a long reach, for their Hernkyn are mobile and pernicious. Persecution prospects are far-ranging military forces built around a core of Hernkyn and capable of seizing their Kindred’s industrial interests, no matter what claims the foe believes they have. These forces engage in destabilisation strikes, sabotage and resource denial. They specialise in bleeding a foe of impetus through repeated attacks from multiple angles with coordination born of efficient tactics and close-knit familial bonds. Bands of callous Yaegirs operate in advance of the prospect’s attack, spreading discord and fear through strongpoint attacks and assassinations while passing targeting data to supporting Kin. Squadrons of Pioneers make flanking attacks, weakening enemy positions to leave them vulnerable to assaults by Hearthkyn and Einhyr. For every step the foe takes, they are assailed from every angle until any survivors are driven off in disarray, enabling the Kin to seize their rightful prize.* + +## Abilities + +### Assailed From Every Angle +Leagues of Votann units from your army have the following ability: + +**Guerrilla Adepts:** In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding MONSTERS and VEHICLES). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements and Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. + +## Stratagems + +### ADAPTABLE AVARICE — 1CP +**Type:** Persecution Prospect – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start of any phase, if units from your army have Fortify Takeover. + +**TARGET:** One Leagues of Votann Character unit from your army. + +**EFFECT:** Each time you use this Stratagem, you can spend any number of YP. Once you have done so, if you have 6 or fewer YP, until the start of your next turn, units from your army have Hostile Acquisition instead. + +### CLAIMSTAKER REFLEX — 1CP +**Type:** Persecution Prospect – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One LEAGUES OF VOTANN unit from your army (excluding Artillery and Vehicle units) that is within 9" of that enemy unit. + +**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead. + +**RESTRICTIONS:** A unit cannot embark within a Transport as part of this move. + +### DISPERSED FORMATION — 1CP +**Type:** Persecution Prospect – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Leagues of Votann Infantry or Leagues of Votann Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. + +### EXPOSED FLAWS — 1CP +**Type:** Persecution Prospect – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Hernkyn unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll. + +### FRONTIER MOMENTUM — 1CP +**Type:** Persecution Prospect – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Hernkyn unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### RANGER TACTICS — 1CP +**Type:** Persecution Prospect – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the Hernkyn keyword, you can re-roll the Hit roll. + +## Enhancements + +### Eye for Weakness — 25pts +*Any hint of vulnerability draws the gaze of this punitive assessor like a rich vein of ore.* +LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack that targets an assailed unit, add 1 to the Wound roll. + +### Nomad Strategist — 20pts +*The mobile strategies of this far-ranging commander allow them to swiftly reposition their most versatile forces and exploit weaknesses in the enemy’s battle lines.* +LEAGUES OF VOTANN model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, you can spend up to 4YP. Select one Hernkyn unit from your army, and, for every 2YP you just spent, select up to one additional HERNKYN unit from your army. You can remove those units from the battlefield and place them into Strategic Reserves. You cannot select a unit that is within Engagement Range of one or more enemy units (excluding assailed units). + +### Surgical Saboteur — 10pts +*Experience has taught this survivor the weak points of the most significant threats, enabling them to pinpoint joints and locomotive mechanisms to slow down such brutes.* +LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, select one MONSTER or VEHICLE unit hit by one or more of those attacks; until the start of your next Shooting phase, that unit is pinned. + +### Writ of Acquisition — 10pts +*This mnestic mesh of circuitry records and analyses the enemy’s response under fire as witnessed by the bearer, harvesting valuable intelligence on their capabilities.* +LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, you gain 1YP for each assailed enemy unit hit by one or more of those attacks (to a maximum of 3YP). + +--- + +# Void Salvagers + +***The salvage fleets of the Leagues of Votann secure material resources and recover stolen technologies. Their aggressive salvage operations bring them into conflict with hostile foes. It is fortunate, therefore, that Kin soldiers are well suited to combat in the close confines of space hulks and voidships.*** + +## Abilities + +### Stalwart Advance +In your Shooting phase, each time a LEAGUES OF VOTANN unit from your army has shot, if one or more enemy units were destroyed by those attacks and that LEAGUES OF VOTANN unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. + +## Stratagems + +### CORRIDOR COVERED — 1CP +**Type:** Void Salvagers – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent's Movement or Charge phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. + +### JUDGED AND PUNISHED — 1CP +**Type:** Void Salvagers – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the target has 1 or more Judgement tokens, you can re-roll the Hit roll, and if the target has 2 Judgement tokens, you can re-roll the Wound roll as well. + +### POINT-BLANK FIRE — 1CP +**Type:** Void Salvagers – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One HEARTHKYN WARRIORS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. + +### RELIC CYPHER — 1CP +**Type:** Void Salvagers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One LEAGUES OF VOTANN unit from your army. + +**EFFECT:** Select one closed Hatchway on the battlefield and open it. + +**RESTRICTIONS:** You can only use this Stratagem once. + +## Enhancements + +### Masterful Construction — 0pts +*The weapons utilised by the Kin are wrought by expert craftsmen and are as versatile as they are deadly.* +Each time the bearer is selected to shoot or fight, you can select one of the following weapon abilities: [DEVASTATING WOUNDS]; [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by the bearer (excluding Psychic weapons) have that ability. + +### Obsessive Drive — 0pts +*The bearer seeks a specific item that lies in the hands of the foe and they will not rest until it has been secured. Those foes foolish enough to block the path are targeted for priority destruction.* +At the start of the first battle round, select one objective marker. While the bearer is on the battlefield, each time a LEAGUES OF VOTANN unit from your army is selected to shoot or fight, each enemy unit within range of that objective marker is considered to have 1 additional Judgement token while resolving those attacks. diff --git a/cogitator/factions/leagues-of-votann/detachments/brandfast-oathband.md b/cogitator/factions/leagues-of-votann/detachments/brandfast-oathband.md deleted file mode 100644 index 9199ec2..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/brandfast-oathband.md +++ /dev/null @@ -1,90 +0,0 @@ -# Brandfast Oathband - -*Like a red-hot mass hammer repeatedly searing its mark into the hardest of materials, the blows of a brandfast oathband pummel a war zone and imprint it with an undeniable sign of the Kin’s claim. Such forces are typically mechanised, boasting rugged transports to speed a kinhost’s warriors into strategically advantageous positions. The foe’s infantry are driven back by supporting artillery and squads of Thunderkyn, whilst Kapricus and Sagitaurs employ evasive speed to outmanoeuvre enemy attempts to stall their advance. These smaller transports swiftly establish themselves as frontier outposts, their cargoes of Hearthkyn and Yaegirs using the vehicles’ heavy armour as cover while the transports’ powerful weapons carve through light opposition and relay tactical data to the squads. Hekaton Land Fortresses grind forward in their wake, bulldozing their way to the fore like mobile bastions. What began as a contested war zone is swiftly turned into a Kin holding with bulwarks and defensive embrasures the equal of a fortified city of other species.* - -## Abilities - -### Mobile Sensor Relays -Leagues of Votann Transport units from your army have the following ability: - -**Firebase Control (Aura):** While a friendly Leagues of Votann Infantry unit is wholly within 6" of this TRANSPORT, ranged weapons equipped by models in that INFANTRY unit have the [sustained hits 1] ability. - -## Stratagems - -### BASTION RUNNING — 1CP -**Type:** Brandfast Oathband – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Hekaton Land Fortress unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. - -### ILLUMINATED PRIORITY — 1CP -**Type:** Brandfast Oathband – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a Leagues of Votann Vehicle unit from your army has shot. - -**TARGET:** That LEAGUES OF VOTANN VEHICLE unit. - -**EFFECT:** Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a Leagues of Votann Infantry model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1. - -### INEXORABLE EFFICIENCY — 1CP -**Type:** Brandfast Oathband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Leagues of Votann unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. - -### OPPORTUNISTIC ESCALATION — 1CP -**Type:** Brandfast Oathband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Hostile Acquisition. - -**TARGET:** One Leagues of Votann Vehicle unit from your army (excluding Hekaton Land Fortress units) that was hit by one or more of those attacks. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -### SECURE POSITIONS — 1CP -**Type:** Brandfast Oathband – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of any of your phases. - -**TARGET:** One Leagues of Votann Transport unit from your army. - -**EFFECT:** One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. - -### VENGEANCE FLARE — 2CP -**Type:** Brandfast Oathband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Leagues of Votann Infantry unit that was hit by one or more of those attacks. - -**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Select one friendly Kapricus or Sagitaur unit within 6" of your INFANTRY unit. If you spent YP during this use of this Stratagem, you can select one friendly Hekaton Land Fortress unit within 6" of your INFANTRY unit instead. The selected unit can shoot as if it were your Shooting phase. When doing so, models in the selected unit can only target that enemy unit (and only if it is an eligible target). - -## Enhancements - -### Precursive Judgement — 15pts -*This commander swiftly acts on alerts from trusted logic cores and unleashes deadly judgements before the kindred’s foes escape.* -Kâhl model only. While the bearer’s unit is wholly within 6" of one or more friendly Leagues of Votann Transport units, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP and hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. - -### Signature Restoration — 5pts -*The masterful and efficient work of this senior Brôkhyr is renowned and admired amongst the leagues.* -Iron-master model only. Each time a friendly LEAGUES OF VOTANN model is repaired using the bearer’s Forgewrought Expertise ability, that model regains 1 additional lost wound. - -### Tactical Alchemy — 10pts -*The greatest kinhost commanders can transmute profitable yields into more immediate tactical and strategic support.* -Kâhl model only. In your Command phase, if the bearer’s unit is within range of one or more objective markers you control that are not within your deployment zone, you can spend 1YP. If you do, roll one D6: on a 4+, you gain 1CP. - -### Trivärg Cyber Implant — 40pts -*A neural artefact of the famed - but tragically extinct - Trivärg Fisculate Guild of Brôkhyr, this implant enables its host to coordinate fire patterns with exemplary skill and extraordinary speed, directly accessing vehicular systems to triangulate overlapping attack angles.* -LEAGUES OF VOTANN model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, if it disembarked from a Transport this turn, or if you spend 2YP, until the end of the phase, ranged weapons equipped by models in that unit have the [sustained HITS 2] ability. diff --git a/cogitator/factions/leagues-of-votann/detachments/dlve-assault-shift.md b/cogitator/factions/leagues-of-votann/detachments/dlve-assault-shift.md deleted file mode 100644 index 42c7b6a..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/dlve-assault-shift.md +++ /dev/null @@ -1,91 +0,0 @@ -# Dêlve Assault Shift - -*Many are the species who, to their cost, have failed to consider the full battlesphere capabilities of the Kin. The Cthonian guilds, in particular, have long mastered exploiting what they term the delve. In some situations, this is a network of subterranean passages, cunningly wrought with hidden surface access ways to permit rapid combat relocation of their ferocious cyberaltered Beserks. In others, particularly during Cthonian assaults upon giant void freighters or mountainous hives, the guilds employ Colossus-class macrobore engines to deliver troops from every angle or specialist teleport assaults that simultaneously undermine a foe’s positions and deliver infantry into their midst. The assault shift’s mole mortars unleash tunnelling salvoes of esoteric ammunition to fracture defensive emplacements such that armoured support and augmented Beserks can smash their way through. Multilayered weavewerke fields, meanwhile, buttress the Kin’s assault routes that delve unerringly into the foe’s heart.* - -## Abilities - -### Fury From The Dêlve -Cthonian Beserks units from your army have the Deep Strike ability. - -KEYWORDS -CTHONIAN BESERKS units from your army gain the BATTLELINE keyword. - -## Stratagems - -### AUGMENTED ASSAULT — 1CP -**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Cthonian Beserks unit from your army that has not been selected to move this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend up to 2YP. Until the end of the turn, add X" to the Move characteristic of models in your unit, where X is the number of YP you spent during this use of this Stratagem, and your unit is eligible to declare a charge in a turn in which it Advanced. - -### CYBERSTIMM INFUSION — 1CP -**Type:** Dêlve Assault Shift – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Cthonian Beserks unit from your army that has not been selected to fight this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If you spent YP during this use of this Stratagem, you can re-roll the Wound roll instead. - -### HIDDEN ACCESSWAYS — 1CP -**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Cthonian Beserks, Hearthkyn Warriors or Hernkyn Yaegirs unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### TECTONIC FRACTURE — 1CP -**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a CTHONIAN EARTHSHAKERS unit from your army has shot. - -**TARGET:** That Cthonian Earthshakers unit. - -**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Select one enemy unit hit by one or more of your unit’s attacks this phase. Until the start of your next Shooting phase, subtract 2 from that unit’s Move characteristic and, if you spent YP during this use of this Stratagem, subtract 2 from Charge rolls made for that unit. - -### UNSTOPPABLE FORCE — 1CP -**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Leagues of Votann unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time your unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3". - -### WEAVEWËRKE BUTTRESS — 1CP -**Type:** Dêlve Assault Shift – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets, if units from your army have Hostile Acquisition. - -**TARGET:** One Leagues of Votann Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -## Enhancements - -### Dêlvwerke Navigator — 25pts -*With a mastery of the dêllve’s workings, guild reserves can be expertly directed to where they are needed most.* -LEAGUES OF VOTANN model only. In the Reinforcements step of your Movement phase, the bearer can use this Enhancement. If it does, select one friendly Cthonian Beserks unit visible to the bearer and then spend any number of YP. Return one destroyed model to that unit and then, for every 2YP you just spent, return up to one additional destroyed model to that unit. - -### Multiwave System Jammer — 10pts -*This master-wrought comms array fouls enemy sensors, blinding the foe to the bearer's closing Cthonian allies.* -LEAGUES OF VOTANN model only. Once per battle, in your Movement phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, select one friendly Cthonian unit that is in Reserves. Until the end of the phase, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -### Piledriver — 15pts -*Kin possessed of a ruthlessly direct attitude allow no impediments - no matter how large - to bar their path.* -LEAGUES OF VOTANN model only. Each time the bearer’s unit is selected to fight, the bearer can use this Enhancement. If it does, spend up to 2YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s melee weapons. - -### Quake Supervisor — 20pts -*This structural analyst specialises in plotting attacks that exploit underlying weaknesses to deadly effect:* -LEAGUES OF VOTANN model only. While the bearer is within 3" of one or more friendly Leagues of Votann Artillery units, the bearer has the Lone Operative ability, and each time one of those ARTILLERY units makes a ranged attack that targets an enemy unit visible to the bearer, add 1 to the Hit roll. diff --git a/cogitator/factions/leagues-of-votann/detachments/hearthband.md b/cogitator/factions/leagues-of-votann/detachments/hearthband.md deleted file mode 100644 index 48b1f8d..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/hearthband.md +++ /dev/null @@ -1,92 +0,0 @@ -# Hearthband - -*When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.* - -## Abilities - -### Methodical Annihilation -Each time a Leagues of Votann model from your army makes an attack with a weapon that targets the closest eligible target or a target that is within Engagement Range of that model’s unit: -- Re-roll a Wound roll of 1. -- If your unit is a Kâhl, Einhyr Hearthguard or Ûthar the Destined unit, improve the Armour Penetration characteristic of that attack by 1. - -## Stratagems - -### BRËKKEKNOTS — 1CP -**Type:** Hearthband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Kâhl, Ûthar the Destined or Einhyr Hearthguard unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### FURY OF THE HEARTH — 1CP -**Type:** Hearthband – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Einhyr Hearthguard unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. If you spend 1YP, until the end of the phase, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability as well. - -### MATERIALISATION MATRICES — 1CP -**Type:** Hearthband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** The Reinforcements step of your Movement phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that is in Reserves and has the Deep Strike ability. - -**EFFECT:** Until the end of the phase, when your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. - -### SUPERIOR CRAFTSMANSHIP — 2CP -**Type:** Hearthband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. - -### SURE OF PURPOSE — 1CP -**Type:** Hearthband – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -### UNYIELDING AGGRESSION — 1CP -**Type:** Hearthband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a LEAGUES OF VOTANN INFANTRY unit from your army Falls Back. - -**TARGET:** That Leagues of Votann Infantry unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -## Enhancements - -### Bastion Shield — 25pts -*The technologies contained within this heraldic crest radiate a dome of ablative weavewërke shielding that robs the force from enemy projectiles.* -LEAGUES OF VOTANN model only. Each time a ranged attack targets the bearer’s unit, if the attacking model is within 12" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1. If you spend 1YP, until the end of the phase, if the attacking model is within 18" of the bearer’s unit, worsen the Armour Penetration characteristic of that attack by 1 instead. - -### High Kâhl — 30pts -*This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.* -Kâhl model only. Each time a model in the bearer’s unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### Ironskein — 10pts -*A rare cloneskein threads this warrior’s bone structure and epidermis with metallic fibres.* -LEAGUES OF VOTANN model only. Add 2 to the bearer’s Wounds characteristic. - -### Quake Multigenerator — 15pts -*Extremely rare and costly to manufacture, this darkstar-powered coil enables a weapon to initiate tremendously powerful reverberations.* -Kâhl model only. In your Shooting phase, after the bearer has shot, select one enemy unit (excluding TITANIC units) hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/leagues-of-votann/detachments/hearthfire-strike.md b/cogitator/factions/leagues-of-votann/detachments/hearthfire-strike.md deleted file mode 100644 index 24846c3..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/hearthfire-strike.md +++ /dev/null @@ -1,60 +0,0 @@ -# Hearthfire Strike - -***During the most punishing void battles, when the butcher’s bill is spiralling but the promised rewards still justify the cost of conflict, the most expedient plan is often also the most direct. Gathering the might of the Einhyr, the Kin launch a single, thunderous strike to end all enemy resistance.*** - -## Abilities - -### Wrought in Wrath -Add 1 to Advance and Charge rolls made for LEAGUES OF VOTANN units from your army. - -## Stratagems - -### ECONOMY OF AGGRESSION — 1CP -**Type:** Hearthfire Strike – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One EINHYR HEARTHGUARD unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Select one enemy unit that is visible to your unit and wholly on the opposite side of a Hatchway from it. Until the end of the phase, exo-armour grenade launchers equipped by models in your unit have an Attacks characteristic of 6 and lose the [BLAST] ability while targeting that enemy unit, and attacks made with such weapons that target that enemy unit can be allocated to models that are not visible to the attacking model. - -### GRAVITRONIC PULSE — 1CP -**Type:** Hearthfire Strike – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a LEAGUES OF VOTANN unit from your army ends a Charge move. - -**TARGET:** That LEAGUES OF VOTANN unit. - -**EFFECT:** For each enemy unit within Engagement Range of your unit, until the end of the turn, that unit loses the Fights First ability (if it has it) and, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -### PAN-SPECTRAL VISUALISER — 1CP -**Type:** Hearthfire Strike – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack with a weapon, you can ignore any or all modifiers to that attack’s or that weapon’s Ballistic Skill characteristic and any or all modifiers to the Hit roll. - -### WEAVEFIELD FLARE — 1CP -**Type:** Hearthfire Strike – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -## Enhancements - -### Celebrated Folk Hero — 0pts -*The exploits of this Einhyr Champion have fuelled many a Bru-fuelled celebration, and the Hearthguard compete to fight at their side. To see them laid low fires the wrath of their comrades.* -The first time the bearer is destroyed, each enemy unit on the battlefield gains 1 Judgement token. - -### Gûlyk’s Stars — 0pts -*A set of mass driver accelerators crafted by the master Brokhyr Gulyk, these potent devices can be worked into an Einhyr Champions exo-armour. Named stars for their ferocious energy output, they propel the wearer forward like an unstoppable battering ram.* -Each time the bearer ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. If this results in one or more enemy models being destroyed, you can select one closed Hatchway within 6" of the bearer and open it. diff --git a/cogitator/factions/leagues-of-votann/detachments/hearthfyre-arsenal.md b/cogitator/factions/leagues-of-votann/detachments/hearthfyre-arsenal.md deleted file mode 100644 index 493ab95..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/hearthfyre-arsenal.md +++ /dev/null @@ -1,90 +0,0 @@ -# Hearthfyre Arsenal - -*The potent volume of advanced firepower most Kin forces can unleash is enough to drive back would-be rivals from a kindred’s rightful claims. Yet it pales before the might of a hearthfyre arsenal, which gathers many of a kindred’s experts on ordnance application into a single, deadly force. They alloy the Kin’s ballistic superiority, inventive experimentation and masterwork engineering, and the ruthless logistical calculation required to dismantle the enemy efficiently, one piece at a time. Iron-masters and Thunderkyn unleash the Brokhyr guilds’ forge-wrought power in salvoes of high-explosive bolts, esoteric graviton emissions and energistic conversion beams. Phalanxes of Ironkin Steeljacks smash into reeling enemies like a steel gauntlet, their assaults’ timing forecast by Memnyr Strategists to result in the greatest ruin. Every ounce of advantage is analysed, and every weakness of their opponents is calculated until the foe’s expected capitulation becomes just another dispassionate forecast.* - -## Abilities - -### Optimal Application -At the end of your Command phase, you gain 1YP for each objective marker you control that is not within your deployment zone and has one or more Iron-master and/or Memnyr Strategist models from your army within range of it (to a maximum of 2YP gained from this Detachment rule per turn). - -In your Shooting phase, each time a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army is selected to shoot, you can spend 1YP. If you do, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1. - -## Stratagems - -### COGITATED NEED — 1CP -**Type:** Hearthfyre Arsenal – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your opponent’s Movement phase. - -**TARGET:** One Ironkin Steeljacks unit from your army. - -**EFFECT:** Your unit can make a Normal move. When doing so, your unit must end that move as close as possible to the closest objective marker. - -### DELAYED-FIRE ROUNDS — 1CP -**Type:** Hearthfyre Arsenal – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot. - -**TARGET:** That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit. - -**EFFECT:** Select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the start of your next Shooting phase, each time that enemy unit makes a Normal, Advance or Fall Back move, roll one D6 for each model in that unit: for each 1, that unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### FIRST CONCERN — 1CP -**Type:** Hearthfyre Arsenal – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a Brôkhyr, Ironkin Steeljacks or Arkanyst Evaluator unit from your army has shot. - -**TARGET:** That BRÔKHYR, IRONKIN STEELJACKS or ARKANYST EVALUATOR unit. - -**EFFECT:** If your unit Remained Stationary in your Movement phase this turn, it can make a Normal move. - -### PREVENTATIVE PURGE — 1CP -**Type:** Hearthfyre Arsenal – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. - -**TARGET:** One Brôkhyr Thunderkyn or Ironkin Steeljacks unit from your army. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase. When doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, subtract 1 from the Hit roll. - -### UNWAVERING ACCURACY — 2CP -**Type:** Hearthfyre Arsenal – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Brôkhyr Thunderkyn unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll; that attack’s Armour Penetration characteristic. - -### WALL OF STEEL — 1CP -**Type:** Hearthfyre Arsenal – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after an Ironkin Steeljacks unit from your army ends a Charge move. - -**TARGET:** That IRONKIN STEELJACKS unit. - -**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Select one enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of your unit and roll one D6 for each model in your unit, rolling two additional D6 if you spent YP during this use of this Stratagem: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -## Enhancements - -### Calculated Tenacity — 15pts -*Like any other resource, resolve and bloody-mindedness can be applied in force when and where needed by those with the will to do so.* -Iron-master or Memnyr Strategist model only. While the bearer is leading a unit, add 1 to the Objective Control characteristic of models in that unit. - -### Fârstrydr Node — 20pts -*An evolutionary stride in teleportation technology, this experimental device shields its wearer and their companions in a bubble of esoteric force. It is.so strong that they can endure brief teleportation plunges through the Warp to strike at the most opportune time.* -Iron-master or Memnyr Strategist model only. Models in the bearer’s unit have the Deep Strike ability. - -### Graviton Vault — 5pts -*This rune-scribed device holds a cache of forgewrought particles. Funnelled through an Iron-master’s graviton arsenal, they mutate and cause anarchic fluxes in neuroelectrical impulses of the largest targets.* -Iron-master model only. In your Shooting phase, after the bearer has shot, and in the Fight phase, after the bearer has fought, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -### Mantle of Elders — 10pts -*The minds linked in this kognitaar mantle are believed to be the oldest of their kind. The complexity of their shared cognition permits strategic calculations at a level that Memnyr believe approaches the greatest fane.* -Memnyr Strategist model only. Each time the bearer’s unit is selected to shoot, if you spend YP using the Optimal Application Detachment rule when doing so, you can roll one D6: on a 2+, you gain 1YP. diff --git a/cogitator/factions/leagues-of-votann/detachments/mercenary-oathband.md b/cogitator/factions/leagues-of-votann/detachments/mercenary-oathband.md deleted file mode 100644 index 512d945..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/mercenary-oathband.md +++ /dev/null @@ -1,88 +0,0 @@ -# Mercenary Oathband - -*When the Eye of the Ancestors has been cast and the worth of some site or resource deemed vital, the Kin may form a hearthband to ensure its swift conquest. Typically led by one or more of the kindred’s most courageous and strategically cunning Kâhls, such forces are painstakingly forged to complete the precise mission for which they are assembled. Einhyr elites lead the charge, exo-armoured forms advancing like the Ancestors come to life, contemptuous of the enemy’s pitiful attempts to cut them down with gunfire or stagger their charge. Hand-picked Hearthkyn support their advance, no mere citizen soldiers but instead the finest warriors of the kinhost assembled for this one crucial mission. Driving inexorably into the teeth of the foe, the hearthband does not stop until their task is complete and the battle is won.* - -## Abilities - -### Ruthless Reinvestment -Your Leagues of Votann units do not have the Hostile Acquisition or Fortify Takeover abilities except as described in this rule. At the start of the battle, your LEAGUES OF VOTANN units have the Hostile Acquisition ability. At the end of your Command phase, you can spend 3YP. If you do, LEAGUES OF VOTANN units from your army lose the Hostile Acquisition ability and gain the Fortify Takeover ability, or vice versa. - -## Stratagems - -### AUXILIARY CONTRACT — 1CP -**Type:** Mercenary Oathband – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Leagues of Votann Infantry or Leagues of Votann Mounted unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability. - -### GRAND ARTIFICE — 1CP -**Type:** Mercenary Oathband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back. - -**TARGET:** That LEAGUES OF VOTANN unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### MOBILE EXPLOITATION — 1CP -**Type:** Mercenary Oathband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Hernkyn unit from your army that is not within Engagement Range of one or more enemy units. Alternatively, you can spend 2YP and target up to two HERNKYN units from your army that are not within Engagement Range of one or more enemy units instead. - -**EFFECT:** Remove your units from the battlefield and place them into Strategic Reserves. - -### NEW HORIZONS — 1CP -**Type:** Mercenary Oathband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Leagues of Votann Infantry unit from your army that is not within Engagement range of one or more enemy units and one friendly Transport it is able to embark within. - -**EFFECT:** If your LEAGUES OF VOTANN unit is wholly within 6" of that TRANSPORT, it can embark within it. - -### OPTIMAL EXPENDITURE — 1CP -**Type:** Mercenary Oathband – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** The Fight phase. - -**TARGET:** One Leagues of Votann Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll a Hit roll of 1 and re-roll the Wound roll instead. - -### PRIVATEER ARSENAL — 1CP -**Type:** Mercenary Oathband – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Leagues of Votann Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. If you spent YP during this usage of this Stratagem, you can re-roll the Hit roll and re-roll a Wound roll of 1 instead. - -## Enhancements - -### Asset Manipulator — 25pts -*This warrior’s value is only too well known by their comrades. Those Kin sworn to defend them will fight to their last breath rather than fail in this duty.* -LEAGUES OF VOTANN model only. At the start of the Command phase, you can spend 3YP. If you do, until the end of the turn, while an enemy unit is within 3" of the bearer, subtract 1 from the Objective Control characteristic of models in that enemy unit. - -### Etacarn SB9 Targeting Implant — 15pts -*By feeding tactical data harvested from across the battlesphere into this costly device, the wearer can gain optimal target acquisition information.* -LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, that attack has the [SUSTAINED HITS 1] ability. - -### Mercenary Prospector — 20pts -*The most renowned military commanders of mercenary oathbands are swift to capitalise on the death and destruction of their foes. Whether tangible assets or a strategic benefit, to ignore such prizes would be to dishonour the ancestors.* -Kâhl model only. Each time an enemy unit is destroyed by the bearer’s unit, gain 2YP. - -### Metaphysical Brokerage — 20pts -*This cogitator analyses every scrap of data uncovered by their mercenary comrades, and is capable of eking an advantage over their foes in the direst of circumstances.* -Memnyr Strategist model only. At the end of your turn, if the bearer is on the battlefield and you gained fewer than 3YP this turn, you gain an amount of YP equal to the difference. diff --git a/cogitator/factions/leagues-of-votann/detachments/needgard-oathband.md b/cogitator/factions/leagues-of-votann/detachments/needgard-oathband.md deleted file mode 100644 index ddbdc4f..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/needgard-oathband.md +++ /dev/null @@ -1,88 +0,0 @@ -# Needgaârd Oathband - -*When a valuable site is identified, the Kin waste no time amassing an expeditionary force to secure and hold the prize. Needgaârd oathbands are typically forged around a core of Hearthkyn Warriors, readied to loose their weapons. Backed up by formidable armoured support, guild affiliates, and bands of elite warriors, such gatherings of the kinhost’s might overwhelm local defences and swiftly entrench their control. Commanders of these oathbands are experts in efficiently exploiting every martial advantage. Enemy reinforcements break upon fortified Kin positions and are then pulverised by systematic volleys of fire before they can escape to lend support elsewhere. The foe’s vanguard are outmanoeuvred and eradicated, their destruction opening up avenues of advance. Kin battle tanks and magna-coil gunships hammer armoured columns into a standstill and corral the enemy, with the remaining forces disintegrating by the time the oathband’s close-assault troops deliver the final blow.* - -## Abilities - -### Martial Leverage -Each time an enemy unit is destroyed, you gain 1YP. - -## Stratagems - -### ANCESTRAL SENTENCE — 1CP -**Type:** Needgaârd Oathband – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If you spent YP during this use of this Stratagem, until the end of the phase, those weapons have the [SUSTAINED HITS 2] ability instead. - -### HONOUR OF THE HOLD — 1CP -**Type:** Needgaârd Oathband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to fight this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend 3YP. Select one enemy unit within Engagement Range of your unit. Until the end of the phase, each time a model in your unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. If you spent YP during this use of this Stratagem, improve the Armour Penetration characteristic of that attack by 2 instead. - -### HUNTR’S MARK — 1CP -**Type:** Needgaârd Oathband – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -### ORDERED RETREAT — 1CP -**Type:** Needgaârd Oathband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a LEAGUES OF VOTANN unit from your army Falls Back. - -**TARGET:** That LEAGUES OF VOTANN unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### REACTIVE REPRISAL — 2CP -**Type:** Needgaârd Oathband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot, if units from your army have Fortify Takeover. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### VOID HARDENED — 1CP -**Type:** Needgaârd Oathband – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets, if units from your army have Fortify Takeover. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -## Enhancements - -### Ancestral Crest — 15pts -*It is said that this crest, inscribed with runes of the great Ancestor Cores, acts like a mobile fane through which the wisdom and gestalt power of the Votann flow.* -LEAGUES OF VOTANN model only. Once per turn, when you target the bearer’s unit with the Command Re-roll Stratagem, the bearer can use this Enhancement. If it does, spend 1YP and reduce the CP cost of that use of that Stratagem by 1CP. - -### Dead Reckoning — 10pts -*Through vigilant and judicious calculation, this commander marshals their warriors’ reserves against future martial requirements.* -LEAGUES OF VOTANN model only. At the end of the turn, if the bearer is on the battlefield and you spent no YP in that turn, you can gain 1YP. - -### Iron Ambassador — 5pts -*This exceptional weapon has been wielded by heroes against the enemies of numerous leagues and has been the last word in many a failed negotiation with obdurate foes.* -LEAGUES OF VOTANN model equipped with an Autoch-pattern combi-bolter only. Once per battle, when the bearer’s unit is selected to shoot, the bearer can use this Enhancement. If it does, spend up to 3YP and, until the end of the phase, add the number of YP you just spent to the Damage characteristic of the bearer’s ranged weapons. - -### Oathbound Speculator — 30pts -*This kindred hero is a master of knowing the right moment to funnel the kinhosts precious resources into the most efficient destruction of the foe.* -LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack, re-roll a Wound roll of 1. Each time the bearer’s unit is selected to shoot or fight, you can spend 3YP. If you do, until the end of the phase, each time a model in the bearer’s unit makes an attack, add 1 to the Wound roll. diff --git a/cogitator/factions/leagues-of-votann/detachments/persecution-prospect.md b/cogitator/factions/leagues-of-votann/detachments/persecution-prospect.md deleted file mode 100644 index 8600fa5..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/persecution-prospect.md +++ /dev/null @@ -1,92 +0,0 @@ -# Persecution Prospect - -*Even sedentary kindreds have a long reach, for their Hernkyn are mobile and pernicious. Persecution prospects are far-ranging military forces built around a core of Hernkyn and capable of seizing their Kindred’s industrial interests, no matter what claims the foe believes they have. These forces engage in destabilisation strikes, sabotage and resource denial. They specialise in bleeding a foe of impetus through repeated attacks from multiple angles with coordination born of efficient tactics and close-knit familial bonds. Bands of callous Yaegirs operate in advance of the prospect’s attack, spreading discord and fear through strongpoint attacks and assassinations while passing targeting data to supporting Kin. Squadrons of Pioneers make flanking attacks, weakening enemy positions to leave them vulnerable to assaults by Hearthkyn and Einhyr. For every step the foe takes, they are assailed from every angle until any survivors are driven off in disarray, enabling the Kin to seize their rightful prize.* - -## Abilities - -### Assailed From Every Angle -Leagues of Votann units from your army have the following ability: - -**Guerrilla Adepts:** In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding MONSTERS and VEHICLES). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (and only if it is an eligible target) and, after resolving those attacks, if one or more of those attacks hit that enemy unit, until the start of your next Shooting phase, that enemy unit is assailed (this simply labels that unit for the purposes of this ability and some Enhancements and Stratagems). If that unit is already assailed, until the start of your next Shooting phase, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. - -## Stratagems - -### ADAPTABLE AVARICE — 1CP -**Type:** Persecution Prospect – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start of any phase, if units from your army have Fortify Takeover. - -**TARGET:** One Leagues of Votann Character unit from your army. - -**EFFECT:** Each time you use this Stratagem, you can spend any number of YP. Once you have done so, if you have 6 or fewer YP, until the start of your next turn, units from your army have Hostile Acquisition instead. - -### CLAIMSTAKER REFLEX — 1CP -**Type:** Persecution Prospect – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One LEAGUES OF VOTANN unit from your army (excluding Artillery and Vehicle units) that is within 9" of that enemy unit. - -**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Your unit can make a Normal move of up to D6". If you spent YP during this use of this Stratagem, your unit can make a Normal move of up to 6" instead. - -**RESTRICTIONS:** A unit cannot embark within a Transport as part of this move. - -### DISPERSED FORMATION — 1CP -**Type:** Persecution Prospect – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Leagues of Votann Infantry or Leagues of Votann Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit has the Stealth ability and each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. - -### EXPOSED FLAWS — 1CP -**Type:** Persecution Prospect – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Hernkyn unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Each time you use this Stratagem, you can spend 2YP. Until the end of the phase, each time a model in your unit makes an attack, if you spent YP during this use of this Stratagem and/or if that attack targets an assailed unit, you can re-roll the Wound roll. - -### FRONTIER MOMENTUM — 1CP -**Type:** Persecution Prospect – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Hernkyn unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### RANGER TACTICS — 1CP -**Type:** Persecution Prospect – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if that attack targets an assailed unit and/or if your unit has the Hernkyn keyword, you can re-roll the Hit roll. - -## Enhancements - -### Eye for Weakness — 25pts -*Any hint of vulnerability draws the gaze of this punitive assessor like a rich vein of ore.* -LEAGUES OF VOTANN model only. Each time a model in the bearer’s unit makes an attack that targets an assailed unit, add 1 to the Wound roll. - -### Nomad Strategist — 20pts -*The mobile strategies of this far-ranging commander allow them to swiftly reposition their most versatile forces and exploit weaknesses in the enemy’s battle lines.* -LEAGUES OF VOTANN model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, you can spend up to 4YP. Select one Hernkyn unit from your army, and, for every 2YP you just spent, select up to one additional HERNKYN unit from your army. You can remove those units from the battlefield and place them into Strategic Reserves. You cannot select a unit that is within Engagement Range of one or more enemy units (excluding assailed units). - -### Surgical Saboteur — 10pts -*Experience has taught this survivor the weak points of the most significant threats, enabling them to pinpoint joints and locomotive mechanisms to slow down such brutes.* -LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, select one MONSTER or VEHICLE unit hit by one or more of those attacks; until the start of your next Shooting phase, that unit is pinned. - -### Writ of Acquisition — 10pts -*This mnestic mesh of circuitry records and analyses the enemy’s response under fire as witnessed by the bearer, harvesting valuable intelligence on their capabilities.* -LEAGUES OF VOTANN model only. In your Shooting phase, after the bearer’s unit has shot, you gain 1YP for each assailed enemy unit hit by one or more of those attacks (to a maximum of 3YP). diff --git a/cogitator/factions/leagues-of-votann/detachments/void-salvagers.md b/cogitator/factions/leagues-of-votann/detachments/void-salvagers.md deleted file mode 100644 index 2cf2590..0000000 --- a/cogitator/factions/leagues-of-votann/detachments/void-salvagers.md +++ /dev/null @@ -1,62 +0,0 @@ -# Void Salvagers - -***The salvage fleets of the Leagues of Votann secure material resources and recover stolen technologies. Their aggressive salvage operations bring them into conflict with hostile foes. It is fortunate, therefore, that Kin soldiers are well suited to combat in the close confines of space hulks and voidships.*** - -## Abilities - -### Stalwart Advance -In your Shooting phase, each time a LEAGUES OF VOTANN unit from your army has shot, if one or more enemy units were destroyed by those attacks and that LEAGUES OF VOTANN unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3" and can then attempt to operate a Hatchway. - -## Stratagems - -### CORRIDOR COVERED — 1CP -**Type:** Void Salvagers – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent's Movement or Charge phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. - -### JUDGED AND PUNISHED — 1CP -**Type:** Void Salvagers – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the target has 1 or more Judgement tokens, you can re-roll the Hit roll, and if the target has 2 Judgement tokens, you can re-roll the Wound roll as well. - -### POINT-BLANK FIRE — 1CP -**Type:** Void Salvagers – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One HEARTHKYN WARRIORS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability. - -### RELIC CYPHER — 1CP -**Type:** Void Salvagers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One LEAGUES OF VOTANN unit from your army. - -**EFFECT:** Select one closed Hatchway on the battlefield and open it. - -**RESTRICTIONS:** You can only use this Stratagem once. - -## Enhancements - -### Masterful Construction — 0pts -*The weapons utilised by the Kin are wrought by expert craftsmen and are as versatile as they are deadly.* -Each time the bearer is selected to shoot or fight, you can select one of the following weapon abilities: [DEVASTATING WOUNDS]; [LETHAL HITS]; [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by the bearer (excluding Psychic weapons) have that ability. - -### Obsessive Drive — 0pts -*The bearer seeks a specific item that lies in the hands of the foe and they will not rest until it has been secured. Those foes foolish enough to block the path are targeted for priority destruction.* -At the start of the first battle round, select one objective marker. While the bearer is on the battlefield, each time a LEAGUES OF VOTANN unit from your army is selected to shoot or fight, each enemy unit within range of that objective marker is considered to have 1 additional Judgement token while resolving those attacks. diff --git a/cogitator/factions/necrons/datasheets.md b/cogitator/factions/necrons/datasheets.md new file mode 100644 index 0000000..5a75e39 --- /dev/null +++ b/cogitator/factions/necrons/datasheets.md @@ -0,0 +1,3809 @@ +# Necrons + +# Annihilation Barge + +**Role:** Other + +*Slow-moving but deadly, Annihilation Barges serve as anti-infantry fire support platforms. They are often deployed to watch over important strategic locations, gliding serenely into position upon a cushion of repulsion energies before unleashing furious storms of eldritch lightning from their massive cannons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 3+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** gauss cannon; twin tesla destructor; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | +| Tesla cannon | 24 | 4 | 3 | 6 | 0 | 1 | sustained hits 2 | +| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Malevolent Arcing** (Datasheet): In your Shooting phase, each time you select a target for this model’s twin tesla destructor, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 5+, the unit being rolled for is struck by arcing energies; after resolving all of this model’s attacks against the target unit, each unit struck by arcing energies suffers D3 mortal wounds. + +**Keywords:** Annihilation Barge, Fly, Vehicle +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Annihilation Barge + +**Wargear Options:** +- This model’s gauss cannon can be replaced with 1 tesla cannon. + +**Points:** +- 1 model: 105pts + +--- + +# Anrakyr The Traveller + +**Role:** Characters + +*Anrakyr voyages from one tomb world to the next at the head of his veteran Pyrrhian Eternals. His tachyon arrow can unleash an unstoppable thunderbolt of energy, capable of shattering mountains, and his will is so great that he can even seize temporary control of his enemies’ engines of war.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** tachyon arrow; warscythe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tachyon arrow | 72 | 1 | 2 | 16 | -5 | D6+2 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warscythe | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Lord of the Pyrrhian Eternals** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll. +- **Mind in the Machine** (Datasheet): At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to this model. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Epic Hero, Noble, Anrakyr the Traveller, Infantry, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Anrakyr the Traveller – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Immortals + +**Points:** +- 1 model: 95pts + +--- + +# Canoptek Acanthrites + +**Role:** Other + +*Canoptek Acanthrites are created for a single purpose: the destruction of those who have dared to claim the ancient empire of the Necrontyr. Acanthrites’ articulated bodies are armed with hyper-phased voidblades and high-powered thermal cutting beams, enabling them to carve through and dissemble solid matter as though it were not there.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 2 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** cutting beam; voidblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cutting beam | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Voidblade | Melee | 3 | 4 | 5 | -2 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Damaged Armour** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly NECRONS model makes an attack that targets that unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Acanthrites, Canoptek, Fly, Beasts +**Faction Keywords:** Necrons + +**Unit Composition:** +- 3-6 Canoptek Acanthrites + +**Wargear Options:** +- None + +**Points:** +- 3 models: 85pts +- 6 models: 170pts + +--- + +# Canoptek Doomstalker + +**Role:** Other + +*Canoptek Doomstalkers stride with eerie grace. Whether prowling their masters’ armouries as tireless sentinels or providing mobile fire support to the Necron legions, the Doomstalkers annihilate all those who dare stand against them with searing salvoes from their doomsday blasters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 3+ | 12 | 8+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** doomsday blaster; twin gauss flayer; Doomstalker limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Doomsday blaster | 48 | D6+1 | 4 | 14 | -3 | 3 | blast, heavy | +| Twin gauss flayer | 24 | 1 | 4 | 4 | 0 | 1 | lethal hits, rapid fire 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Doomstalker limbs | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Sentinel Construct** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. + +**Keywords:** Vehicle, Walker, Canoptek, Doomstalker +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Canoptek Doomstalker + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Canoptek Macrocytes + +**Role:** Other + +*Swarms of Canoptek Macrocytes descend on those foolish enough to disturb Necron tombs or interfere with their Cryptek masters. Able to both augment the systems of fellow Canoptek constructs while also harassing and mauling enemy forces, these swift-skimming insectile horrors are far more dangerous than they seem at first glance.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 4+ | 1 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** gauss scalpel; claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atomiser beam | 12 | 1 | 4 | 6 | -1 | 1 | — | +| Gauss scalpel | 18 | 1 | 4 | 4 | -1 | 1 | lethal hits | +| Tesla caster | 18 | 1 | 4 | 5 | 0 | 1 | assault, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Claws | Melee | 2 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Harassment Swarm (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 3" of this unit, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **Accelerator Mandible** (Wargear): At the start of the Fight phase, select one friendly Canoptek unit within 3" of the bearer’s unit. Until the end of the phase, improve the Weapon Skill characteristic of weapons equipped by models in that unit by 1. +- **Nanoscarab Projector** (Wargear): Once per battle round, when a friendly NECRONS unit within 3" of the bearer activates its Reanimation Protocols, the bearer can use this ability. If it does, that unit reanimates 1 additional wound. + +**Keywords:** Beasts, Fly, Canoptek, Macrocytes +**Faction Keywords:** Necrons + +**Unit Composition:** +- 5 Canoptek Macrocytes + +**Wargear Options:** +- All models in this unit can each have their gauss scalpel replaced with 1 tesla caster. +- 1 model’s gauss scalpel or tesla caster can be replaced with 1 atomiser beam and 1 nanoscarab projector. +- 1 model’s gauss scalpel or tesla caster can be replaced with 1 accelerator mandible. + +**Leader:** +Led By: Geomancer + +**Points:** +- 5 models: 85pts + +--- + +# Canoptek Reanimator + +**Role:** Other + +*Canoptek Reanimators prowl the Necron lines, shooting out ethereal beams swarming with nanoscarabs. Necrons touched by these eerie lights stagger to their feet, resurrected, repaired and ready to fight again. Foes are less fortunate, wailing in agony as their atoms are torn apart and recombined in a hideous, gory fashion.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 6 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 atomiser beams; Reanimator’s claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atomiser beam | 12 | 3 | 4 | 6 | -2 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reanimator’s claws | Melee | 4 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Nanoscarab Reanimation Beam (Aura)** (Datasheet): While a friendly NECRONS unit is within 3" of this model, each time that unit’s Reanimation Protocols activate, that unit reanimates an additional D3 wounds. + +**Keywords:** Vehicle, Walker, Canoptek, Reanimator +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Canoptek Reanimator + +**Points:** +- 1 model: 75pts + +--- + +# Canoptek Scarab Swarms + +**Role:** Other + +*Canoptek Scarabs attack in skimming swarms. They descend upon the enemy with high-pitched chitters before breaking down infantry and tanks alike into raw energy with their feeder mandibles. Often attacking as the first wave of a Necron assault, these mechanical insectoids spread fear and destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 2 | 6+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** feeder mandibles. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Feeder mandibles | Melee | 6 | 5 | 2 | 0 | 1 | lethal hits | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Self-destruction** (Datasheet): At the start of the Fight phase, if this unit is within Engagement Range of one or more enemy units, you can select one model in this unit to destroy. If you do, select one enemy unit within Engagement Range of that model and roll one D6, adding 1 to the result if that unit is a VEHICLE. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds. +- **Chittering swarm** (Datasheet): While an enemy unit is within Engagement Range of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1). While this unit is within 6" of one or more friendly CRYPTEK models, the Objective Control characteristic of models in this unit is 1. + +**Keywords:** Fly, Swarm, Canoptek, Scarab Swarms +**Faction Keywords:** Necrons + +**Unit Composition:** +- 3-6 Canoptek Scarab Swarms + +**Points:** +- 3 models: 40pts +- 6 models: 80pts + +--- + +# Canoptek Spyders + +**Role:** Other + +*Canoptek Spyders are formidable control-and-repair constructs, augmented with battlefield support systems. Whether blasting enemies with particle beamers, warding off empyric energies with gloom prisms or fabricating and unleashing fresh waves of Canoptek Scarabs, they are a force to be reckoned with.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 3+ | 6 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** automaton claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Particle beamer | 18 | D6 | 3 | 6 | 0 | 1 | blast, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Automaton claws | Melee | 5 | 4 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Fabricator Claw Array (Aura)** (Wargear): While a friendly Necrons Vehicle unit is within 6" of the bearer, that unit has the Feel No Pain 6+ ability. +- **Gloom Prism (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. +- **Canoptek Swarm** (Datasheet): In your Command phase, select one friendly Canoptek Scarab Swarm unit within 6" of this unit. One destroyed model is returned to that CANOPTEK SCARAB SWARM unit for each SPYDER model in this unit. + +**Keywords:** Vehicle, Fly, Canoptek, Spyders +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1-2 Canoptek Spyders + +**Wargear Options:** +- Any number of models can each be equipped with 2 particle beamers. +- Any number of models can each be equipped with 1 fabricator claw array. +- Any number of models can each be equipped with 1 gloom prism. + +**Points:** +- 1 model: 75pts +- 2 models: 150pts + +--- + +# Canoptek Tomb Crawlers + +**Role:** Other + +*Lumbering weapon platforms and loyal bodyguards, Canoptek Tomb Crawlers are usually seen fighting alongside their Cryptek masters. They select and eliminate their targets with dogged persistence, their aim unwavering as they blast their victims to blackened ruin or pitch them screaming into dimensional oubliettes from which there is no escape.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 3+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin gauss reaper; claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Transdimensional isolator | 12 | 2 | 4 | 4 | -2 | 2 | — | +| Twin gauss reaper | 12 | 2 | 4 | 4 | -1 | 1 | lethal hits, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Claws | Melee | 4 | 4 | 6 | -1 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Weapon Sentinels** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit within 12", you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll. +- **CANOPTEK RETINUE** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Cryptek model (a unit cannot have more than one TOMB CRAWLERS unit joined to it and cannot have both a TOMB CRAWLERS and a Cryptothralls unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Tomb Crawlers, Canoptek, Beasts +**Faction Keywords:** Necrons + +**Unit Composition:** +- 2 Canoptek Tomb Crawlers + +**Wargear Options:** +- 1 model’s twin gauss reaper can be replaced with 1 transdimensional isolator. + +**Points:** +- 2 models: 50pts + +--- + +# Canoptek Tomb Sentinel + +**Role:** Other + +*Both guardian and aggressor, the Tomb Sentinel is a heavily modified variant of the Tomb Stalker, which forgoes that device’s close-combat ability in favour of an exile cannon. This ancient weapon casts its target into other dimensional realms beyond the material universe, removing trespassers and upstarts as though they never existed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 9 | 8+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** exile cannon; Tomb Sentinel claws; gloom prism. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exile cannon | 18 | D6+1 | 4 | 10 | -2 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tomb Sentinel claws | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Gloom Prism (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Aggressor Guardian** (Datasheet): Each time an attack targets this model, if this model is within range of an objective marker, worsen the Armour Penetration characteristic of that attack by 1. In addition, each time this model makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Monster, Canoptek, Tomb Sentinel +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Canoptek Tomb Sentinel + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts + +--- + +# Canoptek Tomb Stalker + +**Role:** Other + +*Armed with gauss weaponry and rows of razor-sharp legs, Tomb Stalkers are unliving machines built to protect the sepulchres of Necron lords. Its arcane senses can detect life through hundreds of metres of solid rock, and once its prey has been detected, it closes in for the kill, using a form of phase field to part matter like water.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 9 | 8+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** gauss slicers; Tomb Stalker claws; gloom prism. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss slicers | 24 | 8 | 4 | 5 | -1 | 1 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tomb Stalker claws | Melee | 6 | 4 | 6 | -1 | 2 | sustained hits 1 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Gloom Prism (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Snaking Ambush** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Monster, Canoptek, Tomb Stalker +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Canoptek Tomb Stalker + +**Wargear Options:** +- None + +**Points:** +- 1 model: 130pts + +--- + +# Canoptek Wraiths + +**Role:** Other + +*These constructs serve as the eyes and ears of their masters while tomb worlds slumber, and as spectral assassins once their armies march out to war. Their dimensional destabilisation matrices allow them to phase in and out of reality, passing through solid objects and sliding their talons through armour, flesh and bone.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 4 | 8+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** vicious claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Particle caster | 12 | 3 | 4 | 5 | 0 | 1 | devastating wounds, pistol | +| Transdimensional beamer | 12 | 1 | 4 | 4 | -2 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vicious claws | Melee | 4 | 4 | 6 | -1 | 2 | — | +| Whip coils | Melee | 8 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Wraith Form** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Beasts, Fly, Canoptek, Wraiths +**Faction Keywords:** Necrons + +**Unit Composition:** +- 3-6 Canoptek Wraiths + +**Wargear Options:** +- Any number of models can each be equipped with one of the following:- 1 particle caster +- 1 transdimensional beamer +- Any number of models can each have their vicious claws replaced with whip coils. + +**Leader:** +Led By: Technomancer + +**Points:** +- 3 models: 110pts +- 6 models: 220pts + +--- + +# Catacomb Command Barge + +**Role:** Characters + +*Some Necron nobles ride to battle enthroned on Catacomb Command Barges. These armoured skimmers beam out carrier waves that bear a noble’s orders directly to the dynasty’s legions, while also providing them with quantum shielding, heavy gauss firepower and a fast-moving platform from which to fight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 3+ | 9 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** gauss cannon; staff of light. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | +| Staff of light | 18 | 3 | 2 | 5 | -2 | 1 | — | +| Tesla cannon | 24 | 4 | 3 | 6 | 0 | 1 | sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Overlord’s blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | +| Staff of light | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Resurrection Orb** (Wargear): Once per battle, at the end of any phase, select one friendly NECRONS INFANTRY or NECRONS MOUNTED unit within 6" of the bearer and resurrect that unit. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. +- **Carrier Wave (Aura)** (Datasheet): While a friendly NECRONS unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit. +- **Advanced Quantum Shielding** (Datasheet): Each time an attack targets this model, if the Strength characteristic of that attack is greater than this model’s Toughness characteristic, subtract 1 from the Wound roll. + +**Keywords:** Vehicle, Character, Fly, Catacomb Command Barge +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Catacomb Command Barge + +**Wargear Options:** +- This model’s gauss cannon can be replaced with 1 tesla cannon. +- This model’s staff of light can be replaced with 1 Overlord’s blade. +- This model can be equipped with 1 resurrection orb. + +**Points:** +- 1 model: 120pts + +--- + +# Chronomancer + +**Role:** Characters + +*Chronomancers are Crypteks who harness temporal energies, their aeonstaves slowing down or speeding up weaponised time. Their timesplinter mantles use crystallised moments to confound enemy blows, while their chronometrons hasten allies through time itself.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** aeonstave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeonstave | 18 | D6 | 4 | 5 | -1 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aeonstave | Melee | 3 | 4 | 5 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Timesplinter Mantle** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Chronometron** (Datasheet): In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 5" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge. + +**Keywords:** Infantry, Character, Cryptek, Chronomancer +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Chronomancer + +**Leader:** +Can lead: Necron Warriors, Immortals + +**Points:** +- 1 model: 65pts + +--- + +# Convergence Of Dominion + +**Role:** Fortifications + +*Starsteles were placed upon worlds as territorial markers and silent guardians by jealous Necron nobles. Over the millennia they have become forgotten archaeological curios, or feared sources of superstitious rumour about vanishments and strange lights. Now they awaken again as their masters do.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 9 | 3+ | 7 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** transdimensional abductor. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Transdimensional abductor | 18 | 3 | 4 | 6 | -2 | 3 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Reanimation Nodes (Aura)** (Datasheet): While a friendly Necrons Infantry unit is within 6" of this Fortification, models in that unit have Feel No Pain 6+ ability. +- **Ancient Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **DEPLOYMENT** (Special (правая колонка)): When this unit is first set up on the battlefield, its models do not have to be set up in Unit Coherency. Instead, each model must be set up wholly within 12" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit. + +**Keywords:** Convergence of Dominion, Vehicle, Fortification +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1-3 Convergence of Dominion Starsteles + +**Points:** +- 1 model: 60pts +- 2 models: 120pts +- 3 models: 180pts + +--- + +# Cryptothralls + +**Role:** Other + +*Some Crypteks are accompanied by bound Cryptothralls that act as slaves and bodyguards. These hunched and sinister beings are not truly sentient, but are rather construct creatures enslaved to the Cryptek’s will and engrammatically compelled to protect their master with their living metal bodies and fierce, short-ranged weaponry.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 3+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** scouring eye; scythed limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scouring eye | 6 | 2 | 4 | 5 | -1 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scythed limbs | Melee | 4 | 4 | 5 | -1 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Bound Creation** (Datasheet): While this unit is in the same unit as a Cryptek model, that CRYPTEK model has the Feel No Pain 4+ ability. +- **Systematic Vigour** (Datasheet): Each time a CRYPTOTHRALL model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and it is then removed from play. +- **CRYPTEK RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Cryptek Infantry model (a unit cannot have more than one CRYPTOTHRALLS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Cryptothralls, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 2 Cryptothralls + +**Points:** +- 2 models: 60pts + +--- + +# C’tan Shard of the Deceiver + +**Role:** Characters + +*Mephet’ran the Deceiver was ever the most duplicitous of his monstrous brood. Even shattered and bound within a restraining necrodermis, each Shard of the Deceiver still radiates a potent blend of deadly truths and bewildering lies against which the fallible senses of mortal beings possess no defence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 16 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** cosmic insanity; golden fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cosmic insanity | 18 | 6 | 2 | 6 | -2 | 2 | anti-character 4+, devastating wounds, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Golden fists | Melee | 8 | 2 | 10 | -3 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Grand Illusion** (Datasheet): If your army includes this model, after both players have deployed their armies, select up to three NECRONS units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. +- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. + +**Keywords:** Fly, Epic Hero, Character, Monster, C’tan Shard of the Deceiver +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 C’tan Shard of the Deceiver – EPIC HERO + +**Points:** +- 1 model: 295pts + +--- + +# C’tan Shard of the Nightbringer + +**Role:** Characters + +*The very essence of life bleeds away when exposed to a Shard of the C’tan known as the Nightbringer. Aza’gorod he was, the Inevitable Blade; his spectral form, cowl of shadows and flashing scythe are said to have spawned countless avatars of death in the legends of primitive cultures the entire galaxy over.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 16 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** gaze of death; scythe of the Nightbringer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gaze of death | 18 | D3 | 2 | 12 | -3 | D6+3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scythe of the Nightbringer – strike | Melee | 6 | 2 | 14 | -4 | D6+2 | devastating wounds | +| Scythe of the Nightbringer – sweep | Melee | 14 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Drain Life** (Datasheet): At the end of the Fight phase, roll one D6 for each enemy unit within 6" of this model: on a 4+, that enemy unit suffers D3 mortal wounds. +- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. + +**Keywords:** Monster, Epic Hero, Fly, C’tan Shard of the Nightbringer, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 C’tan Shard of the Nightbringer – EPIC HERO + +**Points:** +- 1 model: 325pts + +--- + +# C’tan Shard of the Void Dragon + +**Role:** Characters + +*Shards of the Void Dragon fill the air around them with a searing scream of distorted static. With a gesture they can unmake the war engines of lesser beings, dragging the resultant disintegrating matter into themselves like the gravity well of a black hole and using it to replenish their own, ever flickering forms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 16 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** spear of the Void Dragon; voltaic storm; canoptek tail blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of the Void Dragon | 12 | D3 | 2 | 8 | -3 | D6+2 | anti-vehicle 2+ | +| Voltaic storm | 18 | D6+3 | 2 | 7 | -1 | 2 | blast, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of the Void Dragon – strike | Melee | 5 | 2 | 12 | -4 | D6+2 | anti-vehicle 2+ | +| Spear of the Void Dragon – sweep | Melee | 10 | 2 | 8 | -1 | 2 | — | +| Canoptek tail blades | Melee | 6 | 2 | 6 | -1 | 1 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Matter Absorption** (Datasheet): At the start of your Shooting phase, select one enemy VEHICLE unit within 12" of this model and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds and this model regains up to that many lost wounds. +- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. + +**Keywords:** C’tan Shard of the Void Dragon, Epic Hero, Character, Monster, Fly +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 C’tan Shard of the Void Dragon – EPIC HERO + +**Points:** +- 1 model: 320pts + +--- + +# Deathmarks + +**Role:** Other + +*No target can evade the Deathmarks. Watching from dimensional oubliettes, these expert snipers track enemy movements, communications and even teleport signatures before striking. They do so in a blaze of synaptic disintegrator fire that shreds not only their victims’ bodies, but also their very minds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** synaptic disintegrator; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Synaptic disintegrator | 36 | 1 | 3 | 5 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Hyperspace Hunters** (Datasheet): Once per turn, in the Reinforcements step of your opponent’s Movement phase, when an enemy unit is set up on the battlefield from Reserves within 18" of and visible to this unit, this unit can shoot as if it were your Shooting phase, but must only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +**Keywords:** Infantry, Deathmarks +**Faction Keywords:** Necrons + +**Unit Composition:** +- 5-10 Deathmarks + +**Points:** +- 5 models: 60pts +- 10 models: 120pts + +--- + +# Doom Scythe + +**Role:** Other + +*The Doom Scythe is a terror weapon whose wailing engines evoke atavistic horror in the luckless foe. Their primary armament, the heavy death ray, is more frightening still, for wherever its searing energy beam carves through the enemy’s ranks, it leaves nothing but blasted wreckage in its wake.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy death ray; twin tesla destructor; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy death ray | 36 | 3 | 3 | 16 | -4 | D6+1 | sustained hits d3 | +| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Atavistic Instigation** (Datasheet): Each time this model targets an enemy unit with its heavy death ray, your opponent must declare if that unit will stand firm or duck for cover: +- If it stands firm, when resolving ranged attacks against that unit this phase, a successful unmodified Hit roll of 5+ scores a Critical Hit. +- If it ducks for cover, until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Vehicle, Aircraft, Doom Scythe, Fly +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Doom Scythe + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 230pts + +--- + +# Doomsday Ark + +**Role:** Other + +*The Doomsday Ark is a direct-fire plasma artillery piece so powerful that it can threaten even the super-heavy war engines of the lesser races. This vehicle is solely dedicated to overwhelming long-ranged firepower, even diverting energy from its motive functions in order to unleash absolute obliteration upon the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 14 | 7+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** doomsday cannon; 2 gauss flayer arrays; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Doomsday cannon | 72 | D6+1 | 3 | 18 | -4 | 4 | blast, heavy | +| Gauss flayer array | 24 | 5 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 5 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Overwhelming Obliteration** (Datasheet): In your Movement phase, if this model Remains Stationary, until the end of the turn, its doomsday cannon has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Doomsday Ark, Fly, Vehicle +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Doomsday Ark + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Flayed Ones + +**Role:** Other + +*Flayed Ones keen shrill hunting cries as they fall upon the foe, talons flashing. Infected with the gruesome flayer virus, the Flayed Ones attempt to gorge themselves upon the flesh and blood of their butchered foes, gore drizzling through their mechanical forms as they seek to slake a thirst they can never quench.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** flayer claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flayer claws | Melee | 4 | 3 | 4 | -1 | 1 | sustained hits 1, twin-linked | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Flesh Hunger** (Datasheet): Each time a model in this unit makes a melee attack, if the target of that attack is Below Half-strength, a successful Hit roll scores a Critical Hit. + +**Keywords:** Infantry, Flayed Ones +**Faction Keywords:** Necrons + +**Unit Composition:** +- 5-10 Flayed Ones + +**Points:** +- 5 models: 60pts +- 10 models: 120pts + +--- + +# Gauss Pylon + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 3+ | 22 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** gauss annihilator; tesla arc. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss annihilator | 120 | 1 | 4 | 16 | -4 | D6+6 | anti-fly 2+, lethal hits | +| Tesla arc | 6 | 6 | 4 | 4 | 0 | 1 | sustained hits 2 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Phase Shift Generator (Aura)** (Datasheet): While a friendly NECRONS unit is within 3" of this Fortification, models in that unit have a 5+ invulnerable save against ranged attacks. +- **Phase-shifted Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Vehicle, Gauss Pylon, Titanic, Towering, Fortification +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Gauss Pylon + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts + +--- + +# Geomancer + +**Role:** Characters + +*When Necron Crypteks turn their studies toward geomancy, they become masters of the battlefield. With their tremorglaives, they agitate their enemies’ molecules with explosive results. At the same time, their more esoteric arcana allow them to render the landscape temporarily insubstantial or dominate energistic leylines with summoned obelisk nodes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** tremorglaive. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tremorglaive – reverberating beam | 18 | 2 | 4 | 8 | -2 | 2 | melta 2 | +| Tremorglaive – shock wave pulse | 18 | D6+2 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tremorglaive | Melee | 2 | 4 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Tectonic Reverberations** (Datasheet): In your Movement phase, you can select one enemy unit within 18" of and visible to this model. Until the start of your next Movement phase that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. +- **Obelisk Node Control** (Datasheet): While this model is within range of an objective marker you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. +- **VANGUARD PROTOCOLS** (Fortification (левая колонка)): If this model is attached to a Canoptek Macrocytes unit during the Declare Battle Formations step, this model has the Scouts 8" ability. + +**Keywords:** Infantry, Character, Cryptek, Geomancer +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Geomancer + +**Leader:** +Can lead: Canoptek Macrocytes, Immortals, Necron Warriors + +**Points:** +- 1 model: 75pts + +--- + +# Ghost Ark + +**Role:** Dedicated Transports + +*Ghost Arks are repair barges that glide amidst the ranks of the Necron legions, gathering up and repairing those androids too wrecked to reconstruct themselves and keep fighting. These vehicles are often pressed into service as armoured transports, advancing to disgorge fresh waves of fully repaired Necrons directly into the fight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 3+ | 14 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 2 gauss flayer arrays; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss flayer array | 24 | 5 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 5 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Repair Barge** (Datasheet): Once per turn, just after an enemy unit finishes making its attacks, if one or more friendly NECRON WARRIORS units within 3" of this model lost one or more wounds as a result of those attacks, this model can use this ability. If it does, select one of those NECRON WARRIORS units; that unit’s Reanimation Protocols activate. The same NECRON WARRIORS unit cannot be selected for this ability more than once per turn. + +**Keywords:** Vehicle, Fly, Transport, Dedicated Transport, Ghost Ark +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Ghost Ark + +**Transport:** +This model has a transport capacity of 10 Necron Warrior models and 1 Necrons Infantry Character model. + +**Points:** +- 1 model: 115pts + +--- + +# Hexmark Destroyer + +**Role:** Characters + +*Hexmark Destroyers were once Deathmarks. Bursting from their dimensional oubliettes like ambush predators, these hunchbacked monsters unleash inescapable hails of enmitic fire. Independent ocular targeting and optimised firing patterns leave their prey with no escape.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** enmitic disintegrator pistols; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enmitic disintegrator pistols | 18 | 6 | 2 | 6 | -2 | 1 | pistol, Ignores Cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Inescapable Death** (Datasheet): Once per turn, one unit from your army with this ability can be targeted with the Fire Overwatch Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. In addition, each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 2+. +- **Multi-threat Eliminator** (Datasheet): Once per turn, in your opponent’s Shooting phase, when an enemy unit makes a ranged attack that targets a friendly NECRONS unit within 3" of a model with this ability, after that enemy unit has shot, one model with this ability that is within 3" of that target can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +**Keywords:** Hexmark Destroyer, Destroyer Cult, Infantry, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Hexmark Destroyer + +**Points:** +- 1 model: 75pts + +--- + +# Illuminor Szeras + +**Role:** Characters + +*Illuminor Szeras is a ghoulish bio-scientist who haunts the battlefield to gather luckless living specimens. He is a master of technomantic lore and android augmentation, employing horrible arcanoscientific instruments to disassemble his enemies, even as he fortifies the living metal forms of his allies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 2+ | 9 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** eldritch lance; impaling legs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eldritch lance | 36 | 3 | 3 | 9 | -3 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eldritch lance | Melee | 4 | 3 | 9 | -3 | 3 | — | +| Impaling legs | Melee | 4 | 3 | 6 | -1 | 1 | extra attacks | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Illuminor** (Datasheet): While this model is within 3" of one or more other friendly NECRONS units, this model has the Lone Operative ability. +- **Mechanical Augmentation (Aura)** (Datasheet): While a friendly Necrons Battleline unit is within 3" of this model, each time a model in that unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and each time an attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1. +- **Atomic Energy Manipulator** (Datasheet): At the end of the Fight phase, if this model destroyed one or more models this phase, until the end of the battle, add 3" to the range of its Mechanical Augmentation ability to a max of 12. + +**Keywords:** Cryptek, Illuminor Szeras, Infantry, Character, Epic Hero +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Illuminor Szeras – EPIC HERO + +**Points:** +- 1 model: 165pts + +--- + +# Immortals + +**Role:** Battleline + +*Once the shook troops of the Necrontyr, Immortals still provide their masters with a powerful core of skilled soldiery millennia later. More advanced than Necron Warriors, they can employ a number of strategies even without command, and their firepower makes them deadly in close or midrange engagements.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** gauss blaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss blaster | 24 | 2 | 3 | 5 | -1 | 1 | lethal hits | +| Tesla carbine | 24 | 2 | 3 | 5 | 0 | 1 | assault, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Implacable Eradication** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead. + +**Keywords:** Infantry, Battleline, Immortals +**Faction Keywords:** Necrons + +**Unit Composition:** +- 5-10 Immortals + +**Wargear Options:** +- All models in this unit can each have their gauss blaster replaced with 1 tesla carbine. + +**Leader:** +Led By: Imotekh The Stormlord, Overlord, Lord, Nemesor Zahndrekh, Vargard Obyron, Orikan The Diviner, Anrakyr The Traveller, Trazyn The Infinite, Royal Warden, Technomancer, Psychomancer, Chronomancer, Plasmancer, Overlord with translocation shroud, Geomancer + +**Points:** +- 5 models: 70pts +- 10 models: 150pts + +--- + +# Imotekh The Stormlord + +**Role:** Characters + +*Imotekh is a sublimely skilled strategist, wielding his armies with hyperlogical skill and unleashing deadly strategic ploys. In battle he incinerates enemies with his Gauntlet of Fire, blasts them with pan-dimensional energies from his Staff of the Destroyer or humbles them in punishing one-on-one duels.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Gauntlet of Fire; Staff of the Destroyer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauntlet of Fire | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Staff of the Destroyer | 18 | 3 | 2 | 6 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of the Destroyer | Melee | 4 | 2 | 6 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Grand Strategist** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. +- **Lord of the Storm** (Datasheet): Once per battle, at the end of your Command phase, this model can use this ability. If it does, roll one D6 for each enemy unit within 12" of this model: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Infantry, Character, Epic Hero, Noble, Imotekh the Stormlord +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Imotekh the Stormlord – EPIC HERO + +**Leader:** +Can lead: Necron Warriors, Lychguard, Immortals + +**Points:** +- 1 model: 100pts + +--- + +# Lokhust Destroyers + +**Role:** Other + +*Lokhust Destroyers rely on speed and firepower to annihilate any life they encounter. Their repulsor-sled bodies and augmented kinetic compensators ensure they can fire on the move without reduction in efficiency, and their speed allows them to run even the swiftest prey to ground.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 3 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** gauss cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Hard-wired for Destruction** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead. + +**Keywords:** Mounted, Lokhust Destroyers, Destroyer Cult, Fly +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1-6 Lokhust Destroyers + +**Leader:** +Led By: Lokhust Lord + +**Points:** +- 1 model: 40pts +- 2 models: 60pts +- 3 models: 90pts +- 6 models: 180pts + +--- + +# Lokhust Heavy Destroyers + +**Role:** Other + +*The Destroyer Cults think nothing of sacrificing their physical forms to optimise themselves for slaughter. Lokhust Heavy Destroyers skim to battle upon repulsor-sled bodies, their upper limbs bound into gauss destructors or enmitic exterminators with which they decimate their foes with devastating blasts from afar.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** gauss destructor; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enmitic exterminator | 36 | 6 | 3 | 6 | -1 | 1 | heavy, rapid fire 6, sustained hits 1 | +| Gauss destructor | 48 | 1 | 3 | 14 | -4 | 6 | heavy, lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Optimised for Slaughter** (Datasheet): Each time a model in this unit makes an attack with an enmitic exterminator that targets a unit (excluding MONSTERS and VEHICLES), re-roll a Wound roll of 1. Each time a model in this unit makes an attack with a gauss destructor that targets a MONSTER or VEHICLE, re-roll a Wound roll of 1. + +**Keywords:** Mounted, Fly, Destroyer Cult, Lokhust Heavy Destroyers +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1-3 Lokhust Heavy Destroyers + +**Wargear Options:** +- Any number of models can each have their gauss destructor replaced with 1 enmitic exterminator. + +**Leader:** +Led By: Lokhust Lord + +**Points:** +- 1 model: 55pts +- 2 models: 110pts +- 3 models: 165pts + +--- + +# Lokhust Lord + +**Role:** Characters + +*Lokhust Lords skim into battle on swift grav-sled bodies. Driven by nihilistic hatred, their every optimised strike slaughters swathes of the foe. Meanwhile, should the enemy wound a Lokhust Lord, in return they must watch in despair as minute repair-scarabs spill from his phylactery in a silvery tide to repair his rent form.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** staff of light. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | 18 | 3 | 2 | 5 | -2 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lord’s blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | +| Staff of light | Melee | 4 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Nanoscarab Amulet** (Wargear): The bearer has the Feel No Pain 5+ ability. +- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. +- **Destroyer Cult** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit. +- **Driven by Hatred** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Fly, Destroyer Cult, Lokhust Lord, Mounted, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Lokhust Lord + +**Wargear Options:** +- This model’s staff of light can be replaced with 1 Lord’s blade. +- This model can be equipped with one of the following:- 1 nanoscarab amulet +- 1 resurrection orb + +**Leader:** +Can lead: Lokhust Heavy Destroyers, Lokhust Destroyers + +**Points:** +- 1 model: 80pts + +--- + +# Lord + +**Role:** Characters + +*The Royal Courts of Necron dynasties include many lesser lords amongst their number, while fringeworld forces may be led by such beings. They are possessed of formidable cunning and martial strength, and the resurrection orbs they carry to war can overcharge the self-repair systems of nearby Necrons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** staff of light. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | 18 | 3 | 3 | 5 | -2 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Lord’s blade | Melee | 3 | 3 | 8 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. +- **Relentless March** (Datasheet): While this model is leading a unit, add 1" to the Move characteristic of models in that unit. +- **The Lord’s Will** (Datasheet): While this model is leading a unit, you can target that unit with Stratagems even when it is Battle-shocked. + +**Keywords:** Lord, Noble, Character, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Lord + +**Wargear Options:** +- This model’s staff of light can be replaced with 1 Lord’s blade. +- This model can be equipped with 1 resurrection orb. + +**Leader:** +Can lead: Necron Warriors, Immortals, Lychguard + +**Points:** +- 1 model: 65pts + +--- + +# Lychguard + +**Role:** Other + +*Incapable of disloyalty and clad in forms as resilient and resplendent as their masters’, Lychguard are the ultimate protectors. Whether reaping the foe with warscythes or advancing with dispersion shields locked and hyperphase swords thrumming, at close quarters these bodyguards are nigh on unstoppable.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** warscythe. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hyperphase sword | Melee | 3 | 3 | 6 | -2 | 1 | — | +| Warscythe | Melee | 2 | 3 | 8 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Dispersion Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Guardian Protocols** (Datasheet): While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll. + +**Keywords:** Infantry, Lychguard +**Faction Keywords:** Necrons + +**Unit Composition:** +- 5-10 Lychguard + +**Wargear Options:** +- All models in this unit can each have their warscythe replaced with 1 hyperphase sword and 1 dispersion shield. + +**Leader:** +Led By: Imotekh The Stormlord, Overlord, Lord, Nemesor Zahndrekh, Vargard Obyron, Trazyn The Infinite, Overlord with translocation shroud + +**Points:** +- 5 models: 85pts +- 10 models: 170pts + +--- + +# Monolith + +**Role:** Other + +*A Monolith is capable of skimming across the battlefield, or even descending from space. It can slaughter foes with its array of potent weapons, heal damage with the living metal of its hull and even teleport Necron reinforcements into battle through its shimmering eternity gate.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 22 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 4 gauss flux arcs; particle whip; portal of exile. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Death ray | 24 | 1 | 3 | 12 | -4 | D6+1 | sustained hits d3 | +| Gauss flux arc | 24 | 3 | 3 | 6 | -1 | 1 | lethal hits, rapid fire 3 | +| Particle whip | 24 | 3D6 | 3 | 8 | -1 | 2 | blast, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Portal of exile | Melee | 6 | 2 | 8 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Eternity Gate** (Datasheet): In the Reinforcements step of your Movement phase, you can select one Necrons Infantry unit from your army that is either in Reserves or on the battlefield (if you select the latter, remove that unit from the battlefield and place it into Reserves). That unit is then set up anywhere on the battlefield that is wholly within 6" of this model and not within Engagement Range of any enemy models. That unit cannot declare a charge this turn. + +**Keywords:** Vehicle, Titanic, Fly, Towering, Monolith +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Monolith + +**Wargear Options:** +- This model’s 4 gauss flux arcs can be replaced with 4 death rays. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 400pts + +--- + +# Necron Warriors + +**Role:** Battleline + +*Necron Warriors attack in rank upon shambling rank. Individually little more than mindless automata, they are relentless and deadly when commanded en masse. The Warriors’ metallic bodies can self-repair from even the most hideous damage, while their unceasing volleys of fire butcher the foe with mechanical efficiency.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** gauss flayer; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss flayer | 24 | 1 | 4 | 4 | 0 | 1 | lethal hits, rapid fire 1 | +| Gauss reaper | 12 | 2 | 4 | 4 | -1 | 1 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Their Number is Legion** (Datasheet): Each time this unit’s Reanimation Protocols activate, you can re-roll the dice to see how many wounds are reanimated. + +**Keywords:** Infantry, Battleline, Necron Warriors +**Faction Keywords:** Necrons + +**Unit Composition:** +- 10-20 Necron Warriors + +**Wargear Options:** +- Any number of models can each have their gauss flayer replaced with 1 gauss reaper. + +**Leader:** +Led By: Imotekh The Stormlord, Overlord, Lord, Nemesor Zahndrekh, Vargard Obyron, Orikan The Diviner, Trazyn The Infinite, Royal Warden, Technomancer, Psychomancer, Chronomancer, Plasmancer, Overlord with translocation shroud, Geomancer + +**Points:** +- 10 models: 90pts +- 20 models: 200pts + +--- + +# Nekrosor Ammentar + +**Role:** Characters + +*Death made manifest, Nekrosor Ammentar is a figure of horror even to other Necrons. Destroyer madness radiates from the Nekrosor like religious fervour, driving its legions to murderous ferocity. Yet none kill with the sheer relentless fury of the Nekrosor, whose Unmaker Gauntlet and enmitic disintegrators leave ruin in the monster’s wake.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 3+ | 9 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** enmitic disintegrators; Unmaker Gauntlet; blade tail and whip coils; nullstone field generator. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enmitic disintegrators | 18 | 4 | 2 | 6 | -2 | 1 | ignores cover, pistol, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade tail and whip coils | Melee | 6 | 2 | 6 | -1 | 1 | extra attacks | +| Unmaker Gauntlet | Melee | 6 | 2 | 10 | -3 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Protective Disciples** (Datasheet): While this model is within 3" of one or more other friendly Destroyer Cult units, this model has the Lone Operative ability. +- **Infectious Murder-madness (Aura)** (Datasheet): While a friendly NECRONS unit (excluding Monster and Titanic units) is within 6" of this model, each time a model in that unit makes an attack, if that model has the Destroyer Cult keyword or that enemy unit is the closest eligible target, that attack has the [SUSTAINED HITS 1] ability. +- **Prophet of Destruction** (Datasheet): Each time this model destroys an enemy unit, select one other friendly Destroyer Cult unit within 9" of it. Until the end of the phase, each time a model in that unit makes an attack, re-roll a Wound roll of 1. +- **Nullstone Field Generator (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. + +**Keywords:** Epic Hero, Destroyer Cult, Nekrosor Ammentar, Infantry, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Nekrosor Ammentar – EPIC HERO + +**Points:** +- 1 model: 185pts + +--- + +# Nemesor Zahndrekh + +**Role:** Characters + +*Nemesor Zahndrekh is one of the finest generals in the Sautekh Dynasty, expertly directing his own warriors while neutralising his enemies’ every gambit. This is especially impressive considering his degraded engrammatic state, which has left him convinced he still lives and breathes during the time of the Necrontyr.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** staff of light. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | 18 | 3 | 3 | 5 | -2 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Transient Madness** (Datasheet): While this model is leading a unit, at the start of your Command phase, roll one D6: until the start of your next Command phase, weapons equipped by models in that unit gain the ability below that corresponds with that roll: +- 1-2: [SUSTAINED HITS 1] +- 3-4: [LETHAL HITS] +- 5-6: [DEVASTATING WOUNDS] +- **Lord of Deceit (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +**Keywords:** Epic Hero, Nemesor Zahndrekh, Noble, Character, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Nemesor Zahndrekh – EPIC HERO + +**Leader:** +Can lead: Necron Warriors, Immortals, Lychguard + +**Points:** +- 1 model: 85pts + +--- + +# Night Scythe + +**Role:** Other + +*Many Necron invasions begin with Night Scythes flitting through a world’s void defences. Potent aerial fighters in their own right, Night Scythes also employ invasion beams to generate captive wormholes through which invading infantry can march direct from distant Necron tomb worlds to begin their conquests anew.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin tesla destructor; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Translocation Beams** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Necrons Infantry unit wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. +- **Quantum Invader** (Datasheet): This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Aircraft, Fly, Transport, Night Scythe, Vehicle +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Night Scythe + +**Transport:** +This model has a transport capacity of 1 Necrons Infantry unit. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Night Shroud + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin tesla destructor; armoured bulk + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Death Sphere Bombardment** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. + +**Keywords:** Night Shroud, Aircraft, Fly, Vehicle +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Night Shroud + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Obelisk + +**Role:** Other + +*The Necron Obelisk is a slab-sided war engine designed to ensure air superiority. When enemy aircraft draw near, the Obelisk unleashes a powerful gravitic pulse that races out through the skies over the battlefield and swats the foe’s fighters and airborne troops to the ground like luckless insects.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 4 tesla spheres; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tesla sphere | 24 | 6 | 3 | 7 | 0 | 1 | anti-fly 4+, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Gravitic Pulse** (Datasheet): At the start of your opponent’s Movement phase, you can select one enemy unit within 18" of and visible to this model. Until the end of the turn, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for that unit. In addition, if that unit can FLY, until the start of your next Movement phase, roll one D6 each time that unit ends any type of move: on a 4+, that unit suffers D3 mortal wounds. + +**Keywords:** Vehicle, Titanic, Fly, Towering, Obelisk +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Obelisk + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 300pts + +--- + +# Ophydian Destroyers + +**Role:** Other + +*Repugnant to other Necrons, Ophydian Destroyers echo elements of servile Canoptek Wraiths and reviled Flayed Ones in their murder-optimised bodies. Tunnelling through solid ferrocrete with frenzied violence and flickers of dimensional displacement, they burst into view to ambush, hack and rend their prey apart.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 3 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ophydian hyperphase weapons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ophydian hyperphase weapons | Melee | 5 | 3 | 4 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Plasmacyte** (Wargear): Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. + +**Designer’s Note:** *Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.* +- **Tunnelling Horrors** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. + +**Keywords:** Ophydian Destroyers, Destroyer Cult, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 3-6 Ophydian Destroyers + +**Wargear Options:** +- For every 3 models in this unit, this unit can have 1 Plasmacyte. + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Orikan The Diviner + +**Role:** Characters + +*Orikan is a master astromancer, using his knowledge of astral conjunctions to predict the tides of battle and empower himself with cosmic energies. He supplements these skills with chronomantic abilities that allow him to see events before they happen and know just where to aim his blows.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Staff of Tomorrow. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of Tomorrow | Melee | 2 | 3 | 4 | -3 | D3 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Master Chronomancer** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. +- **The Stars Are Right** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, triple the Attacks and Strength characteristics of this model’s Staff of Tomorrow and every successful Wound roll made for this model’s attacks scores a Critical Wound. + +**Keywords:** Epic Hero, Infantry, Character, Cryptek, Chronomancer, Orikan the Diviner +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Orikan the Diviner – EPIC HERO + +**Leader:** +Can lead: Necron Warriors, Immortals + +**Points:** +- 1 model: 80pts + +--- + +# Overlord with translocation shroud + +**Role:** Characters + +*With a translocation shroud drawn from their dynastic vaults, an Overlord can drive their android warriors in spectral surges towards the foe. Their living metal bodies phase swiftly through nether-realms allowing them to pass through rigid defences and even the flesh of mortal guardians to reach whatever prey or prize the Overlord demands.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Overlord’s blade; resurrection orb. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Overlord's blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. +- **My Will Be Done** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Translocation Shroud** (Datasheet): Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model or its base). + +**Keywords:** Infantry, Overlord with translocation shroud, Overlord, Noble, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Overlord with Translocation Shroud + +**Leader:** +Can lead: Necron Warriors, Lychguard, Immortals + +**Points:** +- 1 model: 85pts + +--- + +# Overlord + +**Role:** Characters + +*Overlords lead the Necron dynasties in battle. Their android minds are tremendously swift, their bodies implacably resilient and their weapons eldritch, ancient and lethal. Yet it is the Overlords’ indomitable wills that are perhaps their most fearsome assets, for with these they drive entire armies to war.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** tachyon arrow; Overlord’s blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | 18 | 3 | 2 | 5 | -2 | 1 | — | +| Tachyon arrow | 72 | 1 | 2 | 16 | -5 | D6+2 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Overlord’s blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | +| Staff of light | Melee | 4 | 2 | 5 | -2 | 1 | — | +| Voidscythe | Melee | 3 | 3 | 12 | -3 | 3 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. +- **My Will Be Done** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Implacable Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from that attack’s Damage characteristic. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Noble, Overlord, Infantry, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Overlord + +**Wargear Options:** +- This model’s tachyon arrow and Overlord’s blade can be replaced with one of the following:- 1 staff of light +- 1 voidscythe +- If this model is not equipped with a tachyon arrow, it can be equipped with 1 resurrection orb. + +**Leader:** +Can lead: Necron Warriors, Lychguard, Immortals + +**Points:** +- 1 model: 85pts + +--- + +# Plasmancer + +**Role:** Characters + +*Plasmancers are unsubtle annihilators. They are capable of wielding energy as a weapon itself rather than needing to bind it to other forms. Arcs of unstable lightning leap from their forms to wrack nearby foes, and with a gesture these Crypteks can channel those same energies into searing ranged blasts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasmic lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasmic lance | 18 | 3 | 4 | 7 | -3 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasmic lance | Melee | 2 | 4 | 7 | -3 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Harbinger of Destruction** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit. +- **Living Lightning** (Datasheet): In your Shooting phase, select one enemy unit within 18" of and visible to this model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this model) and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Character, Infantry, Cryptek, Plasmancer +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Plasmancer + +**Leader:** +Can lead: Necron Warriors, Immortals + +**Points:** +- 1 model: 55pts + +--- + +# Psychomancer + +**Role:** Characters + +*Psychomancers study the science of fear. They are expert manipulators, conjuring phantasms and temporary hard-light constructs that trigger primal survival instincts in their victims’ minds, or overload even the most advanced sensoria. No being is safe from the creeping tendrils of the Psychomancer’s art.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** abyssal lance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Abyssal lance | 18 | 1 | 4 | 6 | -3 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Abyssal lance | Melee | 1 | 4 | 6 | -3 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Nightmare Shroud (Aura)** (Datasheet): In the Battle-Shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 6" of this model, that enemy unit must take a Battle-Shock test, subtracting 1 from the test when it does so. +- **Harbinger of Despair** (Datasheet): Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-Shock test, subtracting 1 from the test when it does so. + +**Keywords:** Cryptek, Character, Infantry, Psychomancer +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Psychomancer + +**Leader:** +Can lead: Necron Warriors, Immortals + +**Points:** +- 1 model: 55pts + +--- + +# Royal Warden + +**Role:** Characters + +*Royal Wardens ensure their lord’s will is carried out by the dynasty’s vast armies. They possess the initiative to adapt the strategies of the phalanxes under their command with engrammatic logic. While they retain independence of thought, protocols buried deep within their living metal cortices render them unquestioningly loyal.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** relic gauss blaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Relic gauss blaster | 24 | 2 | 3 | 5 | -1 | 2 | lethal hits, rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Adaptive Strategy** (Datasheet): This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. +- **Engrammatic Logic** (Datasheet): Once per battle, at the start of any phase, you can select one friendly NECRONS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Character, Royal Warden, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Royal Warden + +**Leader:** +Can lead: Necron Warriors, Immortals + +**Points:** +- 1 model: 50pts + +--- + +# Sentry Pylon + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** gauss exterminator. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Focused death ray | 36 | 6 | 4 | 8 | -2 | 2 | sustained hits 2 | +| Gauss exterminator | 48 | 1 | 4 | 14 | -3 | 6 | lethal hits | +| Heat cannon | 36 | 2 | 4 | 9 | -4 | D6 | melta 4 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Teleportation Matrix** (Datasheet): Once per battle, at the end of your opponent’s turn, if this FORTIFICATION is not within Engagement Range of one or more enemy units, you can remove it from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this FORTIFICATION is not on the battlefield, it is destroyed. +- **Phase-shifted Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Vehicle, Fortification, Sentry Pylon +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Sentry Pylon + +**Wargear Options:** +- This model’s gauss exterminator can be replaced with one of the following:- 1 focused death ray +- 1 heat cannon + +**Points:** +- 1 model: 120pts + +--- + +# Seraptek Heavy Construct + +**Role:** Other + +*The Seraptek Heavy Construct wields energies that can disintegrate organic and mechanical matter. Despite its bulk, the Seraptek is an agile machine, exerting dominance over nearby Canoptek-class constructs. What purpose this colossus was originally intended for is unknown, but as a weapon of war it is truly devastating.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 24 | 7+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 singularity generators; titanic forelimbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Singularity generator | 36 | 2D6 | 3 | 10 | -3 | 4 | blast, devastating wounds | +| Synaptic obliterator | 48 | 8 | 3 | 5 | -1 | 2 | sustained hits 2 | +| Transdimensional projector | 48 | 2 | 3 | 24 | -4 | D6+4 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Titanic forelimbs – strike | Melee | 6 | 3 | 14 | -3 | 5 | — | +| Titanic forelimbs – sweep | Melee | 12 | 3 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Terrifying Monstrosity** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. +- **Titanic Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. + +**Keywords:** Seraptek Heavy Construct, Titanic, Walker, Vehicle, Towering +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Seraptek Heavy Construct + +**Wargear Options:** +- This model’s 2 singularity generators can be replaced with 2 synaptic obliterators and 2 transdimensional projectors. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 540pts + +--- + +# Skorpekh Destroyers + +**Role:** Other + +*Skorpekh Destroyers favour overwhelming close-quarters violence to slaughter their victims. Though ungainly off the battlefield, in combat their tripod limbs allow them to pass through enemy lines in a madcap pirouette of slashing hyperphase blades, nigh on impossible to evade or parry.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 3 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Skorpekh hyperphase weapons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skorpekh hyperphase weapons | Melee | 4 | 3 | 7 | -2 | 2 | — | + +**Abilities:** +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Plasmacyte** (Wargear): Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. + +**Designer’s Note:** *Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.* +- **Whirling Onslaught** (Datasheet): Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. If this unit made a Charge move this turn, you can re-roll the Hit roll instead. + +**Keywords:** Destroyer Cult, Skorpekh Destroyers, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 3-6 Skorpekh Destroyers + +**Wargear Options:** +- For every 3 models in this unit, this unit can have 1 Plasmacyte. + +**Leader:** +Led By: Skorpekh Lord + +**Points:** +- 3 models: 90pts +- 6 models: 180pts + +--- + +# Skorpekh Lord + +**Role:** Characters + +*Skorpekh Lords have fallen far from their noble beginnings, allowing an obsession with slaughter to twist their bodies and minds. Lurching forward on tripod bodies, their enmitic annihilators blast victims messily apart as their claws and blades lash out to reap a crimson harvest across the battlefield.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 7 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** enmitic annihilator; flensing claw; hyperphase harvester. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enmitic annihilator | 18 | 2 | 2 | 6 | -1 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flensing claw | Melee | 8 | 2 | 6 | -1 | 1 | — | +| Hyperphase harvester | Melee | 4 | 2 | 10 | -3 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **United In Destruction** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Crimson Harvest** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D3+3 mortal wounds. + +**Keywords:** Character, Infantry, Skorpekh Lord, Destroyer Cult +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Skorpekh Lord + +**Leader:** +Can lead: Skorpekh Destroyers + +**Points:** +- 1 model: 90pts + +--- + +# Technomancer + +**Role:** Characters + +*Technomancers possess the power to augment and swiftly repair Necron units in the field. Some Technomancers use Canoptek cloaks to flit swiftly to wherever they are needed most, while others employ the nanoscarab beams of their Canoptek control nodes to augment from afar.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 4+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** staff of light. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | 18 | 3 | 4 | 5 | -2 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of light | Melee | 2 | 4 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Rites of Reanimation** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Technomancer** (Datasheet): At the end of your Movement phase, you can select one friendly NECRONS model within 6" of the bearer. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn. + +**Keywords:** Technomancer, Fly, Infantry, Character, Cryptek +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Technomancer + +**Leader:** +Can lead: Immortals, Canoptek Wraiths, Necron Warriors + +**Points:** +- 1 model: 80pts + +--- + +# Tesseract Ark + +**Role:** Other + +*Tesseract Arks are rare war machines of immense power, containing a singularity chamber that holds in stasis a fragment of a dying star. Siphoning off this cosmic energy, the Tesseract Ark can unleash terrible destruction, blasting foes with solar fire or excoriating particle winds, all while shielding itself within a field of gravitational distortion.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** tesseract singularity chamber; 2 tesla cannons; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | +| Particle beamer | 18 | D6 | 3 | 6 | 0 | 1 | blast, devastating wounds | +| Tesla cannon | 24 | 4 | 3 | 6 | 0 | 1 | sustained hits 2 | +| Tesseract singularity chamber – particle hurricane | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | +| Tesseract singularity chamber – seismic lash | 36 | D3 | 3 | 9 | -3 | D6+1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Gravitational Field** (Datasheet): Each time an enemy unit selects this model as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other reductions to that Charge roll). + +**Keywords:** Fly, Tesseract Ark, Vehicle +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Tesseract Ark + +**Wargear Options:** +- This model’s 2 tesla cannons can be replaced with one of the following:- 2 gauss cannons +- 2 particle beamers + +**Points:** +- 1 model: 130pts + +--- + +# Tesseract Vault + +**Role:** Other + +*These super-heavy war engines channel the furious might of imprisoned Transcendent C’tan Shards, unleashing one unnatural phenomenon after another upon the foe. Yet should they ever be destroyed and the C’tan inside freed, the god-shard’s wrath will be great indeed, and all should fear its rampage.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 2+ | 24 | 7+ | 8 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 4 tesla spheres; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tesla spheres | 24 | 6 | 3 | 7 | 0 | 1 | sustained hits 2 | +| Antimatter Meteor | 24 | D6+3 | 3 | 10 | -3 | 3 | blast, devastating wounds, indirect fire, c'tan power | +| Cosmic Fire | 18 | 3D6 | N/A | 6 | -2 | 1 | ignores cover, devastating wounds, torrent, c'tan power | +| Time’s Arrow | 24 | 1 | 2 | 3 | -2 | 6 | anti-character 4+, devastating wounds, precision, c'tan power | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Powers of the C’tan** (Datasheet): In your Shooting phase, when this model is selected to shoot, first select up to two different C’tan Powers weapons (see left). Until the end of the phase, this model is equipped with those weapons in addition to its other weapons (this model cannot make attacks with any other C’tan Powers weapon you did not select in this way this phase). + +**Keywords:** Vehicle, Titanic, Fly, Towering, Tesseract Vault +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Tesseract Vault + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and you can only select one of the C’tan Powers weapons in your Shooting phase, instead of two. + +**Points:** +- 1 model: 425pts + +--- + +# The Silent King + +**Role:** Characters + +*The Silent King rides to war aboard his dais of dominion, flanked by the phaerons of his Triarch and orbited by crackling noctilith menhirs. He unleashes god-like powers of annihilation upon his dismayed foes, even as his absolute authority radiates out to empower the Necron legions and drive them to inevitable victory.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| SZAREKH | 8" | 10 | 2+ | 16 | 6+ | 6 | +| TRIARCHAL MENHIR | 8" | 10 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Szarekh is equipped with:** Sceptre of Eternal Glory; Staff of Stars; Weapons of the Final Triarch. + +**Every Triarchal Menhir is equipped with:** annihilator beam; armoured bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Annihilator beam | 24 | 1 | 2 | 14 | -4 | 6 | — | +| Sceptre of Eternal Glory | 24 | 2 | 2 | 10 | -3 | 3 | devastating wounds | +| Staff of Stars | 24 | 12 | 2 | 6 | -1 | 1 | indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured bulk | Melee | 1 | 4 | 4 | 0 | 1 | — | +| Weapons of the Final Triarch | Melee | 12 | 2 | 8 | -3 | 2 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Voice of the Triarch** (Datasheet): At the start of the battle round, select one Triarch ability (see left). Until the start of the next battle round, this unit has that ability. +- **The Silent King** (Datasheet): While a friendly NECRONS unit is within 6" of this unit’s Szarekh model, improve that unit’s Leadership characteristic by 1. +- **SUPREME COMMANDER** (Special (правая колонка)): If this unit is in your army, it must be your Warlord. +- **TRIARCHAL MENHIRS** (Special (правая колонка)): If this unit’s Szarekh model is destroyed, all of this unit’s remaining Triarchal Menhir models are also destroyed. +- **Phaeron of the Stars (Aura)** (Primarch): While a friendly NECRONS unit (excluding Monster units) is within 6" of this unit’s Szarekh model, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **Phaeron of the Blades (Aura)** (Primarch): While a friendly NECRONS unit (excluding Monster units) is within 6" of this unit’s Szarekh model, you can re-roll Charge rolls made for that unit and each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Relentless March (Aura)** (Primarch): While a friendly NECRONS unit (excluding Monster units) is within 6" of this unit’s Szarekh model, add 2" to the Move characteristic of models in that unit. + +**Keywords:** The Silent King, Triarch, Character, Vehicle, Epic Hero +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Szarekh – EPIC HERO +- 2 Triarchal Menhirs + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this unit’s Szarekh model has 1-6 wounds remaining, halve the Attacks characteristic of that model’s weapons, and each time this unit makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 3 models: 400pts + +--- + +# Tomb Blades + +**Role:** Other + +*Tomb Blades are fast assault skimmers whose spiralling attack patterns are based on fractal hyperlogic. They are well armed, often afforded extra protection by the addition of darkness-generating shadowlooms or armoured shieldvanes. Others employ nebuloscopes to target the foe through even solid fortifications.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin gauss blaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Particle beamer | 18 | D6 | 3 | 5 | 0 | 1 | blast, devastating wounds | +| Twin gauss blaster | 24 | 2 | 3 | 5 | -1 | 1 | lethal hits, twin-linked | +| Twin tesla carbine | 24 | 2 | 3 | 5 | 0 | 1 | assault, sustained hits 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Nebuloscope** (Wargear): Ranged weapons equipped by the bearer have the [IGNORES COVER] ability. +- **Shadowloom** (Wargear): The bearer has the Stealth ability. +- **Shieldvanes** (Wargear): The bearer has a 3+ Save characteristic and a Move characteristic of 8". +- **Evasion Engrams** (Datasheet): In your Shooting phase, after this unit has shot, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Mounted, Fly, Tomb Blades +**Faction Keywords:** Necrons + +**Unit Composition:** +- 3-6 Tomb Blades + +**Wargear Options:** +- Any number of models can each have their twin gauss blaster replaced with one of the following:- 1 particle beamer +- 1 twin tesla carbine +- Any number of models can each be equipped with 1 shieldvanes. +- Any number of models can each be equipped with one of the following:- 1 nebuloscope +- 1 shadowloom + +**Points:** +- 3 models: 75pts +- 6 models: 150pts + +--- + +# Tomb Citadel Walls + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 50 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +This unit is equipped with: nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauss exterminator | 48 | 1 | 4 | 14 | -3 | 6 | lethal hits | +| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Ziggurat Dock** (Datasheet): One friendly Monolith, Obelisk, Tesseract Vault or Sentry Pylon model can start the battle on top of this FORTIFICATION’s ziggurat platform. While such a model is on this platform, that model’s ranged weapons have the [HEAVY] ability. Any friendly model can be set up or end any type of move on the ramps or platform sections of this FORTIFICATION. +- **Phased Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Titanic, Tomb Citadel, Vehicle +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Tomb Citadel + +**Wargear Options:** +- This unit can be equipped with one of the following:- 1 gauss exterminator and 1 twin tesla destructor +- 2 gauss exterminators +- 2 twin tesla destructors + +**Damaged Profile:** +Remaining Wounds: 1-15 +While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 920pts + +--- + +# Transcendent C’tan + +**Role:** Characters + +*Shards of the C’tan serve the Necrons as enslaved living weapons. Greatest amongst them are the Transcendent C’tan, whose fury and power are so terrifying that they must be trammelled using the full might of Necron technology. When their cosmic powers are unleashed, reality itself is torn asunder.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 16 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** seismic assault; crackling tendrils. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Seismic assault | 12 | 6 | 2 | 8 | -2 | 2 | assault, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crackling tendrils | Melee | 8 | 2 | 10 | -3 | D6 | sustained hits 1 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Transdimensional Displacement** (Datasheet): Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. +- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. +- **C’TAN SHARD** (Fortification (левая колонка)): This model cannot be given Enhancements. + +**Keywords:** Monster, Character, Fly, Transcendent C’tan +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Transcendent C’tan + +**Points:** +- 1 model: 315pts + +--- + +# Trazyn The Infinite + +**Role:** Characters + +*A thief of moments in history, Trazyn takes to the battlefield to acquire that which cunning cannot secure. His Empathic Obliterator triggers psionic shock waves that kill not only his immediate victim, but those of a like mind nearby, while his ability to leap from one surrogate body to the next ensures he is hard to slay indeed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Empathic Obliterator. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Empathic Obliterator | Melee | 4 | 2 | 7 | 0 | D3 | sustained hits d3 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Ancient Collector** (Datasheet): While this model is leading a unit, at the end of your Command phase, if that unit is within range of an objective marker you control, it remains under your control, even if you have no models within range of it, until your opponent controls it at start or end of any turn. +- **Surrogate Hosts** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you can select one other friendly Necrons Infantry Character model on the battlefield (excluding Skorpekh Lord or Epic Hero models). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is put in its place, with all of its wounds remaining (if the selected model was leading a unit, this model now attaches to that unit as its Leader). + +**Keywords:** Character, Epic Hero, Noble, Trazyn the Infinite, Infantry +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Trazyn the Infinite – EPIC HERO + +**Leader:** +Can lead: Necron Warriors, Immortals, Lychguard + +**Points:** +- 1 model: 75pts + +--- + +# Triarch Praetorians + +**Role:** Other + +*Triarch Praetorians fight tirelessly to uphold the ancient dynastic codes of their race. Whether blasting the foe with antimatter particles, impaling them on their flickering voidblades or immolating them with their rods of covenant, the Praetorians’ gravity displacement packs and combat prowess make them truly deadly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** rod of covenant. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Particle caster | 12 | 3 | 3 | 5 | 0 | 1 | devastating wounds, pistol | +| Rod of covenant | 12 | 1 | 3 | 5 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rod of covenant | Melee | 3 | 3 | 5 | -2 | 2 | — | +| Voidblade | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Relentless Combatants** (Datasheet): You can re-roll Charge rolls made for this unit, and this unit is eligible to declare a charge in a turn in which it Fell Back. + +**Keywords:** Triarch, Infantry, Fly, Praetorians +**Faction Keywords:** Necrons + +**Unit Composition:** +- 5-10 Triarch Praetorians + +**Wargear Options:** +- All models in this unit can each have their rod of covenant replaced with 1 particle caster and 1 voidblade. + +**Points:** +- 5 models: 90pts +- 10 models: 180pts + +--- + +# Triarch Stalker + +**Role:** Other + +*Triarch Stalkers are agile combat walkers whose heavy firepower makes them excellent tank-hunters and anti-infantry assault units both. As though their focused blasts of energy and flame were not enough, they can also augment the targeting of nearby Necron forces to further punish the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 3+ | 12 | 7+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heat ray; Stalker’s forelimbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heat ray – dispersed | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heat ray – focused | 18 | 2 | 3 | 9 | -4 | D6 | melta 4 | +| Particle shredder | 18 | D6+6 | 2 | 7 | 0 | 1 | blast, devastating wounds | +| Heavy gauss cannon array | 24 | 6 | 3 | 8 | -2 | 2 | lethal hits | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stalker’s forelimbs | Melee | 4 | 3 | 7 | -1 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Targeting Relay** (Datasheet): In your Shooting phase, each time this model is selected to shoot, after resolving its attacks, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. + +**Keywords:** Vehicle, Walker, Triarch, Stalker +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Triarch Stalker + +**Wargear Options:** +- This model’s heat ray can be replaced with one of the following:- 1 particle shredder +- 1 heavy gauss cannon array + +**Points:** +- 1 model: 110pts + +--- + +# Vargard Obyron + +**Role:** Characters + +*Obyron is Nemesor Zahndrekh’s devoted bodyguard. He is a tremendously skilled close-quarters combatant. Moreover, thanks to his ghostwalk mantle, he is always ready to teleport back to his master’s side and place his resilient living metal form between Zahndrekh and harm, striking the foe down before they can react.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** warscythe. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warscythe | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: +- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound +- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. +Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. + +**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. +- **Ghostwalk Mantle** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. +- **The Vargard’s Duty** (Datasheet): While this model is in the same unit as Nemesor Zahndrekh, Character models in that unit have the Feel No Pain 4+ ability. + +**Keywords:** Infantry, Vargard Obyron, Epic Hero, Character +**Faction Keywords:** Necrons + +**Unit Composition:** +- 1 Vargard Obyron – EPIC HERO + +**Leader:** +Can lead: Necron Warriors, Immortals, Lychguard + +**Points:** +- 1 model: 85pts diff --git a/cogitator/factions/necrons/datasheets/annihilation-barge.md b/cogitator/factions/necrons/datasheets/annihilation-barge.md deleted file mode 100644 index a62172b..0000000 --- a/cogitator/factions/necrons/datasheets/annihilation-barge.md +++ /dev/null @@ -1,53 +0,0 @@ -# Annihilation Barge - -**Role:** Other - -*Slow-moving but deadly, Annihilation Barges serve as anti-infantry fire support platforms. They are often deployed to watch over important strategic locations, gliding serenely into position upon a cushion of repulsion energies before unleashing furious storms of eldritch lightning from their massive cannons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 3+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** gauss cannon; twin tesla destructor; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | -| Tesla cannon | 24 | 4 | 3 | 6 | 0 | 1 | sustained hits 2 | -| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Malevolent Arcing** (Datasheet): In your Shooting phase, each time you select a target for this model’s twin tesla destructor, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 5+, the unit being rolled for is struck by arcing energies; after resolving all of this model’s attacks against the target unit, each unit struck by arcing energies suffers D3 mortal wounds. - -**Keywords:** Annihilation Barge, Fly, Vehicle -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Annihilation Barge - -**Wargear Options:** -- This model’s gauss cannon can be replaced with 1 tesla cannon. - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/necrons/datasheets/anrakyr-the-traveller.md b/cogitator/factions/necrons/datasheets/anrakyr-the-traveller.md deleted file mode 100644 index bdf9cce..0000000 --- a/cogitator/factions/necrons/datasheets/anrakyr-the-traveller.md +++ /dev/null @@ -1,68 +0,0 @@ -# Anrakyr The Traveller - -**Role:** Characters - -*Anrakyr voyages from one tomb world to the next at the head of his veteran Pyrrhian Eternals. His tachyon arrow can unleash an unstoppable thunderbolt of energy, capable of shattering mountains, and his will is so great that he can even seize temporary control of his enemies’ engines of war.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** tachyon arrow; warscythe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tachyon arrow | 72 | 1 | 2 | 16 | -5 | D6+2 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warscythe | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Lord of the Pyrrhian Eternals** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll. -- **Mind in the Machine** (Datasheet): At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to this model. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Epic Hero, Noble, Anrakyr the Traveller, Infantry, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Anrakyr the Traveller – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Immortals - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-acanthrites.md b/cogitator/factions/necrons/datasheets/canoptek-acanthrites.md deleted file mode 100644 index 617ffdd..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-acanthrites.md +++ /dev/null @@ -1,49 +0,0 @@ -# Canoptek Acanthrites - -**Role:** Other - -*Canoptek Acanthrites are created for a single purpose: the destruction of those who have dared to claim the ancient empire of the Necrontyr. Acanthrites’ articulated bodies are armed with hyper-phased voidblades and high-powered thermal cutting beams, enabling them to carve through and dissemble solid matter as though it were not there.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 2 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** cutting beam; voidblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cutting beam | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Voidblade | Melee | 3 | 4 | 5 | -2 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Damaged Armour** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly NECRONS model makes an attack that targets that unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Acanthrites, Canoptek, Fly, Beasts -**Faction Keywords:** Necrons - -**Unit Composition:** -- 3-6 Canoptek Acanthrites - -**Wargear Options:** -- None - -**Points:** -- 3 models: 85pts -- 6 models: 170pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-doomstalker.md b/cogitator/factions/necrons/datasheets/canoptek-doomstalker.md deleted file mode 100644 index 055a59f..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-doomstalker.md +++ /dev/null @@ -1,53 +0,0 @@ -# Canoptek Doomstalker - -**Role:** Other - -*Canoptek Doomstalkers stride with eerie grace. Whether prowling their masters’ armouries as tireless sentinels or providing mobile fire support to the Necron legions, the Doomstalkers annihilate all those who dare stand against them with searing salvoes from their doomsday blasters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 3+ | 12 | 8+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** doomsday blaster; twin gauss flayer; Doomstalker limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Doomsday blaster | 48 | D6+1 | 4 | 14 | -3 | 3 | blast, heavy | -| Twin gauss flayer | 24 | 1 | 4 | 4 | 0 | 1 | lethal hits, rapid fire 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Doomstalker limbs | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Sentinel Construct** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+. - -**Keywords:** Vehicle, Walker, Canoptek, Doomstalker -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Canoptek Doomstalker - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-macrocytes.md b/cogitator/factions/necrons/datasheets/canoptek-macrocytes.md deleted file mode 100644 index 18a2f0e..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-macrocytes.md +++ /dev/null @@ -1,66 +0,0 @@ -# Canoptek Macrocytes - -**Role:** Other - -*Swarms of Canoptek Macrocytes descend on those foolish enough to disturb Necron tombs or interfere with their Cryptek masters. Able to both augment the systems of fellow Canoptek constructs while also harassing and mauling enemy forces, these swift-skimming insectile horrors are far more dangerous than they seem at first glance.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 4+ | 1 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** gauss scalpel; claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atomiser beam | 12 | 1 | 4 | 6 | -1 | 1 | — | -| Gauss scalpel | 18 | 1 | 4 | 4 | -1 | 1 | lethal hits | -| Tesla caster | 18 | 1 | 4 | 5 | 0 | 1 | assault, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Claws | Melee | 2 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Harassment Swarm (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 3" of this unit, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **Accelerator Mandible** (Wargear): At the start of the Fight phase, select one friendly Canoptek unit within 3" of the bearer’s unit. Until the end of the phase, improve the Weapon Skill characteristic of weapons equipped by models in that unit by 1. -- **Nanoscarab Projector** (Wargear): Once per battle round, when a friendly NECRONS unit within 3" of the bearer activates its Reanimation Protocols, the bearer can use this ability. If it does, that unit reanimates 1 additional wound. - -**Keywords:** Beasts, Fly, Canoptek, Macrocytes -**Faction Keywords:** Necrons - -**Unit Composition:** -- 5 Canoptek Macrocytes - -**Wargear Options:** -- All models in this unit can each have their gauss scalpel replaced with 1 tesla caster. -- 1 model’s gauss scalpel or tesla caster can be replaced with 1 atomiser beam and 1 nanoscarab projector. -- 1 model’s gauss scalpel or tesla caster can be replaced with 1 accelerator mandible. - -**Leader:** -Led By: Geomancer - -**Points:** -- 5 models: 85pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-reanimator.md b/cogitator/factions/necrons/datasheets/canoptek-reanimator.md deleted file mode 100644 index 08b60f9..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-reanimator.md +++ /dev/null @@ -1,47 +0,0 @@ -# Canoptek Reanimator - -**Role:** Other - -*Canoptek Reanimators prowl the Necron lines, shooting out ethereal beams swarming with nanoscarabs. Necrons touched by these eerie lights stagger to their feet, resurrected, repaired and ready to fight again. Foes are less fortunate, wailing in agony as their atoms are torn apart and recombined in a hideous, gory fashion.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 6 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 atomiser beams; Reanimator’s claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atomiser beam | 12 | 3 | 4 | 6 | -2 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reanimator’s claws | Melee | 4 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Nanoscarab Reanimation Beam (Aura)** (Datasheet): While a friendly NECRONS unit is within 3" of this model, each time that unit’s Reanimation Protocols activate, that unit reanimates an additional D3 wounds. - -**Keywords:** Vehicle, Walker, Canoptek, Reanimator -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Canoptek Reanimator - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-scarab-swarms.md b/cogitator/factions/necrons/datasheets/canoptek-scarab-swarms.md deleted file mode 100644 index 9f64c27..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-scarab-swarms.md +++ /dev/null @@ -1,39 +0,0 @@ -# Canoptek Scarab Swarms - -**Role:** Other - -*Canoptek Scarabs attack in skimming swarms. They descend upon the enemy with high-pitched chitters before breaking down infantry and tanks alike into raw energy with their feeder mandibles. Often attacking as the first wave of a Necron assault, these mechanical insectoids spread fear and destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 2 | 6+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** feeder mandibles. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Feeder mandibles | Melee | 6 | 5 | 2 | 0 | 1 | lethal hits | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Self-destruction** (Datasheet): At the start of the Fight phase, if this unit is within Engagement Range of one or more enemy units, you can select one model in this unit to destroy. If you do, select one enemy unit within Engagement Range of that model and roll one D6, adding 1 to the result if that unit is a VEHICLE. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds. -- **Chittering swarm** (Datasheet): While an enemy unit is within Engagement Range of this unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1). While this unit is within 6" of one or more friendly CRYPTEK models, the Objective Control characteristic of models in this unit is 1. - -**Keywords:** Fly, Swarm, Canoptek, Scarab Swarms -**Faction Keywords:** Necrons - -**Unit Composition:** -- 3-6 Canoptek Scarab Swarms - -**Points:** -- 3 models: 40pts -- 6 models: 80pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-spyders.md b/cogitator/factions/necrons/datasheets/canoptek-spyders.md deleted file mode 100644 index 3641db1..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-spyders.md +++ /dev/null @@ -1,56 +0,0 @@ -# Canoptek Spyders - -**Role:** Other - -*Canoptek Spyders are formidable control-and-repair constructs, augmented with battlefield support systems. Whether blasting enemies with particle beamers, warding off empyric energies with gloom prisms or fabricating and unleashing fresh waves of Canoptek Scarabs, they are a force to be reckoned with.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 3+ | 6 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** automaton claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Particle beamer | 18 | D6 | 3 | 6 | 0 | 1 | blast, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Automaton claws | Melee | 5 | 4 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Fabricator Claw Array (Aura)** (Wargear): While a friendly Necrons Vehicle unit is within 6" of the bearer, that unit has the Feel No Pain 6+ ability. -- **Gloom Prism (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. -- **Canoptek Swarm** (Datasheet): In your Command phase, select one friendly Canoptek Scarab Swarm unit within 6" of this unit. One destroyed model is returned to that CANOPTEK SCARAB SWARM unit for each SPYDER model in this unit. - -**Keywords:** Vehicle, Fly, Canoptek, Spyders -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1-2 Canoptek Spyders - -**Wargear Options:** -- Any number of models can each be equipped with 2 particle beamers. -- Any number of models can each be equipped with 1 fabricator claw array. -- Any number of models can each be equipped with 1 gloom prism. - -**Points:** -- 1 model: 75pts -- 2 models: 150pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-tomb-crawlers.md b/cogitator/factions/necrons/datasheets/canoptek-tomb-crawlers.md deleted file mode 100644 index 0c9b5c2..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-tomb-crawlers.md +++ /dev/null @@ -1,47 +0,0 @@ -# Canoptek Tomb Crawlers - -**Role:** Other - -*Lumbering weapon platforms and loyal bodyguards, Canoptek Tomb Crawlers are usually seen fighting alongside their Cryptek masters. They select and eliminate their targets with dogged persistence, their aim unwavering as they blast their victims to blackened ruin or pitch them screaming into dimensional oubliettes from which there is no escape.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 3+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin gauss reaper; claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Transdimensional isolator | 12 | 2 | 4 | 4 | -2 | 2 | — | -| Twin gauss reaper | 12 | 2 | 4 | 4 | -1 | 1 | lethal hits, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Claws | Melee | 4 | 4 | 6 | -1 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Weapon Sentinels** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit within 12", you can ignore any or all modifiers to the following: that attack’s Ballistic Skill characteristic; the Hit roll; the Wound roll. -- **CANOPTEK RETINUE** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Cryptek model (a unit cannot have more than one TOMB CRAWLERS unit joined to it and cannot have both a TOMB CRAWLERS and a Cryptothralls unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Tomb Crawlers, Canoptek, Beasts -**Faction Keywords:** Necrons - -**Unit Composition:** -- 2 Canoptek Tomb Crawlers - -**Wargear Options:** -- 1 model’s twin gauss reaper can be replaced with 1 transdimensional isolator. - -**Points:** -- 2 models: 50pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-tomb-sentinel.md b/cogitator/factions/necrons/datasheets/canoptek-tomb-sentinel.md deleted file mode 100644 index 62dc845..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-tomb-sentinel.md +++ /dev/null @@ -1,51 +0,0 @@ -# Canoptek Tomb Sentinel - -**Role:** Other - -*Both guardian and aggressor, the Tomb Sentinel is a heavily modified variant of the Tomb Stalker, which forgoes that device’s close-combat ability in favour of an exile cannon. This ancient weapon casts its target into other dimensional realms beyond the material universe, removing trespassers and upstarts as though they never existed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 9 | 8+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** exile cannon; Tomb Sentinel claws; gloom prism. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exile cannon | 18 | D6+1 | 4 | 10 | -2 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tomb Sentinel claws | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Gloom Prism (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Aggressor Guardian** (Datasheet): Each time an attack targets this model, if this model is within range of an objective marker, worsen the Armour Penetration characteristic of that attack by 1. In addition, each time this model makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Monster, Canoptek, Tomb Sentinel -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Canoptek Tomb Sentinel - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-tomb-stalker.md b/cogitator/factions/necrons/datasheets/canoptek-tomb-stalker.md deleted file mode 100644 index 2e63eea..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-tomb-stalker.md +++ /dev/null @@ -1,51 +0,0 @@ -# Canoptek Tomb Stalker - -**Role:** Other - -*Armed with gauss weaponry and rows of razor-sharp legs, Tomb Stalkers are unliving machines built to protect the sepulchres of Necron lords. Its arcane senses can detect life through hundreds of metres of solid rock, and once its prey has been detected, it closes in for the kill, using a form of phase field to part matter like water.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 9 | 8+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** gauss slicers; Tomb Stalker claws; gloom prism. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss slicers | 24 | 8 | 4 | 5 | -1 | 1 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tomb Stalker claws | Melee | 6 | 4 | 6 | -1 | 2 | sustained hits 1 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Gloom Prism (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Snaking Ambush** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Monster, Canoptek, Tomb Stalker -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Canoptek Tomb Stalker - -**Wargear Options:** -- None - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/necrons/datasheets/canoptek-wraiths.md b/cogitator/factions/necrons/datasheets/canoptek-wraiths.md deleted file mode 100644 index 90e257d..0000000 --- a/cogitator/factions/necrons/datasheets/canoptek-wraiths.md +++ /dev/null @@ -1,53 +0,0 @@ -# Canoptek Wraiths - -**Role:** Other - -*These constructs serve as the eyes and ears of their masters while tomb worlds slumber, and as spectral assassins once their armies march out to war. Their dimensional destabilisation matrices allow them to phase in and out of reality, passing through solid objects and sliding their talons through armour, flesh and bone.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 4 | 8+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** vicious claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Particle caster | 12 | 3 | 4 | 5 | 0 | 1 | devastating wounds, pistol | -| Transdimensional beamer | 12 | 1 | 4 | 4 | -2 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vicious claws | Melee | 4 | 4 | 6 | -1 | 2 | — | -| Whip coils | Melee | 8 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Wraith Form** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Beasts, Fly, Canoptek, Wraiths -**Faction Keywords:** Necrons - -**Unit Composition:** -- 3-6 Canoptek Wraiths - -**Wargear Options:** -- Any number of models can each be equipped with one of the following:- 1 particle caster -- 1 transdimensional beamer -- Any number of models can each have their vicious claws replaced with whip coils. - -**Leader:** -Led By: Technomancer - -**Points:** -- 3 models: 110pts -- 6 models: 220pts diff --git a/cogitator/factions/necrons/datasheets/catacomb-command-barge.md b/cogitator/factions/necrons/datasheets/catacomb-command-barge.md deleted file mode 100644 index a37cf86..0000000 --- a/cogitator/factions/necrons/datasheets/catacomb-command-barge.md +++ /dev/null @@ -1,58 +0,0 @@ -# Catacomb Command Barge - -**Role:** Characters - -*Some Necron nobles ride to battle enthroned on Catacomb Command Barges. These armoured skimmers beam out carrier waves that bear a noble’s orders directly to the dynasty’s legions, while also providing them with quantum shielding, heavy gauss firepower and a fast-moving platform from which to fight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 3+ | 9 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** gauss cannon; staff of light. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | -| Staff of light | 18 | 3 | 2 | 5 | -2 | 1 | — | -| Tesla cannon | 24 | 4 | 3 | 6 | 0 | 1 | sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Overlord’s blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | -| Staff of light | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Resurrection Orb** (Wargear): Once per battle, at the end of any phase, select one friendly NECRONS INFANTRY or NECRONS MOUNTED unit within 6" of the bearer and resurrect that unit. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. -- **Carrier Wave (Aura)** (Datasheet): While a friendly NECRONS unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit. -- **Advanced Quantum Shielding** (Datasheet): Each time an attack targets this model, if the Strength characteristic of that attack is greater than this model’s Toughness characteristic, subtract 1 from the Wound roll. - -**Keywords:** Vehicle, Character, Fly, Catacomb Command Barge -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Catacomb Command Barge - -**Wargear Options:** -- This model’s gauss cannon can be replaced with 1 tesla cannon. -- This model’s staff of light can be replaced with 1 Overlord’s blade. -- This model can be equipped with 1 resurrection orb. - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/necrons/datasheets/chronomancer.md b/cogitator/factions/necrons/datasheets/chronomancer.md deleted file mode 100644 index 7c06f0b..0000000 --- a/cogitator/factions/necrons/datasheets/chronomancer.md +++ /dev/null @@ -1,64 +0,0 @@ -# Chronomancer - -**Role:** Characters - -*Chronomancers are Crypteks who harness temporal energies, their aeonstaves slowing down or speeding up weaponised time. Their timesplinter mantles use crystallised moments to confound enemy blows, while their chronometrons hasten allies through time itself.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** aeonstave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeonstave | 18 | D6 | 4 | 5 | -1 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aeonstave | Melee | 3 | 4 | 5 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Timesplinter Mantle** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Chronometron** (Datasheet): In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 5" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge. - -**Keywords:** Infantry, Character, Cryptek, Chronomancer -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Chronomancer - -**Leader:** -Can lead: Necron Warriors, Immortals - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/necrons/datasheets/convergence-of-dominion.md b/cogitator/factions/necrons/datasheets/convergence-of-dominion.md deleted file mode 100644 index cad8f85..0000000 --- a/cogitator/factions/necrons/datasheets/convergence-of-dominion.md +++ /dev/null @@ -1,44 +0,0 @@ -# Convergence Of Dominion - -**Role:** Fortifications - -*Starsteles were placed upon worlds as territorial markers and silent guardians by jealous Necron nobles. Over the millennia they have become forgotten archaeological curios, or feared sources of superstitious rumour about vanishments and strange lights. Now they awaken again as their masters do.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 9 | 3+ | 7 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** transdimensional abductor. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Transdimensional abductor | 18 | 3 | 4 | 6 | -2 | 3 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Reanimation Nodes (Aura)** (Datasheet): While a friendly Necrons Infantry unit is within 6" of this Fortification, models in that unit have Feel No Pain 6+ ability. -- **Ancient Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **DEPLOYMENT** (Special (правая колонка)): When this unit is first set up on the battlefield, its models do not have to be set up in Unit Coherency. Instead, each model must be set up wholly within 12" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit. - -**Keywords:** Convergence of Dominion, Vehicle, Fortification -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1-3 Convergence of Dominion Starsteles - -**Points:** -- 1 model: 60pts -- 2 models: 120pts -- 3 models: 180pts diff --git a/cogitator/factions/necrons/datasheets/cryptothralls.md b/cogitator/factions/necrons/datasheets/cryptothralls.md deleted file mode 100644 index bb54d87..0000000 --- a/cogitator/factions/necrons/datasheets/cryptothralls.md +++ /dev/null @@ -1,44 +0,0 @@ -# Cryptothralls - -**Role:** Other - -*Some Crypteks are accompanied by bound Cryptothralls that act as slaves and bodyguards. These hunched and sinister beings are not truly sentient, but are rather construct creatures enslaved to the Cryptek’s will and engrammatically compelled to protect their master with their living metal bodies and fierce, short-ranged weaponry.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 3+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** scouring eye; scythed limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scouring eye | 6 | 2 | 4 | 5 | -1 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scythed limbs | Melee | 4 | 4 | 5 | -1 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Bound Creation** (Datasheet): While this unit is in the same unit as a Cryptek model, that CRYPTEK model has the Feel No Pain 4+ ability. -- **Systematic Vigour** (Datasheet): Each time a CRYPTOTHRALL model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and it is then removed from play. -- **CRYPTEK RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Cryptek Infantry model (a unit cannot have more than one CRYPTOTHRALLS unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Cryptothralls, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 2 Cryptothralls - -**Points:** -- 2 models: 60pts diff --git a/cogitator/factions/necrons/datasheets/ctan-shard-of-the-deceiver.md b/cogitator/factions/necrons/datasheets/ctan-shard-of-the-deceiver.md deleted file mode 100644 index e7a8c0c..0000000 --- a/cogitator/factions/necrons/datasheets/ctan-shard-of-the-deceiver.md +++ /dev/null @@ -1,63 +0,0 @@ -# C’tan Shard of the Deceiver - -**Role:** Characters - -*Mephet’ran the Deceiver was ever the most duplicitous of his monstrous brood. Even shattered and bound within a restraining necrodermis, each Shard of the Deceiver still radiates a potent blend of deadly truths and bewildering lies against which the fallible senses of mortal beings possess no defence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 16 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** cosmic insanity; golden fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cosmic insanity | 18 | 6 | 2 | 6 | -2 | 2 | anti-character 4+, devastating wounds, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Golden fists | Melee | 8 | 2 | 10 | -3 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Grand Illusion** (Datasheet): If your army includes this model, after both players have deployed their armies, select up to three NECRONS units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. -- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. - -**Keywords:** Fly, Epic Hero, Character, Monster, C’tan Shard of the Deceiver -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 C’tan Shard of the Deceiver – EPIC HERO - -**Points:** -- 1 model: 295pts diff --git a/cogitator/factions/necrons/datasheets/ctan-shard-of-the-nightbringer.md b/cogitator/factions/necrons/datasheets/ctan-shard-of-the-nightbringer.md deleted file mode 100644 index 234df32..0000000 --- a/cogitator/factions/necrons/datasheets/ctan-shard-of-the-nightbringer.md +++ /dev/null @@ -1,61 +0,0 @@ -# C’tan Shard of the Nightbringer - -**Role:** Characters - -*The very essence of life bleeds away when exposed to a Shard of the C’tan known as the Nightbringer. Aza’gorod he was, the Inevitable Blade; his spectral form, cowl of shadows and flashing scythe are said to have spawned countless avatars of death in the legends of primitive cultures the entire galaxy over.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 16 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** gaze of death; scythe of the Nightbringer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gaze of death | 18 | D3 | 2 | 12 | -3 | D6+3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scythe of the Nightbringer – strike | Melee | 6 | 2 | 14 | -4 | D6+2 | devastating wounds | -| Scythe of the Nightbringer – sweep | Melee | 14 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Drain Life** (Datasheet): At the end of the Fight phase, roll one D6 for each enemy unit within 6" of this model: on a 4+, that enemy unit suffers D3 mortal wounds. -- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. - -**Keywords:** Monster, Epic Hero, Fly, C’tan Shard of the Nightbringer, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 C’tan Shard of the Nightbringer – EPIC HERO - -**Points:** -- 1 model: 325pts diff --git a/cogitator/factions/necrons/datasheets/ctan-shard-of-the-void-dragon.md b/cogitator/factions/necrons/datasheets/ctan-shard-of-the-void-dragon.md deleted file mode 100644 index 4d59c53..0000000 --- a/cogitator/factions/necrons/datasheets/ctan-shard-of-the-void-dragon.md +++ /dev/null @@ -1,63 +0,0 @@ -# C’tan Shard of the Void Dragon - -**Role:** Characters - -*Shards of the Void Dragon fill the air around them with a searing scream of distorted static. With a gesture they can unmake the war engines of lesser beings, dragging the resultant disintegrating matter into themselves like the gravity well of a black hole and using it to replenish their own, ever flickering forms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 16 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** spear of the Void Dragon; voltaic storm; canoptek tail blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of the Void Dragon | 12 | D3 | 2 | 8 | -3 | D6+2 | anti-vehicle 2+ | -| Voltaic storm | 18 | D6+3 | 2 | 7 | -1 | 2 | blast, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of the Void Dragon – strike | Melee | 5 | 2 | 12 | -4 | D6+2 | anti-vehicle 2+ | -| Spear of the Void Dragon – sweep | Melee | 10 | 2 | 8 | -1 | 2 | — | -| Canoptek tail blades | Melee | 6 | 2 | 6 | -1 | 1 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Matter Absorption** (Datasheet): At the start of your Shooting phase, select one enemy VEHICLE unit within 12" of this model and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds and this model regains up to that many lost wounds. -- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. - -**Keywords:** C’tan Shard of the Void Dragon, Epic Hero, Character, Monster, Fly -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 C’tan Shard of the Void Dragon – EPIC HERO - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/necrons/datasheets/deathmarks.md b/cogitator/factions/necrons/datasheets/deathmarks.md deleted file mode 100644 index 0124ad7..0000000 --- a/cogitator/factions/necrons/datasheets/deathmarks.md +++ /dev/null @@ -1,48 +0,0 @@ -# Deathmarks - -**Role:** Other - -*No target can evade the Deathmarks. Watching from dimensional oubliettes, these expert snipers track enemy movements, communications and even teleport signatures before striking. They do so in a blaze of synaptic disintegrator fire that shreds not only their victims’ bodies, but also their very minds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** synaptic disintegrator; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Synaptic disintegrator | 36 | 1 | 3 | 5 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Hyperspace Hunters** (Datasheet): Once per turn, in the Reinforcements step of your opponent’s Movement phase, when an enemy unit is set up on the battlefield from Reserves within 18" of and visible to this unit, this unit can shoot as if it were your Shooting phase, but must only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -**Keywords:** Infantry, Deathmarks -**Faction Keywords:** Necrons - -**Unit Composition:** -- 5-10 Deathmarks - -**Points:** -- 5 models: 60pts -- 10 models: 120pts diff --git a/cogitator/factions/necrons/datasheets/doom-scythe.md b/cogitator/factions/necrons/datasheets/doom-scythe.md deleted file mode 100644 index 883f4cc..0000000 --- a/cogitator/factions/necrons/datasheets/doom-scythe.md +++ /dev/null @@ -1,55 +0,0 @@ -# Doom Scythe - -**Role:** Other - -*The Doom Scythe is a terror weapon whose wailing engines evoke atavistic horror in the luckless foe. Their primary armament, the heavy death ray, is more frightening still, for wherever its searing energy beam carves through the enemy’s ranks, it leaves nothing but blasted wreckage in its wake.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy death ray; twin tesla destructor; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy death ray | 36 | 3 | 3 | 16 | -4 | D6+1 | sustained hits d3 | -| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Atavistic Instigation** (Datasheet): Each time this model targets an enemy unit with its heavy death ray, your opponent must declare if that unit will stand firm or duck for cover: -- If it stands firm, when resolving ranged attacks against that unit this phase, a successful unmodified Hit roll of 5+ scores a Critical Hit. -- If it ducks for cover, until the start of your next Shooting phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Vehicle, Aircraft, Doom Scythe, Fly -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Doom Scythe - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/necrons/datasheets/doomsday-ark.md b/cogitator/factions/necrons/datasheets/doomsday-ark.md deleted file mode 100644 index 0694b16..0000000 --- a/cogitator/factions/necrons/datasheets/doomsday-ark.md +++ /dev/null @@ -1,53 +0,0 @@ -# Doomsday Ark - -**Role:** Other - -*The Doomsday Ark is a direct-fire plasma artillery piece so powerful that it can threaten even the super-heavy war engines of the lesser races. This vehicle is solely dedicated to overwhelming long-ranged firepower, even diverting energy from its motive functions in order to unleash absolute obliteration upon the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 14 | 7+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** doomsday cannon; 2 gauss flayer arrays; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Doomsday cannon | 72 | D6+1 | 3 | 18 | -4 | 4 | blast, heavy | -| Gauss flayer array | 24 | 5 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 5 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Overwhelming Obliteration** (Datasheet): In your Movement phase, if this model Remains Stationary, until the end of the turn, its doomsday cannon has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Doomsday Ark, Fly, Vehicle -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Doomsday Ark - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/necrons/datasheets/flayed-ones.md b/cogitator/factions/necrons/datasheets/flayed-ones.md deleted file mode 100644 index 7e644c3..0000000 --- a/cogitator/factions/necrons/datasheets/flayed-ones.md +++ /dev/null @@ -1,44 +0,0 @@ -# Flayed Ones - -**Role:** Other - -*Flayed Ones keen shrill hunting cries as they fall upon the foe, talons flashing. Infected with the gruesome flayer virus, the Flayed Ones attempt to gorge themselves upon the flesh and blood of their butchered foes, gore drizzling through their mechanical forms as they seek to slake a thirst they can never quench.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** flayer claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flayer claws | Melee | 4 | 3 | 4 | -1 | 1 | sustained hits 1, twin-linked | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Flesh Hunger** (Datasheet): Each time a model in this unit makes a melee attack, if the target of that attack is Below Half-strength, a successful Hit roll scores a Critical Hit. - -**Keywords:** Infantry, Flayed Ones -**Faction Keywords:** Necrons - -**Unit Composition:** -- 5-10 Flayed Ones - -**Points:** -- 5 models: 60pts -- 10 models: 120pts diff --git a/cogitator/factions/necrons/datasheets/gauss-pylon.md b/cogitator/factions/necrons/datasheets/gauss-pylon.md deleted file mode 100644 index a05c444..0000000 --- a/cogitator/factions/necrons/datasheets/gauss-pylon.md +++ /dev/null @@ -1,50 +0,0 @@ -# Gauss Pylon - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 3+ | 22 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** gauss annihilator; tesla arc. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss annihilator | 120 | 1 | 4 | 16 | -4 | D6+6 | anti-fly 2+, lethal hits | -| Tesla arc | 6 | 6 | 4 | 4 | 0 | 1 | sustained hits 2 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Phase Shift Generator (Aura)** (Datasheet): While a friendly NECRONS unit is within 3" of this Fortification, models in that unit have a 5+ invulnerable save against ranged attacks. -- **Phase-shifted Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Vehicle, Gauss Pylon, Titanic, Towering, Fortification -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Gauss Pylon - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/necrons/datasheets/geomancer.md b/cogitator/factions/necrons/datasheets/geomancer.md deleted file mode 100644 index dcedbde..0000000 --- a/cogitator/factions/necrons/datasheets/geomancer.md +++ /dev/null @@ -1,66 +0,0 @@ -# Geomancer - -**Role:** Characters - -*When Necron Crypteks turn their studies toward geomancy, they become masters of the battlefield. With their tremorglaives, they agitate their enemies’ molecules with explosive results. At the same time, their more esoteric arcana allow them to render the landscape temporarily insubstantial or dominate energistic leylines with summoned obelisk nodes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** tremorglaive. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tremorglaive – reverberating beam | 18 | 2 | 4 | 8 | -2 | 2 | melta 2 | -| Tremorglaive – shock wave pulse | 18 | D6+2 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tremorglaive | Melee | 2 | 4 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Tectonic Reverberations** (Datasheet): In your Movement phase, you can select one enemy unit within 18" of and visible to this model. Until the start of your next Movement phase that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. -- **Obelisk Node Control** (Datasheet): While this model is within range of an objective marker you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. -- **VANGUARD PROTOCOLS** (Fortification (левая колонка)): If this model is attached to a Canoptek Macrocytes unit during the Declare Battle Formations step, this model has the Scouts 8" ability. - -**Keywords:** Infantry, Character, Cryptek, Geomancer -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Geomancer - -**Leader:** -Can lead: Canoptek Macrocytes, Immortals, Necron Warriors - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/necrons/datasheets/ghost-ark.md b/cogitator/factions/necrons/datasheets/ghost-ark.md deleted file mode 100644 index 1ed78d3..0000000 --- a/cogitator/factions/necrons/datasheets/ghost-ark.md +++ /dev/null @@ -1,51 +0,0 @@ -# Ghost Ark - -**Role:** Dedicated Transports - -*Ghost Arks are repair barges that glide amidst the ranks of the Necron legions, gathering up and repairing those androids too wrecked to reconstruct themselves and keep fighting. These vehicles are often pressed into service as armoured transports, advancing to disgorge fresh waves of fully repaired Necrons directly into the fight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 3+ | 14 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 2 gauss flayer arrays; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss flayer array | 24 | 5 | 3 | 4 | 0 | 1 | lethal hits, rapid fire 5 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Repair Barge** (Datasheet): Once per turn, just after an enemy unit finishes making its attacks, if one or more friendly NECRON WARRIORS units within 3" of this model lost one or more wounds as a result of those attacks, this model can use this ability. If it does, select one of those NECRON WARRIORS units; that unit’s Reanimation Protocols activate. The same NECRON WARRIORS unit cannot be selected for this ability more than once per turn. - -**Keywords:** Vehicle, Fly, Transport, Dedicated Transport, Ghost Ark -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Ghost Ark - -**Transport:** -This model has a transport capacity of 10 Necron Warrior models and 1 Necrons Infantry Character model. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/necrons/datasheets/hexmark-destroyer.md b/cogitator/factions/necrons/datasheets/hexmark-destroyer.md deleted file mode 100644 index bfb1ab4..0000000 --- a/cogitator/factions/necrons/datasheets/hexmark-destroyer.md +++ /dev/null @@ -1,51 +0,0 @@ -# Hexmark Destroyer - -**Role:** Characters - -*Hexmark Destroyers were once Deathmarks. Bursting from their dimensional oubliettes like ambush predators, these hunchbacked monsters unleash inescapable hails of enmitic fire. Independent ocular targeting and optimised firing patterns leave their prey with no escape.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** enmitic disintegrator pistols; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enmitic disintegrator pistols | 18 | 6 | 2 | 6 | -2 | 1 | pistol, Ignores Cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Inescapable Death** (Datasheet): Once per turn, one unit from your army with this ability can be targeted with the Fire Overwatch Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. In addition, each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 2+. -- **Multi-threat Eliminator** (Datasheet): Once per turn, in your opponent’s Shooting phase, when an enemy unit makes a ranged attack that targets a friendly NECRONS unit within 3" of a model with this ability, after that enemy unit has shot, one model with this ability that is within 3" of that target can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -**Keywords:** Hexmark Destroyer, Destroyer Cult, Infantry, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Hexmark Destroyer - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/necrons/datasheets/illuminor-szeras.md b/cogitator/factions/necrons/datasheets/illuminor-szeras.md deleted file mode 100644 index f477082..0000000 --- a/cogitator/factions/necrons/datasheets/illuminor-szeras.md +++ /dev/null @@ -1,50 +0,0 @@ -# Illuminor Szeras - -**Role:** Characters - -*Illuminor Szeras is a ghoulish bio-scientist who haunts the battlefield to gather luckless living specimens. He is a master of technomantic lore and android augmentation, employing horrible arcanoscientific instruments to disassemble his enemies, even as he fortifies the living metal forms of his allies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 2+ | 9 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** eldritch lance; impaling legs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eldritch lance | 36 | 3 | 3 | 9 | -3 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eldritch lance | Melee | 4 | 3 | 9 | -3 | 3 | — | -| Impaling legs | Melee | 4 | 3 | 6 | -1 | 1 | extra attacks | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Illuminor** (Datasheet): While this model is within 3" of one or more other friendly NECRONS units, this model has the Lone Operative ability. -- **Mechanical Augmentation (Aura)** (Datasheet): While a friendly Necrons Battleline unit is within 3" of this model, each time a model in that unit makes an attack, improve the Armour Penetration characteristic of that attack by 1, and each time an attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1. -- **Atomic Energy Manipulator** (Datasheet): At the end of the Fight phase, if this model destroyed one or more models this phase, until the end of the battle, add 3" to the range of its Mechanical Augmentation ability to a max of 12. - -**Keywords:** Cryptek, Illuminor Szeras, Infantry, Character, Epic Hero -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Illuminor Szeras – EPIC HERO - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/necrons/datasheets/immortals.md b/cogitator/factions/necrons/datasheets/immortals.md deleted file mode 100644 index 038d0f6..0000000 --- a/cogitator/factions/necrons/datasheets/immortals.md +++ /dev/null @@ -1,50 +0,0 @@ -# Immortals - -**Role:** Battleline - -*Once the shook troops of the Necrontyr, Immortals still provide their masters with a powerful core of skilled soldiery millennia later. More advanced than Necron Warriors, they can employ a number of strategies even without command, and their firepower makes them deadly in close or midrange engagements.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** gauss blaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss blaster | 24 | 2 | 3 | 5 | -1 | 1 | lethal hits | -| Tesla carbine | 24 | 2 | 3 | 5 | 0 | 1 | assault, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Implacable Eradication** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead. - -**Keywords:** Infantry, Battleline, Immortals -**Faction Keywords:** Necrons - -**Unit Composition:** -- 5-10 Immortals - -**Wargear Options:** -- All models in this unit can each have their gauss blaster replaced with 1 tesla carbine. - -**Leader:** -Led By: Imotekh The Stormlord, Overlord, Lord, Nemesor Zahndrekh, Vargard Obyron, Orikan The Diviner, Anrakyr The Traveller, Trazyn The Infinite, Royal Warden, Technomancer, Psychomancer, Chronomancer, Plasmancer, Overlord with translocation shroud, Geomancer - -**Points:** -- 5 models: 70pts -- 10 models: 150pts diff --git a/cogitator/factions/necrons/datasheets/imotekh-the-stormlord.md b/cogitator/factions/necrons/datasheets/imotekh-the-stormlord.md deleted file mode 100644 index 1d78189..0000000 --- a/cogitator/factions/necrons/datasheets/imotekh-the-stormlord.md +++ /dev/null @@ -1,65 +0,0 @@ -# Imotekh The Stormlord - -**Role:** Characters - -*Imotekh is a sublimely skilled strategist, wielding his armies with hyperlogical skill and unleashing deadly strategic ploys. In battle he incinerates enemies with his Gauntlet of Fire, blasts them with pan-dimensional energies from his Staff of the Destroyer or humbles them in punishing one-on-one duels.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Gauntlet of Fire; Staff of the Destroyer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauntlet of Fire | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Staff of the Destroyer | 18 | 3 | 2 | 6 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of the Destroyer | Melee | 4 | 2 | 6 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Grand Strategist** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. -- **Lord of the Storm** (Datasheet): Once per battle, at the end of your Command phase, this model can use this ability. If it does, roll one D6 for each enemy unit within 12" of this model: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Infantry, Character, Epic Hero, Noble, Imotekh the Stormlord -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Imotekh the Stormlord – EPIC HERO - -**Leader:** -Can lead: Necron Warriors, Lychguard, Immortals - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/necrons/datasheets/lokhust-destroyers.md b/cogitator/factions/necrons/datasheets/lokhust-destroyers.md deleted file mode 100644 index 62aa384..0000000 --- a/cogitator/factions/necrons/datasheets/lokhust-destroyers.md +++ /dev/null @@ -1,48 +0,0 @@ -# Lokhust Destroyers - -**Role:** Other - -*Lokhust Destroyers rely on speed and firepower to annihilate any life they encounter. Their repulsor-sled bodies and augmented kinetic compensators ensure they can fire on the move without reduction in efficiency, and their speed allows them to run even the swiftest prey to ground.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 3 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** gauss cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Hard-wired for Destruction** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead. - -**Keywords:** Mounted, Lokhust Destroyers, Destroyer Cult, Fly -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1-6 Lokhust Destroyers - -**Leader:** -Led By: Lokhust Lord - -**Points:** -- 1 model: 40pts -- 2 models: 60pts -- 3 models: 90pts -- 6 models: 180pts diff --git a/cogitator/factions/necrons/datasheets/lokhust-heavy-destroyers.md b/cogitator/factions/necrons/datasheets/lokhust-heavy-destroyers.md deleted file mode 100644 index 669df42..0000000 --- a/cogitator/factions/necrons/datasheets/lokhust-heavy-destroyers.md +++ /dev/null @@ -1,51 +0,0 @@ -# Lokhust Heavy Destroyers - -**Role:** Other - -*The Destroyer Cults think nothing of sacrificing their physical forms to optimise themselves for slaughter. Lokhust Heavy Destroyers skim to battle upon repulsor-sled bodies, their upper limbs bound into gauss destructors or enmitic exterminators with which they decimate their foes with devastating blasts from afar.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** gauss destructor; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enmitic exterminator | 36 | 6 | 3 | 6 | -1 | 1 | heavy, rapid fire 6, sustained hits 1 | -| Gauss destructor | 48 | 1 | 3 | 14 | -4 | 6 | heavy, lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Optimised for Slaughter** (Datasheet): Each time a model in this unit makes an attack with an enmitic exterminator that targets a unit (excluding MONSTERS and VEHICLES), re-roll a Wound roll of 1. Each time a model in this unit makes an attack with a gauss destructor that targets a MONSTER or VEHICLE, re-roll a Wound roll of 1. - -**Keywords:** Mounted, Fly, Destroyer Cult, Lokhust Heavy Destroyers -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1-3 Lokhust Heavy Destroyers - -**Wargear Options:** -- Any number of models can each have their gauss destructor replaced with 1 enmitic exterminator. - -**Leader:** -Led By: Lokhust Lord - -**Points:** -- 1 model: 55pts -- 2 models: 110pts -- 3 models: 165pts diff --git a/cogitator/factions/necrons/datasheets/lokhust-lord.md b/cogitator/factions/necrons/datasheets/lokhust-lord.md deleted file mode 100644 index 4a4fc77..0000000 --- a/cogitator/factions/necrons/datasheets/lokhust-lord.md +++ /dev/null @@ -1,72 +0,0 @@ -# Lokhust Lord - -**Role:** Characters - -*Lokhust Lords skim into battle on swift grav-sled bodies. Driven by nihilistic hatred, their every optimised strike slaughters swathes of the foe. Meanwhile, should the enemy wound a Lokhust Lord, in return they must watch in despair as minute repair-scarabs spill from his phylactery in a silvery tide to repair his rent form.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** staff of light. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | 18 | 3 | 2 | 5 | -2 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lord’s blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | -| Staff of light | Melee | 4 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Nanoscarab Amulet** (Wargear): The bearer has the Feel No Pain 5+ ability. -- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. -- **Destroyer Cult** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit. -- **Driven by Hatred** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Fly, Destroyer Cult, Lokhust Lord, Mounted, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Lokhust Lord - -**Wargear Options:** -- This model’s staff of light can be replaced with 1 Lord’s blade. -- This model can be equipped with one of the following:- 1 nanoscarab amulet -- 1 resurrection orb - -**Leader:** -Can lead: Lokhust Heavy Destroyers, Lokhust Destroyers - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/necrons/datasheets/lord.md b/cogitator/factions/necrons/datasheets/lord.md deleted file mode 100644 index 8facb20..0000000 --- a/cogitator/factions/necrons/datasheets/lord.md +++ /dev/null @@ -1,70 +0,0 @@ -# Lord - -**Role:** Characters - -*The Royal Courts of Necron dynasties include many lesser lords amongst their number, while fringeworld forces may be led by such beings. They are possessed of formidable cunning and martial strength, and the resurrection orbs they carry to war can overcharge the self-repair systems of nearby Necrons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** staff of light. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | 18 | 3 | 3 | 5 | -2 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Lord’s blade | Melee | 3 | 3 | 8 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. -- **Relentless March** (Datasheet): While this model is leading a unit, add 1" to the Move characteristic of models in that unit. -- **The Lord’s Will** (Datasheet): While this model is leading a unit, you can target that unit with Stratagems even when it is Battle-shocked. - -**Keywords:** Lord, Noble, Character, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Lord - -**Wargear Options:** -- This model’s staff of light can be replaced with 1 Lord’s blade. -- This model can be equipped with 1 resurrection orb. - -**Leader:** -Can lead: Necron Warriors, Immortals, Lychguard - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/necrons/datasheets/lychguard.md b/cogitator/factions/necrons/datasheets/lychguard.md deleted file mode 100644 index de44112..0000000 --- a/cogitator/factions/necrons/datasheets/lychguard.md +++ /dev/null @@ -1,46 +0,0 @@ -# Lychguard - -**Role:** Other - -*Incapable of disloyalty and clad in forms as resilient and resplendent as their masters’, Lychguard are the ultimate protectors. Whether reaping the foe with warscythes or advancing with dispersion shields locked and hyperphase swords thrumming, at close quarters these bodyguards are nigh on unstoppable.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** warscythe. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hyperphase sword | Melee | 3 | 3 | 6 | -2 | 1 | — | -| Warscythe | Melee | 2 | 3 | 8 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Dispersion Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Guardian Protocols** (Datasheet): While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll. - -**Keywords:** Infantry, Lychguard -**Faction Keywords:** Necrons - -**Unit Composition:** -- 5-10 Lychguard - -**Wargear Options:** -- All models in this unit can each have their warscythe replaced with 1 hyperphase sword and 1 dispersion shield. - -**Leader:** -Led By: Imotekh The Stormlord, Overlord, Lord, Nemesor Zahndrekh, Vargard Obyron, Trazyn The Infinite, Overlord with translocation shroud - -**Points:** -- 5 models: 85pts -- 10 models: 170pts diff --git a/cogitator/factions/necrons/datasheets/monolith.md b/cogitator/factions/necrons/datasheets/monolith.md deleted file mode 100644 index d9dfb06..0000000 --- a/cogitator/factions/necrons/datasheets/monolith.md +++ /dev/null @@ -1,62 +0,0 @@ -# Monolith - -**Role:** Other - -*A Monolith is capable of skimming across the battlefield, or even descending from space. It can slaughter foes with its array of potent weapons, heal damage with the living metal of its hull and even teleport Necron reinforcements into battle through its shimmering eternity gate.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 22 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 4 gauss flux arcs; particle whip; portal of exile. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Death ray | 24 | 1 | 3 | 12 | -4 | D6+1 | sustained hits d3 | -| Gauss flux arc | 24 | 3 | 3 | 6 | -1 | 1 | lethal hits, rapid fire 3 | -| Particle whip | 24 | 3D6 | 3 | 8 | -1 | 2 | blast, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Portal of exile | Melee | 6 | 2 | 8 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Eternity Gate** (Datasheet): In the Reinforcements step of your Movement phase, you can select one Necrons Infantry unit from your army that is either in Reserves or on the battlefield (if you select the latter, remove that unit from the battlefield and place it into Reserves). That unit is then set up anywhere on the battlefield that is wholly within 6" of this model and not within Engagement Range of any enemy models. That unit cannot declare a charge this turn. - -**Keywords:** Vehicle, Titanic, Fly, Towering, Monolith -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Monolith - -**Wargear Options:** -- This model’s 4 gauss flux arcs can be replaced with 4 death rays. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 400pts diff --git a/cogitator/factions/necrons/datasheets/necron-warriors.md b/cogitator/factions/necrons/datasheets/necron-warriors.md deleted file mode 100644 index 1e865fa..0000000 --- a/cogitator/factions/necrons/datasheets/necron-warriors.md +++ /dev/null @@ -1,50 +0,0 @@ -# Necron Warriors - -**Role:** Battleline - -*Necron Warriors attack in rank upon shambling rank. Individually little more than mindless automata, they are relentless and deadly when commanded en masse. The Warriors’ metallic bodies can self-repair from even the most hideous damage, while their unceasing volleys of fire butcher the foe with mechanical efficiency.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** gauss flayer; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss flayer | 24 | 1 | 4 | 4 | 0 | 1 | lethal hits, rapid fire 1 | -| Gauss reaper | 12 | 2 | 4 | 4 | -1 | 1 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Their Number is Legion** (Datasheet): Each time this unit’s Reanimation Protocols activate, you can re-roll the dice to see how many wounds are reanimated. - -**Keywords:** Infantry, Battleline, Necron Warriors -**Faction Keywords:** Necrons - -**Unit Composition:** -- 10-20 Necron Warriors - -**Wargear Options:** -- Any number of models can each have their gauss flayer replaced with 1 gauss reaper. - -**Leader:** -Led By: Imotekh The Stormlord, Overlord, Lord, Nemesor Zahndrekh, Vargard Obyron, Orikan The Diviner, Trazyn The Infinite, Royal Warden, Technomancer, Psychomancer, Chronomancer, Plasmancer, Overlord with translocation shroud, Geomancer - -**Points:** -- 10 models: 90pts -- 20 models: 200pts diff --git a/cogitator/factions/necrons/datasheets/nekrosor-ammentar.md b/cogitator/factions/necrons/datasheets/nekrosor-ammentar.md deleted file mode 100644 index e8b8194..0000000 --- a/cogitator/factions/necrons/datasheets/nekrosor-ammentar.md +++ /dev/null @@ -1,54 +0,0 @@ -# Nekrosor Ammentar - -**Role:** Characters - -*Death made manifest, Nekrosor Ammentar is a figure of horror even to other Necrons. Destroyer madness radiates from the Nekrosor like religious fervour, driving its legions to murderous ferocity. Yet none kill with the sheer relentless fury of the Nekrosor, whose Unmaker Gauntlet and enmitic disintegrators leave ruin in the monster’s wake.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 3+ | 9 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** enmitic disintegrators; Unmaker Gauntlet; blade tail and whip coils; nullstone field generator. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enmitic disintegrators | 18 | 4 | 2 | 6 | -2 | 1 | ignores cover, pistol, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade tail and whip coils | Melee | 6 | 2 | 6 | -1 | 1 | extra attacks | -| Unmaker Gauntlet | Melee | 6 | 2 | 10 | -3 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Protective Disciples** (Datasheet): While this model is within 3" of one or more other friendly Destroyer Cult units, this model has the Lone Operative ability. -- **Infectious Murder-madness (Aura)** (Datasheet): While a friendly NECRONS unit (excluding Monster and Titanic units) is within 6" of this model, each time a model in that unit makes an attack, if that model has the Destroyer Cult keyword or that enemy unit is the closest eligible target, that attack has the [SUSTAINED HITS 1] ability. -- **Prophet of Destruction** (Datasheet): Each time this model destroys an enemy unit, select one other friendly Destroyer Cult unit within 9" of it. Until the end of the phase, each time a model in that unit makes an attack, re-roll a Wound roll of 1. -- **Nullstone Field Generator (Aura)** (Wargear): While a friendly NECRONS unit is within 6" of the bearer, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. - -**Keywords:** Epic Hero, Destroyer Cult, Nekrosor Ammentar, Infantry, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Nekrosor Ammentar – EPIC HERO - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/necrons/datasheets/nemesor-zahndrekh.md b/cogitator/factions/necrons/datasheets/nemesor-zahndrekh.md deleted file mode 100644 index 9974c64..0000000 --- a/cogitator/factions/necrons/datasheets/nemesor-zahndrekh.md +++ /dev/null @@ -1,67 +0,0 @@ -# Nemesor Zahndrekh - -**Role:** Characters - -*Nemesor Zahndrekh is one of the finest generals in the Sautekh Dynasty, expertly directing his own warriors while neutralising his enemies’ every gambit. This is especially impressive considering his degraded engrammatic state, which has left him convinced he still lives and breathes during the time of the Necrontyr.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** staff of light. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | 18 | 3 | 3 | 5 | -2 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Transient Madness** (Datasheet): While this model is leading a unit, at the start of your Command phase, roll one D6: until the start of your next Command phase, weapons equipped by models in that unit gain the ability below that corresponds with that roll: -- 1-2: [SUSTAINED HITS 1] -- 3-4: [LETHAL HITS] -- 5-6: [DEVASTATING WOUNDS] -- **Lord of Deceit (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -**Keywords:** Epic Hero, Nemesor Zahndrekh, Noble, Character, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Nemesor Zahndrekh – EPIC HERO - -**Leader:** -Can lead: Necron Warriors, Immortals, Lychguard - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/necrons/datasheets/night-scythe.md b/cogitator/factions/necrons/datasheets/night-scythe.md deleted file mode 100644 index 66640a1..0000000 --- a/cogitator/factions/necrons/datasheets/night-scythe.md +++ /dev/null @@ -1,61 +0,0 @@ -# Night Scythe - -**Role:** Other - -*Many Necron invasions begin with Night Scythes flitting through a world’s void defences. Potent aerial fighters in their own right, Night Scythes also employ invasion beams to generate captive wormholes through which invading infantry can march direct from distant Necron tomb worlds to begin their conquests anew.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin tesla destructor; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Translocation Beams** (Datasheet): At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly Necrons Infantry unit wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. -- **Quantum Invader** (Datasheet): This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Aircraft, Fly, Transport, Night Scythe, Vehicle -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Night Scythe - -**Transport:** -This model has a transport capacity of 1 Necrons Infantry unit. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/necrons/datasheets/night-shroud.md b/cogitator/factions/necrons/datasheets/night-shroud.md deleted file mode 100644 index f16ad84..0000000 --- a/cogitator/factions/necrons/datasheets/night-shroud.md +++ /dev/null @@ -1,50 +0,0 @@ -# Night Shroud - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin tesla destructor; armoured bulk - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Death Sphere Bombardment** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. - -**Keywords:** Night Shroud, Aircraft, Fly, Vehicle -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Night Shroud - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/necrons/datasheets/obelisk.md b/cogitator/factions/necrons/datasheets/obelisk.md deleted file mode 100644 index 322a6b3..0000000 --- a/cogitator/factions/necrons/datasheets/obelisk.md +++ /dev/null @@ -1,57 +0,0 @@ -# Obelisk - -**Role:** Other - -*The Necron Obelisk is a slab-sided war engine designed to ensure air superiority. When enemy aircraft draw near, the Obelisk unleashes a powerful gravitic pulse that races out through the skies over the battlefield and swats the foe’s fighters and airborne troops to the ground like luckless insects.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 4 tesla spheres; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tesla sphere | 24 | 6 | 3 | 7 | 0 | 1 | anti-fly 4+, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Gravitic Pulse** (Datasheet): At the start of your opponent’s Movement phase, you can select one enemy unit within 18" of and visible to this model. Until the end of the turn, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for that unit. In addition, if that unit can FLY, until the start of your next Movement phase, roll one D6 each time that unit ends any type of move: on a 4+, that unit suffers D3 mortal wounds. - -**Keywords:** Vehicle, Titanic, Fly, Towering, Obelisk -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Obelisk - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/necrons/datasheets/ophydian-destroyers.md b/cogitator/factions/necrons/datasheets/ophydian-destroyers.md deleted file mode 100644 index b4f7813..0000000 --- a/cogitator/factions/necrons/datasheets/ophydian-destroyers.md +++ /dev/null @@ -1,49 +0,0 @@ -# Ophydian Destroyers - -**Role:** Other - -*Repugnant to other Necrons, Ophydian Destroyers echo elements of servile Canoptek Wraiths and reviled Flayed Ones in their murder-optimised bodies. Tunnelling through solid ferrocrete with frenzied violence and flickers of dimensional displacement, they burst into view to ambush, hack and rend their prey apart.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 3 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ophydian hyperphase weapons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ophydian hyperphase weapons | Melee | 5 | 3 | 4 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Plasmacyte** (Wargear): Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. - -**Designer’s Note:** *Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.* -- **Tunnelling Horrors** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. - -**Keywords:** Ophydian Destroyers, Destroyer Cult, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 3-6 Ophydian Destroyers - -**Wargear Options:** -- For every 3 models in this unit, this unit can have 1 Plasmacyte. - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/necrons/datasheets/orikan-the-diviner.md b/cogitator/factions/necrons/datasheets/orikan-the-diviner.md deleted file mode 100644 index e503e63..0000000 --- a/cogitator/factions/necrons/datasheets/orikan-the-diviner.md +++ /dev/null @@ -1,59 +0,0 @@ -# Orikan The Diviner - -**Role:** Characters - -*Orikan is a master astromancer, using his knowledge of astral conjunctions to predict the tides of battle and empower himself with cosmic energies. He supplements these skills with chronomantic abilities that allow him to see events before they happen and know just where to aim his blows.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Staff of Tomorrow. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of Tomorrow | Melee | 2 | 3 | 4 | -3 | D3 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Master Chronomancer** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. -- **The Stars Are Right** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, triple the Attacks and Strength characteristics of this model’s Staff of Tomorrow and every successful Wound roll made for this model’s attacks scores a Critical Wound. - -**Keywords:** Epic Hero, Infantry, Character, Cryptek, Chronomancer, Orikan the Diviner -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Orikan the Diviner – EPIC HERO - -**Leader:** -Can lead: Necron Warriors, Immortals - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/necrons/datasheets/overlord-with-translocation-shroud.md b/cogitator/factions/necrons/datasheets/overlord-with-translocation-shroud.md deleted file mode 100644 index 645ea10..0000000 --- a/cogitator/factions/necrons/datasheets/overlord-with-translocation-shroud.md +++ /dev/null @@ -1,60 +0,0 @@ -# Overlord with translocation shroud - -**Role:** Characters - -*With a translocation shroud drawn from their dynastic vaults, an Overlord can drive their android warriors in spectral surges towards the foe. Their living metal bodies phase swiftly through nether-realms allowing them to pass through rigid defences and even the flesh of mortal guardians to reach whatever prey or prize the Overlord demands.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Overlord’s blade; resurrection orb. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Overlord's blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. -- **My Will Be Done** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Translocation Shroud** (Datasheet): Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model or its base). - -**Keywords:** Infantry, Overlord with translocation shroud, Overlord, Noble, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Overlord with Translocation Shroud - -**Leader:** -Can lead: Necron Warriors, Lychguard, Immortals - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/necrons/datasheets/overlord.md b/cogitator/factions/necrons/datasheets/overlord.md deleted file mode 100644 index 11606b5..0000000 --- a/cogitator/factions/necrons/datasheets/overlord.md +++ /dev/null @@ -1,74 +0,0 @@ -# Overlord - -**Role:** Characters - -*Overlords lead the Necron dynasties in battle. Their android minds are tremendously swift, their bodies implacably resilient and their weapons eldritch, ancient and lethal. Yet it is the Overlords’ indomitable wills that are perhaps their most fearsome assets, for with these they drive entire armies to war.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** tachyon arrow; Overlord’s blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | 18 | 3 | 2 | 5 | -2 | 1 | — | -| Tachyon arrow | 72 | 1 | 2 | 16 | -5 | D6+2 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Overlord’s blade | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds | -| Staff of light | Melee | 4 | 2 | 5 | -2 | 1 | — | -| Voidscythe | Melee | 3 | 3 | 12 | -3 | 3 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Resurrection Orb** (Wargear): Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit’s Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn. -- **My Will Be Done** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Implacable Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from that attack’s Damage characteristic. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Noble, Overlord, Infantry, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Overlord - -**Wargear Options:** -- This model’s tachyon arrow and Overlord’s blade can be replaced with one of the following:- 1 staff of light -- 1 voidscythe -- If this model is not equipped with a tachyon arrow, it can be equipped with 1 resurrection orb. - -**Leader:** -Can lead: Necron Warriors, Lychguard, Immortals - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/necrons/datasheets/plasmancer.md b/cogitator/factions/necrons/datasheets/plasmancer.md deleted file mode 100644 index 94db489..0000000 --- a/cogitator/factions/necrons/datasheets/plasmancer.md +++ /dev/null @@ -1,64 +0,0 @@ -# Plasmancer - -**Role:** Characters - -*Plasmancers are unsubtle annihilators. They are capable of wielding energy as a weapon itself rather than needing to bind it to other forms. Arcs of unstable lightning leap from their forms to wrack nearby foes, and with a gesture these Crypteks can channel those same energies into searing ranged blasts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasmic lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasmic lance | 18 | 3 | 4 | 7 | -3 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasmic lance | Melee | 2 | 4 | 7 | -3 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Harbinger of Destruction** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit. -- **Living Lightning** (Datasheet): In your Shooting phase, select one enemy unit within 18" of and visible to this model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this model) and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Character, Infantry, Cryptek, Plasmancer -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Plasmancer - -**Leader:** -Can lead: Necron Warriors, Immortals - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/necrons/datasheets/psychomancer.md b/cogitator/factions/necrons/datasheets/psychomancer.md deleted file mode 100644 index ef58f42..0000000 --- a/cogitator/factions/necrons/datasheets/psychomancer.md +++ /dev/null @@ -1,64 +0,0 @@ -# Psychomancer - -**Role:** Characters - -*Psychomancers study the science of fear. They are expert manipulators, conjuring phantasms and temporary hard-light constructs that trigger primal survival instincts in their victims’ minds, or overload even the most advanced sensoria. No being is safe from the creeping tendrils of the Psychomancer’s art.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** abyssal lance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Abyssal lance | 18 | 1 | 4 | 6 | -3 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Abyssal lance | Melee | 1 | 4 | 6 | -3 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Nightmare Shroud (Aura)** (Datasheet): In the Battle-Shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 6" of this model, that enemy unit must take a Battle-Shock test, subtracting 1 from the test when it does so. -- **Harbinger of Despair** (Datasheet): Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-Shock test, subtracting 1 from the test when it does so. - -**Keywords:** Cryptek, Character, Infantry, Psychomancer -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Psychomancer - -**Leader:** -Can lead: Necron Warriors, Immortals - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/necrons/datasheets/royal-warden.md b/cogitator/factions/necrons/datasheets/royal-warden.md deleted file mode 100644 index 41000fd..0000000 --- a/cogitator/factions/necrons/datasheets/royal-warden.md +++ /dev/null @@ -1,64 +0,0 @@ -# Royal Warden - -**Role:** Characters - -*Royal Wardens ensure their lord’s will is carried out by the dynasty’s vast armies. They possess the initiative to adapt the strategies of the phalanxes under their command with engrammatic logic. While they retain independence of thought, protocols buried deep within their living metal cortices render them unquestioningly loyal.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** relic gauss blaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Relic gauss blaster | 24 | 2 | 3 | 5 | -1 | 2 | lethal hits, rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Adaptive Strategy** (Datasheet): This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. -- **Engrammatic Logic** (Datasheet): Once per battle, at the start of any phase, you can select one friendly NECRONS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Character, Royal Warden, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Royal Warden - -**Leader:** -Can lead: Necron Warriors, Immortals - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/necrons/datasheets/sentry-pylon.md b/cogitator/factions/necrons/datasheets/sentry-pylon.md deleted file mode 100644 index aa00958..0000000 --- a/cogitator/factions/necrons/datasheets/sentry-pylon.md +++ /dev/null @@ -1,51 +0,0 @@ -# Sentry Pylon - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** gauss exterminator. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Focused death ray | 36 | 6 | 4 | 8 | -2 | 2 | sustained hits 2 | -| Gauss exterminator | 48 | 1 | 4 | 14 | -3 | 6 | lethal hits | -| Heat cannon | 36 | 2 | 4 | 9 | -4 | D6 | melta 4 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Teleportation Matrix** (Datasheet): Once per battle, at the end of your opponent’s turn, if this FORTIFICATION is not within Engagement Range of one or more enemy units, you can remove it from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this FORTIFICATION is not on the battlefield, it is destroyed. -- **Phase-shifted Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Vehicle, Fortification, Sentry Pylon -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Sentry Pylon - -**Wargear Options:** -- This model’s gauss exterminator can be replaced with one of the following:- 1 focused death ray -- 1 heat cannon - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/necrons/datasheets/seraptek-heavy-construct.md b/cogitator/factions/necrons/datasheets/seraptek-heavy-construct.md deleted file mode 100644 index 991e992..0000000 --- a/cogitator/factions/necrons/datasheets/seraptek-heavy-construct.md +++ /dev/null @@ -1,59 +0,0 @@ -# Seraptek Heavy Construct - -**Role:** Other - -*The Seraptek Heavy Construct wields energies that can disintegrate organic and mechanical matter. Despite its bulk, the Seraptek is an agile machine, exerting dominance over nearby Canoptek-class constructs. What purpose this colossus was originally intended for is unknown, but as a weapon of war it is truly devastating.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 24 | 7+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 singularity generators; titanic forelimbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Singularity generator | 36 | 2D6 | 3 | 10 | -3 | 4 | blast, devastating wounds | -| Synaptic obliterator | 48 | 8 | 3 | 5 | -1 | 2 | sustained hits 2 | -| Transdimensional projector | 48 | 2 | 3 | 24 | -4 | D6+4 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Titanic forelimbs – strike | Melee | 6 | 3 | 14 | -3 | 5 | — | -| Titanic forelimbs – sweep | Melee | 12 | 3 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Terrifying Monstrosity** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. -- **Titanic Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. - -**Keywords:** Seraptek Heavy Construct, Titanic, Walker, Vehicle, Towering -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Seraptek Heavy Construct - -**Wargear Options:** -- This model’s 2 singularity generators can be replaced with 2 synaptic obliterators and 2 transdimensional projectors. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 540pts diff --git a/cogitator/factions/necrons/datasheets/skorpekh-destroyers.md b/cogitator/factions/necrons/datasheets/skorpekh-destroyers.md deleted file mode 100644 index 8f7cac8..0000000 --- a/cogitator/factions/necrons/datasheets/skorpekh-destroyers.md +++ /dev/null @@ -1,47 +0,0 @@ -# Skorpekh Destroyers - -**Role:** Other - -*Skorpekh Destroyers favour overwhelming close-quarters violence to slaughter their victims. Though ungainly off the battlefield, in combat their tripod limbs allow them to pass through enemy lines in a madcap pirouette of slashing hyperphase blades, nigh on impossible to evade or parry.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 3 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Skorpekh hyperphase weapons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skorpekh hyperphase weapons | Melee | 4 | 3 | 7 | -2 | 2 | — | - -**Abilities:** -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Plasmacyte** (Wargear): Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. - -**Designer’s Note:** *Place the relevant number of Plasmacyte tokens next to the unit, removing one each time this unit uses this ability.* -- **Whirling Onslaught** (Datasheet): Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. If this unit made a Charge move this turn, you can re-roll the Hit roll instead. - -**Keywords:** Destroyer Cult, Skorpekh Destroyers, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 3-6 Skorpekh Destroyers - -**Wargear Options:** -- For every 3 models in this unit, this unit can have 1 Plasmacyte. - -**Leader:** -Led By: Skorpekh Lord - -**Points:** -- 3 models: 90pts -- 6 models: 180pts diff --git a/cogitator/factions/necrons/datasheets/skorpekh-lord.md b/cogitator/factions/necrons/datasheets/skorpekh-lord.md deleted file mode 100644 index 1efff5c..0000000 --- a/cogitator/factions/necrons/datasheets/skorpekh-lord.md +++ /dev/null @@ -1,65 +0,0 @@ -# Skorpekh Lord - -**Role:** Characters - -*Skorpekh Lords have fallen far from their noble beginnings, allowing an obsession with slaughter to twist their bodies and minds. Lurching forward on tripod bodies, their enmitic annihilators blast victims messily apart as their claws and blades lash out to reap a crimson harvest across the battlefield.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 7 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** enmitic annihilator; flensing claw; hyperphase harvester. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enmitic annihilator | 18 | 2 | 2 | 6 | -1 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flensing claw | Melee | 8 | 2 | 6 | -1 | 1 | — | -| Hyperphase harvester | Melee | 4 | 2 | 10 | -3 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **United In Destruction** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Crimson Harvest** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D3+3 mortal wounds. - -**Keywords:** Character, Infantry, Skorpekh Lord, Destroyer Cult -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Skorpekh Lord - -**Leader:** -Can lead: Skorpekh Destroyers - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/necrons/datasheets/technomancer.md b/cogitator/factions/necrons/datasheets/technomancer.md deleted file mode 100644 index cc568eb..0000000 --- a/cogitator/factions/necrons/datasheets/technomancer.md +++ /dev/null @@ -1,64 +0,0 @@ -# Technomancer - -**Role:** Characters - -*Technomancers possess the power to augment and swiftly repair Necron units in the field. Some Technomancers use Canoptek cloaks to flit swiftly to wherever they are needed most, while others employ the nanoscarab beams of their Canoptek control nodes to augment from afar.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 4+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** staff of light. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | 18 | 3 | 4 | 5 | -2 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of light | Melee | 2 | 4 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Rites of Reanimation** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Technomancer** (Datasheet): At the end of your Movement phase, you can select one friendly NECRONS model within 6" of the bearer. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn. - -**Keywords:** Technomancer, Fly, Infantry, Character, Cryptek -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Technomancer - -**Leader:** -Can lead: Immortals, Canoptek Wraiths, Necron Warriors - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/necrons/datasheets/tesseract-ark.md b/cogitator/factions/necrons/datasheets/tesseract-ark.md deleted file mode 100644 index b553f69..0000000 --- a/cogitator/factions/necrons/datasheets/tesseract-ark.md +++ /dev/null @@ -1,56 +0,0 @@ -# Tesseract Ark - -**Role:** Other - -*Tesseract Arks are rare war machines of immense power, containing a singularity chamber that holds in stasis a fragment of a dying star. Siphoning off this cosmic energy, the Tesseract Ark can unleash terrible destruction, blasting foes with solar fire or excoriating particle winds, all while shielding itself within a field of gravitational distortion.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** tesseract singularity chamber; 2 tesla cannons; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss cannon | 24 | 3 | 3 | 5 | -2 | 2 | lethal hits | -| Particle beamer | 18 | D6 | 3 | 6 | 0 | 1 | blast, devastating wounds | -| Tesla cannon | 24 | 4 | 3 | 6 | 0 | 1 | sustained hits 2 | -| Tesseract singularity chamber – particle hurricane | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | -| Tesseract singularity chamber – seismic lash | 36 | D3 | 3 | 9 | -3 | D6+1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Gravitational Field** (Datasheet): Each time an enemy unit selects this model as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other reductions to that Charge roll). - -**Keywords:** Fly, Tesseract Ark, Vehicle -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Tesseract Ark - -**Wargear Options:** -- This model’s 2 tesla cannons can be replaced with one of the following:- 2 gauss cannons -- 2 particle beamers - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/necrons/datasheets/tesseract-vault.md b/cogitator/factions/necrons/datasheets/tesseract-vault.md deleted file mode 100644 index 6a8e00d..0000000 --- a/cogitator/factions/necrons/datasheets/tesseract-vault.md +++ /dev/null @@ -1,55 +0,0 @@ -# Tesseract Vault - -**Role:** Other - -*These super-heavy war engines channel the furious might of imprisoned Transcendent C’tan Shards, unleashing one unnatural phenomenon after another upon the foe. Yet should they ever be destroyed and the C’tan inside freed, the god-shard’s wrath will be great indeed, and all should fear its rampage.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 2+ | 24 | 7+ | 8 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 4 tesla spheres; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tesla spheres | 24 | 6 | 3 | 7 | 0 | 1 | sustained hits 2 | -| Antimatter Meteor | 24 | D6+3 | 3 | 10 | -3 | 3 | blast, devastating wounds, indirect fire, c'tan power | -| Cosmic Fire | 18 | 3D6 | N/A | 6 | -2 | 1 | ignores cover, devastating wounds, torrent, c'tan power | -| Time’s Arrow | 24 | 1 | 2 | 3 | -2 | 6 | anti-character 4+, devastating wounds, precision, c'tan power | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Powers of the C’tan** (Datasheet): In your Shooting phase, when this model is selected to shoot, first select up to two different C’tan Powers weapons (see left). Until the end of the phase, this model is equipped with those weapons in addition to its other weapons (this model cannot make attacks with any other C’tan Powers weapon you did not select in this way this phase). - -**Keywords:** Vehicle, Titanic, Fly, Towering, Tesseract Vault -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Tesseract Vault - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and you can only select one of the C’tan Powers weapons in your Shooting phase, instead of two. - -**Points:** -- 1 model: 425pts diff --git a/cogitator/factions/necrons/datasheets/the-silent-king.md b/cogitator/factions/necrons/datasheets/the-silent-king.md deleted file mode 100644 index 2f13a97..0000000 --- a/cogitator/factions/necrons/datasheets/the-silent-king.md +++ /dev/null @@ -1,65 +0,0 @@ -# The Silent King - -**Role:** Characters - -*The Silent King rides to war aboard his dais of dominion, flanked by the phaerons of his Triarch and orbited by crackling noctilith menhirs. He unleashes god-like powers of annihilation upon his dismayed foes, even as his absolute authority radiates out to empower the Necron legions and drive them to inevitable victory.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| SZAREKH | 8" | 10 | 2+ | 16 | 6+ | 6 | -| TRIARCHAL MENHIR | 8" | 10 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Szarekh is equipped with:** Sceptre of Eternal Glory; Staff of Stars; Weapons of the Final Triarch. - -**Every Triarchal Menhir is equipped with:** annihilator beam; armoured bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Annihilator beam | 24 | 1 | 2 | 14 | -4 | 6 | — | -| Sceptre of Eternal Glory | 24 | 2 | 2 | 10 | -3 | 3 | devastating wounds | -| Staff of Stars | 24 | 12 | 2 | 6 | -1 | 1 | indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured bulk | Melee | 1 | 4 | 4 | 0 | 1 | — | -| Weapons of the Final Triarch | Melee | 12 | 2 | 8 | -3 | 2 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Voice of the Triarch** (Datasheet): At the start of the battle round, select one Triarch ability (see left). Until the start of the next battle round, this unit has that ability. -- **The Silent King** (Datasheet): While a friendly NECRONS unit is within 6" of this unit’s Szarekh model, improve that unit’s Leadership characteristic by 1. -- **SUPREME COMMANDER** (Special (правая колонка)): If this unit is in your army, it must be your Warlord. -- **TRIARCHAL MENHIRS** (Special (правая колонка)): If this unit’s Szarekh model is destroyed, all of this unit’s remaining Triarchal Menhir models are also destroyed. -- **Phaeron of the Stars (Aura)** (Primarch): While a friendly NECRONS unit (excluding Monster units) is within 6" of this unit’s Szarekh model, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **Phaeron of the Blades (Aura)** (Primarch): While a friendly NECRONS unit (excluding Monster units) is within 6" of this unit’s Szarekh model, you can re-roll Charge rolls made for that unit and each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Relentless March (Aura)** (Primarch): While a friendly NECRONS unit (excluding Monster units) is within 6" of this unit’s Szarekh model, add 2" to the Move characteristic of models in that unit. - -**Keywords:** The Silent King, Triarch, Character, Vehicle, Epic Hero -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Szarekh – EPIC HERO -- 2 Triarchal Menhirs - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this unit’s Szarekh model has 1-6 wounds remaining, halve the Attacks characteristic of that model’s weapons, and each time this unit makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 3 models: 400pts diff --git a/cogitator/factions/necrons/datasheets/tomb-blades.md b/cogitator/factions/necrons/datasheets/tomb-blades.md deleted file mode 100644 index f46b2ba..0000000 --- a/cogitator/factions/necrons/datasheets/tomb-blades.md +++ /dev/null @@ -1,67 +0,0 @@ -# Tomb Blades - -**Role:** Other - -*Tomb Blades are fast assault skimmers whose spiralling attack patterns are based on fractal hyperlogic. They are well armed, often afforded extra protection by the addition of darkness-generating shadowlooms or armoured shieldvanes. Others employ nebuloscopes to target the foe through even solid fortifications.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin gauss blaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Particle beamer | 18 | D6 | 3 | 5 | 0 | 1 | blast, devastating wounds | -| Twin gauss blaster | 24 | 2 | 3 | 5 | -1 | 1 | lethal hits, twin-linked | -| Twin tesla carbine | 24 | 2 | 3 | 5 | 0 | 1 | assault, sustained hits 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Nebuloscope** (Wargear): Ranged weapons equipped by the bearer have the [IGNORES COVER] ability. -- **Shadowloom** (Wargear): The bearer has the Stealth ability. -- **Shieldvanes** (Wargear): The bearer has a 3+ Save characteristic and a Move characteristic of 8". -- **Evasion Engrams** (Datasheet): In your Shooting phase, after this unit has shot, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Mounted, Fly, Tomb Blades -**Faction Keywords:** Necrons - -**Unit Composition:** -- 3-6 Tomb Blades - -**Wargear Options:** -- Any number of models can each have their twin gauss blaster replaced with one of the following:- 1 particle beamer -- 1 twin tesla carbine -- Any number of models can each be equipped with 1 shieldvanes. -- Any number of models can each be equipped with one of the following:- 1 nebuloscope -- 1 shadowloom - -**Points:** -- 3 models: 75pts -- 6 models: 150pts diff --git a/cogitator/factions/necrons/datasheets/tomb-citadel-walls.md b/cogitator/factions/necrons/datasheets/tomb-citadel-walls.md deleted file mode 100644 index ca3ec5a..0000000 --- a/cogitator/factions/necrons/datasheets/tomb-citadel-walls.md +++ /dev/null @@ -1,55 +0,0 @@ -# Tomb Citadel Walls - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 50 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -This unit is equipped with: nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauss exterminator | 48 | 1 | 4 | 14 | -3 | 6 | lethal hits | -| Twin tesla destructor | 36 | 6 | 3 | 8 | 0 | 2 | sustained hits 2, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Ziggurat Dock** (Datasheet): One friendly Monolith, Obelisk, Tesseract Vault or Sentry Pylon model can start the battle on top of this FORTIFICATION’s ziggurat platform. While such a model is on this platform, that model’s ranged weapons have the [HEAVY] ability. Any friendly model can be set up or end any type of move on the ramps or platform sections of this FORTIFICATION. -- **Phased Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Titanic, Tomb Citadel, Vehicle -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Tomb Citadel - -**Wargear Options:** -- This unit can be equipped with one of the following:- 1 gauss exterminator and 1 twin tesla destructor -- 2 gauss exterminators -- 2 twin tesla destructors - -**Damaged Profile:** -Remaining Wounds: 1-15 -While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 920pts diff --git a/cogitator/factions/necrons/datasheets/transcendent-ctan.md b/cogitator/factions/necrons/datasheets/transcendent-ctan.md deleted file mode 100644 index 43a4d54..0000000 --- a/cogitator/factions/necrons/datasheets/transcendent-ctan.md +++ /dev/null @@ -1,61 +0,0 @@ -# Transcendent C’tan - -**Role:** Characters - -*Shards of the C’tan serve the Necrons as enslaved living weapons. Greatest amongst them are the Transcendent C’tan, whose fury and power are so terrifying that they must be trammelled using the full might of Necron technology. When their cosmic powers are unleashed, reality itself is torn asunder.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 16 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** seismic assault; crackling tendrils. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Seismic assault | 12 | 6 | 2 | 8 | -2 | 2 | assault, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crackling tendrils | Melee | 8 | 2 | 10 | -3 | D6 | sustained hits 1 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Transdimensional Displacement** (Datasheet): Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. -- **Necrodermis** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **ENSLAVED STAR GOD** (Fortification (левая колонка)): This model cannot be your WARLORD. -- **C’TAN SHARD** (Fortification (левая колонка)): This model cannot be given Enhancements. - -**Keywords:** Monster, Character, Fly, Transcendent C’tan -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Transcendent C’tan - -**Points:** -- 1 model: 315pts diff --git a/cogitator/factions/necrons/datasheets/trazyn-the-infinite.md b/cogitator/factions/necrons/datasheets/trazyn-the-infinite.md deleted file mode 100644 index 6bae3ca..0000000 --- a/cogitator/factions/necrons/datasheets/trazyn-the-infinite.md +++ /dev/null @@ -1,59 +0,0 @@ -# Trazyn The Infinite - -**Role:** Characters - -*A thief of moments in history, Trazyn takes to the battlefield to acquire that which cunning cannot secure. His Empathic Obliterator triggers psionic shock waves that kill not only his immediate victim, but those of a like mind nearby, while his ability to leap from one surrogate body to the next ensures he is hard to slay indeed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Empathic Obliterator. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Empathic Obliterator | Melee | 4 | 2 | 7 | 0 | D3 | sustained hits d3 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Ancient Collector** (Datasheet): While this model is leading a unit, at the end of your Command phase, if that unit is within range of an objective marker you control, it remains under your control, even if you have no models within range of it, until your opponent controls it at start or end of any turn. -- **Surrogate Hosts** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you can select one other friendly Necrons Infantry Character model on the battlefield (excluding Skorpekh Lord or Epic Hero models). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is put in its place, with all of its wounds remaining (if the selected model was leading a unit, this model now attaches to that unit as its Leader). - -**Keywords:** Character, Epic Hero, Noble, Trazyn the Infinite, Infantry -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Trazyn the Infinite – EPIC HERO - -**Leader:** -Can lead: Necron Warriors, Immortals, Lychguard - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/necrons/datasheets/triarch-praetorians.md b/cogitator/factions/necrons/datasheets/triarch-praetorians.md deleted file mode 100644 index f7c5d3b..0000000 --- a/cogitator/factions/necrons/datasheets/triarch-praetorians.md +++ /dev/null @@ -1,53 +0,0 @@ -# Triarch Praetorians - -**Role:** Other - -*Triarch Praetorians fight tirelessly to uphold the ancient dynastic codes of their race. Whether blasting the foe with antimatter particles, impaling them on their flickering voidblades or immolating them with their rods of covenant, the Praetorians’ gravity displacement packs and combat prowess make them truly deadly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** rod of covenant. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Particle caster | 12 | 3 | 3 | 5 | 0 | 1 | devastating wounds, pistol | -| Rod of covenant | 12 | 1 | 3 | 5 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rod of covenant | Melee | 3 | 3 | 5 | -2 | 2 | — | -| Voidblade | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Relentless Combatants** (Datasheet): You can re-roll Charge rolls made for this unit, and this unit is eligible to declare a charge in a turn in which it Fell Back. - -**Keywords:** Triarch, Infantry, Fly, Praetorians -**Faction Keywords:** Necrons - -**Unit Composition:** -- 5-10 Triarch Praetorians - -**Wargear Options:** -- All models in this unit can each have their rod of covenant replaced with 1 particle caster and 1 voidblade. - -**Points:** -- 5 models: 90pts -- 10 models: 180pts diff --git a/cogitator/factions/necrons/datasheets/triarch-stalker.md b/cogitator/factions/necrons/datasheets/triarch-stalker.md deleted file mode 100644 index 696f565..0000000 --- a/cogitator/factions/necrons/datasheets/triarch-stalker.md +++ /dev/null @@ -1,67 +0,0 @@ -# Triarch Stalker - -**Role:** Other - -*Triarch Stalkers are agile combat walkers whose heavy firepower makes them excellent tank-hunters and anti-infantry assault units both. As though their focused blasts of energy and flame were not enough, they can also augment the targeting of nearby Necron forces to further punish the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 3+ | 12 | 7+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heat ray; Stalker’s forelimbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heat ray – dispersed | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heat ray – focused | 18 | 2 | 3 | 9 | -4 | D6 | melta 4 | -| Particle shredder | 18 | D6+6 | 2 | 7 | 0 | 1 | blast, devastating wounds | -| Heavy gauss cannon array | 24 | 6 | 3 | 8 | -2 | 2 | lethal hits | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stalker’s forelimbs | Melee | 4 | 3 | 7 | -1 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Targeting Relay** (Datasheet): In your Shooting phase, each time this model is selected to shoot, after resolving its attacks, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover. - -**Keywords:** Vehicle, Walker, Triarch, Stalker -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Triarch Stalker - -**Wargear Options:** -- This model’s heat ray can be replaced with one of the following:- 1 particle shredder -- 1 heavy gauss cannon array - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/necrons/datasheets/vargard-obyron.md b/cogitator/factions/necrons/datasheets/vargard-obyron.md deleted file mode 100644 index 75da273..0000000 --- a/cogitator/factions/necrons/datasheets/vargard-obyron.md +++ /dev/null @@ -1,59 +0,0 @@ -# Vargard Obyron - -**Role:** Characters - -*Obyron is Nemesor Zahndrekh’s devoted bodyguard. He is a tremendously skilled close-quarters combatant. Moreover, thanks to his ghostwalk mantle, he is always ready to teleport back to his master’s side and place his resilient living metal form between Zahndrekh and harm, striking the foe down before they can react.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** warscythe. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warscythe | Melee | 4 | 2 | 8 | -3 | 2 | devastating wounds, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Reanimation Protocols** (Faction): If your Army Faction is NECRONS, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and reanimates D3 wounds. Each time such a unit reanimates a wound: -- If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains one lost wound -- If all models in that unit have their starting number of wounds, but that unit is not at its Starting Strength, one destroyed model is returned to that unit with one wound remaining. -Once such a unit is at its Starting Strength and all of its models have their starting number of wounds, nothing further happens. - -**Example:** A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining. -- **Ghostwalk Mantle** (Datasheet): While this model is leading a unit, models in that unit have the Fights First ability. -- **The Vargard’s Duty** (Datasheet): While this model is in the same unit as Nemesor Zahndrekh, Character models in that unit have the Feel No Pain 4+ ability. - -**Keywords:** Infantry, Vargard Obyron, Epic Hero, Character -**Faction Keywords:** Necrons - -**Unit Composition:** -- 1 Vargard Obyron – EPIC HERO - -**Leader:** -Can lead: Necron Warriors, Immortals, Lychguard - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/necrons/detachments.md b/cogitator/factions/necrons/detachments.md new file mode 100644 index 0000000..62b744d --- /dev/null +++ b/cogitator/factions/necrons/detachments.md @@ -0,0 +1,1037 @@ +# Necrons Detachments + +# Annihilation Legion + +## Abilities + +### Annihilation Protocol +Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a charge, you can re-roll the Charge roll. If one or more targets of that charge are Below Half-strength, add 1 to the Charge roll as well. + +Each time a DESTROYER CULT unit from your army makes a ranged attack that targets the closest eligible target, add 1 to the Armour Penetration characteristic of that attack. + +## Stratagems + +### BLOOD-FUELLED CRUELTY — 1CP +**Type:** Annihilation Legion – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. + +**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that started the phase within Engagement Range of that enemy unit. + +**EFFECT:** Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a Normal move, but must end that move as close as possible to that enemy unit. + +### INSANITY’S IRE — 1CP +**Type:** Annihilation Legion – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that had one or more of its models destroyed by the attacking unit’s attacks. + +**EFFECT:** Your unit can make a Normal move, but must end that move as close as possible to that enemy unit. + +### MASKS OF DEATH — 1CP +**Type:** Annihilation Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### MURDEROUS REANIMATION — 1CP +**Type:** Annihilation Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that has just destroyed an enemy unit, or just caused an enemy unit that was not Below Half-strength to become Below Half-strength. + +**EFFECT:** Your unit’s Reanimation Protocols activate. + +### PITILESS HUNTERS — 1CP +**Type:** Annihilation Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +### THE SPOOR OF FRAILTY — 1CP +**Type:** Annihilation Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model from your unit makes an attack that targets a unit below Starting Strength, add 1 to the Hit roll. If the target is Below Half-strength, add 1 to the Wound roll as well. + +## Enhancements + +### Eldritch Nightmare — 15pts +*Atavistic fears are summoned from the pits of nightmare and thrust into the minds of all foes near this metal-skinned horror.* +DESTROYER CULT model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. + +### Eternal Madness — 25pts +*This Necrons sanity suffered during the Great Sleep. Now they are driven by a wrathful zeal, one which has seeped through the carrier waves of their commandments and into their followers.* +NECRONS model only. In the Fight phase, each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play. + +### Ingrained Superiority — 10pts +*An immortal destroyer, this war leaders every victim is etched irrevocably into their cognitive engrams. Every weakness they ever overcame is recalled, frailties they can exploit on each new battlefield.* +NECRONS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. + +### Soulless Reaper — 20pts +*This deathly killer exudes a soul-sapping presence, the promise of lifes’ end so explicit in their chilling gaze that few can muster the strength of will to evade it.* +DESTROYER CULT model only. Each time an enemy unit within Engagement Range of the bearer’s unit is selected to Fall Back, roll one D6: on a 3+, that unit cannot Fall Back this phase and must Remain Stationary. + +--- + +# Awakened Dynasty + +## Abilities + +### Command Protocols +While a Necrons Character model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll. + +## Stratagems + +### PROTOCOL OF THE CONQUERING TYRANT — 1CP +**Type:** Awakened Dynasty – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One NECRONS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead. + +### PROTOCOL OF THE ETERNAL REVENANT — 1CP +**Type:** Awakened Dynasty – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Necrons Infantry Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. + +**RESTRICTIONS:** Each model can only be targeted with this Stratagem once per battle. + +### PROTOCOL OF THE HUNGRY VOID — 1CP +**Type:** Awakened Dynasty – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One NECRONS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a Necrons Character is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration]. + +### PROTOCOL OF THE SUDDEN STORM — 1CP +**Type:** Awakened Dynasty – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One NECRONS unit from your army. + +**EFFECT:** Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a Necrons Character is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit. + +### PROTOCOL OF THE UNDYING LEGIONS — 1CP +**Type:** Awakened Dynasty – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks. + +**TARGET:** One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. + +**EFFECT:** Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit]. + +### PROTOCOL OF THE VENGEFUL STARS — 2CP +**Type:** Awakened Dynasty – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army. + +**TARGET:** One NECRONS CHARACTER unit from your army that was within 6" of that NECRONS unit when it was destroyed. + +**EFFECT:** After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +## Enhancements + +### Enaegic Dermal Bond — 30pts +*The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds.* +NECRONS model only. The bearer has the Feel No Pain 4+ ability. + +### Nether-realm Casket — 20pts +*Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe.* +NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. + +### Phasal Subjugator (Aura) — 35pts +*This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state.* +NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll. + +### Veil of Darkness — 20pts +*With this device the bearer can twist space and time about them, enfolding them in a swirling darkness. When it fades, they have vanished, rematerialising elsewhere through a miracle of arcane science.* +NECRONS model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of any enemy units, the bearer can use this Enhancement. If it does, remove that unit from the battlefield. Then, in the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. + +--- + +# Canoptek Court + +## Abilities + +### Power Matrix +Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows: + +- Your deployment zone is always within your army’s Power Matrix. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix. +Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead. + +## Stratagems + +### COUNTERTEMPORAL SHIFT — 1CP +**Type:** Canoptek Court – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### CURSE OF THE CRYPTEK — 1CP +**Type:** Canoptek Court – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. + +**TARGET:** One CRYPTEK model from your army that was destroyed by one of the attacking unit’s attacks. +You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a friendly CANOPTEK model makes an attack that targets the attacking unit, add 1 to the Hit roll and add 1 to the Wound roll. + +### CYNOSURE OF ERADICATION — 2CP +**Type:** Canoptek Court – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** The start of your Shooting phase or the start of the Fight phase. + +**TARGET:** One CRYPTEK or CANOPTEK unit from your army that is wholly within your army’s Power Matrix. + +**EFFECT:** Until the end of the phase, weapons equipped by CRYPTEK or CANOPTEK models in your unit have the [DEVASTATING WOUNDS] ability. + +### REACTIVE SUBROUTINES — 1CP +**Type:** Canoptek Court – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One CANOPTEK unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### SOLAR PULSE — 1CP +**Type:** Canoptek Court – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One CRYPTEK model from your army. + +**EFFECT:** Select one objective marker within 18" of your CRYPTEK model. Until the end of the phase, weapons equipped by friendly NECRONS models have the [IGNORES COVER] ability while targeting units within range of that objective marker. + +### SUBOPTIMAL FACADE — 1CP +**Type:** Canoptek Court – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One CANOPTEK unit from your army that was selected as a target of that charge and is wholly within your army’s Power Matrix. + +**EFFECT:** Your unit’s Reanimation Protocols activate. + +## Enhancements + +### Autodivinator — 15pts +*This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers.* +CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. + +### Dimensional Sanctum — 20pts +*This Cryptek has had a personal dimensional pocket reality crafted for them, from which they can emerge into battle at will.* +CRYPTEK model only. Models in the bearer’s unit have the Infiltrators ability. + +### Hyperphasic Fulcrum — 15pts +*With this small orb, its surface shimmering in fractal hues and shifting in multidimensional facets, a Cryptek can bypass the ancient security protocols placed upon the areas dormant machineries. Esoteric data and unusual strands of energy can be accessed, the orb acting as a skeleton key to greater power.* +CRYPTEK model only. While the bearer is leading a unit, if that unit is wholly within your army’s Power Matrix, each time a model in that unit makes an attack, re-roll a Wound roll of 1. + +### Metalodermal Tesla Weave — 10pts +*This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers.* +CRYPTEK model only. Once per phase, when an enemy unit selects the bearer’s unit as a target of a charge, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +--- + +# Canoptek Harvesters + +***Created to defend the Necrons’ tomb worlds, Canoptek constructs are often repurposed to harvest valuable resources for their Cryptek overseers. These murderous automatons will phase through walls, atomise deck plates and obliterate the living in order to achieve their masters’ goals.*** + +## Abilities + +### Retribution Protocols +Each time an enemy unit destroys a CRYPTEK model from your army, until the end of the battle, each time a NECRONS model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll. + +## Stratagems + +### NANOSCARAB VIRUS — 1CP +**Type:** Canoptek Harvesters – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your Movement phase. + +**TARGET:** One CRYPTEK unit from your army. + +**EFFECT:** For each open Hatchway within 3" of your unit, you can close that Hatchway. + +**RESTRICTIONS:** You can only use this Stratagem once. + +### PHASE-SHIFT — 1CP +**Type:** Canoptek Harvesters – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One CANOPTEK WRAITHS unit from your army that has not been selected to move this phase. + +**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". + +**RESTRICTIONS:** You can only use this Stratagem once. + +### QUANTUM FLARE-SHIELD — 1CP +**Type:** Canoptek Harvesters – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One CRYPTEK model from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your model has a 4+ invulnerable save. + +### TARGETING ALGORITHMS — 1CP +**Type:** Canoptek Harvesters – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One CRYPTEK model from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time your model makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. + +## Enhancements + +### Impromptu Translocation — 0pts +*Many Necrons make use of dimensional translocation technology to traverse the battlefield. This miniaturised translocator allows a Cryptek to make a single dimensional leap, taking them out of harm’s way.* +Once per battle, after the bearer has shot, it can make a Normal move of up to 6". + +### Nanoscarab Reconstitution — 0pts +*This Crypteks living metal form crawls with nanoscarabs, further enhancing its regenerative properties.* +In each player’s Command phase, the bearer regains 1 lost wound. + +--- + +# Cryptek Conclave + +*It was during the ongoing war in the Nephilim Anomaly that Szarekh, the Silent King, issued an edict of unprecedented technological freedom. No weapon of science-sorcery was to be off limits in the Necrons’ campaign to reclaim galactic dominance. With the Silent King’s blessings, ever more conclaves of like-minded Crypteks are now gathering power and influence throughout the Necrons’ domains. Some such conclaves have arisen across the region now designated Greater Ultramar, either in answer to the onset of Human invaders or as a defensive measure against the rampage of Ammentar’s cursed legion. They see powerful Crypteks compete with one another to fashion the greatest weapons and augment their android phalanxes in the most cunning ways. For those enemies unlucky enough to stand in their way, the conclaves are a byword for terror.* + +## Abilities + +### Technosorcerous Augmentations +- Ranged weapons equipped by Cryptek models from your army have the [ASSAULT] ability. +- In your Shooting phase, each time a Cryptek unit from your army is selected to shoot, select one of the following abilities: [ANTI-INFANTRY 3+], [ANTI-MOUNTED 4+], [ASSAULT], [HEAVY], [IGNORES COVER]. Until the end of the phase, ranged weapons equipped by models in that unit have that ability. + +## Stratagems + +### ANIMUS CURSE — 1CP +**Type:** Cryptek Conclave – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. + +**TARGET:** One Cryptek model from your army that was destroyed by one of the attacking unit’s attacks. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a friendly NECRONS model makes an attack that targets the attacking unit, you can re-roll the Hit roll. + +### MICROSCARAB SWARM — 1CP +**Type:** Cryptek Conclave – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Cryptek Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** If your unit has the Necron Warriors keyword, until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit has the Immortals keyword, until the end of the phase, models in your unit have a 4+ invulnerable save. + +### MOLECULAR TARGETING — 1CP +**Type:** Cryptek Conclave – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One NECRONS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. If your unit has the Cryptek keyword, you can also ignore any or all modifiers to the Wound roll. + +### POTENTIALITY SYPHON — 1CP +**Type:** Cryptek Conclave – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase. + +**TARGET:** One NECRONS unit from your army within range of one or more objective markers. + +**EFFECT:** Your unit’s Reanimation Protocols activate. If it is a Cryptek unit, it reanimates an additional 1 wound. + +### SYNERGISTIC EMPOWERMENT — 1CP +**Type:** Cryptek Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** One Cryptek unit from your army. + +**EFFECT:** Select one friendly NECRONS model (excluding Monsters and Vehicles) within 12" of a CRYPTEK model in your unit. Until the end of the phase, that friendly NECRONS model has the CRYPTEK keyword. + +### UNTAPPED POWER — 1CP +**Type:** Cryptek Conclave – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Cryptek unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time your unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment Rule, you can select one additional ability from those available. + +## Enhancements + +### Atomic Disintegrators — 10pts +*Energy lenses project in a web from a central node borne by the Cryptek, coalescing about Necron weapon systems and focusing their power still further.* +Cryptek model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment rule, you can also select from the following abilities: [ANTI-MONSTER 5+], [ANTI-VEHICLE 5+]. + +### Gauntlet of Compression — 20pts +*Clinging to the bearer’s hand like a glove woven from shadow, this strange device folds space-time with a single gesture, momentarily compressing the relative distance between Necron weapons and their targets.* +NECRONS model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit. + +### Gravitic Bolas — 15pts +*Projected from the bearer’s staff as a secondary energistic emission, these solid-state electroshackles bind and trammel their victims in crackling fetters.* +Cryptek model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks (excluding TITANIC units); until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. + +### Quantum Abacus — 15pts +*This cloud-like familiar of fractal computational electrons possesses a cogitational intellect that, when fed raw data, produces inspired strategic guidance.* +NECRONS model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if it is within range of one or more objectives: on a 4+, you gain 1CP. + +--- + +# Cursed Legion + +*The cursed legion of Nekrosor Ammentar sweeps across the stars like some android plague. They are avatars of death, a fanatical host through whose ranks the Destroyer madness is allowed to spread unchecked. Those gripped by the madness are fanatical in their devotion to the Nekrosor and vigorous in their efforts to forcibly inflict their blessed curse upon the lower ranks in their service. Entire phalanxes of android soldiery surge into battle with a sickly, killing light dancing in their ocular lenses. Even the lowliest Warriors fight with cold ferocity, while the Destroyers kill with nightmarish speed and efficiency born of zeal. With every conflict the ranks of the cursed legion swell with new converts, and the trail of carnage they leave in their wake grows all the bloodier.* + +## Abilities + +### Cold Fervour +- Add 2 to the Strength characteristic of weapons equipped by Destroyer Cult models from your army. +- The first time each turn that a DESTROYER CULT unit from your army makes attacks that destroy a unit or cause it to become Below Half-strength, after that unit has finished resolving its attacks, until the end of the turn, add 2 to the Strength characteristic of weapons equipped by friendly NECRONS models (excluding DESTROYER CULT, Monster and Titanic models). + +## Stratagems + +### DRIVEN TO BUTCHERY — 1CP +**Type:** Cursed Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting or Charge phase +**Description:** **WHEN:** Your Shooting phase or your Charge phase. + +**TARGET:** One Destroyer Cult unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +**RESTRICTIONS:** You can only use this Stratagem once per turn. + +### IMAGE OF DEATH — 1CP +**Type:** Cursed Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Destroyer Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### METHODICAL MURDER — 1CP +**Type:** Cursed Legion – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One NECRONS unit (excluding Monsters and Vehicles) from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. + +### MORTIS PROTOCOLS — 1CP +**Type:** Cursed Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after the first time a Destroyer Cult unit from your army destroys an enemy unit this turn. + +**TARGET:** One friendly NECRONS unit (excluding Monsters and Vehicles) within 9" of that DESTROYER CULT unit. + +**EFFECT:** The friendly unit’s Reanimation Protocols activate. + +### SPREADING MADNESS — 1CP +**Type:** Cursed Legion – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One NECRONS unit (excluding Monsters and Vehicles) from your army that has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within Engagement Range of one or more friendly units, add 2 to the Charge roll. + +### UNNATURAL AGGRESSION — 2CP +**Type:** Cursed Legion – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One NECRONS unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. + +**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +## Enhancements + +### Cursed Circlet — 25pts +*This band of living metal sinks into the bearer’s brow and floods their neural cortex with a murderous urge.* +Destroyer Cult model only. Each time an enemy unit is selected to shoot, after that unit has shot, if any models from the bearer’s unit were destroyed as a result of those attacks, the bearer’s unit can make a Surge move. To do so, roll one D6: the bearer’s unit can be moved a number of inches up to the result, but the bearer’s unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Surge move while it is Battle-shocked. + +### Destroyer Ankh — 20pts +*Though it resembles a typical ankh, this chest piece fills its host with an insatiable need to exterminate the foe.* +Catacomb Command Barge or Overlord model only. The bearer has the Destroyer Cult keyword. Add 2" to the Move characteristic of models in the bearer’s unit and add 2 to the Attacks characteristic of melee weapons equipped by the bearer. + +### Mark of the Nekrosor — 20pts +*The malevolent madness of Ammentar itself burns in the minds of this warrior and their comrades.* +Destroyer Cult model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll. + +### Murdermind — 15pts +*Consumed by the Destroyer madness, this Cryptek’s powerful intellect is turned entirely toward killing.* +Cryptek model only. The bearer has the Destroyer Cult keyword and during the Declare Battle Formations step, the bearer can be attached to a DESTROYER CULT unit (excluding CHARACTER units). If you do, the bearer’s unit cannot contain any models without the DESTROYER CULT keyword. Add 3" to the Move characteristic of the bearer. + +--- + +# Deranged Outcasts + +***Whilst the minds of many Necrons have been afflicted by the Great Sleep, the outcast Destroyer Cults and Flayed Ones have lost all semblance of sanity. Necron commanders often unleash these insane killers on their most hated foes, trusting that they will slaughter every last living being.*** + +## Abilities + +### Terrifying Charge +Each time a NECRONS unit from your army declares a charge, each enemy unit that is a target of that charge must take a Leadership test: if failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. + +## Stratagems + +### BATHED IN BLOOD — 1CP +**Type:** Deranged Outcasts – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit is destroyed by a DESTROYER CULT unit from your army + +**TARGET:** That DESTROYER CULT unit. + +**EFFECT:** Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army. + +### RUSH TO SLAUGHTER — 1CP +**Type:** Deranged Outcasts – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One NECRONS unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, if your unit has the FLAYED ONES keyword, each time it moves, models in that unit can move through friendly DESTROYER CULT models as if they were not there. If your unit has the DESTROYER CULT keyword, models in it can move through friendly FLAYED ONES models as if they were not there. + +### SHADOW STALKERS — 1CP +**Type:** Deranged Outcasts – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. + +**TARGET:** One FLAYED ONES unit from your army that is in Reserves. + +**EFFECT:** Until the end of the phase, models in your unit have the Deep Strike ability. + +**RESTRICTIONS:** You can only use this Stratagem once. + +### TERRIFYING AMBUSH — 1CP +**Type:** Deranged Outcasts – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a DESTROYER CULT unit from your army opens a Hatchway. + +**TARGET:** That DESTROYER CULT unit. + +**EFFECT:** For each enemy unit within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit, that unit must take a Leadership test, subtracting 2 from the result: if failed, until the end of the phase, that enemy unit cannot fire Overwatch. + +## Enhancements + +### Domineering Presence — 0pts +*This monstrous Lord has long transcended their limiting Necron form and been wrought anew as a monstrously intimidating killing machine.* +In your opponent’s Command phase, at the start of the Battle-shock step, select one enemy unit within 3" of the bearer; that enemy unit must take a Battle-shock test. When doing so, if that enemy unit is Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. + +### Inured to Damage — 0pts +*Those who lead the Destroyer Cults will brook no impediment to slaughter. Thus, many of their number bid the Crypteks remove all protective systems, allowing the Destroyer to fight until the very moment their broken form is phased back to their stasis-tomb.* +The bearer has the Feel No Pain 6+ ability. Once the bearer has destroyed one or more enemy units, it has the Feel No Pain 5+ ability instead. + +--- + +# Hypercrypt Legion + +## Abilities + +### Hyperphasing +At the end of your opponent’s turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows: + +**BATTLE SIZE****NUMBER OF UNITS**Incursion**Up to 1 units **Strike Force**Up to 2 units **Onslaught**Up to 3 units ** +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. + +## Stratagems + +### COSMIC PRECISION — 1CP +**Type:** Hypercrypt Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One NECRONS unit from your army (excluding Monster units) that is arriving using the Deep Strike or Hyperphasing abilities this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. + +**RESTRICTIONS:** A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. + +### DIMENSIONAL CORRIDOR — 2CP +**Type:** Hypercrypt Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield. + +**EFFECT:** Your unit is eligible to charge this phase. + +### ENTROPIC DAMPING — 1CP +**Type:** Hypercrypt Legion – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One TITANIC model from your army that was selected as the target of one or more of the attacking unit’s attacks and is within 18" of the attacking unit. + +**EFFECT:** Until the end of the phase, weapons equipped by models in the attacking unit have the [HAZARDOUS] ability. + +### HYPERPHASIC RECALL — 2CP +**Type:** Hypercrypt Legion – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. + +**TARGET:** One NECRONS INFANTRY unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks and one friendly MONOLITH model. + +**EFFECT:** Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units. + +### QUANTUM DEFLECTION — 1CP +**Type:** Hypercrypt Legion – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### REANIMATION CRYPTS — 1CP +**Type:** Hypercrypt Legion – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Your NECRONS WARLORD. + +**EFFECT:** For each of your NECRONS units in Reserves, that Reserves unit’s Reanimation Protocols activate. + +## Enhancements + +### Arisen Tyrant — 25pts +*This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them.* +NECRONS model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. If the bearer’s unit was set up on the battlefield this turn, you can re-roll the Hit roll instead. + +### Dimensional Overseer — 25pts +*With a mind as labyrinthine as the multi-dimensional tomb itself, this commander directs their servants in complex forays through the tomb’s hyperspatial architecture, catching the witless enemy off guard.* +NECRONS model only. While the bearer is on the battlefield or in Strategic Reserves, add one to the number of units from your army that you can select for the Hyperphasing rule. + +### Hyperspatial Transfer Node — 15pts +*Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time.* +NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. + +### Osteoclave Fulcrum — 20pts +*This hypermaterial key unlocks portals between transpatial dimensions embedded into a tomb’s architecture. Through such limitless doorways, the Necrons can pursue their quarry wherever they hide.* +NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. + +--- + +# Obeisance Phalanx + +## Abilities + +### Worthy Foes +In your Command phase, select one enemy unit. Until the start of your next Command phase, each time a Noble, Lychguard or Triarch unit from your army makes an attack that targets that unit, add 1 to the Wound roll. + +## Stratagems + +### ENSLAVED ARTIFICE — 1CP +**Type:** Obeisance Phalanx – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One NECRONS unit from your army (excluding TITANIC units) that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### NANOASSEMBLY PROTOCOLS — 1CP +**Type:** Obeisance Phalanx – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### SENTINELS OF ETERNITY — 1CP +**Type:** Obeisance Phalanx – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One LYCHGUARD or TRIARCH PRAETORIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. + +### SUFFER NO RIVAL — 1CP +**Type:** Obeisance Phalanx – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One LYCHGUARD or TRIARCH unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +### TERRITORIAL OBSESSION — 1CP +**Type:** Obeisance Phalanx – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Lychguard or Triarch unit from your army. + +**EFFECT:** Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. If your unit has the VEHICLE keyword, add 3 to the Objective Control characteristic instead. + +### YOUR TIME IS NIGH — 1CP +**Type:** Obeisance Phalanx – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after your opponent’s WARLORD is destroyed. + +**TARGET:** Your NECRONS WARLORD. + +**EFFECT:** Until the end of the battle, each time an enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. + +## Enhancements + +### Eternal Conqueror — 25pts +*This insatiable subjugator sees all before them as theirs for the taking by ancient right of conquest. They wield their legion like an iron gauntlet, using it to seize the battlefield in a demonstration of their power and strength, daring others to try taking it from them.* +OVERLORD model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Hit roll. + +### Honourable Combatant — 10pts +*A strict adherent to the ancient codes, this noble reserves their greatest displays of power to execute the enemy's leaders. Such champions are brought low in ostentatious manner, the inspiration or strategy they once provided severed at a stroke.* +OVERLORD model only. Each time the bearer’s unit destroys an enemy CHARACTER unit, your opponent loses 1CP if they have any. + +### Unflinching Will — 20pts +*With sheer will this noble drives their warriors into battle against the most malevolent foes. Not from pretenders to nobility, nor marauding beasts, nor titanic machineries will this noble turn; they have faced greater horrors during their long existence.* +OVERLORD model only. The bearer’s melee weapons have the [PRECISION] and [ANTI-INFANTRY 5+] abilities. + +### Warrior Noble — 15pts +*This dynastic scion is an expert in the arts of martial excellence, and their living metal form has been enhanced by their Crypteks. With effortless arrogance, they and their guardians parry or contemptuously swat aside the strikes of those they see as their lessers.* +OVERLORD model only. Each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll. + +--- + +# Pantheon of Woe + +*To unleash such a power is a strategy of last resort for most Necrons, for it sees multiple C’tan shards released from tesseract oubliettes and hurled into the heart of the foe. Though the Necrons employ powerful mechanisms to control the shattered remains of the star gods, still it is a risk deploying even one such fettered abomination amidst the mayhem of war lest it slip its bonds and go on the rampage. Concentrating the power of multiple shards upon a single battlefield, meanwhile, has a warping effect upon reality itself, and requires the efforts of skilled Crypteks using complex necrodermal bindings to prevent the C’tan shards from breaking free. For all this, the sheer cosmic devastation unleashed by several shards on a single battlefield is breathtaking to behold.* + +## Abilities + +### Cosmic Distortion +Necrons Monster units from your army have the following ability: + +**Distortion Fields (Aura):** While an enemy unit is within 6" of this unit, it is unravelling. While an enemy unit is unravelling, each time an attack targets that unit, improve the Armour Penetration characteristic of that attack by 1. + +At the start of each phase, for each NECRONS MONSTER unit from your army, that unit can suffer 3 mortal wounds. If it does, until the end of the phase, the range of that unit’s Distortion Fields Aura ability is increased to 9". + +**Designer’s Note:** *If your army contains more than one Transcendent C’tan unit, each of those units must take the Reletavistic Tether ability.* + +RESTRICTIONS +When mustering your army, each NECRONS MONSTER unit from your army has the relevant Necrodermal Binding ability shown below, and you must increase the points cost of each of those units by the amount shown in the *Munitorum Field Manual*. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. + +## Stratagems + +### CHRONODISTORTION — 1CP +**Type:** Pantheon of Woe – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if the attacking unit is unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### DISHARMONISATION CASCADE — 1CP +**Type:** Pantheon of Woe – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a Necrons Monster model from your army is destroyed, before making its Deadly Demise roll. + +**TARGET:** That NECRONS MONSTER model. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Until the end of the phase, your model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. + +### ENTROPHASIC AURA TARGETING — 1CP +**Type:** Pantheon of Woe – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One NECRONS unit (excluding Monsters) from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target of that attack is unravelling, re-roll a Wound roll of 1 as well. + +### MASS TRANSMOGRIFICATION — 1CP +**Type:** Pantheon of Woe – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a Necrons Monster unit from your army destroys an enemy unit. + +**TARGET:** One friendly NECRONS unit (excluding Monsters) within 6" of that MONSTER unit. + +**EFFECT:** If that enemy unit was unravelling at the start of the phase, your friendly unit’s Reanimation Protocols activate. + +**RESTRICTIONS:** You can only use this Stratagem once per turn. + +### MOLECULAR EROSION — 1CP +**Type:** Pantheon of Woe – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Necrons Monster unit from your army. + +**EFFECT:** Select one unravelling enemy unit visible to your unit. That enemy unit must take a Battle-shock test. When doing so, subtract 1 from the result. If that test is failed, that enemy unit suffers D3+1 mortal wounds. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### PHASE MELDING — 1CP +**Type:** Pantheon of Woe – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, when an unravelling enemy unit is selected to Fall Back. + +**TARGET:** One NECRONS unit from your army that is within Engagement Range of that enemy unit. + +**EFFECT:** When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +## Enhancements + +### Animus Damper — 35pts +*This device bleeds off the Void Dragon shard’s energies and earths them violently through nearby machines.* +C’tan Shard of the Void Dragon model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit visible to the bearer. That unit must take a Leadership test. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll and, if that Leadership test was failed, subtract 1 from the Wound roll as well. + +### Quantum Goad — 45pts +*The energies of this binding latch onto enemy targets and shunt the shard into alignment with them.* +C’tan Shard of the Nightbringer model only. This model is eligible to declare a charge in a turn in which it Advanced. + +### Reletavistic Tether — 40pts +*This binding uses atomic resonance magnetism to compel the shard into the midst of the foe.* +Transcendent C’tan model only. In your turn, each time this model is set up on the battlefield using the Deep Strike or Transdimensional Displacement abilities, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this model is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. + +### Singularity Matrix — 55pts +*This eldritch device fetters and directs the Deceiver’s powers within a vortex that devours lesser wits entirely.* +C’tan Shard of the Deceiver model only. This model has the following ability: + +**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +--- + +# Starshatter Arsenal + +*A wide range of mechanical treasures are stored within the grand armouries of the Necron dynasties. Some Necron nobles prefer to wage mobile warfare, utilising the swiftest of these vehicles, including imperious anti-grav war barques, looming mechanical walkers and supersonic assault craft powered by eldritch technologies to outflank, outrun and eliminate their enemies. As the armoured tide sweeps over the hopelessly outmatched foe, Ghost Arks swoop low to disgorge rank upon rank of skeletal Necron Warriors. Other forms of servile construct and maniacal killing machines join the lethal procession, too, adding their firepower to the cosmic wrath, and when the foe inevitably breaks, dynastic soldiery piloting – or fused with – repulsor-driven platforms surge forwards to scythe down any who would attempt to flee.* + +## Abilities + +### Relentless Onslaught +Each time a NECRONS model (excluding Monster models) from your army makes an attack that targets a unit within range of one or more objective markers, add 1 to the Hit roll. In addition, ranged weapons equipped by Necrons Vehicle and Necrons Mounted models (excluding Titanic models) from your army have the [ASSAULT] ability. + +## Stratagems + +### CHRONOSHIFT — 1CP +**Type:** Starshatter Arsenal – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### DIMENSIONAL TUNNEL — 1CP +**Type:** Starshatter Arsenal – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army. + +**EFFECT:** Until the end of the phase, models in your unit can move horizontally through models and terrain features. + +### ENDLESS SERVITUDE — 1CP +**Type:** Starshatter Arsenal – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your Fight phase. + +**TARGET:** One NECRONS unit (excluding Monster and Titanic units) from your army that is within range of one or more objective markers you control. + +**EFFECT:** Your unit’s Reanimation Protocols activate. + +### MERCILESS RECLAMATION — 2CP +**Type:** Starshatter Arsenal – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One NECRONS unit (excluding Monster and Titanic units) from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll. + +### REACTIVE REPOSITION — 1CP +**Type:** Starshatter Arsenal – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One NECRONS unit from your army (excluding Monster and Titanic units) that was the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +### UNYIELDING FORMS — 2CP +**Type:** Starshatter Arsenal – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +## Enhancements + +### Chrono-impedance Fields — 25pts +*When activated, this device wreathes dynastic craft in a time-dilation field that reduces the force of incoming blows and shots.* +NECRONS model only. In your Command phase, select one friendly Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. + +### Demanding Leader — 10pts +*This Necron noble is a master of rapid warfare, commanding armoured columns with great precision.* +NECRONS model only. In your Command phase, select one friendly Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back. + +### Dread Majesty (Aura) — 30pts +*When this noble unleashes the might of their cosmic armoury, their followers are left in no doubt as to the importance of the battle at hand. If they do not strive to live up to the lethal effectiveness of the dynasty’s war engines, their Overlord’s wrath will be terrible.* +Overlord or Catacomb Command Barge model only. While a friendly NECRONS unit (excluding Monster and Titanic units) is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +### Miniaturised Nebuloscope — 15pts +*Feeding vampirically on datastreams from the dynasty’s war engines, this device enables its owner to track enemies through multiple dimensions, leaving them no hiding place.* +NECRONS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. + +--- + +# Tomb Ship Complement + +***The phaerons of the Necron dynasties possess some of the most powerful voidships in the known galaxy. These gigantic vessels carry full complements of Necron Warriors, Lychguard, Canoptek constructs and other lethal assets that can repel boarders or slaughter enemy crews with ease.*** + +## Abilities + +### Conquest Protocols +Each time a NECRONS model from your army makes an attack, if that model is within range of an objective marker or the target of that attack is within range of an objective marker, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. + +## Stratagems + +### CONCENTRATED ATOMISATION — 1CP +**Type:** Tomb Ship Complement – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One NEcRON WARRIORS or IMMORTALS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. + +### DISINTEGRATION BEAMS — 1CP +**Type:** Tomb Ship Complement – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an enemy unit attempts to prevent a NECRONS unit from you army from operating a closed Hatchway. + +**TARGET:** That NECRONS unit. + +**EFFECT:** Roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. + +### DISRUPTION FIELDS — 1CP +**Type:** Tomb Ship Complement – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One NECRONS unit from your army. + +**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. + +### UNWAVERING DEFENCE — 1CP +**Type:** Tomb Ship Complement – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One NECRONS unit from your army that is Set to Defend and has not fought this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability. + +## Enhancements + +### Mindshackle Scarabs — 0pts +*Mindshackle scarabs burrow into the brains of a living host and wrest control of their faculties.* +CRYPTEK model only. In your Command phase, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your next Command phase, subtract 2" from the Move characteristic of models in that enemy unit and subtract 2 from Advance and Charge rolls made for it. + +### Resurrection Protocols — 0pts +*This Necron commanders body has been fitted with a miniaturised resurrection field. This device greatly enhances the bearer’s regenerative abilities.* +The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. diff --git a/cogitator/factions/necrons/detachments/annihilation-legion.md b/cogitator/factions/necrons/detachments/annihilation-legion.md deleted file mode 100644 index 90bc62b..0000000 --- a/cogitator/factions/necrons/detachments/annihilation-legion.md +++ /dev/null @@ -1,88 +0,0 @@ -# Annihilation Legion - -## Abilities - -### Annihilation Protocol -Each time a DESTROYER CULT or FLAYED ONES unit from your army declares a charge, you can re-roll the Charge roll. If one or more targets of that charge are Below Half-strength, add 1 to the Charge roll as well. - -Each time a DESTROYER CULT unit from your army makes a ranged attack that targets the closest eligible target, add 1 to the Armour Penetration characteristic of that attack. - -## Stratagems - -### BLOOD-FUELLED CRUELTY — 1CP -**Type:** Annihilation Legion – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. - -**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that started the phase within Engagement Range of that enemy unit. - -**EFFECT:** Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. Your unit can then make a Normal move, but must end that move as close as possible to that enemy unit. - -### INSANITY’S IRE — 1CP -**Type:** Annihilation Legion – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that had one or more of its models destroyed by the attacking unit’s attacks. - -**EFFECT:** Your unit can make a Normal move, but must end that move as close as possible to that enemy unit. - -### MASKS OF DEATH — 1CP -**Type:** Annihilation Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### MURDEROUS REANIMATION — 1CP -**Type:** Annihilation Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that has just destroyed an enemy unit, or just caused an enemy unit that was not Below Half-strength to become Below Half-strength. - -**EFFECT:** Your unit’s Reanimation Protocols activate. - -### PITILESS HUNTERS — 1CP -**Type:** Annihilation Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -### THE SPOOR OF FRAILTY — 1CP -**Type:** Annihilation Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One DESTROYER CULT or FLAYED ONES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model from your unit makes an attack that targets a unit below Starting Strength, add 1 to the Hit roll. If the target is Below Half-strength, add 1 to the Wound roll as well. - -## Enhancements - -### Eldritch Nightmare — 15pts -*Atavistic fears are summoned from the pits of nightmare and thrust into the minds of all foes near this metal-skinned horror.* -DESTROYER CULT model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test. - -### Eternal Madness — 25pts -*This Necrons sanity suffered during the Great Sleep. Now they are driven by a wrathful zeal, one which has seeped through the carrier waves of their commandments and into their followers.* -NECRONS model only. In the Fight phase, each time a model in the bearer’s unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking models unit has finished making its attacks, and is then removed from play. - -### Ingrained Superiority — 10pts -*An immortal destroyer, this war leaders every victim is etched irrevocably into their cognitive engrams. Every weakness they ever overcame is recalled, frailties they can exploit on each new battlefield.* -NECRONS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. - -### Soulless Reaper — 20pts -*This deathly killer exudes a soul-sapping presence, the promise of lifes’ end so explicit in their chilling gaze that few can muster the strength of will to evade it.* -DESTROYER CULT model only. Each time an enemy unit within Engagement Range of the bearer’s unit is selected to Fall Back, roll one D6: on a 3+, that unit cannot Fall Back this phase and must Remain Stationary. diff --git a/cogitator/factions/necrons/detachments/awakened-dynasty.md b/cogitator/factions/necrons/detachments/awakened-dynasty.md deleted file mode 100644 index b946b73..0000000 --- a/cogitator/factions/necrons/detachments/awakened-dynasty.md +++ /dev/null @@ -1,88 +0,0 @@ -# Awakened Dynasty - -## Abilities - -### Command Protocols -While a Necrons Character model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll. - -## Stratagems - -### PROTOCOL OF THE CONQUERING TYRANT — 1CP -**Type:** Awakened Dynasty – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One NECRONS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit within half range, re-roll a Hit roll of 1. If a NECRONS CHARACTER is leading your unit, until the end of the phase, you can re-roll the Hit roll for that attack instead. - -### PROTOCOL OF THE ETERNAL REVENANT — 1CP -**Type:** Awakened Dynasty – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Necrons Infantry Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. - -**RESTRICTIONS:** Each model can only be targeted with this Stratagem once per battle. - -### PROTOCOL OF THE HUNGRY VOID — 1CP -**Type:** Awakened Dynasty – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One NECRONS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. In addition, If a Necrons Character is leading your unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. (this is not cumulative with any other modifiers that improve Armour Penetration]. - -### PROTOCOL OF THE SUDDEN STORM — 1CP -**Type:** Awakened Dynasty – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One NECRONS unit from your army. - -**EFFECT:** Until the end of the turn, ranged weapons equipped by models in your unit have the [ASSAULT] ability. In addition, if a Necrons Character is leading your unit, until the end of the phase, you can re-roll Advance rolls made for your unit. - -### PROTOCOL OF THE UNDYING LEGIONS — 1CP -**Type:** Awakened Dynasty – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has resolved its attacks. - -**TARGET:** One NECRONS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. - -**EFFECT:** Your unit activates its Reanimation Protocols and reanimates D3 wounds (or D3+1 wounds if a NECRONS CHARACTER is leading your unit]. - -### PROTOCOL OF THE VENGEFUL STARS — 2CP -**Type:** Awakened Dynasty – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit destroys a NECRONS unit from your army. - -**TARGET:** One NECRONS CHARACTER unit from your army that was within 6" of that NECRONS unit when it was destroyed. - -**EFFECT:** After the attacking unit has resolved its attacks, your unit can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -## Enhancements - -### Enaegic Dermal Bond — 30pts -*The bearers living metal mantle is bonded to mirror versions of itself across many dimensional thresholds.* -NECRONS model only. The bearer has the Feel No Pain 4+ ability. - -### Nether-realm Casket — 20pts -*Clouds of hyper-dense particles billow from this small artefact, to obscure and shield the bearer from the foe.* -NECRONS model only. While the bearer is leading a unit, models in that unit have the Stealth ability. - -### Phasal Subjugator (Aura) — 35pts -*This engraved sigil-circuitry transforms the fierce will of the bearer into a surging lash across every phasal state.* -NECRONS model only. While a friendly NECRONS unit (excluding CHARACTER units) is within 6" of the bearer, each time a model in that unit makes an attack, add 1 to the Hit roll. - -### Veil of Darkness — 20pts -*With this device the bearer can twist space and time about them, enfolding them in a swirling darkness. When it fades, they have vanished, rematerialising elsewhere through a miracle of arcane science.* -NECRONS model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of any enemy units, the bearer can use this Enhancement. If it does, remove that unit from the battlefield. Then, in the Reinforcements step of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. diff --git a/cogitator/factions/necrons/detachments/canoptek-court.md b/cogitator/factions/necrons/detachments/canoptek-court.md deleted file mode 100644 index 94c876a..0000000 --- a/cogitator/factions/necrons/detachments/canoptek-court.md +++ /dev/null @@ -1,92 +0,0 @@ -# Canoptek Court - -## Abilities - -### Power Matrix -Certain areas of the battlefield are considered to be within your army’s Power Matrix, as follows: - -- Your deployment zone is always within your army’s Power Matrix. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Power Matrix. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Power Matrix. -Each time a model in a CRYPTEK or CANOPTEK unit from your army makes an attack, re-roll a Hit roll of 1. If such a unit is wholly within your army’s Power Matrix, you can re-roll the Hit roll instead. - -## Stratagems - -### COUNTERTEMPORAL SHIFT — 1CP -**Type:** Canoptek Court – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One CANOPTEK unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### CURSE OF THE CRYPTEK — 1CP -**Type:** Canoptek Court – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. - -**TARGET:** One CRYPTEK model from your army that was destroyed by one of the attacking unit’s attacks. -You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a friendly CANOPTEK model makes an attack that targets the attacking unit, add 1 to the Hit roll and add 1 to the Wound roll. - -### CYNOSURE OF ERADICATION — 2CP -**Type:** Canoptek Court – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** The start of your Shooting phase or the start of the Fight phase. - -**TARGET:** One CRYPTEK or CANOPTEK unit from your army that is wholly within your army’s Power Matrix. - -**EFFECT:** Until the end of the phase, weapons equipped by CRYPTEK or CANOPTEK models in your unit have the [DEVASTATING WOUNDS] ability. - -### REACTIVE SUBROUTINES — 1CP -**Type:** Canoptek Court – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One CANOPTEK unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### SOLAR PULSE — 1CP -**Type:** Canoptek Court – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One CRYPTEK model from your army. - -**EFFECT:** Select one objective marker within 18" of your CRYPTEK model. Until the end of the phase, weapons equipped by friendly NECRONS models have the [IGNORES COVER] ability while targeting units within range of that objective marker. - -### SUBOPTIMAL FACADE — 1CP -**Type:** Canoptek Court – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One CANOPTEK unit from your army that was selected as a target of that charge and is wholly within your army’s Power Matrix. - -**EFFECT:** Your unit’s Reanimation Protocols activate. - -## Enhancements - -### Autodivinator — 15pts -*This cryptogeometric puzzle box harbours a chronoscarab. The tiny construct creeps forward in time along temporal webs before hauling back a captured net of future moments. Its master can scry these wriggling futures to predict their foe’s strategies, using the knowledge to develop new counter-tactics to ambush the attackers.* -CRYPTEK model only. Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP. - -### Dimensional Sanctum — 20pts -*This Cryptek has had a personal dimensional pocket reality crafted for them, from which they can emerge into battle at will.* -CRYPTEK model only. Models in the bearer’s unit have the Infiltrators ability. - -### Hyperphasic Fulcrum — 15pts -*With this small orb, its surface shimmering in fractal hues and shifting in multidimensional facets, a Cryptek can bypass the ancient security protocols placed upon the areas dormant machineries. Esoteric data and unusual strands of energy can be accessed, the orb acting as a skeleton key to greater power.* -CRYPTEK model only. While the bearer is leading a unit, if that unit is wholly within your army’s Power Matrix, each time a model in that unit makes an attack, re-roll a Wound roll of 1. - -### Metalodermal Tesla Weave — 10pts -*This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers.* -CRYPTEK model only. Once per phase, when an enemy unit selects the bearer’s unit as a target of a charge, roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. diff --git a/cogitator/factions/necrons/detachments/canoptek-harvesters.md b/cogitator/factions/necrons/detachments/canoptek-harvesters.md deleted file mode 100644 index 6ca8cdf..0000000 --- a/cogitator/factions/necrons/detachments/canoptek-harvesters.md +++ /dev/null @@ -1,64 +0,0 @@ -# Canoptek Harvesters - -***Created to defend the Necrons’ tomb worlds, Canoptek constructs are often repurposed to harvest valuable resources for their Cryptek overseers. These murderous automatons will phase through walls, atomise deck plates and obliterate the living in order to achieve their masters’ goals.*** - -## Abilities - -### Retribution Protocols -Each time an enemy unit destroys a CRYPTEK model from your army, until the end of the battle, each time a NECRONS model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll. - -## Stratagems - -### NANOSCARAB VIRUS — 1CP -**Type:** Canoptek Harvesters – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your Movement phase. - -**TARGET:** One CRYPTEK unit from your army. - -**EFFECT:** For each open Hatchway within 3" of your unit, you can close that Hatchway. - -**RESTRICTIONS:** You can only use this Stratagem once. - -### PHASE-SHIFT — 1CP -**Type:** Canoptek Harvesters – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One CANOPTEK WRAITHS unit from your army that has not been selected to move this phase. - -**EFFECT:** The next time your unit is selected to move this phase, models in that unit can move through Walls and closed Hatchways as if they were not there, but when doing so, no model can move more than 6". - -**RESTRICTIONS:** You can only use this Stratagem once. - -### QUANTUM FLARE-SHIELD — 1CP -**Type:** Canoptek Harvesters – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One CRYPTEK model from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your model has a 4+ invulnerable save. - -### TARGETING ALGORITHMS — 1CP -**Type:** Canoptek Harvesters – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One CRYPTEK model from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time your model makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll. - -## Enhancements - -### Impromptu Translocation — 0pts -*Many Necrons make use of dimensional translocation technology to traverse the battlefield. This miniaturised translocator allows a Cryptek to make a single dimensional leap, taking them out of harm’s way.* -Once per battle, after the bearer has shot, it can make a Normal move of up to 6". - -### Nanoscarab Reconstitution — 0pts -*This Crypteks living metal form crawls with nanoscarabs, further enhancing its regenerative properties.* -In each player’s Command phase, the bearer regains 1 lost wound. diff --git a/cogitator/factions/necrons/detachments/cryptek-conclave.md b/cogitator/factions/necrons/detachments/cryptek-conclave.md deleted file mode 100644 index 42b4988..0000000 --- a/cogitator/factions/necrons/detachments/cryptek-conclave.md +++ /dev/null @@ -1,89 +0,0 @@ -# Cryptek Conclave - -*It was during the ongoing war in the Nephilim Anomaly that Szarekh, the Silent King, issued an edict of unprecedented technological freedom. No weapon of science-sorcery was to be off limits in the Necrons’ campaign to reclaim galactic dominance. With the Silent King’s blessings, ever more conclaves of like-minded Crypteks are now gathering power and influence throughout the Necrons’ domains. Some such conclaves have arisen across the region now designated Greater Ultramar, either in answer to the onset of Human invaders or as a defensive measure against the rampage of Ammentar’s cursed legion. They see powerful Crypteks compete with one another to fashion the greatest weapons and augment their android phalanxes in the most cunning ways. For those enemies unlucky enough to stand in their way, the conclaves are a byword for terror.* - -## Abilities - -### Technosorcerous Augmentations -- Ranged weapons equipped by Cryptek models from your army have the [ASSAULT] ability. -- In your Shooting phase, each time a Cryptek unit from your army is selected to shoot, select one of the following abilities: [ANTI-INFANTRY 3+], [ANTI-MOUNTED 4+], [ASSAULT], [HEAVY], [IGNORES COVER]. Until the end of the phase, ranged weapons equipped by models in that unit have that ability. - -## Stratagems - -### ANIMUS CURSE — 1CP -**Type:** Cryptek Conclave – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. - -**TARGET:** One Cryptek model from your army that was destroyed by one of the attacking unit’s attacks. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a friendly NECRONS model makes an attack that targets the attacking unit, you can re-roll the Hit roll. - -### MICROSCARAB SWARM — 1CP -**Type:** Cryptek Conclave – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Cryptek Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** If your unit has the Necron Warriors keyword, until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit has the Immortals keyword, until the end of the phase, models in your unit have a 4+ invulnerable save. - -### MOLECULAR TARGETING — 1CP -**Type:** Cryptek Conclave – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One NECRONS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. If your unit has the Cryptek keyword, you can also ignore any or all modifiers to the Wound roll. - -### POTENTIALITY SYPHON — 1CP -**Type:** Cryptek Conclave – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase. - -**TARGET:** One NECRONS unit from your army within range of one or more objective markers. - -**EFFECT:** Your unit’s Reanimation Protocols activate. If it is a Cryptek unit, it reanimates an additional 1 wound. - -### SYNERGISTIC EMPOWERMENT — 1CP -**Type:** Cryptek Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** One Cryptek unit from your army. - -**EFFECT:** Select one friendly NECRONS model (excluding Monsters and Vehicles) within 12" of a CRYPTEK model in your unit. Until the end of the phase, that friendly NECRONS model has the CRYPTEK keyword. - -### UNTAPPED POWER — 1CP -**Type:** Cryptek Conclave – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Cryptek unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time your unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment Rule, you can select one additional ability from those available. - -## Enhancements - -### Atomic Disintegrators — 10pts -*Energy lenses project in a web from a central node borne by the Cryptek, coalescing about Necron weapon systems and focusing their power still further.* -Cryptek model only. In your Shooting phase, each time the bearer’s unit is selected to shoot, when selecting an ability for the Technosorcerous Augmentations Detachment rule, you can also select from the following abilities: [ANTI-MONSTER 5+], [ANTI-VEHICLE 5+]. - -### Gauntlet of Compression — 20pts -*Clinging to the bearer’s hand like a glove woven from shadow, this strange device folds space-time with a single gesture, momentarily compressing the relative distance between Necron weapons and their targets.* -NECRONS model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit. - -### Gravitic Bolas — 15pts -*Projected from the bearer’s staff as a secondary energistic emission, these solid-state electroshackles bind and trammel their victims in crackling fetters.* -Cryptek model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks (excluding TITANIC units); until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. - -### Quantum Abacus — 15pts -*This cloud-like familiar of fractal computational electrons possesses a cogitational intellect that, when fed raw data, produces inspired strategic guidance.* -NECRONS model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if it is within range of one or more objectives: on a 4+, you gain 1CP. diff --git a/cogitator/factions/necrons/detachments/cursed-legion.md b/cogitator/factions/necrons/detachments/cursed-legion.md deleted file mode 100644 index 77cffd4..0000000 --- a/cogitator/factions/necrons/detachments/cursed-legion.md +++ /dev/null @@ -1,91 +0,0 @@ -# Cursed Legion - -*The cursed legion of Nekrosor Ammentar sweeps across the stars like some android plague. They are avatars of death, a fanatical host through whose ranks the Destroyer madness is allowed to spread unchecked. Those gripped by the madness are fanatical in their devotion to the Nekrosor and vigorous in their efforts to forcibly inflict their blessed curse upon the lower ranks in their service. Entire phalanxes of android soldiery surge into battle with a sickly, killing light dancing in their ocular lenses. Even the lowliest Warriors fight with cold ferocity, while the Destroyers kill with nightmarish speed and efficiency born of zeal. With every conflict the ranks of the cursed legion swell with new converts, and the trail of carnage they leave in their wake grows all the bloodier.* - -## Abilities - -### Cold Fervour -- Add 2 to the Strength characteristic of weapons equipped by Destroyer Cult models from your army. -- The first time each turn that a DESTROYER CULT unit from your army makes attacks that destroy a unit or cause it to become Below Half-strength, after that unit has finished resolving its attacks, until the end of the turn, add 2 to the Strength characteristic of weapons equipped by friendly NECRONS models (excluding DESTROYER CULT, Monster and Titanic models). - -## Stratagems - -### DRIVEN TO BUTCHERY — 1CP -**Type:** Cursed Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting or Charge phase -**Description:** **WHEN:** Your Shooting phase or your Charge phase. - -**TARGET:** One Destroyer Cult unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -**RESTRICTIONS:** You can only use this Stratagem once per turn. - -### IMAGE OF DEATH — 1CP -**Type:** Cursed Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Destroyer Cult unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### METHODICAL MURDER — 1CP -**Type:** Cursed Legion – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One NECRONS unit (excluding Monsters and Vehicles) from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. - -### MORTIS PROTOCOLS — 1CP -**Type:** Cursed Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after the first time a Destroyer Cult unit from your army destroys an enemy unit this turn. - -**TARGET:** One friendly NECRONS unit (excluding Monsters and Vehicles) within 9" of that DESTROYER CULT unit. - -**EFFECT:** The friendly unit’s Reanimation Protocols activate. - -### SPREADING MADNESS — 1CP -**Type:** Cursed Legion – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One NECRONS unit (excluding Monsters and Vehicles) from your army that has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit declares a charge, if one or more targets of that charge are within Engagement Range of one or more friendly units, add 2 to the Charge roll. - -### UNNATURAL AGGRESSION — 2CP -**Type:** Cursed Legion – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One NECRONS unit (excluding Monsters and Vehicles) from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. - -**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -## Enhancements - -### Cursed Circlet — 25pts -*This band of living metal sinks into the bearer’s brow and floods their neural cortex with a murderous urge.* -Destroyer Cult model only. Each time an enemy unit is selected to shoot, after that unit has shot, if any models from the bearer’s unit were destroyed as a result of those attacks, the bearer’s unit can make a Surge move. To do so, roll one D6: the bearer’s unit can be moved a number of inches up to the result, but the bearer’s unit must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. A unit cannot make a Surge move while it is Battle-shocked. - -### Destroyer Ankh — 20pts -*Though it resembles a typical ankh, this chest piece fills its host with an insatiable need to exterminate the foe.* -Catacomb Command Barge or Overlord model only. The bearer has the Destroyer Cult keyword. Add 2" to the Move characteristic of models in the bearer’s unit and add 2 to the Attacks characteristic of melee weapons equipped by the bearer. - -### Mark of the Nekrosor — 20pts -*The malevolent madness of Ammentar itself burns in the minds of this warrior and their comrades.* -Destroyer Cult model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll. - -### Murdermind — 15pts -*Consumed by the Destroyer madness, this Cryptek’s powerful intellect is turned entirely toward killing.* -Cryptek model only. The bearer has the Destroyer Cult keyword and during the Declare Battle Formations step, the bearer can be attached to a DESTROYER CULT unit (excluding CHARACTER units). If you do, the bearer’s unit cannot contain any models without the DESTROYER CULT keyword. Add 3" to the Move characteristic of the bearer. diff --git a/cogitator/factions/necrons/detachments/deranged-outcasts.md b/cogitator/factions/necrons/detachments/deranged-outcasts.md deleted file mode 100644 index f61cd22..0000000 --- a/cogitator/factions/necrons/detachments/deranged-outcasts.md +++ /dev/null @@ -1,62 +0,0 @@ -# Deranged Outcasts - -***Whilst the minds of many Necrons have been afflicted by the Great Sleep, the outcast Destroyer Cults and Flayed Ones have lost all semblance of sanity. Necron commanders often unleash these insane killers on their most hated foes, trusting that they will slaughter every last living being.*** - -## Abilities - -### Terrifying Charge -Each time a NECRONS unit from your army declares a charge, each enemy unit that is a target of that charge must take a Leadership test: if failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. - -## Stratagems - -### BATHED IN BLOOD — 1CP -**Type:** Deranged Outcasts – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit is destroyed by a DESTROYER CULT unit from your army - -**TARGET:** That DESTROYER CULT unit. - -**EFFECT:** Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army. - -### RUSH TO SLAUGHTER — 1CP -**Type:** Deranged Outcasts – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One NECRONS unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, if your unit has the FLAYED ONES keyword, each time it moves, models in that unit can move through friendly DESTROYER CULT models as if they were not there. If your unit has the DESTROYER CULT keyword, models in it can move through friendly FLAYED ONES models as if they were not there. - -### SHADOW STALKERS — 1CP -**Type:** Deranged Outcasts – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. - -**TARGET:** One FLAYED ONES unit from your army that is in Reserves. - -**EFFECT:** Until the end of the phase, models in your unit have the Deep Strike ability. - -**RESTRICTIONS:** You can only use this Stratagem once. - -### TERRIFYING AMBUSH — 1CP -**Type:** Deranged Outcasts – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a DESTROYER CULT unit from your army opens a Hatchway. - -**TARGET:** That DESTROYER CULT unit. - -**EFFECT:** For each enemy unit within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit, that unit must take a Leadership test, subtracting 2 from the result: if failed, until the end of the phase, that enemy unit cannot fire Overwatch. - -## Enhancements - -### Domineering Presence — 0pts -*This monstrous Lord has long transcended their limiting Necron form and been wrought anew as a monstrously intimidating killing machine.* -In your opponent’s Command phase, at the start of the Battle-shock step, select one enemy unit within 3" of the bearer; that enemy unit must take a Battle-shock test. When doing so, if that enemy unit is Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. - -### Inured to Damage — 0pts -*Those who lead the Destroyer Cults will brook no impediment to slaughter. Thus, many of their number bid the Crypteks remove all protective systems, allowing the Destroyer to fight until the very moment their broken form is phased back to their stasis-tomb.* -The bearer has the Feel No Pain 6+ ability. Once the bearer has destroyed one or more enemy units, it has the Feel No Pain 5+ ability instead. diff --git a/cogitator/factions/necrons/detachments/hypercrypt-legion.md b/cogitator/factions/necrons/detachments/hypercrypt-legion.md deleted file mode 100644 index cb6dafb..0000000 --- a/cogitator/factions/necrons/detachments/hypercrypt-legion.md +++ /dev/null @@ -1,91 +0,0 @@ -# Hypercrypt Legion - -## Abilities - -### Hyperphasing -At the end of your opponent’s turn, you can select a number of NECRONS units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows: - -**BATTLE SIZE****NUMBER OF UNITS**Incursion**Up to 1 units **Strike Force**Up to 2 units **Onslaught**Up to 3 units ** -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. - -## Stratagems - -### COSMIC PRECISION — 1CP -**Type:** Hypercrypt Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One NECRONS unit from your army (excluding Monster units) that is arriving using the Deep Strike or Hyperphasing abilities this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. - -**RESTRICTIONS:** A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. - -### DIMENSIONAL CORRIDOR — 2CP -**Type:** Hypercrypt Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One NECRONS unit from your army that was set up on the battlefield this turn using the Eternity Gate ability of a MONOLITH model that started the turn on the battlefield. - -**EFFECT:** Your unit is eligible to charge this phase. - -### ENTROPIC DAMPING — 1CP -**Type:** Hypercrypt Legion – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One TITANIC model from your army that was selected as the target of one or more of the attacking unit’s attacks and is within 18" of the attacking unit. - -**EFFECT:** Until the end of the phase, weapons equipped by models in the attacking unit have the [HAZARDOUS] ability. - -### HYPERPHASIC RECALL — 2CP -**Type:** Hypercrypt Legion – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought. - -**TARGET:** One NECRONS INFANTRY unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks and one friendly MONOLITH model. - -**EFFECT:** Remove your INFANTRY unit from the battlefield and then set it back up anywhere on the battlefield that is wholly within 6" of your MONOLITH model and not within Engagement Range of one or more enemy units. - -### QUANTUM DEFLECTION — 1CP -**Type:** Hypercrypt Legion – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### REANIMATION CRYPTS — 1CP -**Type:** Hypercrypt Legion – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Your NECRONS WARLORD. - -**EFFECT:** For each of your NECRONS units in Reserves, that Reserves unit’s Reanimation Protocols activate. - -## Enhancements - -### Arisen Tyrant — 25pts -*This ancient being will suffer no threats to their rule, stepping imperiously from twisting nightmare dimensions to annihilate any who dare to oppose them.* -NECRONS model only. Each time a model in the bearer’s unit makes an attack, re-roll a Hit roll of 1. If the bearer’s unit was set up on the battlefield this turn, you can re-roll the Hit roll instead. - -### Dimensional Overseer — 25pts -*With a mind as labyrinthine as the multi-dimensional tomb itself, this commander directs their servants in complex forays through the tomb’s hyperspatial architecture, catching the witless enemy off guard.* -NECRONS model only. While the bearer is on the battlefield or in Strategic Reserves, add one to the number of units from your army that you can select for the Hyperphasing rule. - -### Hyperspatial Transfer Node — 15pts -*Wound with filaments of temporal circuitry, this amulet enables the bearer to accelerate themselves and their closest guardians in stuttering bursts of compressed time.* -NECRONS model only. Each time the bearer’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in the bearer’s unit. - -### Osteoclave Fulcrum — 20pts -*This hypermaterial key unlocks portals between transpatial dimensions embedded into a tomb’s architecture. Through such limitless doorways, the Necrons can pursue their quarry wherever they hide.* -NECRONS model only. Models in the bearer’s unit have the Deep Strike ability. diff --git a/cogitator/factions/necrons/detachments/obeisance-phalanx.md b/cogitator/factions/necrons/detachments/obeisance-phalanx.md deleted file mode 100644 index 16082b2..0000000 --- a/cogitator/factions/necrons/detachments/obeisance-phalanx.md +++ /dev/null @@ -1,86 +0,0 @@ -# Obeisance Phalanx - -## Abilities - -### Worthy Foes -In your Command phase, select one enemy unit. Until the start of your next Command phase, each time a Noble, Lychguard or Triarch unit from your army makes an attack that targets that unit, add 1 to the Wound roll. - -## Stratagems - -### ENSLAVED ARTIFICE — 1CP -**Type:** Obeisance Phalanx – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One NECRONS unit from your army (excluding TITANIC units) that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### NANOASSEMBLY PROTOCOLS — 1CP -**Type:** Obeisance Phalanx – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One NECRONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### SENTINELS OF ETERNITY — 1CP -**Type:** Obeisance Phalanx – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One LYCHGUARD or TRIARCH PRAETORIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. - -### SUFFER NO RIVAL — 1CP -**Type:** Obeisance Phalanx – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One LYCHGUARD or TRIARCH unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -### TERRITORIAL OBSESSION — 1CP -**Type:** Obeisance Phalanx – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Lychguard or Triarch unit from your army. - -**EFFECT:** Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. If your unit has the VEHICLE keyword, add 3 to the Objective Control characteristic instead. - -### YOUR TIME IS NIGH — 1CP -**Type:** Obeisance Phalanx – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after your opponent’s WARLORD is destroyed. - -**TARGET:** Your NECRONS WARLORD. - -**EFFECT:** Until the end of the battle, each time an enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result. - -## Enhancements - -### Eternal Conqueror — 25pts -*This insatiable subjugator sees all before them as theirs for the taking by ancient right of conquest. They wield their legion like an iron gauntlet, using it to seize the battlefield in a demonstration of their power and strength, daring others to try taking it from them.* -OVERLORD model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Hit roll. - -### Honourable Combatant — 10pts -*A strict adherent to the ancient codes, this noble reserves their greatest displays of power to execute the enemy's leaders. Such champions are brought low in ostentatious manner, the inspiration or strategy they once provided severed at a stroke.* -OVERLORD model only. Each time the bearer’s unit destroys an enemy CHARACTER unit, your opponent loses 1CP if they have any. - -### Unflinching Will — 20pts -*With sheer will this noble drives their warriors into battle against the most malevolent foes. Not from pretenders to nobility, nor marauding beasts, nor titanic machineries will this noble turn; they have faced greater horrors during their long existence.* -OVERLORD model only. The bearer’s melee weapons have the [PRECISION] and [ANTI-INFANTRY 5+] abilities. - -### Warrior Noble — 15pts -*This dynastic scion is an expert in the arts of martial excellence, and their living metal form has been enhanced by their Crypteks. With effortless arrogance, they and their guardians parry or contemptuously swat aside the strikes of those they see as their lessers.* -OVERLORD model only. Each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll. diff --git a/cogitator/factions/necrons/detachments/pantheon-of-woe.md b/cogitator/factions/necrons/detachments/pantheon-of-woe.md deleted file mode 100644 index 7e743c1..0000000 --- a/cogitator/factions/necrons/detachments/pantheon-of-woe.md +++ /dev/null @@ -1,103 +0,0 @@ -# Pantheon of Woe - -*To unleash such a power is a strategy of last resort for most Necrons, for it sees multiple C’tan shards released from tesseract oubliettes and hurled into the heart of the foe. Though the Necrons employ powerful mechanisms to control the shattered remains of the star gods, still it is a risk deploying even one such fettered abomination amidst the mayhem of war lest it slip its bonds and go on the rampage. Concentrating the power of multiple shards upon a single battlefield, meanwhile, has a warping effect upon reality itself, and requires the efforts of skilled Crypteks using complex necrodermal bindings to prevent the C’tan shards from breaking free. For all this, the sheer cosmic devastation unleashed by several shards on a single battlefield is breathtaking to behold.* - -## Abilities - -### Cosmic Distortion -Necrons Monster units from your army have the following ability: - -**Distortion Fields (Aura):** While an enemy unit is within 6" of this unit, it is unravelling. While an enemy unit is unravelling, each time an attack targets that unit, improve the Armour Penetration characteristic of that attack by 1. - -At the start of each phase, for each NECRONS MONSTER unit from your army, that unit can suffer 3 mortal wounds. If it does, until the end of the phase, the range of that unit’s Distortion Fields Aura ability is increased to 9". - -**Designer’s Note:** *If your army contains more than one Transcendent C’tan unit, each of those units must take the Reletavistic Tether ability.* - -RESTRICTIONS -When mustering your army, each NECRONS MONSTER unit from your army has the relevant Necrodermal Binding ability shown below, and you must increase the points cost of each of those units by the amount shown in the *Munitorum Field Manual*. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army. - -## Stratagems - -### CHRONODISTORTION — 1CP -**Type:** Pantheon of Woe – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One NECRONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if the attacking unit is unravelling: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### DISHARMONISATION CASCADE — 1CP -**Type:** Pantheon of Woe – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a Necrons Monster model from your army is destroyed, before making its Deadly Demise roll. - -**TARGET:** That NECRONS MONSTER model. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Until the end of the phase, your model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. - -### ENTROPHASIC AURA TARGETING — 1CP -**Type:** Pantheon of Woe – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One NECRONS unit (excluding Monsters) from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If the target of that attack is unravelling, re-roll a Wound roll of 1 as well. - -### MASS TRANSMOGRIFICATION — 1CP -**Type:** Pantheon of Woe – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a Necrons Monster unit from your army destroys an enemy unit. - -**TARGET:** One friendly NECRONS unit (excluding Monsters) within 6" of that MONSTER unit. - -**EFFECT:** If that enemy unit was unravelling at the start of the phase, your friendly unit’s Reanimation Protocols activate. - -**RESTRICTIONS:** You can only use this Stratagem once per turn. - -### MOLECULAR EROSION — 1CP -**Type:** Pantheon of Woe – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Necrons Monster unit from your army. - -**EFFECT:** Select one unravelling enemy unit visible to your unit. That enemy unit must take a Battle-shock test. When doing so, subtract 1 from the result. If that test is failed, that enemy unit suffers D3+1 mortal wounds. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### PHASE MELDING — 1CP -**Type:** Pantheon of Woe – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, when an unravelling enemy unit is selected to Fall Back. - -**TARGET:** One NECRONS unit from your army that is within Engagement Range of that enemy unit. - -**EFFECT:** When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -## Enhancements - -### Animus Damper — 35pts -*This device bleeds off the Void Dragon shard’s energies and earths them violently through nearby machines.* -C’tan Shard of the Void Dragon model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit visible to the bearer. That unit must take a Leadership test. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll and, if that Leadership test was failed, subtract 1 from the Wound roll as well. - -### Quantum Goad — 45pts -*The energies of this binding latch onto enemy targets and shunt the shard into alignment with them.* -C’tan Shard of the Nightbringer model only. This model is eligible to declare a charge in a turn in which it Advanced. - -### Reletavistic Tether — 40pts -*This binding uses atomic resonance magnetism to compel the shard into the midst of the foe.* -Transcendent C’tan model only. In your turn, each time this model is set up on the battlefield using the Deep Strike or Transdimensional Displacement abilities, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this model is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. - -### Singularity Matrix — 55pts -*This eldritch device fetters and directs the Deceiver’s powers within a vortex that devours lesser wits entirely.* -C’tan Shard of the Deceiver model only. This model has the following ability: - -**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. diff --git a/cogitator/factions/necrons/detachments/starshatter-arsenal.md b/cogitator/factions/necrons/detachments/starshatter-arsenal.md deleted file mode 100644 index 5356aea..0000000 --- a/cogitator/factions/necrons/detachments/starshatter-arsenal.md +++ /dev/null @@ -1,88 +0,0 @@ -# Starshatter Arsenal - -*A wide range of mechanical treasures are stored within the grand armouries of the Necron dynasties. Some Necron nobles prefer to wage mobile warfare, utilising the swiftest of these vehicles, including imperious anti-grav war barques, looming mechanical walkers and supersonic assault craft powered by eldritch technologies to outflank, outrun and eliminate their enemies. As the armoured tide sweeps over the hopelessly outmatched foe, Ghost Arks swoop low to disgorge rank upon rank of skeletal Necron Warriors. Other forms of servile construct and maniacal killing machines join the lethal procession, too, adding their firepower to the cosmic wrath, and when the foe inevitably breaks, dynastic soldiery piloting – or fused with – repulsor-driven platforms surge forwards to scythe down any who would attempt to flee.* - -## Abilities - -### Relentless Onslaught -Each time a NECRONS model (excluding Monster models) from your army makes an attack that targets a unit within range of one or more objective markers, add 1 to the Hit roll. In addition, ranged weapons equipped by Necrons Vehicle and Necrons Mounted models (excluding Titanic models) from your army have the [ASSAULT] ability. - -## Stratagems - -### CHRONOSHIFT — 1CP -**Type:** Starshatter Arsenal – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### DIMENSIONAL TUNNEL — 1CP -**Type:** Starshatter Arsenal – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army. - -**EFFECT:** Until the end of the phase, models in your unit can move horizontally through models and terrain features. - -### ENDLESS SERVITUDE — 1CP -**Type:** Starshatter Arsenal – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your Fight phase. - -**TARGET:** One NECRONS unit (excluding Monster and Titanic units) from your army that is within range of one or more objective markers you control. - -**EFFECT:** Your unit’s Reanimation Protocols activate. - -### MERCILESS RECLAMATION — 2CP -**Type:** Starshatter Arsenal – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One NECRONS unit (excluding Monster and Titanic units) from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of one or more objective markers, add 1 to the Wound roll. - -### REACTIVE REPOSITION — 1CP -**Type:** Starshatter Arsenal – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One NECRONS unit from your army (excluding Monster and Titanic units) that was the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -### UNYIELDING FORMS — 2CP -**Type:** Starshatter Arsenal – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets a model in your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. - -## Enhancements - -### Chrono-impedance Fields — 25pts -*When activated, this device wreathes dynastic craft in a time-dilation field that reduces the force of incoming blows and shots.* -NECRONS model only. In your Command phase, select one friendly Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) within 6" of the bearer. Until the start of your next Command phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. - -### Demanding Leader — 10pts -*This Necron noble is a master of rapid warfare, commanding armoured columns with great precision.* -NECRONS model only. In your Command phase, select one friendly Necrons Vehicle or Necrons Mounted unit (excluding Titanic units) within 6" of the bearer. Until the start of your next Command phase, that unit is eligible to shoot in a turn in which it Fell Back. - -### Dread Majesty (Aura) — 30pts -*When this noble unleashes the might of their cosmic armoury, their followers are left in no doubt as to the importance of the battle at hand. If they do not strive to live up to the lethal effectiveness of the dynasty’s war engines, their Overlord’s wrath will be terrible.* -Overlord or Catacomb Command Barge model only. While a friendly NECRONS unit (excluding Monster and Titanic units) is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -### Miniaturised Nebuloscope — 15pts -*Feeding vampirically on datastreams from the dynasty’s war engines, this device enables its owner to track enemies through multiple dimensions, leaving them no hiding place.* -NECRONS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. diff --git a/cogitator/factions/necrons/detachments/tomb-ship-complement.md b/cogitator/factions/necrons/detachments/tomb-ship-complement.md deleted file mode 100644 index 0570380..0000000 --- a/cogitator/factions/necrons/detachments/tomb-ship-complement.md +++ /dev/null @@ -1,60 +0,0 @@ -# Tomb Ship Complement - -***The phaerons of the Necron dynasties possess some of the most powerful voidships in the known galaxy. These gigantic vessels carry full complements of Necron Warriors, Lychguard, Canoptek constructs and other lethal assets that can repel boarders or slaughter enemy crews with ease.*** - -## Abilities - -### Conquest Protocols -Each time a NECRONS model from your army makes an attack, if that model is within range of an objective marker or the target of that attack is within range of an objective marker, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. - -## Stratagems - -### CONCENTRATED ATOMISATION — 1CP -**Type:** Tomb Ship Complement – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One NEcRON WARRIORS or IMMORTALS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. - -### DISINTEGRATION BEAMS — 1CP -**Type:** Tomb Ship Complement – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an enemy unit attempts to prevent a NECRONS unit from you army from operating a closed Hatchway. - -**TARGET:** That NECRONS unit. - -**EFFECT:** Roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. - -### DISRUPTION FIELDS — 1CP -**Type:** Tomb Ship Complement – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One NECRONS unit from your army. - -**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit. - -### UNWAVERING DEFENCE — 1CP -**Type:** Tomb Ship Complement – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One NECRONS unit from your army that is Set to Defend and has not fought this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability. - -## Enhancements - -### Mindshackle Scarabs — 0pts -*Mindshackle scarabs burrow into the brains of a living host and wrest control of their faculties.* -CRYPTEK model only. In your Command phase, select one enemy unit within 12" of and visible to the bearer. That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your next Command phase, subtract 2" from the Move characteristic of models in that enemy unit and subtract 2 from Advance and Charge rolls made for it. - -### Resurrection Protocols — 0pts -*This Necron commanders body has been fitted with a miniaturised resurrection field. This device greatly enhances the bearer’s regenerative abilities.* -The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining. diff --git a/cogitator/factions/orks/datasheets.md b/cogitator/factions/orks/datasheets.md new file mode 100644 index 0000000..cf998bb --- /dev/null +++ b/cogitator/factions/orks/datasheets.md @@ -0,0 +1,5500 @@ +# Orks + +# Attack Fighta + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 twin big shootas; small bomms; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | +| Wing missiles | 24 | 1 | 5 | 9 | -2 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Small Bomms** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll three D6: for each 4+, that unit suffers 1 mortal wound. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Attack Fighta, Speed Freeks, Vehicle, Fly, Aircraft +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Attack Fighta + +**Wargear Options:** +- This model can be equipped with 1 wing missiles. + +**Points:** +- 1 model: 100pts + +--- + +# Battlewagon + +**Role:** Other + +*No two Battlewagons are the same, for the Meks that build them can never resist cobbling on armour plates, ramming spikes, assorted dakka and random worky-gubbinz. However, all are rugged transport tanks with the capacity to bear a vast number of angry Orks into battle while shrugging off the worst the enemy can throw at them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 16 | 7+ | 5 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** tracks and wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Kannon – frag | 36 | D6+3 | 5 | 6 | 0 | 1 | blast | +| Kannon – shell | 36 | 1 | 5 | 10 | -2 | D6 | — | +| Killkannon | 24 | D6+1 | 5 | 9 | -2 | 2 | — | +| Lobba | 48 | D6 | 5 | 5 | 0 | 1 | blast, indirect fire | +| Zzap gun | 36 | 1 | 5 | D6+6 | -3 | 5 | anti-vehicle 4+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deff rolla | Melee | 6 | 3 | 9 | -1 | 2 | — | +| Grabbin’ klaw | Melee | 2 | 3 | 8 | -2 | 2 | extra attacks | +| Tracks and wheels | Melee | 6 | 4 | 8 | 0 | 1 | — | +| Wreckin’ ball | Melee | 1 | 4 | 10 | 0 | D6 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Ramshackle but Rugged** (Datasheet): Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1. +- **’Ard Case** (Wargear): Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability. + +**Keywords:** Vehicle, Battlewagon, Transport +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Battlewagon + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 kannon +- 1 killkannon +- 1 zzap gun +- This model can be equipped with:- 1 lobba +- This model can be equipped with up to 4 big shootas. +- This model’s tracks and wheels can be replaced with 1 deff rolla. +- This model can be equipped with any of the following:- 1 ’ard case +- 1 grabbin’ klaw +- 1 wreckin’ ball + +**Transport:** +This model has a transport capacity of 22 Orks Infantry models. If this model is equipped with a killkannon, it has a transport capacity of 12 ORKS INFANTRY models. Each Mega Armour or Jump Pack model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 4 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Beast Snagga Boyz + +**Role:** Battleline + +*Big, brutal, and belligerent, Beast Snagga Boyz are a force to be reckoned with. From the cannonball-like fist-shells of their thump guns, to the inescapable hooks of their choppas, Beast Snaggas excel in softening up their prey, dragging them down, then ripping them bodily to bits.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| BEAST SNAGGA BOY | 6" | 5 | 5+ | 1 | 7+ | 2 | +| BEAST SNAGGA NOB | 6" | 5 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Beast Snagga Nob is equipped with:** slugga; power snappa. + +**Every Beast Snagga Boy is equipped with:** slugga; choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | +| Thump gun | 18 | D3 | 5 | 6 | 0 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 3 | 3 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 5 | 0 | 1 | — | +| Power snappa | Melee | 4 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Monster Hunters** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll. + +**Keywords:** Infantry, Beast Snagga Boyz, Beast Snagga, Battleline, Mob +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Beast Snagga Nob +- 9-19 Beast Snagga Boyz + +**Wargear Options:** +- For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon. + +**Leader:** +Led By: Beastboss, Painboss, Wurrboy + +**Points:** +- 10 models: 95pts +- 20 models: 190pts + +--- + +# Beastboss On Squigosaur + +**Role:** Characters + +*Beastbosses have the strength and violent temperament to subdue the most ferocious creatures. Squiqosaurs, meanwhile, are single-minded predators that can bite through adamantine and shrug off enemg fire as though they were armour-plated. If a Beostboss wishes to ride one he must first beat it within an inch of its life to teach it respect, all without getting devoured in the process.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 3+ | 8 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** slugga; beastchoppa; Squigosaur’s jaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | +| Thump gun | 18 | D3 | 5 | 6 | 0 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Beastchoppa | Melee | 6 | 2 | 6 | -1 | 2 | anti-monster 4+, anti-vehicle 4+ | +| Squigosaur’s jaws | Melee | 3 | 4 | 7 | -2 | 3 | devastating wounds, extra attacks | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Thundering Stampede** (Datasheet): While this model is leading a unit, add 1 to Charge rolls made for that unit. +- **Single-minded Predator** (Datasheet): You can target this model's unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Character, Warboss, Beastboss on Squigosaur, Beast Snagga, Mounted +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Beastboss on Squigosaur + +**Wargear Options:** +- This model can be equipped with 1 thump gun. + +**Leader:** +Can lead: Squighog Boyz + +**Points:** +- 1 model: 110pts + +--- + +# Beastboss + +**Role:** Characters + +*It takes a ferocious and foul-tempered Ork to lead a stampede of Beast Snaggas. Beastbosses possess these qualities in abundance. Boasting cybork enhancements, wired-in targetin’ squigs and an array of brutal combat weaponry, these roaring monsters can bring down even the largest prey one-on-one.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** shoota; beastchoppa; Beast Snagga klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shoota | 18 | 2 | 4 | 4 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Beast Snagga klaw | Melee | 4 | 3 | 10 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | +| Beastchoppa | Melee | 6 | 2 | 6 | -1 | 2 | anti-monster 4+, anti-vehicle 4+ | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Beastboss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Beastly Rage** (Datasheet): Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability. + +**Keywords:** Character, Infantry, Beastboss, Warboss, Beast Snagga +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Beastboss + +**Leader:** +Can lead: Beast Snagga Boyz + +**Points:** +- 1 model: 80pts + +--- + +# Big Gunz + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 4 | 5+ | 3 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** kannon; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kannon – frag | 36 | D6 | 6 | 5 | 0 | 1 | blast, heavy | +| Kannon – shell | 36 | 1 | 6 | 9 | -2 | D6 | heavy | +| Lobba | 48 | D6 | 6 | 5 | 0 | 1 | blast, heavy, indirect fire | +| Zzap gun | 36 | 1 | 6 | 2D6 | -3 | 3 | devastating wounds, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Splat!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit containing 10 or more models, re-roll a Hit roll of 1. +- **BIG GUNZ** (Special (правая колонка)): **Designer’s Note:** *Place two Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing one each time its Big Gun model loses a wound (a Big Gun model itself is considered to represent its final wound).* + +**Keywords:** Big Gunz, Vehicle, Grots, Artillery +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Big Gunz + +**Wargear Options:** +- Any number of models can each have their kannon replaced with one of the following:- 1 lobba +- 1 zzap gun + +**Points:** +- 1 model: 20pts +- 2 models: 40pts + +--- + +# Big Mek In Mega Armour + +**Role:** Characters + +*For all that its weight is akin to wearing half a tank, mega armour is incredibly resilient. Big Meks often build and wear it, adding unstable kustom weaponry, force field projectors, crushing klaws or even tellyport blastas that kill victims by beaming their component parts across a wide area, much to the Orks’ amusement.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** kustom-mega blaster; power klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Kustom shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | +| Tellyport blasta | 12 | 3 | 5 | 8 | -1 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | +| Power klaw | Melee | 4 | 3 | 9 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **Fix Dat Armour Up** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. +- **Kustom Force Field** (Wargear): While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks. +- **Grot Oiler** (Wargear): Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds. + +**Designer’s Note:** *Place a Grot Oiler token next to the unit, removing it once this ability has been used.* + +**Keywords:** Infantry, Character, Mega Armour, Mek, Big Mek in Mega Armour +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big Mek in Mega Armour + +**Wargear Options:** +- This model’s kustom-mega blasta can be replaced with one of the following:- 1 killsaw +- 1 kombi-weapon +- 1 kustom shoota +- This model can be equipped with one of the following:- 1 tellyport blasta +- 1 kustom force field +- This model can be equipped with 1 grot oiler. + +**Leader:** +Can lead: Meganobz + +**Points:** +- 1 model: 90pts + +--- + +# Big Mek On Warbike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** slugga; twin dakkagun; choppa; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Kustom mega-slugga | 12 | D3 | 5 | 8 | -2 | D6 | blast, hazardous | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Shokk attack gun | 60 | D6+1 | 5 | 9 | -4 | D6 | blast, heavy | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | +| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 4 | 3 | 7 | -1 | 2 | — | +| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | +| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | +| Power klaw | Melee | 4 | 4 | 9 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Kustom Force Field** (Wargear): While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks. +- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **Mekaniak** (Datasheet): At the end of your Movement phase, you can select one friendly Orks Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. + +**Keywords:** Mounted, Speed Freeks, Grenades, Big Mek, Big Mek on Warbike, Character +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big Mek on Warbike + +**Wargear Options:** +- This model’s slugga can be replaced with one of the following:- 1 shokk attack gun +- 1 kustom force field +- 1 kombi-weapon +- 1 kustom mega-blasta +- 1 kustom mega-slugga +- 1 rokkit launcha +- 1 big choppa +- 1 power klaw +- This model’s choppa can be replaced with one of the following:- 1 kombi-weapon +- 1 kustom mega-blasta +- 1 kustom mega-slugga +- 1 rokkit launcha +- 1 big choppa +- 1 killsaw +- 1 power klaw + +**Leader:** +Can lead: Warbikers + +**Points:** +- 1 model: 105pts + +--- + +# Big Mek With Kustom Force Field + +**Role:** Characters + +*Projected from a mass of whirly bits and alarmingly sparking worky gubbinz, the kustom force field is a wobbling energy dome that extends over the Big Mek and any nearby greenskins. Incoming enemy fire rebounds harmlessly from this unstable force field, leaving the Mek and his oblivious mates free to storm onward into battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** slugga; choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Grot Helper** (Wargear): Once per battle, the bearer can overcharge its kustom force field one additional time. + +**Designer’s Note:** *Place a Grot Helper token next to the bearer, removing it once this ability has been used.* +- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **Kustom Force Field** (Datasheet): While this model is leading a unit, models in that unit have a 5+ invulnerable save against ranged attacks. Once per battle, at the start of any phase, this model can overcharge its kustom force field. If it does, until the end of the phase, this invulnerable save is improved to 4+. + +**Keywords:** Grenades, Big Mek with Kustom Force Field, Big Mek, Mek, Character, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big Mek with Kustom Force Field + +**Wargear Options:** +- This model can be equipped with 1 grot helper. + +**Leader:** +Can lead: Burna Boyz, Tankbustas, Nobz, Boyz, Breaka Boyz, Lootas + +**Points:** +- 1 model: 55pts + +--- + +# Big Mek With Shokk Attack Gun + +**Role:** Characters + +*Big Moks arc musters of insane but highly destructive weaponry. Amongst the strangest devices that some lug to battle is the shokk attack gun which opens a tunnel through the warp to its target, then launches screaming Snot lings down it. I he ammunition remoteriolise os a terror-maddened, clawing, biting swarm. If this happens inside the target, the results orc swift and horrific.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** close combat weapon, shokk attack gun. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shokk attack gun | 60 | D6+1 | 5 | 9 | -4 | D6 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **Deranged Snotling Assault** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test. +- **Grot Assistant** (Wargear): Once per battle, after rolling to determine how many attacks the bearer’s shokk attack gun makes, you can re-roll that dice. + +**Designer’s Note:** *Place a Grot Assistant token next to the bearer, removing it once this ability has been used.* + +**Keywords:** Grenades, Character, Mek, Big Mek with Shokk Attack Gun, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big Mek with Shokk Attack Gun + +**Wargear Options:** +- This model can be equipped with 1 grot assistant. + +**Leader:** +Can lead: Mek Gunz, Breaka Boyz, Tankbustas, Lootas, Boyz, Nobz + +**Points:** +- 1 model: 80pts + +--- + +# Big Mek + +**Role:** Characters + +*Big Meks build all sorts of powerful weapons and bizarre devices. They readily bring their favourites into battle to test ’em out, even building and wearing a bionik exoskeleton to help them wield as many as possible. So equipped, the Big Mek unleashes mechanical violence and blasts of energy, or wrenches open warp tunnels down which he and his followers pile into the fight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 3+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** kustom-mega blaster; power klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Traktor blasta | 36 | 1 | 5 | 10 | -2 | D6+1 | anti-fly 3+, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drilla | Melee | 2 | 3 | 12 | -3 | 3 | — | +| Power klaw | Melee | 4 | 3 | 9 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **Shokk-boosta** (Datasheet): You can re-roll Advance rolls made for this model’s unit. In addition, each time this model’s unit makes a Normal, Advance or Fall Back move, models in that unit can move through models and terrain features. When doing so, they can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. + +**Keywords:** Infantry, Character, Big Mek, Mek, Grenades +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big Mek + +**Wargear Options:** +- This model’s kustom mega-blasta can be replaced with 1 traktor blasta. +- This model’s power klaw can be replaced with 1 drilla. + +**Leader:** +Can lead: Lootas, Mek Gunz, Breaka Boyz, Boyz, Nobz, Tankbustas + +**Points:** +- 1 model: 70pts + +--- + +# Big Trakk + +**Role:** Other + +*Made for when a normal Trukk just isn't big enough, Big Trakks are heavy rigs that can carry the Orks over the worst terrain or mount their Big Gunz and lots of gear. They are not all that fast, nor are they as tough as a full-blown Battlewagon, but Big Trakks make up for these shortfalls with their hauling power.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 4+ | 12 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 big shootas; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | +| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | +| Supa-kannon – frag | 36 | D6+3 | 5 | 5 | 0 | 1 | blast | +| Supa-kannon – shell | 36 | 1 | 5 | 9 | -2 | D3+3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Spiked Ram** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Vehicle, Transport, Big Trakk +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big Trakk + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 kannon +- 1 supa-kannon + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka models. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 90pts + +--- + +# Big’ed Bossbunka + +**Role:** Fortifications + +*Having a Gargant’s severed head serve as a boss’ hut is not only a status symbol, but also provides a base of operations equipped with a remarkable array of Orky features – from the potent Gaze of Gork built into one eye to the kommanda’s shoutin’ pole that carries the boss’ bellowed commands far and wide.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 10 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** big shoota; Gaze of Gork. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Gaze of Gork – glare | 24 | D6 | 5 | 5 | 0 | 1 | blast, sustained hits d3 | +| Gaze of Gork – squint | 18 | 1 | 5 | 12 | -4 | 3 | sustained hits D3 | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Ramshackle Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Shoutin’ Pole (Aura)** (Datasheet): While a friendly ORKS unit is within 6" of this FORTIFICATION, improve the Leadership characteristic of models in that unit by 1. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Transport, Fortification, Vehicle, Big’ed Bossbunka +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Big’ed Bossbunka + +**Wargear Options:** +- This model can be equipped with up to 3 additional big shootas. + +**Transport:** +This model has a transport capacity of 11 Orks Infantry models (excluding Ghazghkull Thraka). Each Mega Armour or Jump Pack model takes up the space of 2 models. + +**Points:** +- 1 model: 135pts + +--- + +# Blitza-bommer + +**Role:** Other + +*While not as shooty as a Dakkajet, each Blitza-bommer lugs enormous boom bombs into battle under its wings. Dive-bombing the enemy with reckless abandon, the Blitza-bommers detach their oversized payloads before (hopefully) pulling up and screaming skywards again while vast fireballs billow in their wake.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** big shoota; twin supa-shoota; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Twin supa-shoota | 36 | 4 | 5 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Boom Bomb** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6: on a 4+, that unit suffers D6 mortal wounds. + +**Keywords:** Vehicle, Aircraft, Fly, Blitza-bommer, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Blitza-bommer + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Boomdakka Snazzwagon + +**Role:** Other + +*The Boomdakka Snazzwagon is a high-speed riot on wheels. Bristling with dakka and swarming with anarchic greenskin crew, the vehicle roars through the enemy lines in a storm of roiling smoke, whistling bullets, incendiary burna bottles and shockingly foul language before skidding around for another pass.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** big shoota; grot blasta; Mek speshul; spiked wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Grot blasta | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Mek speshul | 24 | 12 | 5 | 5 | -1 | 1 | assault, rapid fire 4, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked wheels | Melee | 4 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Dust Trails (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Boomdakka Snazzwagon, Grenades, Vehicle, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boomdakka Snazzwagon + +**Points:** +- 1 model: 70pts + +--- + +# Boss Snikrot + +**Role:** Characters + +*Boss Snikrot is a murderous ghost whose obsession with kommando warfare has seen him transcend the cunning of his fellow Blood Axes and achieve instead something nigh supernatural. By the time his terrified foes realise he is upon them, the Boss is already opening their throats with his rip-toothed blades.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** slugga; Mork’s Teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mork’s Teeth | Melee | 6 | 2 | 6 | -1 | 2 | precision, twin-linked | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Red Skull Kommandos** (Datasheet): While this model is leading a unit, models in that unit have the Benefit of Cover. +- **Kunnin’ Infiltrator** (Datasheet): Once per battle, in your Movement phase, instead of making a Normal move with this model’s unit, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. + +**Keywords:** Grenades, Smoke, Epic Hero, Boss Snikrot, Character, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Snikrot – EPIC HERO + +**Leader:** +Can lead: Kommandos + +**Points:** +- 1 model: 75pts + +--- + +# Boss Zagstruk + +**Role:** Characters + +*Plummeting from his kustom fighta-bommer at the head of his infamous Vulcha Boyz, Boss Zagstruk hits the enemy like a four hundred pound rocket-propelled missile of pure, belligerent fury. Amidst the roar of his blitz missiles and the crunch of bone beneath his cybork foot-klaws, bloody havoc ensues.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Da Vulcha’s Klaws and choppa; slugga. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Da Vulcha’s Klaws and choppa | Melee | 6 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Drill Boss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Plummeting Descent** (Datasheet): You can re-roll Charge rolls made for this model’s unit in a turn in which it was set up on the battlefield from Reserves. + +**Keywords:** Boss Zagstruk, Epic Hero, Character, Fly, Jump Pack, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Zagstruk – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Stormboyz + +**Points:** +- 1 model: 90pts + +--- + +# Boyz + +**Role:** Battleline + +*Ork Boyz surge into battle in huge, unruly mobs dotted with crude special weapons and led by foul-tempered Boss Nobz. Most simply stampede towards the enemy lines, relying on their numbers and natural hardiness to carry the charge home, while others hitch a ride on Trukks and Battlewagons so as to get stuck in all the faster.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| BOY | 6" | 5 | 5+ | 1 | 7+ | 2 | +| BOSS NOB | 6" | 5 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Boss Nob is equipped with:** slugga; big choppa. + +**Every Boy is equipped with:** slugga; choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Shoota | 18 | 2 | 5 | 4 | 0 | 1 | rapid fire 1 | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | +| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Get Da Good Bitz** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **BODYGUARD** (Special (правая колонка)): If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a Warboss unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. + +**Keywords:** Grenades, Mob, Battleline, Infantry, Boyz +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob +- 9-19 Boyz + +**Wargear Options:** +- The Boss Nob’s big choppa can be replaced with 1 power klaw. +- The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon. +- Any number of Boyz can each have their slugga and choppa replaced with 1 shoota and 1 close combat weapon. +- For every 10 models in this unit, 1 Boy’s choppa and slugga can be replaced with one of the following:- 1 big shoota and 1 close combat weapon +- 1 rokkit launcha and 1 close combat weapon + +**Leader:** +Led By: Nob With Waaagh! Banner, Big Mek With Kustom Force Field, Warboss, Weirdboy, Mek, Painboy, Mad Dok Grotsnik, Ufthak Blackhawk, Big Mek With Shokk Attack Gun, Big Mek, Ghazghkull Thraka + +**Points:** +- 10 models: 80pts +- 20 models: 170pts + +--- + +# Breaka Boyz + +**Role:** Other + +*Breaka Boyz dismantle the foe’s war engines and defences with well-placed krumpings from their smash hammers. Some use a pair of brutal knucklebustas, while the more addled opt for a tankhammer: a rokkit strapped to a big metal stick that offers a satisfyingly explosive means of up-close annihilation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Boss Nob is equipped with:** rokkit pistol; smash hammer; choppa. + +**Each Breaka Boy is equipped with:** smash hammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rokkit pistol | 12 | 1 | 5 | 9 | -2 | 3 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | +| Knucklebustas | Melee | 5 | 3 | 5 | -1 | 1 | anti-monster 4+, anti-vehicle 4+, twin-linked | +| Smash hammer | Melee | 2 | 3 | 6 | -2 | 3 | anti-monster 4+, anti-vehicle 4+ | +| Tankhammer | Melee | 2 | 3 | 6 | -2 | 3 | anti-monster 4+, anti-vehicle 4+, devastating wounds, hazardous | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Trophy Hunters** (Datasheet): Each time this unit declares a charge, you can re-roll the Charge roll. +- **Bomb Squigs** (Datasheet): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. + +**Designer’s Note:** *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.* +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Boyz unit, it can be attached to this unit instead. + +**Keywords:** Breaka Boyz, Grenades, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob +- 5 Breaka Boyz + +**Wargear Options:** +- The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol. +- One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas. +- One Breaka Boy’s smash hammer can be replaced with 1 tankhammer. + +**Leader:** +Led By: Nob With Waaagh! Banner, Big Mek With Kustom Force Field, Warboss, Weirdboy, Ghazghkull Thraka, Mek, Painboy, Mad Dok Grotsnik, Ufthak Blackhawk, Big Mek With Shokk Attack Gun, Big Mek + +**Points:** +- 6 models: 140pts + +--- + +# Burna-bommer + +**Role:** Other + +*Meant for burning enemy infantry out of fortifications and dense cover, Burna-bommers fly so low that they frequently scorch their undercarriage with their own ordnance. The Burna Boy pilots consider this a small price to pay in order to watch their victims do ‘da burny dance’ as their skorcha missile racks and burna bombs rain down.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** twin big shoota; twin supa-shoota; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | +| Twin supa-shoota | 36 | 4 | 5 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | +| Skorcha missile rack | 36 | 2D6 | 5 | 5 | -1 | 1 | blast, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Burna Bomb** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. In addition, roll one D6 for each model in that unit: for each 6, that unit suffers 1 mortal wound. + +**Keywords:** Fly, Vehicle, Burna-bommer, Aircraft, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Burna-bommer + +**Wargear Options:** +- This model can be equipped with 1 skorcha missile rack. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 125pts + +--- + +# Burna Boyz + +**Role:** Other + +*The burna is a cutting torch intended for slicing up battlefield wreckage. Serendipitously, it also works well when searing through an enemy’s armour at close quarters, or, with a twist of its nozzle, can instead belch a tongue of roaring flame over the foe. Needless to say, the most pyromaniacally inclined Orks delight in doing both.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Spanner is equipped with:** close combat weapon; big shoota. + +**Every Burna Boy is equipped with:** burna; cuttin’ flames. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Burna | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Cuttin’ flames | Melee | 2 | 4 | 4 | -2 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Pyromaniaks** (Datasheet): Each time a model in this unit makes a ranged attack with a burna that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead. + +**Keywords:** Burna Boyz, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Spanners +- 4-8 Burna Boyz + +**Wargear Options:** +- Any number of Spanners can each have their big shoota replaced with one of the following:- 1 kustom mega-blasta +- 1 rokkit launcha + +**Leader:** +Led By: Big Mek With Kustom Force Field, Painboy, Mad Dok Grotsnik + +**Points:** +- 1 Spanner and 4 Burna Boyz: 60pts +- 2 Spanners and 8 Burna Boyz: 120pts + +--- + +# Chinork Warkopta + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 4+ | 10 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** big shoota; 2 deffguns; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Deffgun | 48 | 2 | 5 | 8 | -1 | 2 | rapid fire 1 | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Rattler kannon | 24 | 6 | 5 | 6 | -1 | 1 | — | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Big Bomms** (Wargear): Once per battle, after the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound. +- **Aerial Deployment** (Datasheet): If this model starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Speed Freeks, Chinork Warkopta, Fly, Transport, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Chinork Warkopta + +**Wargear Options:** +- This model can be equipped with up to 2 big bomms. +- This model’s big shoota can be replaced with one of the following:- 1 kustom mega-blasta +- 1 rokkit launcha +- 1 skorcha +- This model’s 2 deffguns can be replaced with 2 rattler kannons. + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models. This model cannot transport Ghazghkull Thraka, Mega Armour or Jump Pack models. + +**Points:** +- 1 model: 105pts + +--- + +# Da Red Gobbo + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 2 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** kustom grot blasta; Icon of da Revolushun. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kustom grot blasta | 12 | D3 | 4 | 4 | 0 | 1 | devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icon of da Revolushun | Melee | 3 | 4 | 3 | 0 | 1 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Da Revolushun!** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Has Yoo Been a Good Little Grot This Year?** (Datasheet): Once per battle, in your Shooting phase, you can target this model’s unit with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Infantry, Da Red Gobbo, Grots, Epic Hero, Grenades, Character +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Da Red Gobbo – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Gretchin + +**Points:** +- 1 model: 40pts + +--- + +# Da Red Gobbo’s Tinboy + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 3+ | 5 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Tinboy’s kustom shoota, Tinboy’s klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tinboy's kustom shoota | 18 | D3 | 3 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tinboy’s klaw | Melee | 3 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Redistributin’ da Gifts** (Datasheet): Once in each of your Shooting phases, you can target this unit with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +**Keywords:** Vehicle, Walker, Character, Epic Hero, Grots, Da Red Gobbo +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Da Red Gobbo’s Tinboy – EPIC HERO + +**Points:** +- 1 model: 45pts + +--- + +# Dakkajet + +**Role:** Other + +*Rocketing through the skies on billowing trails of flame and smoke, Dakkajets come in low and hard over the battlefield. These single-seater Ork attack craft are ludicrously over-gunned for their size, all but shaking themselves apart as their pilots unleash storms of dakka on luckless ground targets or enemy aircraft with equal glee.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 twin supa-shootas; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin supa-shoota | 36 | 4 | 5 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Dakkastorm** (Datasheet): Each time this model makes a ranged attack, every successful Hit roll scores a Critical Hit. + +**Keywords:** Dakkajet, Fly, Vehicle, Aircraft, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Dakkajet + +**Wargear Options:** +- This model can be equipped with 1 additional twin supa-shoota. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Deff Dread + +**Role:** Other + +*Being wired into a Deff Dread affords strength, resilience and a terrifying array of vicious weaponry. Of course, the reality of being stuck in a metal box for life and drinking your meals through a straw soon gets old, but the pilots’ resulting unhinged ferocity only serves to make Deff Dreads all the more dangerous in battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 big shootas; 2 dread klaws; stompy feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dread klaw | Melee | 4 | 3 | 12 | -2 | 3 | dead choppy | +| Stompy feet | Melee | 4 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Piston-driven Brutality** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. +- **Dead Choppy** (Wargear profile): The Attacks characteristic of this weapon is increased by 1 for each additional dread klaw this model is equipped with. + +**Keywords:** Walker, Deff Dread, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Deff Dread + +**Wargear Options:** +- This model’s big shootas can each be replaced with one of the following:- 1 dread klaw +- 1 kustom-mega blasta +- 1 rokkit launcha +- 1 skorcha +- This model’s dread klaws can each be replaced with one of the following:- 1 big shoota +- 1 kustom-mega blasta +- 1 rokkit launcha +- 1 skorcha + +**Points:** +- 1 model: 120pts + +--- + +# Deff Rolla Battle Fortress + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 22 | 7+ | 8 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** kannon; 2 twin big shootas; 2 zzap guns; deff rolla. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | +| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | +| Lobba | 48 | D6 | 5 | 5 | 0 | 1 | blast, indirect fire | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | +| Zzap gun | 36 | 1 | 5 | 2D6 | -3 | 3 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deff rolla | Melee | 6 | 3 | 9 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ORKS model from your army, if that model is not fully visible to every model in the attacking unit because of this DEFF ROLLA BATTLE FORTRESS model, that model has the Benefit of Cover against that attack. + +**Keywords:** Transport, Titanic, Deff Rolla Battle Fortress, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Deff Rolla Battle Fortress + +**Wargear Options:** +- This model can be equipped with up to 5 big shootas. +- Each of this model’s zzap guns can be replaced with one of the following:- 1 lobba +- 1 kannon +- This model’s kannon can be replaced with one of the following:- 1 lobba +- 1 zzap gun +- Each of this model’s twin big shootas can be replaced with one of the following:- 1 skorcha +- 1 rokkit launcha + +**Transport:** +This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 18 models. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Deffkilla Wartrike + +**Role:** Characters + +*Ork Speedbosses thunder into battle on the backs of Deffkilla Wartrikes. These hurtling three-wheelers boast massive jet engines that fry the foe to a crisp while roaring through their ranks. Wartrikes also offer platforms from which the Speedbosses can messily chainhaul unfortunate foes with their grapnel-like snagga klaws.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 9 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** defkilla boomsticks; killajet; snagga klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boomstikks | 12 | 6 | 5 | 5 | 0 | 1 | assault | +| Killa jet – burna | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Killa jet – cutta | 12 | 1 | 5 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Snagga klaw | Melee | 4 | 3 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Speedboss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Fuel-mixa Grot** (Datasheet): Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this model’s unit. + +**Keywords:** Deffkilla Wartrike, Speed Freeks, Warboss, Character, Mounted +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Defkilla Wartrike + +**Leader:** +Can lead: Warbikers + +**Points:** +- 1 model: 80pts + +--- + +# Deffkoptas With Big Shootas + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** slugga; twin big shoota; spinnin' blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kopta rokkits | 24 | D3 | 5 | 9 | -2 | 3 | blast, twin-linked | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | +| Spinnin’ blades | Melee | 6 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Deff from Above** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Deffkoptas with Big Shootas, Grenades, Vehicle, Fly +**Faction Keywords:** Orks + +**Unit Composition:** +- 3 Deffkoptas with Big Shootas + +**Wargear Options:** +- Any number of models can each have their twin big shoota replaced with one of the following:- 1 kopta rockets +- 1 kustom mega-blasta +- Any number of models can each be equipped with 1 killsaw. + +**Points:** +- 3 models: 130pts + +--- + +# Deffkoptas + +**Role:** Other + +*Most Orks take a dim view of muckin’ about in the sky, and would much rather go to war with their feet firmly on the ground. Deffkopta pilots are the lunatic exception, hurtling ahead to spy out enemy forces for their warband to bring to battle, and to give those same enemies a good strafing run or three in the meantime.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** kopta rokkits; slugga; spinnin’ blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kopta rokkits | 24 | D3 | 5 | 9 | -2 | 3 | blast, twin-linked | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spinnin’ blades | Melee | 6 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Deff from Above** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Vehicle, Deffkoptas, Grenades, Fly, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 3-6 Deffkoptas + +**Wargear Options:** +- For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta. + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Fighta-bommer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 3 twin big shootas; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grot-guided bomm | 72 | D6 | 4 | 8 | -2 | 2 | blast, one shot, indirect fire | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | +| Wing missiles | 24 | 1 | 5 | 9 | -2 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Small Bomms** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll three D6: for each 4+, that unit suffers 1 mortal wound. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Speed Freeks, Fighta-bommer, Aircraft, Vehicle, Fly +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Fighta-Bommer + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 Grot-guided bomms +- 2 wing missiles +- Small bomms + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 100pts + +--- + +# Flash Gitz + +**Role:** Other + +*Flash Gitz are despised by other greenskins for being self-important show-offs with too much snazz and dakka for their own good. The Gitz couldn’t care less, of course, delighting in ostentatiously brandishing their over-the-top snazzguns before using them to utterly demolish the enemy in a hail of shells, blasts and rokkits.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** snazzgun; choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Snazzgun | 24 | 3 | 5 | 6 | -1 | 2 | heavy, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Gun-crazy Show-offs** (Datasheet): Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4. +- **Ammo Runt** (Wargear): Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Designer’s Note:** *Place an Ammo Runt token next to the unit, removing it after this ability has been used.* + +**Keywords:** Grenades, Infantry, Flash Gitz +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kaptin +- 4-9 Flash Gitz + +**Wargear Options:** +- This unit can be equipped with 1 ammo runt. + +**Leader:** +Led By: Kaptin Badrukk + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Gargantuan Squiggoth + +**Role:** Other + +*Squiggoths can grow in size indefinitely. The larger they get, the more prized they become in the eyes of Ork Warbosses, whose simple minds see them for the colossal living weapons they are. Kitted out with armour, guns and bellowing passengers, truly giant specimens are walking bastions, their momentum all but unstoppable.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 13 | 3+ | 30 | 7+ | 12 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** huge tusks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | +| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | +| Supa-kannon | 60 | 2D6 | 5 | 12 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Huge tusks – strike | Melee | 6 | 3 | 14 | -3 | 12 | lance | +| Huge tusks – sweep | Melee | 18 | 3 | 9 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Gargantuan** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Walking Bastion** (Datasheet): This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it. + +**Keywords:** Monster, Titanic, Gargantuan Squiggoth, Transport, Towering +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Gargantuan Squiggoth + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 kannon +- 1 supa-kannon + +**Transport:** +This model has a transport capacity of 20 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. Ghazghkull Thraka takes up the space of 18 models. If this model is equipped with a supa-kannon, it has a transport capacity of 15 ORKS INFANTRY models. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 440pts + +--- + +# Ghazghkull Thraka + +**Role:** Characters + +*To face Ghazghkull Thraka in battle is to die. Messily. He is a totemic war leader of great kunnin’ and terrifying presence who enjoys the personal protection of the Ork gods, not that he seems to need it! Makari bears aloft the personal Waaagh! banner of Ghazghkull. There isn’t a greenskin living who doesn’t fight harder in sight of that flag.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GHAZGHKULL THRAKA | 5" | 6 | 2+ | 10 | 6+ | 4 | +| MAKARI | 5" | 6 | 7+ | 1 | 8+ | 1 | + +**Invulnerable Save (GHAZGHKULL THRAKA: 4)** +**Invulnerable Save (MAKARI: 2)** +*You cannot re-roll invulnerable saving throws made for this model.* + +**Default Wargear:** +**Ghazghkull Thraka is equipped with:** Mork’s Roar; Gork’s Klaw. + +**Makari is equipped with:** Makari’s stabba. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mork’s Roar | 36 | 12 | 5 | 5 | 0 | 1 | rapid fire 4 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gork’s Klaw - strike | Melee | 6 | 2 | 14 | -3 | 4 | — | +| Gork’s Klaw - sweep | Melee | 12 | 2 | 8 | -2 | 2 | — | +| Makari’s stabba | Melee | 1 | 4 | 3 | 0 | 1 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Prophet of Da Great Waaagh!** (Datasheet): While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if the Waaagh! is active for your army, a Critical Hit is scored on a successful unmodified Hit roll of 5+. +- **Ghazghkull’s Waaagh! Banner (Aura)** (Datasheet): While a friendly ORKS unit is within 12" of Makari, if the Waaagh! is active for your army, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **SUPREME COMMANDER** (Special (правая колонка)): If this unit is in your army, its Ghazghkull Thraka model must be your Warlord. + +**Keywords:** Character, Epic Hero, Warboss, Infantry, Ghazghkull Thraka +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Ghazghkull Thraka – EPIC HERO +- 1 Makari + +**Leader:** +Can lead: Breaka Boyz, Nobz, Meganobz, Boyz + +**Points:** +- 2 models: 235pts + +--- + +# Gorkanaut + +**Role:** Other + +*Outcast Nobz pilot these lumbering war engines, following the echoing call of the Great Waaagh! out across the stars. They are welcomed by Ork warbands wherever they go, for the punishing hails of firepower they can unleash are devastating, and few foes can long survive the grasp of their enormous, piston-powered klaws.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 3+ | 20 | 7+ | 8 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** deffstorm mega-shoota; 2 rokkit launchas; skorcha; 2 twin big shootas; klaw of Gork. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deffstorm mega-shoota | 36 | 20 | 5 | 6 | -1 | 1 | rapid fire 10 | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Klaw of Gork – strike | Melee | 5 | 3 | 18 | -3 | 6 | — | +| Klaw of Gork – sweep | Melee | 15 | 3 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Clankin’ Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there. +- **Big an’ Stompy** (Datasheet): Each time this model makes a melee attack, if the Waaagh! is active for your army, add 1 to the Hit roll. + +**Keywords:** Transport, Walker, Towering, Titanic, Vehicle, Gorkanaut +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Gorkanaut + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models (excluding Ghazghkull Thraka). Each Mega Armour or Jump Pack model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 265pts + +--- + +# Gretchin + +**Role:** Other + +*What Gretchin – also called grots – lack in stature, courage, resilience, discipline, motivation, loyalty, aggression and personal hygiene, they allegedly make up for in numbers. They are at least reasonable shots with their underpowered firearms, and if all else fails, the Orks find that grots make excellent bullet-stops.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GRETCHIN | 6" | 2 | 7+ | 1 | 8+ | 2 | +| RUNTHERD | 6" | 5* | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Runtherd is equipped with:** slugga; Runtherd tools. + +**Every Gretchin is equipped with:** grot blasta; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grot blasta | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 2 | 0 | 1 | — | +| Runtherd tools | Melee | 3 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Runtherd** (Datasheet): While this unit contains one or more Gretchin models, each time an attack targets this unit, Runtherd models in this unit have a Toughness characteristic of 2. +- **Thievin’ Scavengers** (Datasheet): At the start of your Movement phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it (excluding Battle-shocked units). If one or more of those rolls is a 4+, you gain 1CP. + +**Keywords:** Gretchin, Grots, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Runtherd and 10 Gretchin +- OR +- 2 Runtherds and 20 Gretchin + +**Leader:** +Led By: Da Red Gobbo, Zodgrod Wortsnagga + +**Points:** +- 11 models: 40pts +- 22 models: 80pts + +--- + +# Grot Bomm Launcha + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** Grot-guided bomms; spiked wheel. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grot-guided bomms | 72 | D6 | 4 | 8 | -2 | 2 | blast, one shot, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked wheel | Melee | 2 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Furious Barrage** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit that contains five or more models, you can re-roll the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Mounted, Grots, Grot Bomm Launcha, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Grot Bomm Launcha + +**Wargear Options:** +- None + +**Points:** +- 1 model: 50pts + +--- + +# Grot Mega-tank + +**Role:** Other + +*For some grot would-be Meks, the vicarious joys of riding in ramshackle Grot Tanks are not enough. They crave even bigger rigs, and even more gunz! To this end, the most ambitious of their kind build their best imitations of Battle Fortresses. These Grot Mega-tanks are even more dangerously erratic than their smaller kin, but bristle with all the best gear the grots can scavenge or pilfer, and have been the doom of many an unsuspecting foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 3+ | 12 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Mega-tank weapons; twin big shoota; twin grotzooka; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mega-tank weapons | 18 | 10 | 4 | 5 | 0 | 1 | rapid fire 10 | +| Twin big shoota | 18 | 3 | 4 | 5 | 0 | 1 | rapid fire 2, twin-linked | +| Twin grotzooka | 18 | D3+3 | 4 | 6 | 0 | 1 | blast, twin-linked | +| Twin kustom mega-blasta | 24 | 2 | 4 | 9 | -2 | D6 | hazardous, twin-linked | +| Twin rokkit launcha | 24 | D3 | 4 | 9 | -2 | 3 | blast, twin-linked | +| Twin skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Bizarrely Resilient** (Datasheet): Each time an attack targets this model, worsen the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Grot Mega-tank, Grots, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Grot Mega-Tank + +**Wargear Options:** +- This model’s twin big shoota can be replaced with one of the following:- 1 twin grotzooka +- 1 twin kustom mega-blasta +- 1 twin rokkit launcha +- 1 twin skorcha +- This model’s twin grotzooka can be replaced with one of the following:- 1 twin big shoota +- 1 twin kustom mega-blasta +- 1 twin rokkit launcha +- 1 twin skorcha + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 110pts + +--- + +# Grot Tanks + +**Role:** Other + +*Grot tanks are the product of the deranged imaginations of grot riggers and scavs that have spent too long basking in the mad genius of the Big Meks. Diminutive imitations of far larger Ork war machines, these ramshackle creations are a natural accompaniment to their pilots’ cunning ways of war.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 5 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Grot tank shoota; ramshackle hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grot tank shoota | 36 | 3 | 4 | 5 | 0 | 1 | devastating wounds, rapid fire 2 | +| Grotzooka | 18 | D3+3 | 4 | 6 | -1 | 1 | blast, ignores cover | +| Kustom mega-blasta | 24 | 2 | 4 | 9 | -2 | D6 | hazardous | +| Rokkit launcha | 24 | D3 | 4 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ramshackle hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Scatter!** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +**Keywords:** Vehicle, Grots, Grot Tanks +**Faction Keywords:** Orks + +**Unit Composition:** +- 4-8 Grot Tanks + +**Wargear Options:** +- Any number of models can each have their big shoota replaced with one of the following:- 1 grotzooka +- 1 kustom mega-blasta +- 1 rokkit launcha +- 1 skorcha +- For every four models in this unit, one model can be equipped with one of the following in addition to any other weapons:- 1 Grot tank shoota +- 1 grotzooka +- 1 kustom mega-blasta +- 1 rokkit launcha +- 1 skorcha + +**Points:** +- 4 models: 155pts +- 8 models: 310pts + +--- + +# Hunta Rig + +**Role:** Other + +*Welded, lashed and nailed together from enemy wrecks and scavenged scrap, the Hunta Rig forgoes a Wurrboy wurrtower (much to its crew’s relief). Instead it boasts an open metal deck and copious grab-handles, the better for chanting and bellowing mobs of Beast Snagga Boyz to ride along on the hunt.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 16 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** ’eavy lobba; stikka kannon; butcha boyz; savage horns and hooves; saw blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| ’Eavy lobba | 48 | D6 | 5 | 6 | 0 | 2 | blast, indirect fire | +| Stikka kannon | 12 | 1 | 5 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, snagged | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Butcha boyz | Melee | 4 | 3 | 5 | -1 | 1 | extra attacks, anti-monster 4+, anti-vehicle 4+ | +| Savage horns and hooves | Melee | 4 | 4 | 8 | -1 | 3 | extra attacks, lance | +| Saw blades | Melee | 6 | 3 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **On Da Hunt** (Datasheet): For each model embarked within this TRANSPORT, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6). The Attacks characteristic of that weapon can be modified even though it is an Extra Attacks weapon. +- **Snagged** (Wargear profile): Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer. + +**Keywords:** Hunta Rig, Monster, Transport, Beast Snagga +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Hunta Rig + +**Transport:** +This model has a transport capacity of 21 Beast Snagga Infantry models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Kannonwagon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 4+ | 16 | 7+ | 4 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** supa-kannon; spiked ram. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Supa-kannon – frag | 36 | D6+3 | 5 | 5 | 0 | 1 | blast | +| Supa-kannon – shell | 36 | 1 | 5 | 9 | -2 | D3+3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked ram | Melee | 3 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Big Booms** (Datasheet): In your Shooting phase, just after selecting a target for this model’s supa-kannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave this phase suffers D3 mortal wounds. + +**Keywords:** Vehicle, Transport, Kannonwagon +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kannonwagon + +**Wargear Options:** +- This model can be equipped with up to 3 big shootas. + +**Transport:** +This model has a transport capacity of 6 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Kaptin Badrukk + +**Role:** Characters + +*Kaptin Badrukk’s Goldtoof Armour is proof against anything the galaxy can throw at him. This is fortunate considering the levels of radiation that emanate from his pride and joy, Da Rippa. This kustom shoota fires unstable plasma shells that reduce Badrukk’s foes to glowing ash, at least until it malfunctions explosively.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 3+ | 6 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** slugga; choppa; Da Rippa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Da Rippa – standard | 24 | 3 | 5 | 7 | -2 | 2 | heavy, sustained hits 1 | +| Da Rippa – supercharge | 24 | 3 | 5 | 8 | -3 | 3 | hazardous, heavy, sustained hits 1 | +| Slugga | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 6 | 2 | 5 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Flashiest Gitz** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Hit roll. +- **Ded Glowy Ammo (Aura)** (Datasheet): While an enemy Infantry unit is within 6" of this model, subtract 1 from the Toughness characteristic of models in that unit. + +**Keywords:** Kaptin Badrukk, Epic Hero, Character, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kaptin Badrukk – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Flash Gitz + +**Points:** +- 1 model: 80pts + +--- + +# Kill Krusha + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 22 | 7+ | 8 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** krusha kannon; tracks and wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Krusha kannon – blast burna | 48 | 3D6 | 5 | 6 | -1 | 1 | blast | +| Krusha kannon – tankhamma shell | 60 | 1 | 5 | 16 | -3 | 6 | heavy | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tracks and wheels | Melee | 6 | 4 | 8 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Da Biggest Booms** (Datasheet): In your Shooting phase, just after selecting a target for this model’s krusha kannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. + +**Keywords:** Vehicle, Titanic, Transport, Kill Krusha +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kill Krusha + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 twin big shoota +- 2 rokkit launchas +- 1 skorcha +- This model can be equipped with one of the following:- 1 twin big shoota +- 2 rokkit launchas +- 1 skorcha + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka models. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 230pts + +--- + +# Kill Rig + +**Role:** Other + +*The Kill Rig’s stikka kannon fires rokkit-harpoons big enough to wrangle battle tanks. Its ’eavy lobba hits with ground-quaking force, and the tramplasquig that tows this land barge can flatten a fortress gate. Yet it is the Wurrboy atop his wurrtower that both the enemy and the Beast Snaggas themselves fear the most.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 16 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** ’eavy lobba; stikka kannon; wurrtower; butcha boyz; savage horns and hooves; saw blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| ’Eavy lobba | 48 | D6 | 5 | 6 | 0 | 2 | blast, indirect fire | +| Stikka kannon | 12 | 1 | 5 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, snagged | +| Wurrtower | 24 | D3 | N/A | 12 | -3 | D6 | hazardous, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Butcha boyz | Melee | 4 | 3 | 5 | -1 | 1 | anti-monster 4+, anti-vehicle 4+, extra attacks | +| Savage horns and hooves | Melee | 4 | 4 | 8 | -1 | 3 | extra attacks, lance | +| Saw blades | Melee | 6 | 3 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Spirit of Gork (Psychic)** (Datasheet): At the start of the Fight phase, you can select one friendly Orks unit within 12" of this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit; on a 6, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and those weapons have the [LETHAL HITS] ability. +- **Snagged** (Wargear profile): Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer. + +**Keywords:** Transport, Monster, Psyker, Beast Snagga, Kill Rig +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kill Rig + +**Transport:** +This model has a transport capacity of 11 Beast Snagga Infantry models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 155pts + +--- + +# Kill Tank + +**Role:** Other + +*Kill Tanks are the Ork answer to super-heavy tank design. Hulking, slab-sided machines, they sport a shovel-bladed prow for ramming aside obstacles and flimsier vehicles, and a wide-bore siege mortar that fires huge rocket-boosted ordnance capable of wiping out hardened bunkers and rival vehicles with a single hit.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 3+ | 24 | 6+ | 10 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bursta kannon; skorcha; twin big shoota; reinforced ram. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bursta kannon | 36 | 3D6 | 5 | 14 | -2 | 3 | blast | +| Giga shoota | 48 | 30 | 5 | 6 | -1 | 1 | sustained hits 1 | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Twin big shoota | 18 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Reinforced ram | Melee | 8 | 4 | 9 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Wall of Dakka** (Datasheet): Each time this model makes a ranged attack that targets a unit within half range, add 1 to the Hit roll. + +**Keywords:** Kill Tank, Transport, Vehicle, Titanic +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kill Tank + +**Wargear Options:** +- This model’s bursta kannon can be replaced with 1 giga shoota. + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. It cannot transport Ghazghkull Thraka. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 295pts + +--- + +# Killa Kans + +**Role:** Other + +*Surgically wiring grots into combat walkers is risky: the runty loons tend to go on a bit of a power trip, hazardous to every Ork that ever treated them badly. On the other hand, their ability to shoot straight renders their hails of rokkits, bullets and grotzooka-launched scrap- shrapnel even more hazardous to the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 3+ | 5 | 8+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Kan shoota; Kan klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kan shoota | 36 | 3 | 4 | 5 | 0 | 1 | devastating wounds, rapid fire 2 | +| Grotzooka | 18 | D3+3 | 4 | 6 | -1 | 1 | blast, ignores cover | +| Rokkit launcha | 24 | D3 | 4 | 9 | -2 | 3 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kan klaw | Melee | 3 | 4 | 8 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Shooty Power Trip** (Datasheet): Each time this unit is selected to shoot, you can roll one D6: +- On a 1-2, this unit suffers D3 mortal wounds. +- On a 3-4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit. +- On a 5-6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit. + +**Keywords:** Vehicle, Walker, Grots, Killa Kans +**Faction Keywords:** Orks + +**Unit Composition:** +- 3-6 Killa Kans + +**Wargear Options:** +- Each Killa Kan’s Kan shoota can be replaced with one of the following:- 1 grotzooka +- 1 rokkit launcha +- 1 skorcha + +**Points:** +- 3 models: 125pts +- 6 models: 250pts + +--- + +# Kommandos + +**Role:** Other + +*No right-thinking Ork trusts Kommandos. They sneak up on the enemy rather than charging in headlong, and have an unhealthy fascination with very big knives and their application to people’s backs, throats and guts. That said, having a band of Kommandos ambush the enemy mid-battle definitely has its uses.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KOMMANDOS | 6" | 5 | 5+ | 1 | 7+ | 1 | +| BOSS NOB | 6" | 5 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** slugga; choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burna | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Speshul Kommando shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 4 | 3 | 7 | -1 | 2 | — | +| Breacha ram | Melee | 2 | 4 | 9 | -2 | 2 | — | +| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Distraction Grot** (Wargear): Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit have a 5+ invulnerable save. + +**Designer’s Note:** *Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.* +- **Bomb Squigs** (Wargear): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. + +**Designer’s Note:** *Place a Bomb Squig token next to the unit, removing it when this unit uses this ability.* +- **Sneaky Surprise** (Datasheet): Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit. +- **PATROL SQUAD** (Fortification (левая колонка)): At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models. +(when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that is equipped with 1 bomb squig and/or 1 distraction grot, only one of the new units can use that ability during the battle – make a note of which of the new units this will be). + +**Keywords:** Kommandos, Smoke, Grenades, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob +- 9 Kommandos + +**Wargear Options:** +- The Boss Nob’s choppa can be replaced with one of the following:- 1 big choppa +- 1 power klaw +- Up to 2 Kommandos can each have their slugga and choppa replaced with 1 speshul Kommando shoota and 1 close combat weapon. +- 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram. +- 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon. +- 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon. +- This unit can be equipped with 1 bomb squig. +- This unit can be equipped with 1 distraction grot. + +**Leader:** +Led By: Boss Snikrot + +**Points:** +- 10 models: 120pts + +--- + +# Kustom Boosta-blasta + +**Role:** Other + +*Meks who build Kustom Boosta-blastas have the alarming habit of wiring themselves into the vehicles’ rivet kannons as though into very fast and shooty Deff Dreads. They then speed to war, aiming hails of arm-length metal rivets at the enemy while scorching them with the Boosta-blasta’s flame-jetting exhausts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** burna exhausts; grot blasta; rivet kannon; spiked ram.. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burna exhausts | 6 | 2D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | +| Grot blasta | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Rivet kannon | 36 | 6 | 5 | 8 | -1 | 2 | assault, rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked ram | Melee | 4 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Rivetin’ Dakka** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with a rivet kannon. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes a ranged attack, subtract 1 from the Hit roll. + +**Keywords:** Vehicle, Kustom Boosta-blasta, Speed Freeks, Grenades +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Kustom Boosta-blasta + +**Points:** +- 1 model: 70pts + +--- + +# Lifta Wagon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 16 | 7+ | 5 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** lifta-droppa; tracks and wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Lifta-droppa | 36 | 4 | 5 | 6 | -3 | D6+1 | anti-vehicle 3+ | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deff rolla | Melee | 6 | 3 | 9 | -1 | 2 | — | +| Grabbin’ klaw | Melee | 2 | 3 | 8 | -2 | 2 | extra attacks | +| Tracks and wheels | Melee | 6 | 4 | 8 | 0 | 1 | — | +| Wreckin’ ball | Melee | 1 | 4 | 10 | 0 | D6 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Da Bigger Dey Are, da Better Dey Drop** (Datasheet): Each time an attack made with this model’s lifta-droppa destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. + +**Keywords:** Vehicle, Lifta Wagon +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Lifta Wagon + +**Wargear Options:** +- This model’s tracks and wheels can be replaced with 1 deff rolla. +- This model can be equipped with 1 grabbin’ klaw. +- This model can be equipped with 1 wreckin’ ball. +- This model can be equipped with one of the following:- 1 big shoota +- 2 big shootas +- 1 big shoota and 1 rokkit launcha +- 1 rokkit launcha +- 2 rokkit launchas + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Lootas + +**Role:** Other + +*Lootas grub together every toof and fistful of scrap they can, then use the former to pay the Meks to turn the latter into very, very large guns. These they then turn on the enemy with gleeful abandon, unleashing such prodigious – if erratic – hails of fire that they can stop a battle tank in its tracks or scythe down squads of infantry.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Spanner is equipped with:** big shoota; close combat weapon. + +**Every Loota is equipped with:** deffgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Deffgun | 48 | 2 | 6 | 8 | -1 | 2 | heavy, rapid fire 1 | +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Dat’s Our Loot!** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is within range of an objective marker, you can re-roll the Hit roll instead. + +**Keywords:** Infantry, Lootas +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Spanners +- 4-8 Lootas + +**Wargear Options:** +- Any number of Spanners can each have their big shoota replaced with one of the following:- 1 kustom mega-blasta +- 1 rokkit launcha + +**Leader:** +Led By: Big Mek With Kustom Force Field, Mek, Painboy, Mad Dok Grotsnik, Big Mek With Shokk Attack Gun, Big Mek + +**Points:** +- 1 Spanner and 4 Lootas: 50pts +- 2 Spanners and 8 Lootas: 100pts + +--- + +# Mad Dok Grotsnik + +**Role:** Characters + +*More so even than whatever passes for a ‘normal’ Painboy, Dok Grotsnik relishes the butchery of the battlefield. He is quite, quite mad and remarkably dangerous, treating each new war as an opportunity for experimentation, a chance to harvest new samples to add to his stockpile of gory anatomical spares.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** slugga; power klaw; ’urty syringe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power klaw | Melee | 4 | 3 | 9 | -2 | 2 | sustained hits 1 | +| ’Urty syringe | Melee | 1 | 3 | 2 | 0 | 1 | anti-infantry 4+, extra attacks, precision | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Mad Dok** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **One Scalpel Short of a Medpack** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Fell Back. + +**Keywords:** Painboy, Infantry, Mad Dok Grotsnik, Character, Epic Hero +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Mad Dok Grotsnik – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Burna Boyz, Tankbustas, Nobz, Boyz, Breaka Boyz, Lootas + +**Points:** +- 1 model: 65pts + +--- + +# Mega Dread + +**Role:** Other + +*A huge thundering walker twice the size and more of a Deff Dread, Mega Dreads embody the Mekboy love of violence and machine-work taken to the extreme. They are able to rip open the largest tank with their claws, mount weapons usually only seen on a heavy vehicle and stomp through hails of fire to reach their victims.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 16 | 7+ | 5 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 2 boombits; killkannon; dread rippa klaw; stompy feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boombits | 12 | D6 | N/A | 5 | 0 | 1 | torrent | +| Killkannon | 24 | D6+3 | 5 | 9 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dread killsaw | Melee | 4 | 3 | 14 | -3 | 4 | — | +| Dread rippa klaw | Melee | 6 | 3 | 12 | -2 | 3 | — | +| Stompy feet | Melee | 4 | 3 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Mega Carnage** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. +- **Dead Rippy** (Datasheet): If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability. + +**Keywords:** Mega Dread, Walker, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Mega Dread + +**Wargear Options:** +- This model’s killkannon can be replaced with one of the following:- 1 dread killsaw +- 1 dread rippa klaw +- This model’s dread rippa klaw can be replaced with one of the following:- 1 dread killsaw +- 1 killkannon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 225pts + +--- + +# Meganobz + +**Role:** Other + +*Mega armour comprises massive slabs of metal bashed roughly into shape, and is powered by pistons and sheer brute strength. It is highly resilient and can mount an array of potent weaponry. It is also usually worn to battle by toof-rich Nobz who would be scary enough even were they not each wearing their own Ork-portable bunker.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** kustom shoota; power klaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Kustom shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Killsaw | Melee | 2 | 4 | 12 | -3 | 2 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | +| Twin killsaw | Melee | 2 | 4 | 12 | -3 | 2 | twin-linked | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Krumpin’ Time** (Datasheet): While the Waaagh! is active for your army, models in this unit have the Feel No Pain 5+ ability. + +**Keywords:** Meganobz, Mega Armour, Grenades, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 2-6 Meganobz + +**Wargear Options:** +- Any number of models can each have their kustom shoota and power klaw replaced with one of the following:- 1 kombi-weapon and 1 power klaw +- 1 kombi-weapon and 1 killsaw +- 1 kustom shoota and 1 killsaw +- 1 killsaw and 1 power klaw +- 1 twin killsaw + +**Leader:** +Led By: Warboss In Mega Armour, Big Mek In Mega Armour, Ghazghkull Thraka + +**Points:** +- 2 models: 65pts +- 3 models: 95pts +- 5 models: 160pts +- 6 models: 190pts + +--- + +# Megatrakk Scrapjet + +**Role:** Other + +*Just because an Ork aircraft has lost a wing or two, doesn’t mean some enterprising Speed Freek can’t find a tremendously violent use for it. Megatrakk Scrapjets tear across the battlefield shooting hails of rokkits before ploughing nose-drill-first through the enemy lines, drivers bellowing with glee the whole time.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** rokkit kannon; 2 twin big shootas; wing missiles; nose drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rokkit kannon | 24 | D6+1 | 5 | 9 | -2 | 3 | blast | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | +| Wing missiles | 24 | 1 | 5 | 9 | -2 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Nose drill | Melee | 4 | 4 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Drill Through** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Megatrakk Scrapjet, Vehicle, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Megatrakk Scrapjet + +**Points:** +- 1 model: 75pts + +--- + +# Mek Gunz + +**Role:** Other + +*From guns that spew unstable force-bubbles to overcharged energy cannons, gravity beamers that crumple their targets like a squig-oil canister in a Nob’s fist to tractor-beams that toss foes about and drag planes from the air, the only unifying factor about the madcap Mek Gunz is what a mess they make of the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 5 | 5+ | 6 | 8+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** smasha gun; grot crew. + +**Designer’s Note:** *Place five Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bubblechukka – big bubble | 48 | 2D6 | 4 | 6 | -1 | 1 | bubblechukka, blast | +| Bubblechukka – wobbly bubble | 48 | D6 | 4 | 9 | -2 | 3 | bubblechukka, blast | +| Bubblechukka – dense bubble | 48 | D3 | 4 | 12 | -3 | D6+3 | bubblechukka, blast | +| Kustom mega-kannon | 36 | D6 | 4 | 12 | -1 | D6 | BLAST, HAZARDOUS | +| Smasha gun | 48 | D3+1 | 4 | 9 | -3 | 3 | BLAST | +| Traktor kannon | 48 | 1 | 4 | 10 | -2 | D6+1 | ANTI-FLY 2+, DEVASTATING WOUNDS | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grot crew | Melee | 6 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Splat!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting Strength (excluding MONSTERS and VEHICLES), re-roll a Hit roll of 1. +- **Bubblechukka** (Wargear profile): Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown on the left. + +**Keywords:** Mek Gunz, Grots, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-3 Mek Gunz + +**Wargear Options:** +- Each model’s smasha gun can be replaced with one of the following:- 1 bubblechukka +- 1 kustom mega-kannon +- 1 traktor kannon + +**Leader:** +Led By: Mek, Big Mek With Shokk Attack Gun, Big Mek + +**Points:** +- 1 model: 50pts +- 2 models: 100pts +- 3 models: 150pts + +--- + +# Mek + +**Role:** Characters + +*Any Mekboy worth his spanners knows how to patch and repair greenskin vehicles, artillery pieces and the like even amidst the fury of combat. Meks are also handy for a spot of good old-fashioned dakka and close-quarters violence, taking to the field armed to the teeth with kustom weaponry that they invented themselves.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** kustom mega-slugga; wrench. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kustom mega-slugga | 12 | D3 | 5 | 8 | -2 | D6 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Killsaw | Melee | 1 | 4 | 12 | -3 | 2 | — | +| Wrench | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Mekboy** (Datasheet): While this model is within 3" of one or more friendly Orks Vehicle units, this model has the Lone Operative ability. +- **Mekaniak** (Datasheet): At the end of your Movement phase, you can select one friendly Orks Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. + +**Keywords:** Character, Infantry, Mek +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Mek + +**Wargear Options:** +- This model’s wrench can be replaced with 1 killsaw. + +**Leader:** +Can lead: Mek Gunz, Breaka Boyz, Tankbustas, Lootas, Boyz, Nobz + +**Points:** +- 1 model: 45pts + +--- + +# Meka-dread + +**Role:** Other + +*Kustomised from the same basic chassis as Mega Dreads, Meka-Dreads commonly house a Mekboy who has wired himself into his own creation. They couple the spectacular firepower and close-quarters destruction of most Ork combat walkers with their pilot's ability to work crude but effective battlefield repairs on other damaged Orkoid war machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 16 | 7+ | 5 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** killkannon; dread rippa klaw; stompy feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Killkannon | 24 | D6+3 | 5 | 9 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dread killsaw | Melee | 4 | 3 | 14 | -3 | 4 | — | +| Dread rippa klaw | Melee | 6 | 3 | 12 | -2 | 3 | — | +| Stompy feet | Melee | 4 | 3 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Mekaniak** (Datasheet): At the end of your Movement phase, you can select one friendly Orks Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. +- **Dead Rippy** (Datasheet): If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability. + +**Keywords:** Vehicle, Walker, Meka-Dread +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Meka-Dread + +**Wargear Options:** +- This model’s killkannon can be replaced with one of the following:- 1 dread killsaw +- 1 dread rippa klaw +- This model’s dread rippa klaw can be replaced with one of the following:- 1 dread killsaw +- 1 killkannon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts + +--- + +# Mekboy Workshop + +**Role:** Fortifications + +*Mekboyz are more than happy to raise new workshops mid-battle, throwing the structures together from the wreck and ruin lying all about. Enemies watch in bemused horror as these ad hoc structures swarm with activity and start churning out upgraded and kustomised war engines right before their eyes!* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 9 | 4+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Ramshackle Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Workshop** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. At the end of your Movement phase, each friendly Orks Vehicle model within 12" of this FORTIFICATION can regain up to D3 lost wounds (roll separately for each model). Each model can only be affected by this ability once per turn. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Vehicle, Mekboy Workshop +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Mekboy Workshop + +**Wargear Options:** +- None + +**Points:** +- 1 model: 80pts + +--- + +# Morkanaut + +**Role:** Other + +*Usually piloted by the exiled Badmek who built it, a Morkanaut is a hulking combat walker with a dash of Mork-esque know-wotz applied. Packed with all manner of glowy gubbinz, Morkanauts unleash their arsenals of bizarre and deadly weapons in what their pilots think of as displays of pure kunnin’ worthy of Mork.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 3+ | 20 | 7+ | 8 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** kustom mega-blasta; kustom mega-zappa; 2 rokkit launchas; 2 twin big shootas; klaw of Mork. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | +| Kustom mega-zappa | 36 | D6+3 | 5 | 10 | -2 | D6 | blast, hazardous | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Klaw of Mork – strike | Melee | 4 | 3 | 18 | -3 | 6 | — | +| Klaw of Mork – sweep | Melee | 12 | 3 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Clankin’ Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there. +- **Big an’ Shooty** (Datasheet): Each time this model makes a ranged attack, if the Waaagh! is active for your army, add 1 to the Hit roll. + +**Keywords:** Titanic, Vehicle, Towering, Morkanaut, Transport, Walker +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Morkanaut + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models (excluding Ghazghkull Thraka). Each Mega Armour or Jump Pack model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 280pts + +--- + +# Mozrog Skragbad + +**Role:** Characters + +*Mozrog and his squigosaur steed Big Chompa are so tough that they can weather the worst any foe throws at them. In return, few enemies survive for long once Mozrog tears into them with his kustom cybork arm, Gutrippa. Those that do are doomed to be swallowed whole by Big Chompa’s yawning, fang-stuffed jaws.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 3+ | 8 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** thump gun; Big Chompa’s jaws; gutrippa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Thump gun | 18 | D3 | 5 | 6 | 0 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big Chompa’s jaws | Melee | 3 | 3 | 7 | -2 | 4 | devastating wounds, extra attacks | +| Gutrippa | Melee | 6 | 2 | 7 | -1 | 3 | anti-monster 4+, anti-vehicle 4+ | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **One Last Kill** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Da Bigger Dey iz...** (Datasheet): Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model makes a melee attack that targets a TITANIC unit, add 2 to the Damage characteristic of that attack instead. + +**Keywords:** Mozrog Skragbad, Warboss, Epic Hero, Character, Mounted, Beast Snagga +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Mozrog Skragbad – EPIC HERO + +**Leader:** +Can lead: Squighog Boyz + +**Points:** +- 1 model: 145pts + +--- + +# Nob With Waaagh! Banner + +**Role:** Characters + +*Entrusted to the warband’s most stubborn Nob, a Waaagh! banner serves as a rallying point and a place for the Warboss to display his favourite trophies, glyph plates and such. Should the ladz need some encouragement to get stuck into a scrap, the banner also doubles as a handy bludgeon to beat some ferocity into them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** kustom shoota; Waaagh! banner. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kustom shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Waaagh! banner | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Plant the Waaagh! Banner** (Datasheet): Once per battle, at the start of the battle round, this model can use this ability. If it does, until the start of the next battle round, this model’s unit gains the benefits of the Waaagh! ability as if you had called a Waaagh! this battle round. +- **Da Boss Iz Watchin’** (Datasheet): While this model is gaining the benefits of the Waaagh! ability, it has a 4+ invulnerable save and an Objective Control characteristic of 5. + +**Keywords:** Character, Infantry, Nob with Waaagh! Banner +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Nob with Waaagh! Banner + +**Wargear Options:** +- None + +**Leader:** +Can lead: Boyz, Breaka Boyz, Nobz + +**Points:** +- 1 model: 70pts + +--- + +# Nobz On Warbikes + +**Role:** Other + +*When a mob of Ork Nobz takes to the battlefield riding kustomised warbikes, the ground shakes beneath their hurtling advance and the enemy scatter in terror. Capable of unleashing hails of devastating – if inaccurate – fire and bringing an array of brutal close combat weapons to bear, Nobz on Warbikes are a threat to even the mightiest foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin dakkagun; choppa; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | +| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | +| Choppa | Melee | 3 | 3 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | +| Killsaw | Melee | 2 | 4 | 12 | -3 | 2 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | +| Power stabba | Melee | 3 | 4 | 8 | -1 | 2 | lance | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Drive-by Krumpin'** (Datasheet): Each time this unit Consolidates, each model in this unit can move up to 6" instead of up to 3". +- **SPEED FREEKS MOB** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. + +**Keywords:** Mounted, Nobz on Warbikes, Grenades, Speed Freeks +**Faction Keywords:** Orks + +**Unit Composition:** +- 3 Nobz on Warbikes + +**Wargear Options:** +- Any number of models can each be equipped with 1 slugga. +- Any number of models can each have their choppa replaced with one of the following:- 1 big choppa +- 1 killsaw +- 1 power klaw +- 1 power stabba +- 1 slugga + +**Leader:** +Led By: Warboss On Warbike + +**Points:** +- 3 models: 125pts + +--- + +# Nobz + +**Role:** Other + +*Nobz swagger into battle wielding a jaw-dropping assortment of kombi-weapons, favourite sluggas, very large choppas, piston-driven klaws and any other instrument of gratuitous violence they can get their claws on. Coupled with their exceptional resilience and sheer belligerence, this renders them terrifying combatants indeed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** slugga; big choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | +| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Da Boss’ Ladz** (Datasheet): While a Warboss model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. +- **Ammo Runt** (Wargear): Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Designer’s Note:** *Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.* + +**Keywords:** Infantry, Grenades, Nobz +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob +- 4-9 Nobz + +**Wargear Options:** +- Any number of models can each have their big choppa replaced with 1 power klaw. +- Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon. +- For every 5 models in this unit, this unit can be equipped with 1 ammo runt. + +**Leader:** +Led By: Nob With Waaagh! Banner, Big Mek With Kustom Force Field, Warboss, Mek, Painboy, Mad Dok Grotsnik, Ufthak Blackhawk, Big Mek With Shokk Attack Gun, Ghazghkull Thraka, Big Mek + +**Points:** +- 5 models: 105pts +- 10 models: 210pts + +--- + +# Painboss + +**Role:** Characters + +*The Painboss specialises in both the surgical care and cyber-augmentation of squigs, and of those suffering squig-related injuries. So as to provide their services ‘on the hoof’, Painbosses augment themselves with piston-driven soopa-legz, monowheels and the like – the better to deliver high-speed doktorin’.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Beast Snagga klaw. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Beast Snagga klaw | Melee | 3 | 4 | 9 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Grot Orderly** (Wargear): Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit. + +**Designer’s Note:** *Place a Grot Orderly token next to the unit, removing it once this ability has been used.* +- **Dok’s Toolz** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Sawbonez** (Datasheet): At the end of your Movement phase, select one friendly Beast Snagga Character model within 3" of this model. That model is healed and regains up to 3 lost wounds. Each model can only be healed once per turn. + +**Keywords:** Beast Snagga, Infantry, Character, Painboss +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Painboss + +**Wargear Options:** +- This model can be equipped with 1 grot orderly. + +**Leader:** +Can lead: Beast Snagga Boyz + +**Points:** +- 1 model: 70pts + +--- + +# Painboy On Warbike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** twin dakkagun; power klaw; 'urty syringe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Killsaw | Melee | 2 | 4 | 12 | -3 | 2 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | +| ’Urty syringe | Melee | 1 | 3 | 2 | 0 | 1 | anti-infantry 4+, extra attacks, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Dok’s Toolz** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Hold Still and Say ‘Aargh!’** (Datasheet): Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds. + +**Keywords:** Character, Speed Freeks, Mounted, Painboy on Warbike +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Painboy on Warbike + +**Wargear Options:** +- This model’s power klaw can be replaced with 1 killsaw. + +**Leader:** +Can lead: Warbikers + +**Points:** +- 1 model: 85pts + +--- + +# Painboy + +**Role:** Characters + +*The traditional tools of the Painboy help them to patch up even the most mangled Orks and send them back into the fight. Helpfully, all these gruesome surgical klaws, rippy saws and fat syringes also serve as an expedient means of dismembering the enemy with – if not surgical precision – at least a great deal of enthusiasm!* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** power klaw; ’urty syringe. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | +| ’Urty syringe | Melee | 1 | 3 | 2 | 0 | 1 | anti-infantry 4+, extra attacks, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Grot Orderly** (Wargear): Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit. + +**Designer’s Note:** *Place a Grot Orderly token next to the unit, removing it once this ability has been used* +- **Dok’s Toolz** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Hold Still and Say ‘Aargh!’** (Datasheet): Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds. + +**Keywords:** Painboy, Character, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Painboy + +**Wargear Options:** +- This model can be equipped with 1 grot orderly. + +**Leader:** +Can lead: Nobz, Tankbustas, Breaka Boyz, Boyz, Burna Boyz, Lootas + +**Points:** +- 1 model: 80pts + +--- + +# Rukkatrukk Squigbuggy + +**Role:** Other + +*These vehicles started out as mobile food wagons, but became weapons of war the moment Orks realised how hilarious it was to pelt the enemy (or their mates) with squigs that latched on like living man-traps, squigs that vomited corrosive or toxic juices, and squigs with a propensity for detonating like an artillery shell.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** sawn-off shotgun; squig-launchas; saw blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sawn-off shotgun | 12 | 2 | 5 | 4 | 0 | 1 | assault | +| Squig launchas | 36 | D6+6 | 5 | 5 | -1 | 2 | blast, ignores cover, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Saw blades | Melee | 4 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Buzzer Squigs** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig-launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. +- **Squig Mine** (Datasheet): Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds. + +**Designer’s Note:** *Place a Squig Mine token next to the model, removing it once this ability has been used.* + +**Keywords:** Vehicle, Speed Freeks, Rukkatrukk Squigbuggy +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Rukkatrukk Squigbuggy + +**Points:** +- 1 model: 95pts + +--- + +# Shokkjump Dragsta + +**Role:** Other + +*Combining shokk attack technology, great speed and a cheerful disregard for life and limb, the Shokkjump Dragsta provides the Orks with a vehicle that can teleport itself through – occasionally into – feet-thick fortress walls while its kustom shokk rifle bores warp tunnels right through its luckless victims.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 7 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** kustom shokk rifle; rokkit launcha; saw blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kustom shokk rifle | 24 | 1 | 3 | 8 | -2 | D6+1 | devastating wounds, hazardous, precision | +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Saw blades | Melee | 4 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Shokk Tunnel** (Datasheet): Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models instead of making an Advance move (this model is still considered to have Advanced this turn). + +**Keywords:** Shokkjump Dragsta, Speed Freeks, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Shokkjump Dragsta + +**Points:** +- 1 model: 70pts + +--- + +# Skorchas + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** skorcha; spiked wheel. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked wheel | Melee | 2 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Pyromaniaks** (Datasheet): Each time a model in this unit makes a ranged attack with a Torrent weapon that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead. +- **SPEED FREEKS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. + +**Keywords:** Skorchas, Speed Freeks, Mounted +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Skorchas + +**Wargear Options:** +- None + +**Points:** +- 1 model: 45pts +- 2 models: 90pts + +--- + +# Squiggoth + +**Role:** Other + +*Squiggoths are enormous scaly creatures bred as beasts of war by Ork Pigdoks. With armour panelling bolted to their already thick hides and crude howdahs built on their backs, they thunder into battle loaded with heavy weapons and Boyz, trampling everything in their path and smashing into vehicles and buildings like a battering ram.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 18 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** gorin’ horns. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | +| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gorin’ horns – strike | Melee | 4 | 3 | 12 | -2 | D6 | — | +| Gorin’ horns – sweep | Melee | 8 | 3 | 9 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Trample** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Monster, Transport, Squiggoth +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Squiggoth + +**Wargear Options:** +- This model can be equipped with 1 kannon. + +**Transport:** +This model has a transport capacity of 10 Orks Infantry models. If this model is equipped with a kannon, it has a transport capacity of 6 ORKS INFANTRY models. It cannot transport Mega Armour, Jump Pack or Ghazghkull Thraka models. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Squighog Boyz + +**Role:** Other + +*With their mounts snorting and saddlegitz hanging on for dear life, Squighog Boyz thunder into the fight. They fling rokkit-propelled stikkas, hitting with enough force to pierce plate armour, then employ muscle, weight, momentum and sheer belligerence to squash those foes still standing to a paste.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Squighog Boyz | 10" | 7 | 4+ | 3 | 7+ | 2 | +| Nob On Smasha Squig | 10" | 7 | 4+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Nob on Smasha Squig is equipped with:** slugga; big choppa; squig jaws. + +**Every Squighog Boy is equipped with:** saddlegit weapons; stikka; squig jaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Saddlegit weapons | 9 | 1 | 4 | 3 | 0 | 1 | assault | +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | Pistol | +| Stikka | 9 | 1 | 5 | 5 | -1 | 2 | assault, anti-monster 4+, anti-vehicle 4+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big Choppa | Melee | 4 | 3 | 6 | -1 | 2 | anti-monster 4+, anti-vehicle 4+ | +| Stikka | Melee | 3 | 3 | 5 | -1 | 2 | anti-monster 4+, anti-vehicle 4+, lance | +| Squig jaws | Melee | 3 | 4 | 6 | -1 | 2 | extra attacks | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Wild Ride** (Datasheet): You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit. +- **Bomb Squigs** (Wargear): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. + +**Designer’s Note:** *Place the relevant number of Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.* + +**Keywords:** Mounted, Grenades, Beast Snagga, Squighog Boyz +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Nob On Smasha Squig +- 3-6 Squighog Boyz + +**Wargear Options:** +- For every 3 models in this unit, this unit can be equipped with 1 bomb squig. + +**Leader:** +Led By: Beastboss On Squigosaur, Mozrog Skragbad + +**Points:** +- 4 models: 150pts +- 8 models: 300pts + +--- + +# Stompa + +**Role:** Other + +*Something akin to a bad-tempered, armour-plated mountain covered in guns, the Stompa is a walking idol to Gork and Mork. It packs enough firepower to level an enemy fortress or annihilate entire formations of troops with a single volley, while anything unlucky enough to get within reach is soon crushed flat.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 14 | 2+ | 30 | 6+ | 12 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** 3 big shootas; deffkannon; skorcha; supa-gatler; supa-rokkits; twin big shoota; mega-choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | +| Deffkannon | 72 | 3D6 | 5 | 14 | -3 | D6 | blast | +| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Supa-gatler | 24 | 20 | 5 | 7 | -1 | 2 | sustained hits 1 | +| Supa-rokkits | 100 | D6 | 5 | 12 | -3 | D6+2 | blast | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Mega-choppa – strike | Melee | 6 | 3 | 24 | -5 | 10 | — | +| Mega-choppa – sweep | Melee | 18 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Waaagh! Effigy (Aura)** (Datasheet): While a friendly ORKS unit is within 12" of this model, each time you take a Battle-shock test for that unit, add 1 to that test. +- **Stompin’ Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. + +**Keywords:** Transport, Towering, Walker, Stompa, Titanic, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Stompa + +**Transport:** +This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 15 models. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 800pts + +--- + +# Stormboyz + +**Role:** Other + +*Most Orks mock Stormboyz for their acts of juvenile rebellion, from taking orders and shining their boots to marching about, talking about ‘taktics’ and even following a battle plan. Yet when that plan is ‘strap on a high powered rokkit and hurtle into the enemy bellowing “Waaagh!”’, it does prove to have its merits.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| STORMBOY | 12" | 5 | 5+ | 1 | 7+ | 1 | +| BOSS NOB | 12" | 5 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** slugga; choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Full Throttle** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. + +**Keywords:** Infantry, Stormboyz, Grenades, Fly, Jump Pack +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob +- 4-9 Stormboyz + +**Wargear Options:** +- The Boss Nob’s choppa can be replaced with 1 power klaw. + +**Leader:** +Led By: Boss Zagstruk + +**Points:** +- 5 models: 65pts +- 10 models: 130pts + +--- + +# Tankbustas + +**Role:** Other + +*Tankbustas fixate on blasting enemy vehicles into scrap using barrages of rokkits that detonate in deafening explosions. They wield varied, cobbled-together launchas, and are laden with an arsenal of explosive projectiles, whose dubious reliability is made up for by the Tankbustas’ enthusiasm.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Boss Nob is equipped with:** 2 rokkit pistols; choppa. + +**Each Tankbusta is equipped with:** rokkit launcha; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | +| Rokkit pistol | 12 | 1 | 5 | 9 | -2 | 3 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | +| Smash hammer | Melee | 2 | 3 | 6 | -2 | 3 | anti-monster 4+, anti-vehicle 4+ | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Tank Hunters** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll. +- **Bomb Squigs** (Datasheet): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. + +**Designer’s Note:** *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.* +- **Pulsa Rokkit** (Wargear): Once per battle, when the bearer’s unit is selected to shoot in your Shooting phase, the bearer can use its pulsa rokkit. If it does, until the end of the phase, improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in the bearer’s unit by 1. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Lootas unit, it can be attached to this unit instead. + +**Keywords:** Grenades, Infantry, Tankbustas +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob +- 5 Tankbustas + +**Wargear Options:** +- 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer. +- One Tankbusta can be equipped with one of the following:- 1 pulsa rokkit +- 1 additional rokkit launcha + +**Leader:** +Led By: Big Mek With Kustom Force Field, Mek, Painboy, Mad Dok Grotsnik, Big Mek With Shokk Attack Gun, Big Mek + +**Points:** +- 6 models: 140pts + +--- + +# Trukk + +**Role:** Dedicated Transports + +*Trukks are ramshackle assemblages of hastily welded and riveted scrap metal bolted to overpowered engine blocks and rusty chassis. Rolling on fat, armoured tyres, they bear mobs of Orks into battle at high speed, shrugging off enemy fire by the simple expedient of shedding ablative panels and plates.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 8 | 4+ | 10 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** big shoota; spiked wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked wheels | Melee | 3 | 4 | 6 | 0 | 1 | — | +| Wreckin’ ball | Melee | 1 | 4 | 10 | 0 | D6 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Grot Riggers** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. + +**Keywords:** Transport, Dedicated Transport, Trukk, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Trukk + +**Wargear Options:** +- This model can be equipped with 1 wreckin’ ball. + +**Transport:** +This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour model takes up the space of 2 models. It cannot transport Jump Pack or Ghazghkull Thraka models. + +**Points:** +- 1 model: 70pts + +--- + +# Ufthak Blackhawk + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** shokk rifle; snazzhammer; Princess’ jaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shokk rifle | 24 | 1 | 4 | 8 | -2 | D6+1 | devastating wounds, hazardous, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Princess’ jaws | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | +| Snazzhammer | Melee | 4 | 3 | 10 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Tellyporta Tech** (Datasheet): While this model is leading a unit, models in that unit have the Deep Strike ability. +- **Gargantsmasha** (Datasheet): Each time this model makes an attack that targets a TITANIC unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Epic Hero, Warboss, Grenades, Character, Infantry, Ufthak Blackhawk +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Ufthak Blackhawk - EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Boyz, Breaka Boyz, Nobz + +**Points:** +- 1 model: 70pts + +--- + +# Warbikers + +**Role:** Other + +*Ork Warbikers race into battle with dakkaguns hammering, ragged trails of dust and smoke boiling up behind them like an ill omen. They race one another at breakneck pace to reach the enemy first, execute death-defying stunts at suicidal speeds, then crash headlong into the foe’s battle line like battering rams.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| WARBIKER | 12" | 6 | 4+ | 3 | 7+ | 2 | +| BOSS NOB ON WARBIKE | 12" | 6 | 4+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin dakkagun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | +| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | +| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Drive-by Dakka** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Grenades, Mounted, Speed Freeks, Warbikers +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Boss Nob on Warbike +- 2-5 Warbikers + +**Wargear Options:** +- Each Warbiker can be equipped with one of the following:- 1 slugga +- 1 choppa +- The Boss Nob on Warbike can be equipped with one of the following:- 1 slugga +- 1 big choppa +- 1 power klaw + +**Leader:** +Led By: Warboss On Warbike, Big Mek On Warbike, Painboy On Warbike, Deffkilla Wartrike + +**Points:** +- 3 models: 65pts +- 6 models: 130pts + +--- + +# Warboss In Mega Armour + +**Role:** Characters + +*Any good Ork hunter knows the safest way to deal with a rampaging Warboss is to hit them with tank-busting artillery from as far away as possible. By donning a piston-driven suit of incredibly durable mega armour, the Warboss makes a mockery of such underhanded enemy tactics, much to the terror of his foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 7 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** big shoota; ’uge choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big shoota | 36 | 3 | 4 | 5 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| ’Uge choppa | Melee | 4 | 2 | 12 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Might is Right** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Dead Brutal** (Datasheet): While the Waaagh! is active for your army, this model’s ’uge choppa has a Damage characteristic of 3. + +**Keywords:** Character, Infantry, Warboss in Mega Armour, Warboss, Mega Armour +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Warboss in Mega Armour + +**Leader:** +Can lead: Meganobz + +**Points:** +- 1 model: 80pts + +--- + +# Warboss On Warbike + +**Role:** Characters + +*Some Ork Warbosses choose to ride into battle astride massive smoke-belching warbikes. Not only does such a rocket-propelled mode of transport deliver them into the enemy battle lines with remarkable speed and violence, but it also furnishes them with a great deal of loud, flashy dakka to unleash on the way into the fight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin dakkagun; killsaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Big choppa | Melee | 5 | 2 | 8 | -1 | 2 | — | +| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | +| Power klaw | Melee | 4 | 3 | 10 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Speedboss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **High-octane Fuel** (Datasheet): Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this model’s unit. + +**Keywords:** Speed Freeks, Warboss, Grenades, Character, Mounted +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Warboss on Warbike + +**Wargear Options:** +- This model’s killsaw can be replaced with one of the following:- 1 big choppa +- 1 power klaw + +**Leader:** +Can lead: Nobz On Warbikes, Warbikers + +**Points:** +- 1 model: 75pts + +--- + +# Warboss + +**Role:** Characters + +*A towering slab of muscle, fangs and bad attitude, the Warboss leads the charge from the very front. With klaw, fist and dakka the green behemoth bulldozes a bloody path through the enemy. Meanwhile, his window-rattling war cry and weapons-grade glower motivate his ladz to ever more gratuitous violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** kombi-weapon; twin slugga; big choppa. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Twin slugga | 12 | 2 | 5 | 4 | 0 | 1 | pistol, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Attack squig | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | +| Big choppa | Melee | 5 | 2 | 8 | -1 | 2 | — | +| Power klaw | Melee | 4 | 3 | 10 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Might is Right** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Da Biggest and da Best** (Datasheet): While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons. + +**Keywords:** Warboss, Character, Grenades, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Warboss + +**Wargear Options:** +- This model’s big choppa can be replaced with 1 power klaw. +- This model can be equipped with 1 attack squig. + +**Leader:** +Can lead: Boyz, Breaka Boyz, Nobz + +**Points:** +- 1 model: 75pts + +--- + +# Warbuggies + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin big shoota; spiked wheels. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rack of rokkits | 24 | D3+1 | 5 | 9 | -2 | 3 | blast | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked wheels | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Outflank** (Datasheet): When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). +- **SPEED FREEKS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. + +**Keywords:** Mounted, Speed Freeks, Warbuggies +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Warbuggies + +**Wargear Options:** +- Any number of models can each have their twin big shoota replaced with 1 rack of rokkits. + +**Points:** +- 1 model: 40pts +- 2 models: 80pts + +--- + +# Wartrakks + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 4+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** twin big shoota; spiked wheel. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rack of rokkits | 24 | D3+1 | 5 | 9 | -2 | 3 | blast | +| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spiked wheel | Melee | 2 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Drive-by Dakka** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. +- **SPEED FREEKS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. + +**Keywords:** Mounted, Speed Freeks, Wartrakks +**Faction Keywords:** Orks + +**Unit Composition:** +- 1-2 Wartrakks + +**Wargear Options:** +- Any number of models can each have their twin big shoota replaced with 1 rack of rokkits. + +**Points:** +- 1 model: 50pts +- 2 models: 100pts + +--- + +# Wazbom Blastajet + +**Role:** Other + +*Some Meks take to the skies in their own kustom aircraft. The result is the Wazbom Blastajet, an airborne workshop that is wreathed in a protective force field, and bristling with weird weapons that pluck their targets from the ground, blast them to atoms or rip them apart with conflicting tellyporta beams.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** smasha gun; twin wazbom mega-kannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Smasha gun | 48 | D3 | 4 | 9 | -3 | 4 | blast | +| Twin wazbom mega-kannon | 36 | D3 | 4 | 12 | -2 | D6 | blast, hazardous, twin-linked | +| Twin supa-shoota | 36 | 4 | 4 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | +| Twin tellyport mega-blasta | 24 | 3 | 5 | 9 | -1 | D6+1 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Blastajet Attack Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot FLY, re-roll a Hit roll of 1. +- **Blastajet Force Field** (Wargear): The bearer has a 4+ invulnerable save, but it loses the Grenades keyword. + +**Keywords:** Aircraft, Fly, Wazbom Blastajet, Speed Freeks, Grenades, Vehicle +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Wazbom Blastajet + +**Wargear Options:** +- This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta. +- This model can be equipped with 1 blastajet force field. +- This model can be equipped with 1 twin supa-shoota. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 175pts + +--- + +# Weirdboy + +**Role:** Characters + +*Weirdboyz channel the Waaagh! energy that builds up around battling Orks, unleashing it before it causes their heads to literally explode. This they do with gusto, whether vomiting blasts of devastating green ectoplasm at the enemy or teleporting Orks madly about the place.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** ’Eadbanger; weirdboy staff. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| ’Eadbanger | 24 | 1 | 4 | 6 | -3 | 1 | precision, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Weirdboy staff | Melee | 3 | 3 | 8 | -1 | D3 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Waaagh! Energy** (Datasheet): While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability. +- **Da Jump (Psychic)** (Datasheet): Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove this WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. + +**Keywords:** Character, Infantry, Psyker, Weirdboy +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Weirdboy + +**Leader:** +Can lead: Boyz, Breaka Boyz + +**Points:** +- 1 model: 65pts + +--- + +# Wurrboy + +**Role:** Characters + +*Rarely lucid, Wurrboyz rant about visions of prey and lose themselves in the senses of their warband’s squigs. This doesn’t stop them unleashing their devastating powers, however, channelling the Waaagh! into overwhelming primal manifestations and beams of killing energy shot from their Eyez of Mork.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Eyez of Mork; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eyez of Mork | 18 | D6 | 5 | 8 | -3 | 2 | psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Unstable Oracle** (Datasheet): While this model is leading a unit, add 2 to the Attacks characteristic of this model’s Eyez of Mork weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability. +- **Roar of Mork (Psychic)** (Datasheet): In your opponent’s Command phase, you can select one enemy unit within 18" ofand visible to this PSYKER and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your opponent’s next Command phase, that enemy unit is confrazzled. While a unit is confrazzled, each time a Battle-shock or Leadership test is taken for it, subtract 2 from that test. + +**Keywords:** Beast Snagga, Character, Wurrboy, Psyker, Infantry +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Wurrboy + +**Leader:** +Can lead: Beast Snagga Boyz + +**Points:** +- 1 model: 60pts + +--- + +# Zodgrod Wortsnagga + +**Role:** Characters + +*With his Grabzappa crackling, Zodgrod herds his notorious super runts into battle. This irascible loon is never happier than when wrangling especially large and rowdy foes, usually by giving them a good dose of needles from his Squigstoppa Numba 5, then burying them in a rampaging horde of diminutive little monsters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 5+ | 5 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Da Grabzappa; slugga. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slugga | 12 | 1 | 5 | 4 | -1 | 1 | Anti-Monster 4+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Da Grabzappa | Melee | 5 | 2 | 7 | -2 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: +- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. +- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. +- Models from your army with this ability have a 5+ invulnerable save. +- **Super Runts** (Datasheet): While this model is leading a unit: +- Models in that unit have the Scouts 9" ability. +- Each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. +- Each time an attack targets that unit, subtract 1 from the Wound roll. +- **Special Dose** (Datasheet): While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit. + +**Keywords:** Zodgrod Wortsnagga, Infantry, Character, Epic Hero +**Faction Keywords:** Orks + +**Unit Composition:** +- 1 Zodgrod Wortsnagga – EPIC HERO + +**Leader:** +Can lead: Gretchin + +**Points:** +- 1 model: 90pts diff --git a/cogitator/factions/orks/datasheets/attack-fighta.md b/cogitator/factions/orks/datasheets/attack-fighta.md deleted file mode 100644 index 4d88c65..0000000 --- a/cogitator/factions/orks/datasheets/attack-fighta.md +++ /dev/null @@ -1,49 +0,0 @@ -# Attack Fighta - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 twin big shootas; small bomms; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | -| Wing missiles | 24 | 1 | 5 | 9 | -2 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Small Bomms** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll three D6: for each 4+, that unit suffers 1 mortal wound. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Attack Fighta, Speed Freeks, Vehicle, Fly, Aircraft -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Attack Fighta - -**Wargear Options:** -- This model can be equipped with 1 wing missiles. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/orks/datasheets/battlewagon.md b/cogitator/factions/orks/datasheets/battlewagon.md deleted file mode 100644 index 9c50243..0000000 --- a/cogitator/factions/orks/datasheets/battlewagon.md +++ /dev/null @@ -1,78 +0,0 @@ -# Battlewagon - -**Role:** Other - -*No two Battlewagons are the same, for the Meks that build them can never resist cobbling on armour plates, ramming spikes, assorted dakka and random worky-gubbinz. However, all are rugged transport tanks with the capacity to bear a vast number of angry Orks into battle while shrugging off the worst the enemy can throw at them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 16 | 7+ | 5 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** tracks and wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Kannon – frag | 36 | D6+3 | 5 | 6 | 0 | 1 | blast | -| Kannon – shell | 36 | 1 | 5 | 10 | -2 | D6 | — | -| Killkannon | 24 | D6+1 | 5 | 9 | -2 | 2 | — | -| Lobba | 48 | D6 | 5 | 5 | 0 | 1 | blast, indirect fire | -| Zzap gun | 36 | 1 | 5 | D6+6 | -3 | 5 | anti-vehicle 4+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deff rolla | Melee | 6 | 3 | 9 | -1 | 2 | — | -| Grabbin’ klaw | Melee | 2 | 3 | 8 | -2 | 2 | extra attacks | -| Tracks and wheels | Melee | 6 | 4 | 8 | 0 | 1 | — | -| Wreckin’ ball | Melee | 1 | 4 | 10 | 0 | D6 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Ramshackle but Rugged** (Datasheet): Each time an attack is allocated to this model, worsen the Armour Penetration characteristic of that attack by 1. -- **’Ard Case** (Wargear): Add 2 to the bearer’s Toughness characteristic, but it no longer has the Firing Deck ability. - -**Keywords:** Vehicle, Battlewagon, Transport -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Battlewagon - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 kannon -- 1 killkannon -- 1 zzap gun -- This model can be equipped with:- 1 lobba -- This model can be equipped with up to 4 big shootas. -- This model’s tracks and wheels can be replaced with 1 deff rolla. -- This model can be equipped with any of the following:- 1 ’ard case -- 1 grabbin’ klaw -- 1 wreckin’ ball - -**Transport:** -This model has a transport capacity of 22 Orks Infantry models. If this model is equipped with a killkannon, it has a transport capacity of 12 ORKS INFANTRY models. Each Mega Armour or Jump Pack model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 4 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/orks/datasheets/beast-snagga-boyz.md b/cogitator/factions/orks/datasheets/beast-snagga-boyz.md deleted file mode 100644 index e0b1306..0000000 --- a/cogitator/factions/orks/datasheets/beast-snagga-boyz.md +++ /dev/null @@ -1,59 +0,0 @@ -# Beast Snagga Boyz - -**Role:** Battleline - -*Big, brutal, and belligerent, Beast Snagga Boyz are a force to be reckoned with. From the cannonball-like fist-shells of their thump guns, to the inescapable hooks of their choppas, Beast Snaggas excel in softening up their prey, dragging them down, then ripping them bodily to bits.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| BEAST SNAGGA BOY | 6" | 5 | 5+ | 1 | 7+ | 2 | -| BEAST SNAGGA NOB | 6" | 5 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Beast Snagga Nob is equipped with:** slugga; power snappa. - -**Every Beast Snagga Boy is equipped with:** slugga; choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | -| Thump gun | 18 | D3 | 5 | 6 | 0 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 3 | 3 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 5 | 0 | 1 | — | -| Power snappa | Melee | 4 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Monster Hunters** (Datasheet): Each time a model in this unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll. - -**Keywords:** Infantry, Beast Snagga Boyz, Beast Snagga, Battleline, Mob -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Beast Snagga Nob -- 9-19 Beast Snagga Boyz - -**Wargear Options:** -- For every 10 models in this unit, 1 Beast Snagga Boy’s slugga and choppa can be replaced with 1 thump gun and 1 close combat weapon. - -**Leader:** -Led By: Beastboss, Painboss, Wurrboy - -**Points:** -- 10 models: 95pts -- 20 models: 190pts diff --git a/cogitator/factions/orks/datasheets/beastboss-on-squigosaur.md b/cogitator/factions/orks/datasheets/beastboss-on-squigosaur.md deleted file mode 100644 index ef00350..0000000 --- a/cogitator/factions/orks/datasheets/beastboss-on-squigosaur.md +++ /dev/null @@ -1,72 +0,0 @@ -# Beastboss On Squigosaur - -**Role:** Characters - -*Beastbosses have the strength and violent temperament to subdue the most ferocious creatures. Squiqosaurs, meanwhile, are single-minded predators that can bite through adamantine and shrug off enemg fire as though they were armour-plated. If a Beostboss wishes to ride one he must first beat it within an inch of its life to teach it respect, all without getting devoured in the process.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 3+ | 8 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** slugga; beastchoppa; Squigosaur’s jaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | -| Thump gun | 18 | D3 | 5 | 6 | 0 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Beastchoppa | Melee | 6 | 2 | 6 | -1 | 2 | anti-monster 4+, anti-vehicle 4+ | -| Squigosaur’s jaws | Melee | 3 | 4 | 7 | -2 | 3 | devastating wounds, extra attacks | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Thundering Stampede** (Datasheet): While this model is leading a unit, add 1 to Charge rolls made for that unit. -- **Single-minded Predator** (Datasheet): You can target this model's unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Character, Warboss, Beastboss on Squigosaur, Beast Snagga, Mounted -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Beastboss on Squigosaur - -**Wargear Options:** -- This model can be equipped with 1 thump gun. - -**Leader:** -Can lead: Squighog Boyz - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/orks/datasheets/beastboss.md b/cogitator/factions/orks/datasheets/beastboss.md deleted file mode 100644 index 8b2ff4d..0000000 --- a/cogitator/factions/orks/datasheets/beastboss.md +++ /dev/null @@ -1,68 +0,0 @@ -# Beastboss - -**Role:** Characters - -*It takes a ferocious and foul-tempered Ork to lead a stampede of Beast Snaggas. Beastbosses possess these qualities in abundance. Boasting cybork enhancements, wired-in targetin’ squigs and an array of brutal combat weaponry, these roaring monsters can bring down even the largest prey one-on-one.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** shoota; beastchoppa; Beast Snagga klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shoota | 18 | 2 | 4 | 4 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Beast Snagga klaw | Melee | 4 | 3 | 10 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | -| Beastchoppa | Melee | 6 | 2 | 6 | -1 | 2 | anti-monster 4+, anti-vehicle 4+ | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Beastboss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Beastly Rage** (Datasheet): Each time this model makes a Charge move, until the end of the turn, melee weapons it is equipped with have the [DEVASTATING WOUNDS] ability. - -**Keywords:** Character, Infantry, Beastboss, Warboss, Beast Snagga -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Beastboss - -**Leader:** -Can lead: Beast Snagga Boyz - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/big-gunz.md b/cogitator/factions/orks/datasheets/big-gunz.md deleted file mode 100644 index abf76fa..0000000 --- a/cogitator/factions/orks/datasheets/big-gunz.md +++ /dev/null @@ -1,47 +0,0 @@ -# Big Gunz - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 4 | 5+ | 3 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** kannon; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kannon – frag | 36 | D6 | 6 | 5 | 0 | 1 | blast, heavy | -| Kannon – shell | 36 | 1 | 6 | 9 | -2 | D6 | heavy | -| Lobba | 48 | D6 | 6 | 5 | 0 | 1 | blast, heavy, indirect fire | -| Zzap gun | 36 | 1 | 6 | 2D6 | -3 | 3 | devastating wounds, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Splat!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit containing 10 or more models, re-roll a Hit roll of 1. -- **BIG GUNZ** (Special (правая колонка)): **Designer’s Note:** *Place two Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing one each time its Big Gun model loses a wound (a Big Gun model itself is considered to represent its final wound).* - -**Keywords:** Big Gunz, Vehicle, Grots, Artillery -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Big Gunz - -**Wargear Options:** -- Any number of models can each have their kannon replaced with one of the following:- 1 lobba -- 1 zzap gun - -**Points:** -- 1 model: 20pts -- 2 models: 40pts diff --git a/cogitator/factions/orks/datasheets/big-mek-in-mega-armour.md b/cogitator/factions/orks/datasheets/big-mek-in-mega-armour.md deleted file mode 100644 index fc7bf8a..0000000 --- a/cogitator/factions/orks/datasheets/big-mek-in-mega-armour.md +++ /dev/null @@ -1,78 +0,0 @@ -# Big Mek In Mega Armour - -**Role:** Characters - -*For all that its weight is akin to wearing half a tank, mega armour is incredibly resilient. Big Meks often build and wear it, adding unstable kustom weaponry, force field projectors, crushing klaws or even tellyport blastas that kill victims by beaming their component parts across a wide area, much to the Orks’ amusement.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** kustom-mega blaster; power klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Kustom shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | -| Tellyport blasta | 12 | 3 | 5 | 8 | -1 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | -| Power klaw | Melee | 4 | 3 | 9 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **Fix Dat Armour Up** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. -- **Kustom Force Field** (Wargear): While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks. -- **Grot Oiler** (Wargear): Once per battle, at the end of your Movement phase, one model in the bearer’s unit regains D3 lost wounds. - -**Designer’s Note:** *Place a Grot Oiler token next to the unit, removing it once this ability has been used.* - -**Keywords:** Infantry, Character, Mega Armour, Mek, Big Mek in Mega Armour -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big Mek in Mega Armour - -**Wargear Options:** -- This model’s kustom-mega blasta can be replaced with one of the following:- 1 killsaw -- 1 kombi-weapon -- 1 kustom shoota -- This model can be equipped with one of the following:- 1 tellyport blasta -- 1 kustom force field -- This model can be equipped with 1 grot oiler. - -**Leader:** -Can lead: Meganobz - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/orks/datasheets/big-mek-on-warbike.md b/cogitator/factions/orks/datasheets/big-mek-on-warbike.md deleted file mode 100644 index 3923434..0000000 --- a/cogitator/factions/orks/datasheets/big-mek-on-warbike.md +++ /dev/null @@ -1,88 +0,0 @@ -# Big Mek On Warbike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** slugga; twin dakkagun; choppa; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Kustom mega-slugga | 12 | D3 | 5 | 8 | -2 | D6 | blast, hazardous | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Shokk attack gun | 60 | D6+1 | 5 | 9 | -4 | D6 | blast, heavy | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | -| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 4 | 3 | 7 | -1 | 2 | — | -| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | -| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | -| Power klaw | Melee | 4 | 4 | 9 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Kustom Force Field** (Wargear): While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks. -- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **Mekaniak** (Datasheet): At the end of your Movement phase, you can select one friendly Orks Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. - -**Keywords:** Mounted, Speed Freeks, Grenades, Big Mek, Big Mek on Warbike, Character -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big Mek on Warbike - -**Wargear Options:** -- This model’s slugga can be replaced with one of the following:- 1 shokk attack gun -- 1 kustom force field -- 1 kombi-weapon -- 1 kustom mega-blasta -- 1 kustom mega-slugga -- 1 rokkit launcha -- 1 big choppa -- 1 power klaw -- This model’s choppa can be replaced with one of the following:- 1 kombi-weapon -- 1 kustom mega-blasta -- 1 kustom mega-slugga -- 1 rokkit launcha -- 1 big choppa -- 1 killsaw -- 1 power klaw - -**Leader:** -Can lead: Warbikers - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/orks/datasheets/big-mek-with-kustom-force-field.md b/cogitator/factions/orks/datasheets/big-mek-with-kustom-force-field.md deleted file mode 100644 index 2ed392b..0000000 --- a/cogitator/factions/orks/datasheets/big-mek-with-kustom-force-field.md +++ /dev/null @@ -1,68 +0,0 @@ -# Big Mek With Kustom Force Field - -**Role:** Characters - -*Projected from a mass of whirly bits and alarmingly sparking worky gubbinz, the kustom force field is a wobbling energy dome that extends over the Big Mek and any nearby greenskins. Incoming enemy fire rebounds harmlessly from this unstable force field, leaving the Mek and his oblivious mates free to storm onward into battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** slugga; choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Grot Helper** (Wargear): Once per battle, the bearer can overcharge its kustom force field one additional time. - -**Designer’s Note:** *Place a Grot Helper token next to the bearer, removing it once this ability has been used.* -- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **Kustom Force Field** (Datasheet): While this model is leading a unit, models in that unit have a 5+ invulnerable save against ranged attacks. Once per battle, at the start of any phase, this model can overcharge its kustom force field. If it does, until the end of the phase, this invulnerable save is improved to 4+. - -**Keywords:** Grenades, Big Mek with Kustom Force Field, Big Mek, Mek, Character, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big Mek with Kustom Force Field - -**Wargear Options:** -- This model can be equipped with 1 grot helper. - -**Leader:** -Can lead: Burna Boyz, Tankbustas, Nobz, Boyz, Breaka Boyz, Lootas - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/orks/datasheets/big-mek-with-shokk-attack-gun.md b/cogitator/factions/orks/datasheets/big-mek-with-shokk-attack-gun.md deleted file mode 100644 index 77e523c..0000000 --- a/cogitator/factions/orks/datasheets/big-mek-with-shokk-attack-gun.md +++ /dev/null @@ -1,68 +0,0 @@ -# Big Mek With Shokk Attack Gun - -**Role:** Characters - -*Big Moks arc musters of insane but highly destructive weaponry. Amongst the strangest devices that some lug to battle is the shokk attack gun which opens a tunnel through the warp to its target, then launches screaming Snot lings down it. I he ammunition remoteriolise os a terror-maddened, clawing, biting swarm. If this happens inside the target, the results orc swift and horrific.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** close combat weapon, shokk attack gun. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shokk attack gun | 60 | D6+1 | 5 | 9 | -4 | D6 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **Deranged Snotling Assault** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test. -- **Grot Assistant** (Wargear): Once per battle, after rolling to determine how many attacks the bearer’s shokk attack gun makes, you can re-roll that dice. - -**Designer’s Note:** *Place a Grot Assistant token next to the bearer, removing it once this ability has been used.* - -**Keywords:** Grenades, Character, Mek, Big Mek with Shokk Attack Gun, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big Mek with Shokk Attack Gun - -**Wargear Options:** -- This model can be equipped with 1 grot assistant. - -**Leader:** -Can lead: Mek Gunz, Breaka Boyz, Tankbustas, Lootas, Boyz, Nobz - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/big-mek.md b/cogitator/factions/orks/datasheets/big-mek.md deleted file mode 100644 index e3f8032..0000000 --- a/cogitator/factions/orks/datasheets/big-mek.md +++ /dev/null @@ -1,68 +0,0 @@ -# Big Mek - -**Role:** Characters - -*Big Meks build all sorts of powerful weapons and bizarre devices. They readily bring their favourites into battle to test ’em out, even building and wearing a bionik exoskeleton to help them wield as many as possible. So equipped, the Big Mek unleashes mechanical violence and blasts of energy, or wrenches open warp tunnels down which he and his followers pile into the fight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 3+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** kustom-mega blaster; power klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Traktor blasta | 36 | 1 | 5 | 10 | -2 | D6+1 | anti-fly 3+, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drilla | Melee | 2 | 3 | 12 | -3 | 3 | — | -| Power klaw | Melee | 4 | 3 | 9 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **More Dakka** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **Shokk-boosta** (Datasheet): You can re-roll Advance rolls made for this model’s unit. In addition, each time this model’s unit makes a Normal, Advance or Fall Back move, models in that unit can move through models and terrain features. When doing so, they can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. - -**Keywords:** Infantry, Character, Big Mek, Mek, Grenades -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big Mek - -**Wargear Options:** -- This model’s kustom mega-blasta can be replaced with 1 traktor blasta. -- This model’s power klaw can be replaced with 1 drilla. - -**Leader:** -Can lead: Lootas, Mek Gunz, Breaka Boyz, Boyz, Nobz, Tankbustas - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/big-trakk.md b/cogitator/factions/orks/datasheets/big-trakk.md deleted file mode 100644 index b17b13b..0000000 --- a/cogitator/factions/orks/datasheets/big-trakk.md +++ /dev/null @@ -1,66 +0,0 @@ -# Big Trakk - -**Role:** Other - -*Made for when a normal Trukk just isn't big enough, Big Trakks are heavy rigs that can carry the Orks over the worst terrain or mount their Big Gunz and lots of gear. They are not all that fast, nor are they as tough as a full-blown Battlewagon, but Big Trakks make up for these shortfalls with their hauling power.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 4+ | 12 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 big shootas; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | -| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | -| Supa-kannon – frag | 36 | D6+3 | 5 | 5 | 0 | 1 | blast | -| Supa-kannon – shell | 36 | 1 | 5 | 9 | -2 | D3+3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Spiked Ram** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Vehicle, Transport, Big Trakk -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big Trakk - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 kannon -- 1 supa-kannon - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka models. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/orks/datasheets/biged-bossbunka.md b/cogitator/factions/orks/datasheets/biged-bossbunka.md deleted file mode 100644 index ce57225..0000000 --- a/cogitator/factions/orks/datasheets/biged-bossbunka.md +++ /dev/null @@ -1,58 +0,0 @@ -# Big’ed Bossbunka - -**Role:** Fortifications - -*Having a Gargant’s severed head serve as a boss’ hut is not only a status symbol, but also provides a base of operations equipped with a remarkable array of Orky features – from the potent Gaze of Gork built into one eye to the kommanda’s shoutin’ pole that carries the boss’ bellowed commands far and wide.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 10 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** big shoota; Gaze of Gork. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Gaze of Gork – glare | 24 | D6 | 5 | 5 | 0 | 1 | blast, sustained hits d3 | -| Gaze of Gork – squint | 18 | 1 | 5 | 12 | -4 | 3 | sustained hits D3 | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Ramshackle Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Shoutin’ Pole (Aura)** (Datasheet): While a friendly ORKS unit is within 6" of this FORTIFICATION, improve the Leadership characteristic of models in that unit by 1. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Transport, Fortification, Vehicle, Big’ed Bossbunka -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Big’ed Bossbunka - -**Wargear Options:** -- This model can be equipped with up to 3 additional big shootas. - -**Transport:** -This model has a transport capacity of 11 Orks Infantry models (excluding Ghazghkull Thraka). Each Mega Armour or Jump Pack model takes up the space of 2 models. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/orks/datasheets/blitza-bommer.md b/cogitator/factions/orks/datasheets/blitza-bommer.md deleted file mode 100644 index 8893370..0000000 --- a/cogitator/factions/orks/datasheets/blitza-bommer.md +++ /dev/null @@ -1,51 +0,0 @@ -# Blitza-bommer - -**Role:** Other - -*While not as shooty as a Dakkajet, each Blitza-bommer lugs enormous boom bombs into battle under its wings. Dive-bombing the enemy with reckless abandon, the Blitza-bommers detach their oversized payloads before (hopefully) pulling up and screaming skywards again while vast fireballs billow in their wake.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** big shoota; twin supa-shoota; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Twin supa-shoota | 36 | 4 | 5 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Boom Bomb** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6: on a 4+, that unit suffers D6 mortal wounds. - -**Keywords:** Vehicle, Aircraft, Fly, Blitza-bommer, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Blitza-bommer - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/orks/datasheets/boomdakka-snazzwagon.md b/cogitator/factions/orks/datasheets/boomdakka-snazzwagon.md deleted file mode 100644 index 0e8ba30..0000000 --- a/cogitator/factions/orks/datasheets/boomdakka-snazzwagon.md +++ /dev/null @@ -1,48 +0,0 @@ -# Boomdakka Snazzwagon - -**Role:** Other - -*The Boomdakka Snazzwagon is a high-speed riot on wheels. Bristling with dakka and swarming with anarchic greenskin crew, the vehicle roars through the enemy lines in a storm of roiling smoke, whistling bullets, incendiary burna bottles and shockingly foul language before skidding around for another pass.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** big shoota; grot blasta; Mek speshul; spiked wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Grot blasta | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Mek speshul | 24 | 12 | 5 | 5 | -1 | 1 | assault, rapid fire 4, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked wheels | Melee | 4 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Dust Trails (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Boomdakka Snazzwagon, Grenades, Vehicle, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boomdakka Snazzwagon - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/boss-snikrot.md b/cogitator/factions/orks/datasheets/boss-snikrot.md deleted file mode 100644 index 7d7efe1..0000000 --- a/cogitator/factions/orks/datasheets/boss-snikrot.md +++ /dev/null @@ -1,71 +0,0 @@ -# Boss Snikrot - -**Role:** Characters - -*Boss Snikrot is a murderous ghost whose obsession with kommando warfare has seen him transcend the cunning of his fellow Blood Axes and achieve instead something nigh supernatural. By the time his terrified foes realise he is upon them, the Boss is already opening their throats with his rip-toothed blades.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** slugga; Mork’s Teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mork’s Teeth | Melee | 6 | 2 | 6 | -1 | 2 | precision, twin-linked | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Red Skull Kommandos** (Datasheet): While this model is leading a unit, models in that unit have the Benefit of Cover. -- **Kunnin’ Infiltrator** (Datasheet): Once per battle, in your Movement phase, instead of making a Normal move with this model’s unit, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. - -**Keywords:** Grenades, Smoke, Epic Hero, Boss Snikrot, Character, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Snikrot – EPIC HERO - -**Leader:** -Can lead: Kommandos - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/orks/datasheets/boss-zagstruk.md b/cogitator/factions/orks/datasheets/boss-zagstruk.md deleted file mode 100644 index 34ab493..0000000 --- a/cogitator/factions/orks/datasheets/boss-zagstruk.md +++ /dev/null @@ -1,75 +0,0 @@ -# Boss Zagstruk - -**Role:** Characters - -*Plummeting from his kustom fighta-bommer at the head of his infamous Vulcha Boyz, Boss Zagstruk hits the enemy like a four hundred pound rocket-propelled missile of pure, belligerent fury. Amidst the roar of his blitz missiles and the crunch of bone beneath his cybork foot-klaws, bloody havoc ensues.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Da Vulcha’s Klaws and choppa; slugga. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Da Vulcha’s Klaws and choppa | Melee | 6 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Drill Boss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Plummeting Descent** (Datasheet): You can re-roll Charge rolls made for this model’s unit in a turn in which it was set up on the battlefield from Reserves. - -**Keywords:** Boss Zagstruk, Epic Hero, Character, Fly, Jump Pack, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Zagstruk – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Stormboyz - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/orks/datasheets/boyz.md b/cogitator/factions/orks/datasheets/boyz.md deleted file mode 100644 index e353f6e..0000000 --- a/cogitator/factions/orks/datasheets/boyz.md +++ /dev/null @@ -1,63 +0,0 @@ -# Boyz - -**Role:** Battleline - -*Ork Boyz surge into battle in huge, unruly mobs dotted with crude special weapons and led by foul-tempered Boss Nobz. Most simply stampede towards the enemy lines, relying on their numbers and natural hardiness to carry the charge home, while others hitch a ride on Trukks and Battlewagons so as to get stuck in all the faster.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| BOY | 6" | 5 | 5+ | 1 | 7+ | 2 | -| BOSS NOB | 6" | 5 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Boss Nob is equipped with:** slugga; big choppa. - -**Every Boy is equipped with:** slugga; choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Shoota | 18 | 2 | 5 | 4 | 0 | 1 | rapid fire 1 | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | -| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Get Da Good Bitz** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **BODYGUARD** (Special (правая колонка)): If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one (but only if one of those is a Warboss unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. - -**Keywords:** Grenades, Mob, Battleline, Infantry, Boyz -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob -- 9-19 Boyz - -**Wargear Options:** -- The Boss Nob’s big choppa can be replaced with 1 power klaw. -- The Boss Nob’s big choppa and slugga can be replaced with 1 kombi-weapon and 1 close combat weapon. -- Any number of Boyz can each have their slugga and choppa replaced with 1 shoota and 1 close combat weapon. -- For every 10 models in this unit, 1 Boy’s choppa and slugga can be replaced with one of the following:- 1 big shoota and 1 close combat weapon -- 1 rokkit launcha and 1 close combat weapon - -**Leader:** -Led By: Nob With Waaagh! Banner, Big Mek With Kustom Force Field, Warboss, Weirdboy, Mek, Painboy, Mad Dok Grotsnik, Ufthak Blackhawk, Big Mek With Shokk Attack Gun, Big Mek, Ghazghkull Thraka - -**Points:** -- 10 models: 80pts -- 20 models: 170pts diff --git a/cogitator/factions/orks/datasheets/breaka-boyz.md b/cogitator/factions/orks/datasheets/breaka-boyz.md deleted file mode 100644 index 9ece56d..0000000 --- a/cogitator/factions/orks/datasheets/breaka-boyz.md +++ /dev/null @@ -1,58 +0,0 @@ -# Breaka Boyz - -**Role:** Other - -*Breaka Boyz dismantle the foe’s war engines and defences with well-placed krumpings from their smash hammers. Some use a pair of brutal knucklebustas, while the more addled opt for a tankhammer: a rokkit strapped to a big metal stick that offers a satisfyingly explosive means of up-close annihilation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Boss Nob is equipped with:** rokkit pistol; smash hammer; choppa. - -**Each Breaka Boy is equipped with:** smash hammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rokkit pistol | 12 | 1 | 5 | 9 | -2 | 3 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | -| Knucklebustas | Melee | 5 | 3 | 5 | -1 | 1 | anti-monster 4+, anti-vehicle 4+, twin-linked | -| Smash hammer | Melee | 2 | 3 | 6 | -2 | 3 | anti-monster 4+, anti-vehicle 4+ | -| Tankhammer | Melee | 2 | 3 | 6 | -2 | 3 | anti-monster 4+, anti-vehicle 4+, devastating wounds, hazardous | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Trophy Hunters** (Datasheet): Each time this unit declares a charge, you can re-roll the Charge roll. -- **Bomb Squigs** (Datasheet): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. - -**Designer’s Note:** *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.* -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Boyz unit, it can be attached to this unit instead. - -**Keywords:** Breaka Boyz, Grenades, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob -- 5 Breaka Boyz - -**Wargear Options:** -- The Boss Nob’s smash hammer can be replaced with 1 rokkit pistol. -- One Breaka Boy’s smash hammer can be replaced with 1 knucklebustas. -- One Breaka Boy’s smash hammer can be replaced with 1 tankhammer. - -**Leader:** -Led By: Nob With Waaagh! Banner, Big Mek With Kustom Force Field, Warboss, Weirdboy, Ghazghkull Thraka, Mek, Painboy, Mad Dok Grotsnik, Ufthak Blackhawk, Big Mek With Shokk Attack Gun, Big Mek - -**Points:** -- 6 models: 140pts diff --git a/cogitator/factions/orks/datasheets/burna-bommer.md b/cogitator/factions/orks/datasheets/burna-bommer.md deleted file mode 100644 index ca84687..0000000 --- a/cogitator/factions/orks/datasheets/burna-bommer.md +++ /dev/null @@ -1,55 +0,0 @@ -# Burna-bommer - -**Role:** Other - -*Meant for burning enemy infantry out of fortifications and dense cover, Burna-bommers fly so low that they frequently scorch their undercarriage with their own ordnance. The Burna Boy pilots consider this a small price to pay in order to watch their victims do ‘da burny dance’ as their skorcha missile racks and burna bombs rain down.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** twin big shoota; twin supa-shoota; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | -| Twin supa-shoota | 36 | 4 | 5 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | -| Skorcha missile rack | 36 | 2D6 | 5 | 5 | -1 | 1 | blast, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Burna Bomb** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. In addition, roll one D6 for each model in that unit: for each 6, that unit suffers 1 mortal wound. - -**Keywords:** Fly, Vehicle, Burna-bommer, Aircraft, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Burna-bommer - -**Wargear Options:** -- This model can be equipped with 1 skorcha missile rack. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/orks/datasheets/burna-boyz.md b/cogitator/factions/orks/datasheets/burna-boyz.md deleted file mode 100644 index 13b5f99..0000000 --- a/cogitator/factions/orks/datasheets/burna-boyz.md +++ /dev/null @@ -1,55 +0,0 @@ -# Burna Boyz - -**Role:** Other - -*The burna is a cutting torch intended for slicing up battlefield wreckage. Serendipitously, it also works well when searing through an enemy’s armour at close quarters, or, with a twist of its nozzle, can instead belch a tongue of roaring flame over the foe. Needless to say, the most pyromaniacally inclined Orks delight in doing both.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Spanner is equipped with:** close combat weapon; big shoota. - -**Every Burna Boy is equipped with:** burna; cuttin’ flames. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Burna | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Cuttin’ flames | Melee | 2 | 4 | 4 | -2 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Pyromaniaks** (Datasheet): Each time a model in this unit makes a ranged attack with a burna that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead. - -**Keywords:** Burna Boyz, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Spanners -- 4-8 Burna Boyz - -**Wargear Options:** -- Any number of Spanners can each have their big shoota replaced with one of the following:- 1 kustom mega-blasta -- 1 rokkit launcha - -**Leader:** -Led By: Big Mek With Kustom Force Field, Painboy, Mad Dok Grotsnik - -**Points:** -- 1 Spanner and 4 Burna Boyz: 60pts -- 2 Spanners and 8 Burna Boyz: 120pts diff --git a/cogitator/factions/orks/datasheets/chinork-warkopta.md b/cogitator/factions/orks/datasheets/chinork-warkopta.md deleted file mode 100644 index 475e098..0000000 --- a/cogitator/factions/orks/datasheets/chinork-warkopta.md +++ /dev/null @@ -1,70 +0,0 @@ -# Chinork Warkopta - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 4+ | 10 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** big shoota; 2 deffguns; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Deffgun | 48 | 2 | 5 | 8 | -1 | 2 | rapid fire 1 | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Rattler kannon | 24 | 6 | 5 | 6 | -1 | 1 | — | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Big Bomms** (Wargear): Once per battle, after the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound. -- **Aerial Deployment** (Datasheet): If this model starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Speed Freeks, Chinork Warkopta, Fly, Transport, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Chinork Warkopta - -**Wargear Options:** -- This model can be equipped with up to 2 big bomms. -- This model’s big shoota can be replaced with one of the following:- 1 kustom mega-blasta -- 1 rokkit launcha -- 1 skorcha -- This model’s 2 deffguns can be replaced with 2 rattler kannons. - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models. This model cannot transport Ghazghkull Thraka, Mega Armour or Jump Pack models. - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/orks/datasheets/da-red-gobbo.md b/cogitator/factions/orks/datasheets/da-red-gobbo.md deleted file mode 100644 index c21dc89..0000000 --- a/cogitator/factions/orks/datasheets/da-red-gobbo.md +++ /dev/null @@ -1,63 +0,0 @@ -# Da Red Gobbo - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 2 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** kustom grot blasta; Icon of da Revolushun. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kustom grot blasta | 12 | D3 | 4 | 4 | 0 | 1 | devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icon of da Revolushun | Melee | 3 | 4 | 3 | 0 | 1 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Da Revolushun!** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Has Yoo Been a Good Little Grot This Year?** (Datasheet): Once per battle, in your Shooting phase, you can target this model’s unit with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Infantry, Da Red Gobbo, Grots, Epic Hero, Grenades, Character -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Da Red Gobbo – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Gretchin - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/orks/datasheets/da-red-gobbos-tinboy.md b/cogitator/factions/orks/datasheets/da-red-gobbos-tinboy.md deleted file mode 100644 index 1711f5c..0000000 --- a/cogitator/factions/orks/datasheets/da-red-gobbos-tinboy.md +++ /dev/null @@ -1,59 +0,0 @@ -# Da Red Gobbo’s Tinboy - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 3+ | 5 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Tinboy’s kustom shoota, Tinboy’s klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tinboy's kustom shoota | 18 | D3 | 3 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tinboy’s klaw | Melee | 3 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Redistributin’ da Gifts** (Datasheet): Once in each of your Shooting phases, you can target this unit with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -**Keywords:** Vehicle, Walker, Character, Epic Hero, Grots, Da Red Gobbo -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Da Red Gobbo’s Tinboy – EPIC HERO - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/orks/datasheets/dakkajet.md b/cogitator/factions/orks/datasheets/dakkajet.md deleted file mode 100644 index 3b9ddd1..0000000 --- a/cogitator/factions/orks/datasheets/dakkajet.md +++ /dev/null @@ -1,53 +0,0 @@ -# Dakkajet - -**Role:** Other - -*Rocketing through the skies on billowing trails of flame and smoke, Dakkajets come in low and hard over the battlefield. These single-seater Ork attack craft are ludicrously over-gunned for their size, all but shaking themselves apart as their pilots unleash storms of dakka on luckless ground targets or enemy aircraft with equal glee.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 twin supa-shootas; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin supa-shoota | 36 | 4 | 5 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Dakkastorm** (Datasheet): Each time this model makes a ranged attack, every successful Hit roll scores a Critical Hit. - -**Keywords:** Dakkajet, Fly, Vehicle, Aircraft, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Dakkajet - -**Wargear Options:** -- This model can be equipped with 1 additional twin supa-shoota. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/orks/datasheets/deff-dread.md b/cogitator/factions/orks/datasheets/deff-dread.md deleted file mode 100644 index 3d54785..0000000 --- a/cogitator/factions/orks/datasheets/deff-dread.md +++ /dev/null @@ -1,61 +0,0 @@ -# Deff Dread - -**Role:** Other - -*Being wired into a Deff Dread affords strength, resilience and a terrifying array of vicious weaponry. Of course, the reality of being stuck in a metal box for life and drinking your meals through a straw soon gets old, but the pilots’ resulting unhinged ferocity only serves to make Deff Dreads all the more dangerous in battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 big shootas; 2 dread klaws; stompy feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dread klaw | Melee | 4 | 3 | 12 | -2 | 3 | dead choppy | -| Stompy feet | Melee | 4 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Piston-driven Brutality** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. -- **Dead Choppy** (Wargear profile): The Attacks characteristic of this weapon is increased by 1 for each additional dread klaw this model is equipped with. - -**Keywords:** Walker, Deff Dread, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Deff Dread - -**Wargear Options:** -- This model’s big shootas can each be replaced with one of the following:- 1 dread klaw -- 1 kustom-mega blasta -- 1 rokkit launcha -- 1 skorcha -- This model’s dread klaws can each be replaced with one of the following:- 1 big shoota -- 1 kustom-mega blasta -- 1 rokkit launcha -- 1 skorcha - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/orks/datasheets/deff-rolla-battle-fortress.md b/cogitator/factions/orks/datasheets/deff-rolla-battle-fortress.md deleted file mode 100644 index e6a0c54..0000000 --- a/cogitator/factions/orks/datasheets/deff-rolla-battle-fortress.md +++ /dev/null @@ -1,72 +0,0 @@ -# Deff Rolla Battle Fortress - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 22 | 7+ | 8 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** kannon; 2 twin big shootas; 2 zzap guns; deff rolla. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | -| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | -| Lobba | 48 | D6 | 5 | 5 | 0 | 1 | blast, indirect fire | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | -| Zzap gun | 36 | 1 | 5 | 2D6 | -3 | 3 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deff rolla | Melee | 6 | 3 | 9 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to an ORKS model from your army, if that model is not fully visible to every model in the attacking unit because of this DEFF ROLLA BATTLE FORTRESS model, that model has the Benefit of Cover against that attack. - -**Keywords:** Transport, Titanic, Deff Rolla Battle Fortress, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Deff Rolla Battle Fortress - -**Wargear Options:** -- This model can be equipped with up to 5 big shootas. -- Each of this model’s zzap guns can be replaced with one of the following:- 1 lobba -- 1 kannon -- This model’s kannon can be replaced with one of the following:- 1 lobba -- 1 zzap gun -- Each of this model’s twin big shootas can be replaced with one of the following:- 1 skorcha -- 1 rokkit launcha - -**Transport:** -This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 18 models. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/orks/datasheets/deffkilla-wartrike.md b/cogitator/factions/orks/datasheets/deffkilla-wartrike.md deleted file mode 100644 index b75b7b5..0000000 --- a/cogitator/factions/orks/datasheets/deffkilla-wartrike.md +++ /dev/null @@ -1,70 +0,0 @@ -# Deffkilla Wartrike - -**Role:** Characters - -*Ork Speedbosses thunder into battle on the backs of Deffkilla Wartrikes. These hurtling three-wheelers boast massive jet engines that fry the foe to a crisp while roaring through their ranks. Wartrikes also offer platforms from which the Speedbosses can messily chainhaul unfortunate foes with their grapnel-like snagga klaws.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 9 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** defkilla boomsticks; killajet; snagga klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boomstikks | 12 | 6 | 5 | 5 | 0 | 1 | assault | -| Killa jet – burna | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Killa jet – cutta | 12 | 1 | 5 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Snagga klaw | Melee | 4 | 3 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Speedboss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Fuel-mixa Grot** (Datasheet): Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this model’s unit. - -**Keywords:** Deffkilla Wartrike, Speed Freeks, Warboss, Character, Mounted -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Defkilla Wartrike - -**Leader:** -Can lead: Warbikers - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/deffkoptas-with-big-shootas.md b/cogitator/factions/orks/datasheets/deffkoptas-with-big-shootas.md deleted file mode 100644 index 30c1d44..0000000 --- a/cogitator/factions/orks/datasheets/deffkoptas-with-big-shootas.md +++ /dev/null @@ -1,52 +0,0 @@ -# Deffkoptas With Big Shootas - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** slugga; twin big shoota; spinnin' blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kopta rokkits | 24 | D3 | 5 | 9 | -2 | 3 | blast, twin-linked | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | -| Spinnin’ blades | Melee | 6 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Deff from Above** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Deffkoptas with Big Shootas, Grenades, Vehicle, Fly -**Faction Keywords:** Orks - -**Unit Composition:** -- 3 Deffkoptas with Big Shootas - -**Wargear Options:** -- Any number of models can each have their twin big shoota replaced with one of the following:- 1 kopta rockets -- 1 kustom mega-blasta -- Any number of models can each be equipped with 1 killsaw. - -**Points:** -- 3 models: 130pts diff --git a/cogitator/factions/orks/datasheets/deffkoptas.md b/cogitator/factions/orks/datasheets/deffkoptas.md deleted file mode 100644 index 35aed4e..0000000 --- a/cogitator/factions/orks/datasheets/deffkoptas.md +++ /dev/null @@ -1,51 +0,0 @@ -# Deffkoptas - -**Role:** Other - -*Most Orks take a dim view of muckin’ about in the sky, and would much rather go to war with their feet firmly on the ground. Deffkopta pilots are the lunatic exception, hurtling ahead to spy out enemy forces for their warband to bring to battle, and to give those same enemies a good strafing run or three in the meantime.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** kopta rokkits; slugga; spinnin’ blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kopta rokkits | 24 | D3 | 5 | 9 | -2 | 3 | blast, twin-linked | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spinnin’ blades | Melee | 6 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Deff from Above** (Datasheet): Each time this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Vehicle, Deffkoptas, Grenades, Fly, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 3-6 Deffkoptas - -**Wargear Options:** -- For every 3 models in this unit, 1 Deffkopta can have its kopta rokkits replaced with 1 kustom mega-blasta. - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/orks/datasheets/fighta-bommer.md b/cogitator/factions/orks/datasheets/fighta-bommer.md deleted file mode 100644 index c0d37ee..0000000 --- a/cogitator/factions/orks/datasheets/fighta-bommer.md +++ /dev/null @@ -1,57 +0,0 @@ -# Fighta-bommer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 3 twin big shootas; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grot-guided bomm | 72 | D6 | 4 | 8 | -2 | 2 | blast, one shot, indirect fire | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | -| Wing missiles | 24 | 1 | 5 | 9 | -2 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Small Bomms** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved across during that move and roll three D6: for each 4+, that unit suffers 1 mortal wound. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Speed Freeks, Fighta-bommer, Aircraft, Vehicle, Fly -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Fighta-Bommer - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 Grot-guided bomms -- 2 wing missiles -- Small bomms - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/orks/datasheets/flash-gitz.md b/cogitator/factions/orks/datasheets/flash-gitz.md deleted file mode 100644 index acc8196..0000000 --- a/cogitator/factions/orks/datasheets/flash-gitz.md +++ /dev/null @@ -1,51 +0,0 @@ -# Flash Gitz - -**Role:** Other - -*Flash Gitz are despised by other greenskins for being self-important show-offs with too much snazz and dakka for their own good. The Gitz couldn’t care less, of course, delighting in ostentatiously brandishing their over-the-top snazzguns before using them to utterly demolish the enemy in a hail of shells, blasts and rokkits.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** snazzgun; choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Snazzgun | 24 | 3 | 5 | 6 | -1 | 2 | heavy, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Gun-crazy Show-offs** (Datasheet): Each time a model in this unit targets the closest eligible target with its snazzgun, until the end of the phase, that weapon has an Attacks characteristic of 4. -- **Ammo Runt** (Wargear): Once per battle, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Designer’s Note:** *Place an Ammo Runt token next to the unit, removing it after this ability has been used.* - -**Keywords:** Grenades, Infantry, Flash Gitz -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kaptin -- 4-9 Flash Gitz - -**Wargear Options:** -- This unit can be equipped with 1 ammo runt. - -**Leader:** -Led By: Kaptin Badrukk - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/orks/datasheets/gargantuan-squiggoth.md b/cogitator/factions/orks/datasheets/gargantuan-squiggoth.md deleted file mode 100644 index 1ea7f83..0000000 --- a/cogitator/factions/orks/datasheets/gargantuan-squiggoth.md +++ /dev/null @@ -1,66 +0,0 @@ -# Gargantuan Squiggoth - -**Role:** Other - -*Squiggoths can grow in size indefinitely. The larger they get, the more prized they become in the eyes of Ork Warbosses, whose simple minds see them for the colossal living weapons they are. Kitted out with armour, guns and bellowing passengers, truly giant specimens are walking bastions, their momentum all but unstoppable.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 13 | 3+ | 30 | 7+ | 12 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** huge tusks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | -| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | -| Supa-kannon | 60 | 2D6 | 5 | 12 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Huge tusks – strike | Melee | 6 | 3 | 14 | -3 | 12 | lance | -| Huge tusks – sweep | Melee | 18 | 3 | 9 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Gargantuan** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Walking Bastion** (Datasheet): This model does not suffer the penalty to its Hit rolls for making ranged attacks while enemy units are within Engagement Range of it. - -**Keywords:** Monster, Titanic, Gargantuan Squiggoth, Transport, Towering -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Gargantuan Squiggoth - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 kannon -- 1 supa-kannon - -**Transport:** -This model has a transport capacity of 20 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. Ghazghkull Thraka takes up the space of 18 models. If this model is equipped with a supa-kannon, it has a transport capacity of 15 ORKS INFANTRY models. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 440pts diff --git a/cogitator/factions/orks/datasheets/ghazghkull-thraka.md b/cogitator/factions/orks/datasheets/ghazghkull-thraka.md deleted file mode 100644 index 1f4a31e..0000000 --- a/cogitator/factions/orks/datasheets/ghazghkull-thraka.md +++ /dev/null @@ -1,71 +0,0 @@ -# Ghazghkull Thraka - -**Role:** Characters - -*To face Ghazghkull Thraka in battle is to die. Messily. He is a totemic war leader of great kunnin’ and terrifying presence who enjoys the personal protection of the Ork gods, not that he seems to need it! Makari bears aloft the personal Waaagh! banner of Ghazghkull. There isn’t a greenskin living who doesn’t fight harder in sight of that flag.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GHAZGHKULL THRAKA | 5" | 6 | 2+ | 10 | 6+ | 4 | -| MAKARI | 5" | 6 | 7+ | 1 | 8+ | 1 | - -**Invulnerable Save (GHAZGHKULL THRAKA: 4)** -**Invulnerable Save (MAKARI: 2)** -*You cannot re-roll invulnerable saving throws made for this model.* - -**Default Wargear:** -**Ghazghkull Thraka is equipped with:** Mork’s Roar; Gork’s Klaw. - -**Makari is equipped with:** Makari’s stabba. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mork’s Roar | 36 | 12 | 5 | 5 | 0 | 1 | rapid fire 4 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gork’s Klaw - strike | Melee | 6 | 2 | 14 | -3 | 4 | — | -| Gork’s Klaw - sweep | Melee | 12 | 2 | 8 | -2 | 2 | — | -| Makari’s stabba | Melee | 1 | 4 | 3 | 0 | 1 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Prophet of Da Great Waaagh!** (Datasheet): While this unit is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll and add 1 to the Wound roll and if the Waaagh! is active for your army, a Critical Hit is scored on a successful unmodified Hit roll of 5+. -- **Ghazghkull’s Waaagh! Banner (Aura)** (Datasheet): While a friendly ORKS unit is within 12" of Makari, if the Waaagh! is active for your army, melee weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **SUPREME COMMANDER** (Special (правая колонка)): If this unit is in your army, its Ghazghkull Thraka model must be your Warlord. - -**Keywords:** Character, Epic Hero, Warboss, Infantry, Ghazghkull Thraka -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Ghazghkull Thraka – EPIC HERO -- 1 Makari - -**Leader:** -Can lead: Breaka Boyz, Nobz, Meganobz, Boyz - -**Points:** -- 2 models: 235pts diff --git a/cogitator/factions/orks/datasheets/gorkanaut.md b/cogitator/factions/orks/datasheets/gorkanaut.md deleted file mode 100644 index d782458..0000000 --- a/cogitator/factions/orks/datasheets/gorkanaut.md +++ /dev/null @@ -1,58 +0,0 @@ -# Gorkanaut - -**Role:** Other - -*Outcast Nobz pilot these lumbering war engines, following the echoing call of the Great Waaagh! out across the stars. They are welcomed by Ork warbands wherever they go, for the punishing hails of firepower they can unleash are devastating, and few foes can long survive the grasp of their enormous, piston-powered klaws.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 3+ | 20 | 7+ | 8 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** deffstorm mega-shoota; 2 rokkit launchas; skorcha; 2 twin big shootas; klaw of Gork. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deffstorm mega-shoota | 36 | 20 | 5 | 6 | -1 | 1 | rapid fire 10 | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Klaw of Gork – strike | Melee | 5 | 3 | 18 | -3 | 6 | — | -| Klaw of Gork – sweep | Melee | 15 | 3 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Clankin’ Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there. -- **Big an’ Stompy** (Datasheet): Each time this model makes a melee attack, if the Waaagh! is active for your army, add 1 to the Hit roll. - -**Keywords:** Transport, Walker, Towering, Titanic, Vehicle, Gorkanaut -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Gorkanaut - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models (excluding Ghazghkull Thraka). Each Mega Armour or Jump Pack model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 265pts diff --git a/cogitator/factions/orks/datasheets/gretchin.md b/cogitator/factions/orks/datasheets/gretchin.md deleted file mode 100644 index 8b0d65a..0000000 --- a/cogitator/factions/orks/datasheets/gretchin.md +++ /dev/null @@ -1,52 +0,0 @@ -# Gretchin - -**Role:** Other - -*What Gretchin – also called grots – lack in stature, courage, resilience, discipline, motivation, loyalty, aggression and personal hygiene, they allegedly make up for in numbers. They are at least reasonable shots with their underpowered firearms, and if all else fails, the Orks find that grots make excellent bullet-stops.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GRETCHIN | 6" | 2 | 7+ | 1 | 8+ | 2 | -| RUNTHERD | 6" | 5* | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Runtherd is equipped with:** slugga; Runtherd tools. - -**Every Gretchin is equipped with:** grot blasta; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grot blasta | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 2 | 0 | 1 | — | -| Runtherd tools | Melee | 3 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Runtherd** (Datasheet): While this unit contains one or more Gretchin models, each time an attack targets this unit, Runtherd models in this unit have a Toughness characteristic of 2. -- **Thievin’ Scavengers** (Datasheet): At the start of your Movement phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it (excluding Battle-shocked units). If one or more of those rolls is a 4+, you gain 1CP. - -**Keywords:** Gretchin, Grots, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Runtherd and 10 Gretchin -- OR -- 2 Runtherds and 20 Gretchin - -**Leader:** -Led By: Da Red Gobbo, Zodgrod Wortsnagga - -**Points:** -- 11 models: 40pts -- 22 models: 80pts diff --git a/cogitator/factions/orks/datasheets/grot-bomm-launcha.md b/cogitator/factions/orks/datasheets/grot-bomm-launcha.md deleted file mode 100644 index 91d8f6b..0000000 --- a/cogitator/factions/orks/datasheets/grot-bomm-launcha.md +++ /dev/null @@ -1,42 +0,0 @@ -# Grot Bomm Launcha - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** Grot-guided bomms; spiked wheel. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grot-guided bomms | 72 | D6 | 4 | 8 | -2 | 2 | blast, one shot, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked wheel | Melee | 2 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Furious Barrage** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit that contains five or more models, you can re-roll the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Mounted, Grots, Grot Bomm Launcha, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Grot Bomm Launcha - -**Wargear Options:** -- None - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/orks/datasheets/grot-mega-tank.md b/cogitator/factions/orks/datasheets/grot-mega-tank.md deleted file mode 100644 index a9a6399..0000000 --- a/cogitator/factions/orks/datasheets/grot-mega-tank.md +++ /dev/null @@ -1,65 +0,0 @@ -# Grot Mega-tank - -**Role:** Other - -*For some grot would-be Meks, the vicarious joys of riding in ramshackle Grot Tanks are not enough. They crave even bigger rigs, and even more gunz! To this end, the most ambitious of their kind build their best imitations of Battle Fortresses. These Grot Mega-tanks are even more dangerously erratic than their smaller kin, but bristle with all the best gear the grots can scavenge or pilfer, and have been the doom of many an unsuspecting foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 3+ | 12 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Mega-tank weapons; twin big shoota; twin grotzooka; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mega-tank weapons | 18 | 10 | 4 | 5 | 0 | 1 | rapid fire 10 | -| Twin big shoota | 18 | 3 | 4 | 5 | 0 | 1 | rapid fire 2, twin-linked | -| Twin grotzooka | 18 | D3+3 | 4 | 6 | 0 | 1 | blast, twin-linked | -| Twin kustom mega-blasta | 24 | 2 | 4 | 9 | -2 | D6 | hazardous, twin-linked | -| Twin rokkit launcha | 24 | D3 | 4 | 9 | -2 | 3 | blast, twin-linked | -| Twin skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Bizarrely Resilient** (Datasheet): Each time an attack targets this model, worsen the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Grot Mega-tank, Grots, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Grot Mega-Tank - -**Wargear Options:** -- This model’s twin big shoota can be replaced with one of the following:- 1 twin grotzooka -- 1 twin kustom mega-blasta -- 1 twin rokkit launcha -- 1 twin skorcha -- This model’s twin grotzooka can be replaced with one of the following:- 1 twin big shoota -- 1 twin kustom mega-blasta -- 1 twin rokkit launcha -- 1 twin skorcha - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/orks/datasheets/grot-tanks.md b/cogitator/factions/orks/datasheets/grot-tanks.md deleted file mode 100644 index c4d0369..0000000 --- a/cogitator/factions/orks/datasheets/grot-tanks.md +++ /dev/null @@ -1,62 +0,0 @@ -# Grot Tanks - -**Role:** Other - -*Grot tanks are the product of the deranged imaginations of grot riggers and scavs that have spent too long basking in the mad genius of the Big Meks. Diminutive imitations of far larger Ork war machines, these ramshackle creations are a natural accompaniment to their pilots’ cunning ways of war.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 5 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Grot tank shoota; ramshackle hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grot tank shoota | 36 | 3 | 4 | 5 | 0 | 1 | devastating wounds, rapid fire 2 | -| Grotzooka | 18 | D3+3 | 4 | 6 | -1 | 1 | blast, ignores cover | -| Kustom mega-blasta | 24 | 2 | 4 | 9 | -2 | D6 | hazardous | -| Rokkit launcha | 24 | D3 | 4 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ramshackle hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Scatter!** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -**Keywords:** Vehicle, Grots, Grot Tanks -**Faction Keywords:** Orks - -**Unit Composition:** -- 4-8 Grot Tanks - -**Wargear Options:** -- Any number of models can each have their big shoota replaced with one of the following:- 1 grotzooka -- 1 kustom mega-blasta -- 1 rokkit launcha -- 1 skorcha -- For every four models in this unit, one model can be equipped with one of the following in addition to any other weapons:- 1 Grot tank shoota -- 1 grotzooka -- 1 kustom mega-blasta -- 1 rokkit launcha -- 1 skorcha - -**Points:** -- 4 models: 155pts -- 8 models: 310pts diff --git a/cogitator/factions/orks/datasheets/hunta-rig.md b/cogitator/factions/orks/datasheets/hunta-rig.md deleted file mode 100644 index e1c110d..0000000 --- a/cogitator/factions/orks/datasheets/hunta-rig.md +++ /dev/null @@ -1,67 +0,0 @@ -# Hunta Rig - -**Role:** Other - -*Welded, lashed and nailed together from enemy wrecks and scavenged scrap, the Hunta Rig forgoes a Wurrboy wurrtower (much to its crew’s relief). Instead it boasts an open metal deck and copious grab-handles, the better for chanting and bellowing mobs of Beast Snagga Boyz to ride along on the hunt.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 16 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** ’eavy lobba; stikka kannon; butcha boyz; savage horns and hooves; saw blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| ’Eavy lobba | 48 | D6 | 5 | 6 | 0 | 2 | blast, indirect fire | -| Stikka kannon | 12 | 1 | 5 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, snagged | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Butcha boyz | Melee | 4 | 3 | 5 | -1 | 1 | extra attacks, anti-monster 4+, anti-vehicle 4+ | -| Savage horns and hooves | Melee | 4 | 4 | 8 | -1 | 3 | extra attacks, lance | -| Saw blades | Melee | 6 | 3 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **On Da Hunt** (Datasheet): For each model embarked within this TRANSPORT, add 1 to the Attacks characteristic of this model’s butcha boyz weapon (to a maximum of +6). The Attacks characteristic of that weapon can be modified even though it is an Extra Attacks weapon. -- **Snagged** (Wargear profile): Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer. - -**Keywords:** Hunta Rig, Monster, Transport, Beast Snagga -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Hunta Rig - -**Transport:** -This model has a transport capacity of 21 Beast Snagga Infantry models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/orks/datasheets/kannonwagon.md b/cogitator/factions/orks/datasheets/kannonwagon.md deleted file mode 100644 index 54f37bb..0000000 --- a/cogitator/factions/orks/datasheets/kannonwagon.md +++ /dev/null @@ -1,61 +0,0 @@ -# Kannonwagon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 4+ | 16 | 7+ | 4 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** supa-kannon; spiked ram. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Supa-kannon – frag | 36 | D6+3 | 5 | 5 | 0 | 1 | blast | -| Supa-kannon – shell | 36 | 1 | 5 | 9 | -2 | D3+3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked ram | Melee | 3 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Big Booms** (Datasheet): In your Shooting phase, just after selecting a target for this model’s supa-kannon, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a concussive wave. After this model has finished making its attacks against that target unit this phase, each unit struck by a concussive wave this phase suffers D3 mortal wounds. - -**Keywords:** Vehicle, Transport, Kannonwagon -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kannonwagon - -**Wargear Options:** -- This model can be equipped with up to 3 big shootas. - -**Transport:** -This model has a transport capacity of 6 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/orks/datasheets/kaptin-badrukk.md b/cogitator/factions/orks/datasheets/kaptin-badrukk.md deleted file mode 100644 index 93e541d..0000000 --- a/cogitator/factions/orks/datasheets/kaptin-badrukk.md +++ /dev/null @@ -1,67 +0,0 @@ -# Kaptin Badrukk - -**Role:** Characters - -*Kaptin Badrukk’s Goldtoof Armour is proof against anything the galaxy can throw at him. This is fortunate considering the levels of radiation that emanate from his pride and joy, Da Rippa. This kustom shoota fires unstable plasma shells that reduce Badrukk’s foes to glowing ash, at least until it malfunctions explosively.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 3+ | 6 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** slugga; choppa; Da Rippa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Da Rippa – standard | 24 | 3 | 5 | 7 | -2 | 2 | heavy, sustained hits 1 | -| Da Rippa – supercharge | 24 | 3 | 5 | 8 | -3 | 3 | hazardous, heavy, sustained hits 1 | -| Slugga | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 6 | 2 | 5 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Flashiest Gitz** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Hit roll. -- **Ded Glowy Ammo (Aura)** (Datasheet): While an enemy Infantry unit is within 6" of this model, subtract 1 from the Toughness characteristic of models in that unit. - -**Keywords:** Kaptin Badrukk, Epic Hero, Character, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kaptin Badrukk – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Flash Gitz - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/kill-krusha.md b/cogitator/factions/orks/datasheets/kill-krusha.md deleted file mode 100644 index 01a93c7..0000000 --- a/cogitator/factions/orks/datasheets/kill-krusha.md +++ /dev/null @@ -1,68 +0,0 @@ -# Kill Krusha - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 22 | 7+ | 8 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** krusha kannon; tracks and wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Krusha kannon – blast burna | 48 | 3D6 | 5 | 6 | -1 | 1 | blast | -| Krusha kannon – tankhamma shell | 60 | 1 | 5 | 16 | -3 | 6 | heavy | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tracks and wheels | Melee | 6 | 4 | 8 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Da Biggest Booms** (Datasheet): In your Shooting phase, just after selecting a target for this model’s krusha kannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. - -**Keywords:** Vehicle, Titanic, Transport, Kill Krusha -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kill Krusha - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 twin big shoota -- 2 rokkit launchas -- 1 skorcha -- This model can be equipped with one of the following:- 1 twin big shoota -- 2 rokkit launchas -- 1 skorcha - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. This model cannot transport Ghazghkull Thraka models. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/orks/datasheets/kill-rig.md b/cogitator/factions/orks/datasheets/kill-rig.md deleted file mode 100644 index d4938b7..0000000 --- a/cogitator/factions/orks/datasheets/kill-rig.md +++ /dev/null @@ -1,63 +0,0 @@ -# Kill Rig - -**Role:** Other - -*The Kill Rig’s stikka kannon fires rokkit-harpoons big enough to wrangle battle tanks. Its ’eavy lobba hits with ground-quaking force, and the tramplasquig that tows this land barge can flatten a fortress gate. Yet it is the Wurrboy atop his wurrtower that both the enemy and the Beast Snaggas themselves fear the most.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 16 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** ’eavy lobba; stikka kannon; wurrtower; butcha boyz; savage horns and hooves; saw blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| ’Eavy lobba | 48 | D6 | 5 | 6 | 0 | 2 | blast, indirect fire | -| Stikka kannon | 12 | 1 | 5 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, snagged | -| Wurrtower | 24 | D3 | N/A | 12 | -3 | D6 | hazardous, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Butcha boyz | Melee | 4 | 3 | 5 | -1 | 1 | anti-monster 4+, anti-vehicle 4+, extra attacks | -| Savage horns and hooves | Melee | 4 | 4 | 8 | -1 | 3 | extra attacks, lance | -| Saw blades | Melee | 6 | 3 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Spirit of Gork (Psychic)** (Datasheet): At the start of the Fight phase, you can select one friendly Orks unit within 12" of this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit; on a 6, until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and those weapons have the [LETHAL HITS] ability. -- **Snagged** (Wargear profile): Each time this weapon scores a hit against a MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer. - -**Keywords:** Transport, Monster, Psyker, Beast Snagga, Kill Rig -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kill Rig - -**Transport:** -This model has a transport capacity of 11 Beast Snagga Infantry models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 155pts diff --git a/cogitator/factions/orks/datasheets/kill-tank.md b/cogitator/factions/orks/datasheets/kill-tank.md deleted file mode 100644 index 3ffaf69..0000000 --- a/cogitator/factions/orks/datasheets/kill-tank.md +++ /dev/null @@ -1,59 +0,0 @@ -# Kill Tank - -**Role:** Other - -*Kill Tanks are the Ork answer to super-heavy tank design. Hulking, slab-sided machines, they sport a shovel-bladed prow for ramming aside obstacles and flimsier vehicles, and a wide-bore siege mortar that fires huge rocket-boosted ordnance capable of wiping out hardened bunkers and rival vehicles with a single hit.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 3+ | 24 | 6+ | 10 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bursta kannon; skorcha; twin big shoota; reinforced ram. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bursta kannon | 36 | 3D6 | 5 | 14 | -2 | 3 | blast | -| Giga shoota | 48 | 30 | 5 | 6 | -1 | 1 | sustained hits 1 | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Twin big shoota | 18 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Reinforced ram | Melee | 8 | 4 | 9 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Wall of Dakka** (Datasheet): Each time this model makes a ranged attack that targets a unit within half range, add 1 to the Hit roll. - -**Keywords:** Kill Tank, Transport, Vehicle, Titanic -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kill Tank - -**Wargear Options:** -- This model’s bursta kannon can be replaced with 1 giga shoota. - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. It cannot transport Ghazghkull Thraka. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 295pts diff --git a/cogitator/factions/orks/datasheets/killa-kans.md b/cogitator/factions/orks/datasheets/killa-kans.md deleted file mode 100644 index 21d4ca6..0000000 --- a/cogitator/factions/orks/datasheets/killa-kans.md +++ /dev/null @@ -1,58 +0,0 @@ -# Killa Kans - -**Role:** Other - -*Surgically wiring grots into combat walkers is risky: the runty loons tend to go on a bit of a power trip, hazardous to every Ork that ever treated them badly. On the other hand, their ability to shoot straight renders their hails of rokkits, bullets and grotzooka-launched scrap- shrapnel even more hazardous to the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 3+ | 5 | 8+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Kan shoota; Kan klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kan shoota | 36 | 3 | 4 | 5 | 0 | 1 | devastating wounds, rapid fire 2 | -| Grotzooka | 18 | D3+3 | 4 | 6 | -1 | 1 | blast, ignores cover | -| Rokkit launcha | 24 | D3 | 4 | 9 | -2 | 3 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kan klaw | Melee | 3 | 4 | 8 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Shooty Power Trip** (Datasheet): Each time this unit is selected to shoot, you can roll one D6: -- On a 1-2, this unit suffers D3 mortal wounds. -- On a 3-4, until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in this unit. -- On a 5-6, until the end of the phase, add 1 to the Attacks characteristic of ranged weapons equipped by models in this unit. - -**Keywords:** Vehicle, Walker, Grots, Killa Kans -**Faction Keywords:** Orks - -**Unit Composition:** -- 3-6 Killa Kans - -**Wargear Options:** -- Each Killa Kan’s Kan shoota can be replaced with one of the following:- 1 grotzooka -- 1 rokkit launcha -- 1 skorcha - -**Points:** -- 3 models: 125pts -- 6 models: 250pts diff --git a/cogitator/factions/orks/datasheets/kommandos.md b/cogitator/factions/orks/datasheets/kommandos.md deleted file mode 100644 index 6024053..0000000 --- a/cogitator/factions/orks/datasheets/kommandos.md +++ /dev/null @@ -1,76 +0,0 @@ -# Kommandos - -**Role:** Other - -*No right-thinking Ork trusts Kommandos. They sneak up on the enemy rather than charging in headlong, and have an unhealthy fascination with very big knives and their application to people’s backs, throats and guts. That said, having a band of Kommandos ambush the enemy mid-battle definitely has its uses.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KOMMANDOS | 6" | 5 | 5+ | 1 | 7+ | 1 | -| BOSS NOB | 6" | 5 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** slugga; choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burna | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Speshul Kommando shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 4 | 3 | 7 | -1 | 2 | — | -| Breacha ram | Melee | 2 | 4 | 9 | -2 | 2 | — | -| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Distraction Grot** (Wargear): Once per battle, in your opponent’s Shooting phase, before making a saving throw for a model in this unit, it can deploy the distraction grot. If it does, until the end of the phase, models in this unit have a 5+ invulnerable save. - -**Designer’s Note:** *Place a Distraction Grot token next to the unit, removing it when this unit uses this ability.* -- **Bomb Squigs** (Wargear): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. - -**Designer’s Note:** *Place a Bomb Squig token next to the unit, removing it when this unit uses this ability.* -- **Sneaky Surprise** (Datasheet): Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit. -- **PATROL SQUAD** (Fortification (левая колонка)): At the start of the Declare Battle Formations step this unit can be split into two units, each containing five models. -(when splitting a unit in this way, make a note of which models form each of the two new units. If you are splitting a unit that is equipped with 1 bomb squig and/or 1 distraction grot, only one of the new units can use that ability during the battle – make a note of which of the new units this will be). - -**Keywords:** Kommandos, Smoke, Grenades, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob -- 9 Kommandos - -**Wargear Options:** -- The Boss Nob’s choppa can be replaced with one of the following:- 1 big choppa -- 1 power klaw -- Up to 2 Kommandos can each have their slugga and choppa replaced with 1 speshul Kommando shoota and 1 close combat weapon. -- 1 Kommando’s slugga and choppa can be replaced with 1 breacha ram. -- 1 Kommando’s slugga and choppa can be replaced with 1 burna and 1 close combat weapon. -- 1 Kommando’s slugga and choppa can be replaced with 1 rokkit launcha and 1 close combat weapon. -- This unit can be equipped with 1 bomb squig. -- This unit can be equipped with 1 distraction grot. - -**Leader:** -Led By: Boss Snikrot - -**Points:** -- 10 models: 120pts diff --git a/cogitator/factions/orks/datasheets/kustom-boosta-blasta.md b/cogitator/factions/orks/datasheets/kustom-boosta-blasta.md deleted file mode 100644 index e0ccf3b..0000000 --- a/cogitator/factions/orks/datasheets/kustom-boosta-blasta.md +++ /dev/null @@ -1,48 +0,0 @@ -# Kustom Boosta-blasta - -**Role:** Other - -*Meks who build Kustom Boosta-blastas have the alarming habit of wiring themselves into the vehicles’ rivet kannons as though into very fast and shooty Deff Dreads. They then speed to war, aiming hails of arm-length metal rivets at the enemy while scorching them with the Boosta-blasta’s flame-jetting exhausts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** burna exhausts; grot blasta; rivet kannon; spiked ram.. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burna exhausts | 6 | 2D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | -| Grot blasta | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Rivet kannon | 36 | 6 | 5 | 8 | -1 | 2 | assault, rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked ram | Melee | 4 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Rivetin’ Dakka** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks made with a rivet kannon. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes a ranged attack, subtract 1 from the Hit roll. - -**Keywords:** Vehicle, Kustom Boosta-blasta, Speed Freeks, Grenades -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Kustom Boosta-blasta - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/lifta-wagon.md b/cogitator/factions/orks/datasheets/lifta-wagon.md deleted file mode 100644 index d6a3439..0000000 --- a/cogitator/factions/orks/datasheets/lifta-wagon.md +++ /dev/null @@ -1,63 +0,0 @@ -# Lifta Wagon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 16 | 7+ | 5 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** lifta-droppa; tracks and wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Lifta-droppa | 36 | 4 | 5 | 6 | -3 | D6+1 | anti-vehicle 3+ | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deff rolla | Melee | 6 | 3 | 9 | -1 | 2 | — | -| Grabbin’ klaw | Melee | 2 | 3 | 8 | -2 | 2 | extra attacks | -| Tracks and wheels | Melee | 6 | 4 | 8 | 0 | 1 | — | -| Wreckin’ ball | Melee | 1 | 4 | 10 | 0 | D6 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Da Bigger Dey Are, da Better Dey Drop** (Datasheet): Each time an attack made with this model’s lifta-droppa destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 3+ instead of on a 6. - -**Keywords:** Vehicle, Lifta Wagon -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Lifta Wagon - -**Wargear Options:** -- This model’s tracks and wheels can be replaced with 1 deff rolla. -- This model can be equipped with 1 grabbin’ klaw. -- This model can be equipped with 1 wreckin’ ball. -- This model can be equipped with one of the following:- 1 big shoota -- 2 big shootas -- 1 big shoota and 1 rokkit launcha -- 1 rokkit launcha -- 2 rokkit launchas - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/orks/datasheets/lootas.md b/cogitator/factions/orks/datasheets/lootas.md deleted file mode 100644 index a359c38..0000000 --- a/cogitator/factions/orks/datasheets/lootas.md +++ /dev/null @@ -1,54 +0,0 @@ -# Lootas - -**Role:** Other - -*Lootas grub together every toof and fistful of scrap they can, then use the former to pay the Meks to turn the latter into very, very large guns. These they then turn on the enemy with gleeful abandon, unleashing such prodigious – if erratic – hails of fire that they can stop a battle tank in its tracks or scythe down squads of infantry.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Spanner is equipped with:** big shoota; close combat weapon. - -**Every Loota is equipped with:** deffgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Deffgun | 48 | 2 | 6 | 8 | -1 | 2 | heavy, rapid fire 1 | -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Dat’s Our Loot!** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is within range of an objective marker, you can re-roll the Hit roll instead. - -**Keywords:** Infantry, Lootas -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Spanners -- 4-8 Lootas - -**Wargear Options:** -- Any number of Spanners can each have their big shoota replaced with one of the following:- 1 kustom mega-blasta -- 1 rokkit launcha - -**Leader:** -Led By: Big Mek With Kustom Force Field, Mek, Painboy, Mad Dok Grotsnik, Big Mek With Shokk Attack Gun, Big Mek - -**Points:** -- 1 Spanner and 4 Lootas: 50pts -- 2 Spanners and 8 Lootas: 100pts diff --git a/cogitator/factions/orks/datasheets/mad-dok-grotsnik.md b/cogitator/factions/orks/datasheets/mad-dok-grotsnik.md deleted file mode 100644 index 2cb9fdd..0000000 --- a/cogitator/factions/orks/datasheets/mad-dok-grotsnik.md +++ /dev/null @@ -1,71 +0,0 @@ -# Mad Dok Grotsnik - -**Role:** Characters - -*More so even than whatever passes for a ‘normal’ Painboy, Dok Grotsnik relishes the butchery of the battlefield. He is quite, quite mad and remarkably dangerous, treating each new war as an opportunity for experimentation, a chance to harvest new samples to add to his stockpile of gory anatomical spares.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** slugga; power klaw; ’urty syringe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power klaw | Melee | 4 | 3 | 9 | -2 | 2 | sustained hits 1 | -| ’Urty syringe | Melee | 1 | 3 | 2 | 0 | 1 | anti-infantry 4+, extra attacks, precision | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Mad Dok** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **One Scalpel Short of a Medpack** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Fell Back. - -**Keywords:** Painboy, Infantry, Mad Dok Grotsnik, Character, Epic Hero -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Mad Dok Grotsnik – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Burna Boyz, Tankbustas, Nobz, Boyz, Breaka Boyz, Lootas - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/orks/datasheets/mega-dread.md b/cogitator/factions/orks/datasheets/mega-dread.md deleted file mode 100644 index dbab413..0000000 --- a/cogitator/factions/orks/datasheets/mega-dread.md +++ /dev/null @@ -1,60 +0,0 @@ -# Mega Dread - -**Role:** Other - -*A huge thundering walker twice the size and more of a Deff Dread, Mega Dreads embody the Mekboy love of violence and machine-work taken to the extreme. They are able to rip open the largest tank with their claws, mount weapons usually only seen on a heavy vehicle and stomp through hails of fire to reach their victims.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 16 | 7+ | 5 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 2 boombits; killkannon; dread rippa klaw; stompy feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boombits | 12 | D6 | N/A | 5 | 0 | 1 | torrent | -| Killkannon | 24 | D6+3 | 5 | 9 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dread killsaw | Melee | 4 | 3 | 14 | -3 | 4 | — | -| Dread rippa klaw | Melee | 6 | 3 | 12 | -2 | 3 | — | -| Stompy feet | Melee | 4 | 3 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Mega Carnage** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. -- **Dead Rippy** (Datasheet): If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability. - -**Keywords:** Mega Dread, Walker, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Mega Dread - -**Wargear Options:** -- This model’s killkannon can be replaced with one of the following:- 1 dread killsaw -- 1 dread rippa klaw -- This model’s dread rippa klaw can be replaced with one of the following:- 1 dread killsaw -- 1 killkannon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/orks/datasheets/meganobz.md b/cogitator/factions/orks/datasheets/meganobz.md deleted file mode 100644 index f10fe21..0000000 --- a/cogitator/factions/orks/datasheets/meganobz.md +++ /dev/null @@ -1,56 +0,0 @@ -# Meganobz - -**Role:** Other - -*Mega armour comprises massive slabs of metal bashed roughly into shape, and is powered by pistons and sheer brute strength. It is highly resilient and can mount an array of potent weaponry. It is also usually worn to battle by toof-rich Nobz who would be scary enough even were they not each wearing their own Ork-portable bunker.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** kustom shoota; power klaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Kustom shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Killsaw | Melee | 2 | 4 | 12 | -3 | 2 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | -| Twin killsaw | Melee | 2 | 4 | 12 | -3 | 2 | twin-linked | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Krumpin’ Time** (Datasheet): While the Waaagh! is active for your army, models in this unit have the Feel No Pain 5+ ability. - -**Keywords:** Meganobz, Mega Armour, Grenades, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 2-6 Meganobz - -**Wargear Options:** -- Any number of models can each have their kustom shoota and power klaw replaced with one of the following:- 1 kombi-weapon and 1 power klaw -- 1 kombi-weapon and 1 killsaw -- 1 kustom shoota and 1 killsaw -- 1 killsaw and 1 power klaw -- 1 twin killsaw - -**Leader:** -Led By: Warboss In Mega Armour, Big Mek In Mega Armour, Ghazghkull Thraka - -**Points:** -- 2 models: 65pts -- 3 models: 95pts -- 5 models: 160pts -- 6 models: 190pts diff --git a/cogitator/factions/orks/datasheets/megatrakk-scrapjet.md b/cogitator/factions/orks/datasheets/megatrakk-scrapjet.md deleted file mode 100644 index bf6379a..0000000 --- a/cogitator/factions/orks/datasheets/megatrakk-scrapjet.md +++ /dev/null @@ -1,48 +0,0 @@ -# Megatrakk Scrapjet - -**Role:** Other - -*Just because an Ork aircraft has lost a wing or two, doesn’t mean some enterprising Speed Freek can’t find a tremendously violent use for it. Megatrakk Scrapjets tear across the battlefield shooting hails of rokkits before ploughing nose-drill-first through the enemy lines, drivers bellowing with glee the whole time.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** rokkit kannon; 2 twin big shootas; wing missiles; nose drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rokkit kannon | 24 | D6+1 | 5 | 9 | -2 | 3 | blast | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | -| Wing missiles | 24 | 1 | 5 | 9 | -2 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Nose drill | Melee | 4 | 4 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Drill Through** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Megatrakk Scrapjet, Vehicle, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Megatrakk Scrapjet - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/orks/datasheets/mek-gunz.md b/cogitator/factions/orks/datasheets/mek-gunz.md deleted file mode 100644 index 2073052..0000000 --- a/cogitator/factions/orks/datasheets/mek-gunz.md +++ /dev/null @@ -1,58 +0,0 @@ -# Mek Gunz - -**Role:** Other - -*From guns that spew unstable force-bubbles to overcharged energy cannons, gravity beamers that crumple their targets like a squig-oil canister in a Nob’s fist to tractor-beams that toss foes about and drag planes from the air, the only unifying factor about the madcap Mek Gunz is what a mess they make of the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 5 | 5+ | 6 | 8+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** smasha gun; grot crew. - -**Designer’s Note:** *Place five Grot Crew tokens next to each Mek Gun model when this unit is first set up, removing one each time its Mek Gun model loses a wound (a Mek Gun model itself is considered to represent its final wound).* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bubblechukka – big bubble | 48 | 2D6 | 4 | 6 | -1 | 1 | bubblechukka, blast | -| Bubblechukka – wobbly bubble | 48 | D6 | 4 | 9 | -2 | 3 | bubblechukka, blast | -| Bubblechukka – dense bubble | 48 | D3 | 4 | 12 | -3 | D6+3 | bubblechukka, blast | -| Kustom mega-kannon | 36 | D6 | 4 | 12 | -1 | D6 | BLAST, HAZARDOUS | -| Smasha gun | 48 | D3+1 | 4 | 9 | -3 | 3 | BLAST | -| Traktor kannon | 48 | 1 | 4 | 10 | -2 | D6+1 | ANTI-FLY 2+, DEVASTATING WOUNDS | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grot crew | Melee | 6 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Splat!** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit that is at its Starting Strength (excluding MONSTERS and VEHICLES), re-roll a Hit roll of 1. -- **Bubblechukka** (Wargear profile): Before selecting targets for one or more models equipped with this weapon, roll one D6 to determine which profile models equipped with this weapon will make attacks with, comparing the result with the numbers shown on the left. - -**Keywords:** Mek Gunz, Grots, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-3 Mek Gunz - -**Wargear Options:** -- Each model’s smasha gun can be replaced with one of the following:- 1 bubblechukka -- 1 kustom mega-kannon -- 1 traktor kannon - -**Leader:** -Led By: Mek, Big Mek With Shokk Attack Gun, Big Mek - -**Points:** -- 1 model: 50pts -- 2 models: 100pts -- 3 models: 150pts diff --git a/cogitator/factions/orks/datasheets/mek.md b/cogitator/factions/orks/datasheets/mek.md deleted file mode 100644 index a072b7a..0000000 --- a/cogitator/factions/orks/datasheets/mek.md +++ /dev/null @@ -1,66 +0,0 @@ -# Mek - -**Role:** Characters - -*Any Mekboy worth his spanners knows how to patch and repair greenskin vehicles, artillery pieces and the like even amidst the fury of combat. Meks are also handy for a spot of good old-fashioned dakka and close-quarters violence, taking to the field armed to the teeth with kustom weaponry that they invented themselves.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** kustom mega-slugga; wrench. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kustom mega-slugga | 12 | D3 | 5 | 8 | -2 | D6 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Killsaw | Melee | 1 | 4 | 12 | -3 | 2 | — | -| Wrench | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Mekboy** (Datasheet): While this model is within 3" of one or more friendly Orks Vehicle units, this model has the Lone Operative ability. -- **Mekaniak** (Datasheet): At the end of your Movement phase, you can select one friendly Orks Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. - -**Keywords:** Character, Infantry, Mek -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Mek - -**Wargear Options:** -- This model’s wrench can be replaced with 1 killsaw. - -**Leader:** -Can lead: Mek Gunz, Breaka Boyz, Tankbustas, Lootas, Boyz, Nobz - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/orks/datasheets/meka-dread.md b/cogitator/factions/orks/datasheets/meka-dread.md deleted file mode 100644 index de090f3..0000000 --- a/cogitator/factions/orks/datasheets/meka-dread.md +++ /dev/null @@ -1,59 +0,0 @@ -# Meka-dread - -**Role:** Other - -*Kustomised from the same basic chassis as Mega Dreads, Meka-Dreads commonly house a Mekboy who has wired himself into his own creation. They couple the spectacular firepower and close-quarters destruction of most Ork combat walkers with their pilot's ability to work crude but effective battlefield repairs on other damaged Orkoid war machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 16 | 7+ | 5 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** killkannon; dread rippa klaw; stompy feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Killkannon | 24 | D6+3 | 5 | 9 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dread killsaw | Melee | 4 | 3 | 14 | -3 | 4 | — | -| Dread rippa klaw | Melee | 6 | 3 | 12 | -2 | 3 | — | -| Stompy feet | Melee | 4 | 3 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Mekaniak** (Datasheet): At the end of your Movement phase, you can select one friendly Orks Vehicle model within 3" of this model. That VEHICLE model regains up to D3 lost wounds, and, until the start of your next Movement phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. -- **Dead Rippy** (Datasheet): If this model is equipped with 2 dread killsaws, those weapons have the [TWIN-LINKED] ability. If this model is equipped with 2 dread rippa klaws, those weapons have the [TWIN-LINKED] ability. - -**Keywords:** Vehicle, Walker, Meka-Dread -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Meka-Dread - -**Wargear Options:** -- This model’s killkannon can be replaced with one of the following:- 1 dread killsaw -- 1 dread rippa klaw -- This model’s dread rippa klaw can be replaced with one of the following:- 1 dread killsaw -- 1 killkannon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/orks/datasheets/mekboy-workshop.md b/cogitator/factions/orks/datasheets/mekboy-workshop.md deleted file mode 100644 index 0b51a69..0000000 --- a/cogitator/factions/orks/datasheets/mekboy-workshop.md +++ /dev/null @@ -1,45 +0,0 @@ -# Mekboy Workshop - -**Role:** Fortifications - -*Mekboyz are more than happy to raise new workshops mid-battle, throwing the structures together from the wreck and ruin lying all about. Enemies watch in bemused horror as these ad hoc structures swarm with activity and start churning out upgraded and kustomised war engines right before their eyes!* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 9 | 4+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Ramshackle Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Workshop** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. At the end of your Movement phase, each friendly Orks Vehicle model within 12" of this FORTIFICATION can regain up to D3 lost wounds (roll separately for each model). Each model can only be affected by this ability once per turn. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Vehicle, Mekboy Workshop -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Mekboy Workshop - -**Wargear Options:** -- None - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/morkanaut.md b/cogitator/factions/orks/datasheets/morkanaut.md deleted file mode 100644 index b2e75ad..0000000 --- a/cogitator/factions/orks/datasheets/morkanaut.md +++ /dev/null @@ -1,58 +0,0 @@ -# Morkanaut - -**Role:** Other - -*Usually piloted by the exiled Badmek who built it, a Morkanaut is a hulking combat walker with a dash of Mork-esque know-wotz applied. Packed with all manner of glowy gubbinz, Morkanauts unleash their arsenals of bizarre and deadly weapons in what their pilots think of as displays of pure kunnin’ worthy of Mork.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 3+ | 20 | 7+ | 8 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** kustom mega-blasta; kustom mega-zappa; 2 rokkit launchas; 2 twin big shootas; klaw of Mork. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kustom mega-blasta | 24 | 3 | 5 | 9 | -2 | D6 | hazardous | -| Kustom mega-zappa | 36 | D6+3 | 5 | 10 | -2 | D6 | blast, hazardous | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Klaw of Mork – strike | Melee | 4 | 3 | 18 | -3 | 6 | — | -| Klaw of Mork – sweep | Melee | 12 | 3 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Clankin’ Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over enemy models (excluding MONSTER and VEHICLE models) and terrain features that are 4" or less in height as if they were not there. -- **Big an’ Shooty** (Datasheet): Each time this model makes a ranged attack, if the Waaagh! is active for your army, add 1 to the Hit roll. - -**Keywords:** Titanic, Vehicle, Towering, Morkanaut, Transport, Walker -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Morkanaut - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models (excluding Ghazghkull Thraka). Each Mega Armour or Jump Pack model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, subtract 4 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 280pts diff --git a/cogitator/factions/orks/datasheets/mozrog-skragbad.md b/cogitator/factions/orks/datasheets/mozrog-skragbad.md deleted file mode 100644 index 75cc9ff..0000000 --- a/cogitator/factions/orks/datasheets/mozrog-skragbad.md +++ /dev/null @@ -1,68 +0,0 @@ -# Mozrog Skragbad - -**Role:** Characters - -*Mozrog and his squigosaur steed Big Chompa are so tough that they can weather the worst any foe throws at them. In return, few enemies survive for long once Mozrog tears into them with his kustom cybork arm, Gutrippa. Those that do are doomed to be swallowed whole by Big Chompa’s yawning, fang-stuffed jaws.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 3+ | 8 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** thump gun; Big Chompa’s jaws; gutrippa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Thump gun | 18 | D3 | 5 | 6 | 0 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big Chompa’s jaws | Melee | 3 | 3 | 7 | -2 | 4 | devastating wounds, extra attacks | -| Gutrippa | Melee | 6 | 2 | 7 | -1 | 3 | anti-monster 4+, anti-vehicle 4+ | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **One Last Kill** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Da Bigger Dey iz...** (Datasheet): Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that attack. Each time this model makes a melee attack that targets a TITANIC unit, add 2 to the Damage characteristic of that attack instead. - -**Keywords:** Mozrog Skragbad, Warboss, Epic Hero, Character, Mounted, Beast Snagga -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Mozrog Skragbad – EPIC HERO - -**Leader:** -Can lead: Squighog Boyz - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/orks/datasheets/nob-with-waaagh-banner.md b/cogitator/factions/orks/datasheets/nob-with-waaagh-banner.md deleted file mode 100644 index 7afc982..0000000 --- a/cogitator/factions/orks/datasheets/nob-with-waaagh-banner.md +++ /dev/null @@ -1,65 +0,0 @@ -# Nob With Waaagh! Banner - -**Role:** Characters - -*Entrusted to the warband’s most stubborn Nob, a Waaagh! banner serves as a rallying point and a place for the Warboss to display his favourite trophies, glyph plates and such. Should the ladz need some encouragement to get stuck into a scrap, the banner also doubles as a handy bludgeon to beat some ferocity into them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** kustom shoota; Waaagh! banner. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kustom shoota | 18 | 4 | 5 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Waaagh! banner | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Plant the Waaagh! Banner** (Datasheet): Once per battle, at the start of the battle round, this model can use this ability. If it does, until the start of the next battle round, this model’s unit gains the benefits of the Waaagh! ability as if you had called a Waaagh! this battle round. -- **Da Boss Iz Watchin’** (Datasheet): While this model is gaining the benefits of the Waaagh! ability, it has a 4+ invulnerable save and an Objective Control characteristic of 5. - -**Keywords:** Character, Infantry, Nob with Waaagh! Banner -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Nob with Waaagh! Banner - -**Wargear Options:** -- None - -**Leader:** -Can lead: Boyz, Breaka Boyz, Nobz - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/nobz-on-warbikes.md b/cogitator/factions/orks/datasheets/nobz-on-warbikes.md deleted file mode 100644 index 17c80ff..0000000 --- a/cogitator/factions/orks/datasheets/nobz-on-warbikes.md +++ /dev/null @@ -1,58 +0,0 @@ -# Nobz On Warbikes - -**Role:** Other - -*When a mob of Ork Nobz takes to the battlefield riding kustomised warbikes, the ground shakes beneath their hurtling advance and the enemy scatter in terror. Capable of unleashing hails of devastating – if inaccurate – fire and bringing an array of brutal close combat weapons to bear, Nobz on Warbikes are a threat to even the mightiest foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin dakkagun; choppa; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | -| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | -| Choppa | Melee | 3 | 3 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | -| Killsaw | Melee | 2 | 4 | 12 | -3 | 2 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | -| Power stabba | Melee | 3 | 4 | 8 | -1 | 2 | lance | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Drive-by Krumpin'** (Datasheet): Each time this unit Consolidates, each model in this unit can move up to 6" instead of up to 3". -- **SPEED FREEKS MOB** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. - -**Keywords:** Mounted, Nobz on Warbikes, Grenades, Speed Freeks -**Faction Keywords:** Orks - -**Unit Composition:** -- 3 Nobz on Warbikes - -**Wargear Options:** -- Any number of models can each be equipped with 1 slugga. -- Any number of models can each have their choppa replaced with one of the following:- 1 big choppa -- 1 killsaw -- 1 power klaw -- 1 power stabba -- 1 slugga - -**Leader:** -Led By: Warboss On Warbike - -**Points:** -- 3 models: 125pts diff --git a/cogitator/factions/orks/datasheets/nobz.md b/cogitator/factions/orks/datasheets/nobz.md deleted file mode 100644 index f0b367d..0000000 --- a/cogitator/factions/orks/datasheets/nobz.md +++ /dev/null @@ -1,56 +0,0 @@ -# Nobz - -**Role:** Other - -*Nobz swagger into battle wielding a jaw-dropping assortment of kombi-weapons, favourite sluggas, very large choppas, piston-driven klaws and any other instrument of gratuitous violence they can get their claws on. Coupled with their exceptional resilience and sheer belligerence, this renders them terrifying combatants indeed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** slugga; big choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | -| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Da Boss’ Ladz** (Datasheet): While a Warboss model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. -- **Ammo Runt** (Wargear): Once per battle for each ammo runt this unit has, when this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Designer’s Note:** *Place the relevant number of Ammo Runt tokens next to the unit, removing one each time the unit uses this ability.* - -**Keywords:** Infantry, Grenades, Nobz -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob -- 4-9 Nobz - -**Wargear Options:** -- Any number of models can each have their big choppa replaced with 1 power klaw. -- Any number of models can each have their slugga and big choppa replaced with 1 kombi-weapon and 1 close combat weapon. -- For every 5 models in this unit, this unit can be equipped with 1 ammo runt. - -**Leader:** -Led By: Nob With Waaagh! Banner, Big Mek With Kustom Force Field, Warboss, Mek, Painboy, Mad Dok Grotsnik, Ufthak Blackhawk, Big Mek With Shokk Attack Gun, Ghazghkull Thraka, Big Mek - -**Points:** -- 5 models: 105pts -- 10 models: 210pts diff --git a/cogitator/factions/orks/datasheets/painboss.md b/cogitator/factions/orks/datasheets/painboss.md deleted file mode 100644 index 8cd20b2..0000000 --- a/cogitator/factions/orks/datasheets/painboss.md +++ /dev/null @@ -1,68 +0,0 @@ -# Painboss - -**Role:** Characters - -*The Painboss specialises in both the surgical care and cyber-augmentation of squigs, and of those suffering squig-related injuries. So as to provide their services ‘on the hoof’, Painbosses augment themselves with piston-driven soopa-legz, monowheels and the like – the better to deliver high-speed doktorin’.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Beast Snagga klaw. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Beast Snagga klaw | Melee | 3 | 4 | 9 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Grot Orderly** (Wargear): Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit. - -**Designer’s Note:** *Place a Grot Orderly token next to the unit, removing it once this ability has been used.* -- **Dok’s Toolz** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Sawbonez** (Datasheet): At the end of your Movement phase, select one friendly Beast Snagga Character model within 3" of this model. That model is healed and regains up to 3 lost wounds. Each model can only be healed once per turn. - -**Keywords:** Beast Snagga, Infantry, Character, Painboss -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Painboss - -**Wargear Options:** -- This model can be equipped with 1 grot orderly. - -**Leader:** -Can lead: Beast Snagga Boyz - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/painboy-on-warbike.md b/cogitator/factions/orks/datasheets/painboy-on-warbike.md deleted file mode 100644 index e6910ca..0000000 --- a/cogitator/factions/orks/datasheets/painboy-on-warbike.md +++ /dev/null @@ -1,65 +0,0 @@ -# Painboy On Warbike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** twin dakkagun; power klaw; 'urty syringe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Killsaw | Melee | 2 | 4 | 12 | -3 | 2 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | -| ’Urty syringe | Melee | 1 | 3 | 2 | 0 | 1 | anti-infantry 4+, extra attacks, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Dok’s Toolz** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Hold Still and Say ‘Aargh!’** (Datasheet): Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds. - -**Keywords:** Character, Speed Freeks, Mounted, Painboy on Warbike -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Painboy on Warbike - -**Wargear Options:** -- This model’s power klaw can be replaced with 1 killsaw. - -**Leader:** -Can lead: Warbikers - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/orks/datasheets/painboy.md b/cogitator/factions/orks/datasheets/painboy.md deleted file mode 100644 index 9f6b0a6..0000000 --- a/cogitator/factions/orks/datasheets/painboy.md +++ /dev/null @@ -1,64 +0,0 @@ -# Painboy - -**Role:** Characters - -*The traditional tools of the Painboy help them to patch up even the most mangled Orks and send them back into the fight. Helpfully, all these gruesome surgical klaws, rippy saws and fat syringes also serve as an expedient means of dismembering the enemy with – if not surgical precision – at least a great deal of enthusiasm!* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** power klaw; ’urty syringe. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | -| ’Urty syringe | Melee | 1 | 3 | 2 | 0 | 1 | anti-infantry 4+, extra attacks, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Grot Orderly** (Wargear): Once per battle, in your Command phase, if the bearer is leading a unit that is below its Starting Strength, you can return up to D3 destroyed Bodyguard models to that unit. - -**Designer’s Note:** *Place a Grot Orderly token next to the unit, removing it once this ability has been used* -- **Dok’s Toolz** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Hold Still and Say ‘Aargh!’** (Datasheet): Each time an attack made by this model with its ’urty syringe scores a Critical Wound against a unit (excluding VEHICLE units), that unit suffers D6 mortal wounds. - -**Keywords:** Painboy, Character, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Painboy - -**Wargear Options:** -- This model can be equipped with 1 grot orderly. - -**Leader:** -Can lead: Nobz, Tankbustas, Breaka Boyz, Boyz, Burna Boyz, Lootas - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/rukkatrukk-squigbuggy.md b/cogitator/factions/orks/datasheets/rukkatrukk-squigbuggy.md deleted file mode 100644 index 578d288..0000000 --- a/cogitator/factions/orks/datasheets/rukkatrukk-squigbuggy.md +++ /dev/null @@ -1,50 +0,0 @@ -# Rukkatrukk Squigbuggy - -**Role:** Other - -*These vehicles started out as mobile food wagons, but became weapons of war the moment Orks realised how hilarious it was to pelt the enemy (or their mates) with squigs that latched on like living man-traps, squigs that vomited corrosive or toxic juices, and squigs with a propensity for detonating like an artillery shell.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** sawn-off shotgun; squig-launchas; saw blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sawn-off shotgun | 12 | 2 | 5 | 4 | 0 | 1 | assault | -| Squig launchas | 36 | D6+6 | 5 | 5 | -1 | 2 | blast, ignores cover, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Saw blades | Melee | 4 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Buzzer Squigs** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with squig-launchas and roll one D6: on a 4+, until the end of your opponent’s next turn, that enemy unit is hindered. While a unit is hindered, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. -- **Squig Mine** (Datasheet): Once per battle, at the start of any phase, select one enemy unit within 3" of this model and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds. - -**Designer’s Note:** *Place a Squig Mine token next to the model, removing it once this ability has been used.* - -**Keywords:** Vehicle, Speed Freeks, Rukkatrukk Squigbuggy -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Rukkatrukk Squigbuggy - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/orks/datasheets/shokkjump-dragsta.md b/cogitator/factions/orks/datasheets/shokkjump-dragsta.md deleted file mode 100644 index a76d2e8..0000000 --- a/cogitator/factions/orks/datasheets/shokkjump-dragsta.md +++ /dev/null @@ -1,47 +0,0 @@ -# Shokkjump Dragsta - -**Role:** Other - -*Combining shokk attack technology, great speed and a cheerful disregard for life and limb, the Shokkjump Dragsta provides the Orks with a vehicle that can teleport itself through – occasionally into – feet-thick fortress walls while its kustom shokk rifle bores warp tunnels right through its luckless victims.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 7 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** kustom shokk rifle; rokkit launcha; saw blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kustom shokk rifle | 24 | 1 | 3 | 8 | -2 | D6+1 | devastating wounds, hazardous, precision | -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Saw blades | Melee | 4 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Shokk Tunnel** (Datasheet): Each time this model is selected to Advance, you can remove it from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models instead of making an Advance move (this model is still considered to have Advanced this turn). - -**Keywords:** Shokkjump Dragsta, Speed Freeks, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Shokkjump Dragsta - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/skorchas.md b/cogitator/factions/orks/datasheets/skorchas.md deleted file mode 100644 index c13cf6e..0000000 --- a/cogitator/factions/orks/datasheets/skorchas.md +++ /dev/null @@ -1,43 +0,0 @@ -# Skorchas - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** skorcha; spiked wheel. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked wheel | Melee | 2 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Pyromaniaks** (Datasheet): Each time a model in this unit makes a ranged attack with a Torrent weapon that targets an enemy unit within 6", re-roll a Wound roll of 1. If the target of that attack is also within range of an objective marker, you can re-roll the Wound roll instead. -- **SPEED FREEKS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. - -**Keywords:** Skorchas, Speed Freeks, Mounted -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Skorchas - -**Wargear Options:** -- None - -**Points:** -- 1 model: 45pts -- 2 models: 90pts diff --git a/cogitator/factions/orks/datasheets/squiggoth.md b/cogitator/factions/orks/datasheets/squiggoth.md deleted file mode 100644 index 7c75690..0000000 --- a/cogitator/factions/orks/datasheets/squiggoth.md +++ /dev/null @@ -1,63 +0,0 @@ -# Squiggoth - -**Role:** Other - -*Squiggoths are enormous scaly creatures bred as beasts of war by Ork Pigdoks. With armour panelling bolted to their already thick hides and crude howdahs built on their backs, they thunder into battle loaded with heavy weapons and Boyz, trampling everything in their path and smashing into vehicles and buildings like a battering ram.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 18 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** gorin’ horns. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kannon – frag | 36 | D6 | 5 | 5 | 0 | 1 | blast | -| Kannon – shell | 36 | 1 | 5 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gorin’ horns – strike | Melee | 4 | 3 | 12 | -2 | D6 | — | -| Gorin’ horns – sweep | Melee | 8 | 3 | 9 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Trample** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Monster, Transport, Squiggoth -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Squiggoth - -**Wargear Options:** -- This model can be equipped with 1 kannon. - -**Transport:** -This model has a transport capacity of 10 Orks Infantry models. If this model is equipped with a kannon, it has a transport capacity of 6 ORKS INFANTRY models. It cannot transport Mega Armour, Jump Pack or Ghazghkull Thraka models. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/orks/datasheets/squighog-boyz.md b/cogitator/factions/orks/datasheets/squighog-boyz.md deleted file mode 100644 index f7797c4..0000000 --- a/cogitator/factions/orks/datasheets/squighog-boyz.md +++ /dev/null @@ -1,63 +0,0 @@ -# Squighog Boyz - -**Role:** Other - -*With their mounts snorting and saddlegitz hanging on for dear life, Squighog Boyz thunder into the fight. They fling rokkit-propelled stikkas, hitting with enough force to pierce plate armour, then employ muscle, weight, momentum and sheer belligerence to squash those foes still standing to a paste.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Squighog Boyz | 10" | 7 | 4+ | 3 | 7+ | 2 | -| Nob On Smasha Squig | 10" | 7 | 4+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Nob on Smasha Squig is equipped with:** slugga; big choppa; squig jaws. - -**Every Squighog Boy is equipped with:** saddlegit weapons; stikka; squig jaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Saddlegit weapons | 9 | 1 | 4 | 3 | 0 | 1 | assault | -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | Pistol | -| Stikka | 9 | 1 | 5 | 5 | -1 | 2 | assault, anti-monster 4+, anti-vehicle 4+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big Choppa | Melee | 4 | 3 | 6 | -1 | 2 | anti-monster 4+, anti-vehicle 4+ | -| Stikka | Melee | 3 | 3 | 5 | -1 | 2 | anti-monster 4+, anti-vehicle 4+, lance | -| Squig jaws | Melee | 3 | 4 | 6 | -1 | 2 | extra attacks | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Wild Ride** (Datasheet): You can ignore any or all modifiers to this unit’s Move characteristic and to Advance and Charge rolls made for this unit. -- **Bomb Squigs** (Wargear): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. - -**Designer’s Note:** *Place the relevant number of Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.* - -**Keywords:** Mounted, Grenades, Beast Snagga, Squighog Boyz -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Nob On Smasha Squig -- 3-6 Squighog Boyz - -**Wargear Options:** -- For every 3 models in this unit, this unit can be equipped with 1 bomb squig. - -**Leader:** -Led By: Beastboss On Squigosaur, Mozrog Skragbad - -**Points:** -- 4 models: 150pts -- 8 models: 300pts diff --git a/cogitator/factions/orks/datasheets/stompa.md b/cogitator/factions/orks/datasheets/stompa.md deleted file mode 100644 index 952f524..0000000 --- a/cogitator/factions/orks/datasheets/stompa.md +++ /dev/null @@ -1,60 +0,0 @@ -# Stompa - -**Role:** Other - -*Something akin to a bad-tempered, armour-plated mountain covered in guns, the Stompa is a walking idol to Gork and Mork. It packs enough firepower to level an enemy fortress or annihilate entire formations of troops with a single volley, while anything unlucky enough to get within reach is soon crushed flat.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 14 | 2+ | 30 | 6+ | 12 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** 3 big shootas; deffkannon; skorcha; supa-gatler; supa-rokkits; twin big shoota; mega-choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | -| Deffkannon | 72 | 3D6 | 5 | 14 | -3 | D6 | blast | -| Skorcha | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Supa-gatler | 24 | 20 | 5 | 7 | -1 | 2 | sustained hits 1 | -| Supa-rokkits | 100 | D6 | 5 | 12 | -3 | D6+2 | blast | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Mega-choppa – strike | Melee | 6 | 3 | 24 | -5 | 10 | — | -| Mega-choppa – sweep | Melee | 18 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Waaagh! Effigy (Aura)** (Datasheet): While a friendly ORKS unit is within 12" of this model, each time you take a Battle-shock test for that unit, add 1 to that test. -- **Stompin’ Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. - -**Keywords:** Transport, Towering, Walker, Stompa, Titanic, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Stompa - -**Transport:** -This model has a transport capacity of 22 Orks Infantry models. Each Mega Armour or Jump Pack model takes up the space of 2 models. The Ghazghkull Thraka model takes up the space of 15 models. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 800pts diff --git a/cogitator/factions/orks/datasheets/stormboyz.md b/cogitator/factions/orks/datasheets/stormboyz.md deleted file mode 100644 index 5933339..0000000 --- a/cogitator/factions/orks/datasheets/stormboyz.md +++ /dev/null @@ -1,55 +0,0 @@ -# Stormboyz - -**Role:** Other - -*Most Orks mock Stormboyz for their acts of juvenile rebellion, from taking orders and shining their boots to marching about, talking about ‘taktics’ and even following a battle plan. Yet when that plan is ‘strap on a high powered rokkit and hurtle into the enemy bellowing “Waaagh!”’, it does prove to have its merits.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| STORMBOY | 12" | 5 | 5+ | 1 | 7+ | 1 | -| BOSS NOB | 12" | 5 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** slugga; choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Full Throttle** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. - -**Keywords:** Infantry, Stormboyz, Grenades, Fly, Jump Pack -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob -- 4-9 Stormboyz - -**Wargear Options:** -- The Boss Nob’s choppa can be replaced with 1 power klaw. - -**Leader:** -Led By: Boss Zagstruk - -**Points:** -- 5 models: 65pts -- 10 models: 130pts diff --git a/cogitator/factions/orks/datasheets/tankbustas.md b/cogitator/factions/orks/datasheets/tankbustas.md deleted file mode 100644 index aa4e48e..0000000 --- a/cogitator/factions/orks/datasheets/tankbustas.md +++ /dev/null @@ -1,59 +0,0 @@ -# Tankbustas - -**Role:** Other - -*Tankbustas fixate on blasting enemy vehicles into scrap using barrages of rokkits that detonate in deafening explosions. They wield varied, cobbled-together launchas, and are laden with an arsenal of explosive projectiles, whose dubious reliability is made up for by the Tankbustas’ enthusiasm.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Boss Nob is equipped with:** 2 rokkit pistols; choppa. - -**Each Tankbusta is equipped with:** rokkit launcha; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rokkit launcha | 24 | D3 | 5 | 9 | -2 | 3 | blast | -| Rokkit pistol | 12 | 1 | 5 | 9 | -2 | 3 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Choppa | Melee | 4 | 3 | 5 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | -| Smash hammer | Melee | 2 | 3 | 6 | -2 | 3 | anti-monster 4+, anti-vehicle 4+ | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Tank Hunters** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, add 1 to the Hit roll and add 1 to the Wound roll. -- **Bomb Squigs** (Datasheet): Once per battle, for each bomb squig this unit has, after this unit ends a Normal move, you can use one Bomb Squig. If you do, select one enemy unit within 12" and visible to this unit and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds. - -**Designer’s Note:** *Place two Bomb Squig tokens next to the unit, removing one each time this unit uses this ability.* -- **Pulsa Rokkit** (Wargear): Once per battle, when the bearer’s unit is selected to shoot in your Shooting phase, the bearer can use its pulsa rokkit. If it does, until the end of the phase, improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in the bearer’s unit by 1. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to a Lootas unit, it can be attached to this unit instead. - -**Keywords:** Grenades, Infantry, Tankbustas -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob -- 5 Tankbustas - -**Wargear Options:** -- 1 of the Boss Nob’s rokkit pistols can be replaced with 1 smash hammer. -- One Tankbusta can be equipped with one of the following:- 1 pulsa rokkit -- 1 additional rokkit launcha - -**Leader:** -Led By: Big Mek With Kustom Force Field, Mek, Painboy, Mad Dok Grotsnik, Big Mek With Shokk Attack Gun, Big Mek - -**Points:** -- 6 models: 140pts diff --git a/cogitator/factions/orks/datasheets/trukk.md b/cogitator/factions/orks/datasheets/trukk.md deleted file mode 100644 index 491a3d9..0000000 --- a/cogitator/factions/orks/datasheets/trukk.md +++ /dev/null @@ -1,58 +0,0 @@ -# Trukk - -**Role:** Dedicated Transports - -*Trukks are ramshackle assemblages of hastily welded and riveted scrap metal bolted to overpowered engine blocks and rusty chassis. Rolling on fat, armoured tyres, they bear mobs of Orks into battle at high speed, shrugging off enemy fire by the simple expedient of shedding ablative panels and plates.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 8 | 4+ | 10 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** big shoota; spiked wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked wheels | Melee | 3 | 4 | 6 | 0 | 1 | — | -| Wreckin’ ball | Melee | 1 | 4 | 10 | 0 | D6 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Grot Riggers** (Datasheet): At the start of your Command phase, this model regains 1 lost wound. - -**Keywords:** Transport, Dedicated Transport, Trukk, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Trukk - -**Wargear Options:** -- This model can be equipped with 1 wreckin’ ball. - -**Transport:** -This model has a transport capacity of 12 Orks Infantry models. Each Mega Armour model takes up the space of 2 models. It cannot transport Jump Pack or Ghazghkull Thraka models. - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/ufthak-blackhawk.md b/cogitator/factions/orks/datasheets/ufthak-blackhawk.md deleted file mode 100644 index ae02391..0000000 --- a/cogitator/factions/orks/datasheets/ufthak-blackhawk.md +++ /dev/null @@ -1,64 +0,0 @@ -# Ufthak Blackhawk - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** shokk rifle; snazzhammer; Princess’ jaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shokk rifle | 24 | 1 | 4 | 8 | -2 | D6+1 | devastating wounds, hazardous, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Princess’ jaws | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | -| Snazzhammer | Melee | 4 | 3 | 10 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Tellyporta Tech** (Datasheet): While this model is leading a unit, models in that unit have the Deep Strike ability. -- **Gargantsmasha** (Datasheet): Each time this model makes an attack that targets a TITANIC unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Epic Hero, Warboss, Grenades, Character, Infantry, Ufthak Blackhawk -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Ufthak Blackhawk - EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Boyz, Breaka Boyz, Nobz - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/orks/datasheets/warbikers.md b/cogitator/factions/orks/datasheets/warbikers.md deleted file mode 100644 index dd4de75..0000000 --- a/cogitator/factions/orks/datasheets/warbikers.md +++ /dev/null @@ -1,57 +0,0 @@ -# Warbikers - -**Role:** Other - -*Ork Warbikers race into battle with dakkaguns hammering, ragged trails of dust and smoke boiling up behind them like an ill omen. They race one another at breakneck pace to reach the enemy first, execute death-defying stunts at suicidal speeds, then crash headlong into the foe’s battle line like battering rams.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| WARBIKER | 12" | 6 | 4+ | 3 | 7+ | 2 | -| BOSS NOB ON WARBIKE | 12" | 6 | 4+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin dakkagun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | 0 | 1 | pistol | -| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 3 | 3 | 7 | -1 | 2 | — | -| Choppa | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power klaw | Melee | 3 | 4 | 9 | -2 | 2 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Drive-by Dakka** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Grenades, Mounted, Speed Freeks, Warbikers -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Boss Nob on Warbike -- 2-5 Warbikers - -**Wargear Options:** -- Each Warbiker can be equipped with one of the following:- 1 slugga -- 1 choppa -- The Boss Nob on Warbike can be equipped with one of the following:- 1 slugga -- 1 big choppa -- 1 power klaw - -**Leader:** -Led By: Warboss On Warbike, Big Mek On Warbike, Painboy On Warbike, Deffkilla Wartrike - -**Points:** -- 3 models: 65pts -- 6 models: 130pts diff --git a/cogitator/factions/orks/datasheets/warboss-in-mega-armour.md b/cogitator/factions/orks/datasheets/warboss-in-mega-armour.md deleted file mode 100644 index b534d22..0000000 --- a/cogitator/factions/orks/datasheets/warboss-in-mega-armour.md +++ /dev/null @@ -1,62 +0,0 @@ -# Warboss In Mega Armour - -**Role:** Characters - -*Any good Ork hunter knows the safest way to deal with a rampaging Warboss is to hit them with tank-busting artillery from as far away as possible. By donning a piston-driven suit of incredibly durable mega armour, the Warboss makes a mockery of such underhanded enemy tactics, much to the terror of his foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 7 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** big shoota; ’uge choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big shoota | 36 | 3 | 4 | 5 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| ’Uge choppa | Melee | 4 | 2 | 12 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Might is Right** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Dead Brutal** (Datasheet): While the Waaagh! is active for your army, this model’s ’uge choppa has a Damage characteristic of 3. - -**Keywords:** Character, Infantry, Warboss in Mega Armour, Warboss, Mega Armour -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Warboss in Mega Armour - -**Leader:** -Can lead: Meganobz - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/orks/datasheets/warboss-on-warbike.md b/cogitator/factions/orks/datasheets/warboss-on-warbike.md deleted file mode 100644 index 5825bb3..0000000 --- a/cogitator/factions/orks/datasheets/warboss-on-warbike.md +++ /dev/null @@ -1,68 +0,0 @@ -# Warboss On Warbike - -**Role:** Characters - -*Some Ork Warbosses choose to ride into battle astride massive smoke-belching warbikes. Not only does such a rocket-propelled mode of transport deliver them into the enemy battle lines with remarkable speed and violence, but it also furnishes them with a great deal of loud, flashy dakka to unleash on the way into the fight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin dakkagun; killsaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin dakkagun | 18 | 3 | 5 | 5 | 0 | 1 | assault, rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Big choppa | Melee | 5 | 2 | 8 | -1 | 2 | — | -| Killsaw | Melee | 3 | 4 | 12 | -3 | 2 | — | -| Power klaw | Melee | 4 | 3 | 10 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Speedboss** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **High-octane Fuel** (Datasheet): Each time this model’s unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this model’s unit. - -**Keywords:** Speed Freeks, Warboss, Grenades, Character, Mounted -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Warboss on Warbike - -**Wargear Options:** -- This model’s killsaw can be replaced with one of the following:- 1 big choppa -- 1 power klaw - -**Leader:** -Can lead: Nobz On Warbikes, Warbikers - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/orks/datasheets/warboss.md b/cogitator/factions/orks/datasheets/warboss.md deleted file mode 100644 index f6f01f8..0000000 --- a/cogitator/factions/orks/datasheets/warboss.md +++ /dev/null @@ -1,69 +0,0 @@ -# Warboss - -**Role:** Characters - -*A towering slab of muscle, fangs and bad attitude, the Warboss leads the charge from the very front. With klaw, fist and dakka the green behemoth bulldozes a bloody path through the enemy. Meanwhile, his window-rattling war cry and weapons-grade glower motivate his ladz to ever more gratuitous violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** kombi-weapon; twin slugga; big choppa. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kombi-weapon | 24 | 1 | 5 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Twin slugga | 12 | 2 | 5 | 4 | 0 | 1 | pistol, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Attack squig | Melee | 2 | 4 | 4 | 0 | 1 | extra attacks | -| Big choppa | Melee | 5 | 2 | 8 | -1 | 2 | — | -| Power klaw | Melee | 4 | 3 | 10 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Might is Right** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Da Biggest and da Best** (Datasheet): While the Waaagh! is active for your army, add 4 to the Attacks characteristic of this model’s melee weapons. - -**Keywords:** Warboss, Character, Grenades, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Warboss - -**Wargear Options:** -- This model’s big choppa can be replaced with 1 power klaw. -- This model can be equipped with 1 attack squig. - -**Leader:** -Can lead: Boyz, Breaka Boyz, Nobz - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/orks/datasheets/warbuggies.md b/cogitator/factions/orks/datasheets/warbuggies.md deleted file mode 100644 index c3509cd..0000000 --- a/cogitator/factions/orks/datasheets/warbuggies.md +++ /dev/null @@ -1,44 +0,0 @@ -# Warbuggies - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin big shoota; spiked wheels. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rack of rokkits | 24 | D3+1 | 5 | 9 | -2 | 3 | blast | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked wheels | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Outflank** (Datasheet): When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). -- **SPEED FREEKS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. - -**Keywords:** Mounted, Speed Freeks, Warbuggies -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Warbuggies - -**Wargear Options:** -- Any number of models can each have their twin big shoota replaced with 1 rack of rokkits. - -**Points:** -- 1 model: 40pts -- 2 models: 80pts diff --git a/cogitator/factions/orks/datasheets/wartrakks.md b/cogitator/factions/orks/datasheets/wartrakks.md deleted file mode 100644 index 6cea6b8..0000000 --- a/cogitator/factions/orks/datasheets/wartrakks.md +++ /dev/null @@ -1,44 +0,0 @@ -# Wartrakks - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 4+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** twin big shoota; spiked wheel. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rack of rokkits | 24 | D3+1 | 5 | 9 | -2 | 3 | blast | -| Twin big shoota | 36 | 3 | 5 | 5 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spiked wheel | Melee | 2 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Drive-by Dakka** (Datasheet): Each time a model in this unit makes a ranged attack that targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1. -- **SPEED FREEKS** (Special (правая колонка)): If a model from your army with the Leader ability can be attached to a Warbikers unit, it can be attached to this unit instead. - -**Keywords:** Mounted, Speed Freeks, Wartrakks -**Faction Keywords:** Orks - -**Unit Composition:** -- 1-2 Wartrakks - -**Wargear Options:** -- Any number of models can each have their twin big shoota replaced with 1 rack of rokkits. - -**Points:** -- 1 model: 50pts -- 2 models: 100pts diff --git a/cogitator/factions/orks/datasheets/wazbom-blastajet.md b/cogitator/factions/orks/datasheets/wazbom-blastajet.md deleted file mode 100644 index 2923645..0000000 --- a/cogitator/factions/orks/datasheets/wazbom-blastajet.md +++ /dev/null @@ -1,59 +0,0 @@ -# Wazbom Blastajet - -**Role:** Other - -*Some Meks take to the skies in their own kustom aircraft. The result is the Wazbom Blastajet, an airborne workshop that is wreathed in a protective force field, and bristling with weird weapons that pluck their targets from the ground, blast them to atoms or rip them apart with conflicting tellyporta beams.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** smasha gun; twin wazbom mega-kannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Smasha gun | 48 | D3 | 4 | 9 | -3 | 4 | blast | -| Twin wazbom mega-kannon | 36 | D3 | 4 | 12 | -2 | D6 | blast, hazardous, twin-linked | -| Twin supa-shoota | 36 | 4 | 4 | 6 | -1 | 1 | rapid fire 2, sustained hits 1, twin-linked | -| Twin tellyport mega-blasta | 24 | 3 | 5 | 9 | -1 | D6+1 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Blastajet Attack Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot FLY, re-roll a Hit roll of 1. -- **Blastajet Force Field** (Wargear): The bearer has a 4+ invulnerable save, but it loses the Grenades keyword. - -**Keywords:** Aircraft, Fly, Wazbom Blastajet, Speed Freeks, Grenades, Vehicle -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Wazbom Blastajet - -**Wargear Options:** -- This model’s twin wazbom mega-kannon can be replaced with 1 twin tellyport mega-blasta. -- This model can be equipped with 1 blastajet force field. -- This model can be equipped with 1 twin supa-shoota. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 175pts diff --git a/cogitator/factions/orks/datasheets/weirdboy.md b/cogitator/factions/orks/datasheets/weirdboy.md deleted file mode 100644 index cfeddeb..0000000 --- a/cogitator/factions/orks/datasheets/weirdboy.md +++ /dev/null @@ -1,68 +0,0 @@ -# Weirdboy - -**Role:** Characters - -*Weirdboyz channel the Waaagh! energy that builds up around battling Orks, unleashing it before it causes their heads to literally explode. This they do with gusto, whether vomiting blasts of devastating green ectoplasm at the enemy or teleporting Orks madly about the place.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** ’Eadbanger; weirdboy staff. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| ’Eadbanger | 24 | 1 | 4 | 6 | -3 | 1 | precision, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Weirdboy staff | Melee | 3 | 3 | 8 | -1 | D3 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Waaagh! Energy** (Datasheet): While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability. -- **Da Jump (Psychic)** (Datasheet): Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove this WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. - -**Keywords:** Character, Infantry, Psyker, Weirdboy -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Weirdboy - -**Leader:** -Can lead: Boyz, Breaka Boyz - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/orks/datasheets/wurrboy.md b/cogitator/factions/orks/datasheets/wurrboy.md deleted file mode 100644 index 9275180..0000000 --- a/cogitator/factions/orks/datasheets/wurrboy.md +++ /dev/null @@ -1,73 +0,0 @@ -# Wurrboy - -**Role:** Characters - -*Rarely lucid, Wurrboyz rant about visions of prey and lose themselves in the senses of their warband’s squigs. This doesn’t stop them unleashing their devastating powers, however, channelling the Waaagh! into overwhelming primal manifestations and beams of killing energy shot from their Eyez of Mork.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Eyez of Mork; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eyez of Mork | 18 | D6 | 5 | 8 | -3 | 2 | psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Unstable Oracle** (Datasheet): While this model is leading a unit, add 2 to the Attacks characteristic of this model’s Eyez of Mork weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability. -- **Roar of Mork (Psychic)** (Datasheet): In your opponent’s Command phase, you can select one enemy unit within 18" ofand visible to this PSYKER and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your opponent’s next Command phase, that enemy unit is confrazzled. While a unit is confrazzled, each time a Battle-shock or Leadership test is taken for it, subtract 2 from that test. - -**Keywords:** Beast Snagga, Character, Wurrboy, Psyker, Infantry -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Wurrboy - -**Leader:** -Can lead: Beast Snagga Boyz - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/orks/datasheets/zodgrod-wortsnagga.md b/cogitator/factions/orks/datasheets/zodgrod-wortsnagga.md deleted file mode 100644 index 932706b..0000000 --- a/cogitator/factions/orks/datasheets/zodgrod-wortsnagga.md +++ /dev/null @@ -1,70 +0,0 @@ -# Zodgrod Wortsnagga - -**Role:** Characters - -*With his Grabzappa crackling, Zodgrod herds his notorious super runts into battle. This irascible loon is never happier than when wrangling especially large and rowdy foes, usually by giving them a good dose of needles from his Squigstoppa Numba 5, then burying them in a rampaging horde of diminutive little monsters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 5+ | 5 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Da Grabzappa; slugga. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slugga | 12 | 1 | 5 | 4 | -1 | 1 | Anti-Monster 4+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Da Grabzappa | Melee | 5 | 2 | 7 | -2 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Waaagh!** (Faction): If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: -- Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. -- Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. -- Models from your army with this ability have a 5+ invulnerable save. -- **Super Runts** (Datasheet): While this model is leading a unit: -- Models in that unit have the Scouts 9" ability. -- Each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. -- Each time an attack targets that unit, subtract 1 from the Wound roll. -- **Special Dose** (Datasheet): While the Waaagh! is active for your army, add 6" to the Move characteristic of models in this model’s unit. - -**Keywords:** Zodgrod Wortsnagga, Infantry, Character, Epic Hero -**Faction Keywords:** Orks - -**Unit Composition:** -- 1 Zodgrod Wortsnagga – EPIC HERO - -**Leader:** -Can lead: Gretchin - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/orks/detachments.md b/cogitator/factions/orks/detachments.md new file mode 100644 index 0000000..5446854 --- /dev/null +++ b/cogitator/factions/orks/detachments.md @@ -0,0 +1,973 @@ +# Orks Detachments + +# Bully Boyz + +## Abilities + +### Da Boss Is Watchin’ +At the start of your Command phase, in a turn in which you have not called a Waaagh!, if you have one or more Warboss models on the battlefield (or embarked within a Transport that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, Nobz and Meganobz units from your army. + +## Stratagems + +### ALWAYS LOOKIN’ FER A FIGHT — 1CP +**Type:** Bully Boyz – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit is destroyed. + +**TARGET:** One Nobz or Meganobz unit from your army that destroyed that enemy unit. + +**EFFECT:** Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead. + +### ARMED TO DATEEF — 1CP +**Type:** Bully Boyz – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Nobz or Meganobz unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re-roll the Hit roll instead. + +### CRUSHING IMPACT — 1CP +**Type:** Bully Boyz – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Nobz or Meganobz unit from your army ends a Charge move. + +**TARGET:** That NOBZ or MEGANOBZ unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead. + +### CUT’EM DOWN — 1CP +**Type:** Bully Boyz – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One Nobz or Meganobz unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests. + +### HULKING BRUTES — 1CP +**Type:** Bully Boyz – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Nobz or Meganobz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### TOO ARROGANT TO DIE — 1CP +**Type:** Bully Boyz – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Nobz or Meganobz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### ’Eadstompa — 10pts +*A solid slab of muscle and aggression, this Ork is living embodiment of the undeniable truth of his enemies’ inferiority.* +Infantry Warboss model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re-roll a Wound roll of 1. If that unit is Below Half-strength, you can re-roll the Wound roll instead. + +### Big Gob — 20pts +*This warlords bellowing war cry is so loud that it can be heard over the thickest of fighting, rolling outwards in a terrifying bestial roar.* +Infantry Warboss model only. At the start of the Fight phase, select one enemy unit within Engagement range of the bearer. That unit must take a Battle-shock test, and when doing so, subtract 1 from the result. + +### Da Biggest Boss — 15pts +*The bigger the Waaagh!, the bigger the boss must be to exert control. This Ork has countless huge battles under his belt and has grown in stature and aggression to match.* +Infantry Warboss model only. Add 2 to the bearer’s Wounds characteristic. + +### Tellyporta — 25pts +*Nothing shocks the enemy like an angry mob of the biggest and surliest Orks imaginable suddenly appearing in a blast of green lightning!* +Warboss in Mega Armour model only. Models in the bearer’s unit have the Deep Strike ability. + +--- + +# Da Big Hunt + +## Abilities + +### Da Hunt Is On +At the start of your Command phase, select one MONSTER, VEHICLE or CHARACTER unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Prey: +- Each time a Beast Snagga unit from your army declares a charge that includes your Prey as one of the targets, you can re-roll the Charge roll. +- Each time a BEAST SNAGGA model from your army makes an attack that targets your Prey, improve the Armour Penetration characteristic of that attack by 1. + +## Stratagems + +### DAT ONE’S EVEN BIGGA! — 1CP +**Type:** Da Big Hunt – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Beast Snagga unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll Charge rolls made for your unit, provided one of the targets of that charge is your Prey. + +### DRAG IT DOWN — 1CP +**Type:** Da Big Hunt – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Beast Snagga unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. + +### INSTINCTIVE HUNTERS — 1CP +**Type:** Da Big Hunt – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Beast Snagga unit from your army that is not within Engagement Range of one or more enemy unit. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### STALKIN’ TAKTIKS — 1CP +**Type:** Da Big Hunt – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the INFANTRY keyword, until the end of the phase, models in your unit have the Stealth ability. + +### UNSTOPPABLE MOMENTUM — 1CP +**Type:** Da Big Hunt – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Beast Snagga Mounted unit from your army ends a Charge move. + +**TARGET:** That Beast Snagga unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6. + +### WHERE D’YA FINK YOU’RE GOING? — 1CP +**Type:** Da Big Hunt – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. + +**TARGET:** One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was within Engagement Range of that enemy unit at the start of the phase. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +## Enhancements + +### Glory Hog — 30pts +*Obsessed with being the first to make a kill, this hunter spurs his unruly mount ahead of the warband, coaxing his mob to follow him with the explicit threat of feeding them to his squigosaur if they don’t keep up.* +Beastboss on Squigosaur model only. Models in the bearer’s unit have the Scouts 9" ability. + +### Proper Killy — 15pts +*This Beast Snagga is an unstoppable engine of destructive butchery who has left the brutalised corpses of his huge prey piled in his wake on world after world.* +Beast Snagga model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. + +### Skrag Every Stash! — 25pts +*Successful hunt leaders are never short of a kunnin' plan to flush out the prey. This sneaky git has mastered the art of ransacking whatever the prey values, luring the quarry in to retaliate or else ensuring they’re cornered, with no bolthole or gear to fall back on.* +Beast Snagga model only. At the end of your Command phase, if the bearer is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### Surly as a Squiggoth — 20pts +*With a lifetime of leading notoriously deadly Beast Snagga hunts behind them, and gnarled hides thicker than Battlewagon armour, this Ork and his favoured Boyz have survived blows that would fell a Gargant.* +Beastboss on Squigosaur model only. While the bearer is leading a unit, each time an attack targets that unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +--- + +# Dread Mob + +## Abilities + +### Try Dat Button! +Each time a Mek, Orks Walker or Grots Vehicle unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below. +**D6****BUTTON EFFECT** **[SUSTAINED HITS 1] ability.** **[LETHAL HITS] ability.** **Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.** +Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well. + +If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2. + +### KEYWORDS +Gretchin units from your army gain the BATTLELINE keyword. + +## Stratagems + +### BIGGER SHELLS FOR BIGGER GITZ — 1CP +**Type:** Dread Mob – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Mek, Orks Walker or Grots Vehicle unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well. + +### CONNIVING RUNTS — 1CP +**Type:** Dread Mob – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Gretchin unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units. + +**EFFECT:** Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move. + +### DAKKA! DAKKA! DAKKA! — 1CP +**Type:** Dread Mob – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Orks Walker or Grots Vehicle unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you chose to push it, you can re-roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well. + +### EXTRA GUBBINZ — 1CP +**Type:** Dread Mob – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Orks Walker or Grots Vehicle unit from your army (excluding TITANIC units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### KLANKIN’ KLAWS — 1CP +**Type:** Dread Mob – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Orks Walker unit from your army that has not been selected to fight this phase. + +**EFFECT:** Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well. + +### SUPERFUELLED BOILER — 1CP +**Type:** Dread Mob – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an Orks Walker unit from your army has been selected to Advance. + +**TARGET:** That Orks Walker unit. + +**EFFECT:** Until the end of the turn, you can re-roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability. + +## Enhancements + +### Gitfinder Googlez — 10pts +*By squinting hard through the mismatched lenses of these goggles, even the sneakiest git can be pinpointed.* +Mek model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability. + +### Press It Fasta! — 35pts +*Impatient for better results, this Mek is an avid advocate of the theory that smashing buttons and cranking dials faster makes kustom guns more shooty.* +Mek model only. Each time the bearer’s unit is selected to shoot, when rolling to determine which ability that unit’s weapons gain from the Try Dat Button! Detachment rule, roll one additional D6: until the end of the phase, ranged weapons equipped by models in that unit gain both Button Effects generated by those rolls. If a duplicate Button Effect is rolled, it has no additional effect. + +### Smoky Gubbinz — 15pts +*This loud, fume-belching device wreathes the bearer and his mates in a thick bank of smoke. This is hard for the enemy to see through, but has little detriment on the Orks’ own accuracy.* +Mek model only. Models in the bearer’s unit have the Stealth ability. + +### Supa-glowy Fing — 20pts +*The Mek cobbled together this strange device in a flash of feverish inventin’. He isn’t sure what it does - and it glows weirdly - but he proudly carries it to battle, eager to know what its big switch will do this time.* +Mek model only. In your Command phase, select one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1-2, that enemy unit must take a Battle-shock test; on a 3-4, that enemy unit suffers D3 mortal wounds; on a 5-6, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. + +--- + +# Freebooter Krew + +*Ork Freebooterz are the most selfish, acquisitive and merciless of their kind. Kicked out of their tribes for failing to respect even the brutal structures of Orkoid society, they find their way into the company of equally shifty gits and form Freebooter krewz. Freebooterz typically sail the void aboard kroozers bristling with guns and boarding craft, and take every opportunity to pillage and destroy everything in their path. When Freebooter Krewz gather under the banner of an especially ambitious and cunning Kaptin, they form pirate fleets that can endanger even fortified worlds and full-fledged battle stations. Any manner of Ork can become a Freebooter – though the most iconic of their kind are the gunned-up show-offs known as Flash Gitz – and so their krewz may include mobs of Boyz and Grots, hurtling packs of bad Ork Bikerboyz, piratical Beast Snaggas, fleets of trophy-festooned Battlewagons and more besides. The only unifying features are the Freebooterz’ greed for loot of every kind, and their willingness to do just about anything to get their talons on it.* + +## Abilities + +### Here Be Loot +At the start of the battle round, select one objective marker. Until the start of the next battle round, that objective marker is your loot objective. + +Each time a model in an Orks Infantry, Orks Mounted or Orks Walker unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true: +- That model’s unit is within range of your loot objective. +- That attack targets a unit within range of your loot objective. + +## Stratagems + +### BASH AND GRAB — 1CP +**Type:** Freebooter Krew – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** The Fight phase. + +**TARGET:** One ORKS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of the loot objective, you can re-roll the Wound roll. + +### BOARDIN’ RUSH — 1CP +**Type:** Freebooter Krew – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ORKS unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### DECK FRAGGERS — 1CP +**Type:** Freebooter Krew – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ORKS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability. + +### GRAB AND BASH — 1CP +**Type:** Freebooter Krew – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Orks unit from your army (excluding Gretchin units) that is within range of the loot objective. + +**EFFECT:** Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. + +**Designer’s Note:** *This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.* + +### KRUMP AND RUN — 1CP +**Type:** Freebooter Krew – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit falls back. + +**TARGET:** One ORKS unit from your army that was within engagement range of that enemy unit at the start of the phase and is not within range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### ROLLING LOOT-HEAP — 1CP +**Type:** Freebooter Krew – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Flash Gitz unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-VEHICLE 4+] ability. + +## Enhancements + +### Bionik Workshop — 15pts +*Bad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef to pay.* +Big Mek or Painboy model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability. +- **Bionik Legs:** Add 2" to the Move characteristic of this model. +- **Bionik Arms:** Add 1 to the Strength characteristic of melee weapons equipped by this model. +- **Bionik Bonce:** Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1. + +### Da Kaptin — 10pts +*Kaptins are experts in violently motivating their lads in the pursuit of even more loot.* +Warboss model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked. + +### Git-spotter Squig — 20pts +*Wealthy Freebooterz can afford augmetically enhanced Git-spotter Squigs to sit on their shoulders and spot gits.* +ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. + +### Razgit’s Magik Map — 25pts +*Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.* +ORKS model only. After both players have deployed their armies, select up to three Orks Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +--- + +# Green Tide + +## Abilities + +### Mob Mentality +Each time an attack targets a Boyz unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.’ + +## Stratagems + +### BRAGGIN’ RIGHTS — 1CP +**Type:** Green Tide – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Two Boyz units from your army that are within 6" of each other. + +**EFFECT:** Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purposes of your Detachment rule, any Enhancements models from your army have and any Stratagems you use. + +### BULLDOZER BRUTALITY — 1CP +**Type:** Green Tide – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Boyz unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. + +### COME ON LADZ! — 1CP +**Type:** Green Tide – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Boyz unit from your army. + +**EFFECT:** Return up to D3+2 destroyed models to your unit (excluding Character models). + +### COMPETITIVE STREAK — 1CP +**Type:** Green Tide – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Boyz unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit contains 10 or more models, re-roll the Wound roll instead. + +### GO GET ’EM! — 1CP +**Type:** Green Tide – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Boyz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move. + +### TIDE OF MUSCLE — 1CP +**Type:** Green Tide – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Boyz unit from your army that has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.’ + +## Enhancements + +### Bloodthirsty Belligerence — 15pts +*Buoyed on by his chanting ladz and eager to smash into his enemies first, this boss leads the way, racing towards one fight after the next.* +Orks Infantry model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re-roll Charge rolls made for that unit as well. + +### Brutal But Kunnin’ — 25pts +*What tactics occasionally pop into this Orks head revolve purely around throwing as many Boyz into the enemy’s face as possible.* +Orks Infantry model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP. + +### Ferocious Show Off — 10pts +*This brutal fighter is even more dangerous with a raucous audience of chanting Orks as he displays his violent abilities as a warning to all.* +Orks Infantry model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearers melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead. + +### Raucous Warcaller — 20pts +*This hulking boss is a focal point of violent enthusiasm. Orks flocking to his bosspole feel emboldened, the boss exuding an energetic dynamism that keeps his ladz at the height of rampaging excitement.* +Orks Infantry model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use. + +--- + +# Kaptin Killers + +***Regardless of the wider objectives of a void war, once a Warboss and his best Boyz get aboard an enemy ship their top priority is nearly always finding the enemy shipmaster and beating them to a pulp. If that leads to capturing the vessel in the process, so much the better!*** + +## Abilities + +### Comin’ Through +In your Movement phase, Desperate Escape tests taken for ORKS models from your army are automatically passed and each time an ORKS unit from your army makes a Normal, Advance or Fall Back move, it can move through other models as if they were not there, provided those other models have a lower Toughness characteristic than it. + +## Stratagems + +### CORNERED AND KRUMPED — 1CP +**Type:** Kaptin Killers – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One ORKS unit from your army that is within Engagement Range of that enemy unit. + +**EFFECT:** Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit. + +### LOOT ON THE MOVE — 1CP +**Type:** Kaptin Killers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army opens a Hatchway. + +**TARGET:** That ORKS unit. + +**EFFECT:** Until the end of the battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### PILE THROUGH — 1CP +**Type:** Kaptin Killers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army opens a Hatchway. + +**TARGET:** That ORKS unit. + +**EFFECT:** Until the end of the turn, your unit has the Fights First ability. + +### PIT FIGHTER — 1CP +**Type:** Kaptin Killers – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One WARBOSS model from your army. + +**EFFECT:** Until the end of the phase, your model is eligible to declare a charge in a turn in which it Fell Back. + +## Enhancements + +### Gnasher Squig Crates — 0pts +*This Warboss has ordered his ladz to bring armoured crates of vicious gnasher squigs aboard. Upended into strategically vital areas, they create a dangerous infestation that enemies will struggle to remove.* +WARbOSS model only. In your Command phase, you can select one NObz or MEGANObz unit from your army (excluding Battle-shocked units) that is within 6" of the bearer and is within range of an objective marker. If there are no enemy models within range of that objective marker, it is Secured by your army. + +### Tellyporta — 0pts +*Employing madcap tellyporta arrays, Ork Meks can beam massively armoured Nobz through the warp and onto an enemy vessel, much to the horror of the defenders.* +In the Deploy Armies step, select one MEGANObz unit from your army. Until the end of the battle, models in that unit have the Deep Strike ability. + +--- + +# Kult of Speed + +## Abilities + +### Adrenaline Junkies +Speed Freeks units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. + +## Stratagems + +### BLITZA FIRE — 1CP +**Type:** Kult of Speed – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Speed Freeks unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. + +**RESTRICTIONS:** A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase. + +### DAKKASTORM — 1CP +**Type:** Kult of Speed – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Speed Freeks unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead. + +**RESTRICTIONS:** A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase. + +### FULL THROTTLE! — 1CP +**Type:** Kult of Speed – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move. + +**TARGET:** That Speed Freeks unit. + +**EFFECT:** Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll. + +### MORE GITZ OVER ’ERE! — 1CP +**Type:** Kult of Speed – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Speed Freeks unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### SPEEDIEST FREEKS — 1CP +**Type:** Kult of Speed – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Speed Freeks or Trukk unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead. + +### SQUIG FLINGIN’ — 1CP +**Type:** Kult of Speed – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move. + +**TARGET:** That Speed Freeks or Trukk unit. + +**EFFECT:** Select one enemy unit within 9" of your unit. That enemy unit must take a Battle-shock test and, when doing so, subtract 1 from the result. + +## Enhancements + +### Fasta Than Yooz — 35pts +*The thrill-seeking Orks at the head of Speed Freeks warbands lead their Kult of Speed brethren right into enemy lines, leaping from speeding Trukks and Battlewagons if need be to plunge into the fight.* +Orks Infantry model only. Each time the bearer’s unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer’s unit is still eligible to declare a charge this turn. + +### Speed Makes Right — 25pts +*This Orks adrenaline-addled mind lurches from one insight to the next, a bone-shaker whose engine only fires on all cylinders when he is in the thick of the fighting. Once there, however, it revs into overdrive.* +Orks model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within) is within 9" of one or more enemy units, roll one D6: on a 3+, you gain 1CP. + +### Squig-hide Tyres — 15pts +*Scaly squig-hide is the perfect material for fast and grippy tyres, able to provide traction even in the mire of blood, guts and oil left over from most Speed Freekfights.* +Deffkilla Wartrike model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6" instead of up to 3". + +### Wazblasta — 10pts +*This warlord’s fanatical devotion to speed is such that he cannot stand being anywhere other than in the heart of the action and he pushes the ladz around him to crank their throttles in order to close the distance with the enemy as soon as possible.* +Deffkilla Wartrike model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge. + +--- + +# More Dakka! + +*Of all the Ork manias, few are as widespread as the love of heavy firepower. Temporarily united by a shared love of loud and destructive dakka, hordes of similarly obsessed Orks can produce storms of killing fire capable of felling even the most heavily armoured of enemies.* + +## Abilities + +### Dakka! Dakka! Dakka! +Ranged weapons equipped by Orks Infantry and Orks Walker models from your army have the [ASSAULT] ability. + +While the Waaagh! is active for your army, during your Shooting phase, ranged weapons equipped by ORKS INFANTRY and ORKS WALKER models from your army have the [SUSTAINED HITS 1] ability + +## Stratagems + +### CALL DAT DAKKA? — 1CP +**Type:** More Dakka! – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One ORKS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### GET STUCK IN, LADZ! — 2CP +**Type:** More Dakka! – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ORKS unit from your army (excluding Gretchin units). + +**EFFECT:** Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. + +**Designer’s Note:** *This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.* + +### HUGE SHOW-OFFS — 1CP +**Type:** More Dakka! – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Orks Walker unit (excluding Killa Kans) from your army. + +**EFFECT:** Until the start of your next Command phase, improve your unit’s Move, Leadership and Objective Control characteristics by 1, and each time a model in your unit makes an attack, add 1 to the Hit roll. + +### LONG, UNCONTROLLED BURSTS — 1CP +**Type:** More Dakka! – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ORKS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. + +### ORKS IS STILL ORKS — 1CP +**Type:** More Dakka! – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ORKS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. + +### SPESHUL SHELLS — 1CP +**Type:** More Dakka! – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ORKS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 18", improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. + +## Enhancements + +### Da Gobshot Thunderbuss — 15pts +*Requiring an entire chest of teef to be loaded into its breach before each shot, the Gobshot Thunderbuss’ worky gubbinz plates its unconventional ammunition in gold before firing it in an inescapable cone of fanged death. Not only can this madcap weapon sweep away swathes of enemies with every shot, it also fires a literal fortune in teef every time, proclaiming its owner’s obscene wealth in the process.* +ORKS model only. Ranged weapons equipped by the bearer have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities. + +### Dead Shiny Shootas — 35pts +*Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shootas are a set of multi-barrelled brutes packed full of dakka. The guns kick out a deafening storm of hot lead, much to the enjoyment of the Orks pulling the triggers, their volume of fire so great that even the most inaccurate shooter can land a respectable number of hits.* +ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [RAPID FIRE 1] ability. + +### Targetin’ Squigs — 15pts +*The flashiest gitz have specially-bred targetin’ squigs mounted atop their favourite shoota. It’s not certain whether these creatures actually aid the bearer or not as they cling for dear life atop their perches, which are inevitably the biggest shoota the owner has, as nothing aids accuracy like firing so many shots that you just can’t miss.* +ORKS model only. Each time a model in the bearer’s unit makes a ranged attack, add 1 to the Hit roll. + +### Zog Off and Eat Dakka! — 10pts +*There’s no point in having the loudest and flashiest shoota if gitz don’t let ya fire them. This Ork will even go so far as to avoid a punch up in order to fire his snazzy weapons.* +ORKS model only. The bearer’s unit is eligible to shoot in a turn in which it Fell Back. + +--- + +# Ramship Raiders + +***When Ork void fleets attack enemy shipping, they often lead the assault with ramships. These pugnacious craft slam headlong into the foes’ vessels, burying themselves in the superstructure of larger enemy ships before filling them with rampaging Ork boarders.*** + +## Abilities + +### Belligerent Boarders +Each time an attack targets an ORKS unit from your army (excluding GROTS units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that ORKS unit, subtract 1 from the Wound roll. + +## Stratagems + +### EAGER TO FIGHT — 1CP +**Type:** Ramship Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone. + +**TARGET:** That ORKS unit. + +**EFFECT:** Your unit can make an Advance move. + +### ENRAGED RUSH — 1CP +**Type:** Ramship Raiders – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One BOYz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit. + +### PILE THROUGH — 1CP +**Type:** Ramship Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army opens a Hatchway. + +**TARGET:** That ORKS unit. + +**EFFECT:** Until the end of the turn, your unit has the Fights First ability. + +### RAMBOYZ RAMPAGE — 1CP +**Type:** Ramship Raiders – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One BOYz unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +## Enhancements + +### Living Battering Ram — 0pts +*There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who prefers to open hatchways with their head while running full tilt and bellowing like a battle tank.* +Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test. + +### Scarred Brute — 0pts +*A veteran of many boarding actions, this monstrous Ork has been shot, stabbed and ejected into hard vacuum many times, and has all the toughened scarring and bionik wotnots to show for it.* +The bearer has the Feel No Pain 5+ ability. + +--- + +# Taktikal Brigade + +*The Orks who belong to the Blood Axe clan seek to apply their own brand of taktiks to their endless wars. The most cunning of Blood Axe leaders have adapted the strategies of other species into a unique brand of clandestine warfare that, whilst simplistic, is brutally effective.* + +## Abilities + +### Lissen ’Ere +Once per battle round, in your Command phase or after being set up on the battlefield in your Movement phase, each Boss Snikrot, Mek and Warboss model in your army can issue Taktiks abilities. + +To do so, select one of the Taktiks abilities below and select one friendly ORKS unit within 6" of that model to issue them to. That model must take a Leadership test: if failed, the selected unit suffers 1 mortal wound. Until the start of your next Command phase, the selected unit is affected by the selected Taktik. A unit cannot have Taktiks issued to it in this way more than once per battle round. + +Taktiks abilities cannot be issued to Battle-shocked units, and if a unit affected by Taktiks becomes Battle-shocked, all Taktiks cease to affect that unit while it is Battle-shocked. + +**Get Stuck In:** You can re-roll Charge rolls made for this unit. + +**Get On Wiv It:** Add 1 to the Strength characteristic of melee weapons equipped by models in this unit. + +**Sneaky Stalkin’:** Infantry and Mounted models (excluding Meganobz) in this unit have the Stealth ability and each time a ranged attack targets this unit, those models have the Benefit of Cover against that attack. + +**Shoota Drills:** Each time an INFANTRY or MOUNTED model in this unit makes a ranged attack, add 1 to the Hit roll. + +KEYWORDS +Stormboyz units from your army gain the Battleline keyword. + +## Stratagems + +### DAT’S OURS — 1CP +**Type:** Taktikal Brigade – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One ORKS unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. + +### DED SNEAKY — 1CP +**Type:** Taktikal Brigade – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Kommandos or Stormboyz unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### FIGHT PROPPA — 1CP +**Type:** Taktikal Brigade – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Orks Infantry or Orks Mounted unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. + +### KRUNCHIN’ DESCENT — 1CP +**Type:** Taktikal Brigade – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a STORMBOYZ unit from your army ends a Charge move. + +**TARGET:** That Stormboyz unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). + +### ON TO DA NEXT — 1CP +**Type:** Taktikal Brigade – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. + +**TARGET:** One ORKS unit from your army that was within Engagement Range of that enemy unit at the start of the phase. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### TAKTIKAL RETREAT — 1CP +**Type:** Taktikal Brigade – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army Falls Back. + +**TARGET:** That ORKS unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +## Enhancements + +### Gob Boomer — 10pts +*Cobbled together from the remains of a humie vox-caster, this device amplifies this Ork’s already booming voice, carrying their bellowed orders further* +Warboss or Mek model only. Each time the bearer issues Taktiks, it can do so to a friendly Orks Infantry or Orks Mounted unit within 18", instead of 6". + +### Mek Kaptin — 45pts +*Whilst Flash Gitz hate discipline of any sort, particularly militant Meks can keep them in line with a combination of brutal discipline and the promise of shiny gubbinz.* +Big Mek, Big Mek in Mega Armour or Big Mek with Shokk Attack Gun model only. During the Declare Battle Formations step, the bearer can be attached to a Flash Gitz unit. Each time a model in the bearer’s unit makes a ranged attack, you can re-roll the Hit roll. + +### Mork’s Kunnin’ — 15pts +*Possessed of an exceptionally keen mind – for an Ork at least – this boss matches wits with his opponents, holding his ladz back until an opportune moment arrives.* +ORKS model only. After both players have deployed their armies, select up to three ORKS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Skwad Leader — 15pts +*An exemplar of the Blood Axes’ devious arts, this Warboss leads mobs of cunning Kommandos to battle.* +Warboss Infantry model only. During the Declare Battle Formations step, the bearer can be attached to a Kommandos unit. While leading a Kommandos unit, it has the Infiltrators and Stealth abilities. + +--- + +# War Horde + +## Abilities + +### Get Stuck In +Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability. + +## Stratagems + +### ’ARD AS NAILS — 1CP +**Type:** War Horde – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ORKS unit from your army (excluding Grots, Monster and Vehicle units) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +### CAREEN! — 1CP +**Type:** War Horde – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an Orks Vehicle unit from your army with the Deadly Demise ability is destroyed. + +**TARGET:** That destroyed ORKS VEHICLE unit, if you roll a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there. + +### ERE WE GO — 1CP +**Type:** War Horde – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your Movement phase. + +**TARGET:** One Orks Infantry unit from your army. + +**EFFECT:** Until the end of the turn, add 2 to Advance and Charge rolls made for your unit. + +### MOB RULE — 1CP +**Type:** War Horde – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** End of your Command phase. + +**TARGET:** One Mob unit from your army that contains 10 or more models and is not Below Half-strength. + +**EFFECT:** Select one friendly Battle-shocked Orks Infantry unit within 6" of that MOB unit. That ORKS INFANTRY unit is no longer Battle-shocked. + +### ORKS IS NEVER BEATEN — 2CP +**Type:** War Horde – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. + +### UNBRIDLED CARNAGE — 1CP +**Type:** War Horde – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ORKS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit. + +## Enhancements + +### Follow Me Ladz — 25pts +*Always found at the forefront of an assault, this Ork likes to be the first into the fray.* +ORKS model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit. + +### Headwoppa’s Killchoppa — 20pts +*Grand Warboss Headwoppa and his tribe were last seen charging headlong into a horde of Khornate daemons, but legend speaks of a blood-slick choppa that still turns up occasionally. Though this weapon looks normal, a dark voice is said to growl in the mind of its wielder, driving them on to ever greater excesses of violence.* +ORKS model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability. + +### Kunnin’ But Brutal — 15pts +*Feigning weakness, this greenskin allows his foes to close in before delivering a brutal flurry of attacks.* +ORKS model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### Supa-Cybork Body — 15pts +*The original owner of this one-of-a-kind endoskeleton became the envy of every Warboss around, and was soon gutted and stripped for parts by a stronger rival. The Supa-Cybork Body has been retransplanted several times since then, filling its new owner with confidence, resilience and a belated hope that the Painboyz gave it a quick clean before shoving it back in place…* +ORKS model only. The bearer has the Feel No Pain 4+ ability. diff --git a/cogitator/factions/orks/detachments/bully-boyz.md b/cogitator/factions/orks/detachments/bully-boyz.md deleted file mode 100644 index 625df1c..0000000 --- a/cogitator/factions/orks/detachments/bully-boyz.md +++ /dev/null @@ -1,86 +0,0 @@ -# Bully Boyz - -## Abilities - -### Da Boss Is Watchin’ -At the start of your Command phase, in a turn in which you have not called a Waaagh!, if you have one or more Warboss models on the battlefield (or embarked within a Transport that is on the battlefield), you can call a Waaagh! for a second time this battle. When doing so, that second Waaagh! only counts as having been called for WARBOSS, Nobz and Meganobz units from your army. - -## Stratagems - -### ALWAYS LOOKIN’ FER A FIGHT — 1CP -**Type:** Bully Boyz – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit is destroyed. - -**TARGET:** One Nobz or Meganobz unit from your army that destroyed that enemy unit. - -**EFFECT:** Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3". If a Waaagh! is active for your unit, it can move up to 6" instead. - -### ARMED TO DATEEF — 1CP -**Type:** Bully Boyz – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Nobz or Meganobz unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If a Waaagh! is active for your unit, you can re-roll the Hit roll instead. - -### CRUSHING IMPACT — 1CP -**Type:** Bully Boyz – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Nobz or Meganobz unit from your army ends a Charge move. - -**TARGET:** That NOBZ or MEGANOBZ unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If a Waaagh! is active for your unit, that enemy unit suffers 1 mortal wound for each 4+ instead. - -### CUT’EM DOWN — 1CP -**Type:** Bully Boyz – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One Nobz or Meganobz unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if a Waaagh! is active for your unit, subtract 1 from each of those tests. - -### HULKING BRUTES — 1CP -**Type:** Bully Boyz – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Nobz or Meganobz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### TOO ARROGANT TO DIE — 1CP -**Type:** Bully Boyz – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Nobz or Meganobz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot or fought this phase, roll one D6, adding 2 to the result if a Waaagh! is active for your unit. On a 5+, do not remove the destroyed model from play; it can shoot or fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### ’Eadstompa — 10pts -*A solid slab of muscle and aggression, this Ork is living embodiment of the undeniable truth of his enemies’ inferiority.* -Infantry Warboss model only. Each time the bearer makes an attack that targets a unit that is below its Starting Strength, re-roll a Wound roll of 1. If that unit is Below Half-strength, you can re-roll the Wound roll instead. - -### Big Gob — 20pts -*This warlords bellowing war cry is so loud that it can be heard over the thickest of fighting, rolling outwards in a terrifying bestial roar.* -Infantry Warboss model only. At the start of the Fight phase, select one enemy unit within Engagement range of the bearer. That unit must take a Battle-shock test, and when doing so, subtract 1 from the result. - -### Da Biggest Boss — 15pts -*The bigger the Waaagh!, the bigger the boss must be to exert control. This Ork has countless huge battles under his belt and has grown in stature and aggression to match.* -Infantry Warboss model only. Add 2 to the bearer’s Wounds characteristic. - -### Tellyporta — 25pts -*Nothing shocks the enemy like an angry mob of the biggest and surliest Orks imaginable suddenly appearing in a blast of green lightning!* -Warboss in Mega Armour model only. Models in the bearer’s unit have the Deep Strike ability. diff --git a/cogitator/factions/orks/detachments/da-big-hunt.md b/cogitator/factions/orks/detachments/da-big-hunt.md deleted file mode 100644 index ddee9be..0000000 --- a/cogitator/factions/orks/detachments/da-big-hunt.md +++ /dev/null @@ -1,88 +0,0 @@ -# Da Big Hunt - -## Abilities - -### Da Hunt Is On -At the start of your Command phase, select one MONSTER, VEHICLE or CHARACTER unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Prey: -- Each time a Beast Snagga unit from your army declares a charge that includes your Prey as one of the targets, you can re-roll the Charge roll. -- Each time a BEAST SNAGGA model from your army makes an attack that targets your Prey, improve the Armour Penetration characteristic of that attack by 1. - -## Stratagems - -### DAT ONE’S EVEN BIGGA! — 1CP -**Type:** Da Big Hunt – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Beast Snagga unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to charge in a turn in which it Advanced or Fell Back. In addition, you can re-roll Charge rolls made for your unit, provided one of the targets of that charge is your Prey. - -### DRAG IT DOWN — 1CP -**Type:** Da Big Hunt – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Beast Snagga unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, each time a model in your unit makes a melee attack that targets your Prey, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. - -### INSTINCTIVE HUNTERS — 1CP -**Type:** Da Big Hunt – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Beast Snagga unit from your army that is not within Engagement Range of one or more enemy unit. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### STALKIN’ TAKTIKS — 1CP -**Type:** Da Big Hunt – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack. In addition, if your unit has the INFANTRY keyword, until the end of the phase, models in your unit have the Stealth ability. - -### UNSTOPPABLE MOMENTUM — 1CP -**Type:** Da Big Hunt – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Beast Snagga Mounted unit from your army ends a Charge move. - -**TARGET:** That Beast Snagga unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). If that enemy unit is your Prey, roll three additional D6. - -### WHERE D’YA FINK YOU’RE GOING? — 1CP -**Type:** Da Big Hunt – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move. - -**TARGET:** One Beast Snagga Infantry or Beast Snagga Mounted unit from your army that was within Engagement Range of that enemy unit at the start of the phase. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -## Enhancements - -### Glory Hog — 30pts -*Obsessed with being the first to make a kill, this hunter spurs his unruly mount ahead of the warband, coaxing his mob to follow him with the explicit threat of feeding them to his squigosaur if they don’t keep up.* -Beastboss on Squigosaur model only. Models in the bearer’s unit have the Scouts 9" ability. - -### Proper Killy — 15pts -*This Beast Snagga is an unstoppable engine of destructive butchery who has left the brutalised corpses of his huge prey piled in his wake on world after world.* -Beast Snagga model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer. - -### Skrag Every Stash! — 25pts -*Successful hunt leaders are never short of a kunnin' plan to flush out the prey. This sneaky git has mastered the art of ransacking whatever the prey values, luring the quarry in to retaliate or else ensuring they’re cornered, with no bolthole or gear to fall back on.* -Beast Snagga model only. At the end of your Command phase, if the bearer is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### Surly as a Squiggoth — 20pts -*With a lifetime of leading notoriously deadly Beast Snagga hunts behind them, and gnarled hides thicker than Battlewagon armour, this Ork and his favoured Boyz have survived blows that would fell a Gargant.* -Beastboss on Squigosaur model only. While the bearer is leading a unit, each time an attack targets that unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. diff --git a/cogitator/factions/orks/detachments/dread-mob.md b/cogitator/factions/orks/detachments/dread-mob.md deleted file mode 100644 index f992b63..0000000 --- a/cogitator/factions/orks/detachments/dread-mob.md +++ /dev/null @@ -1,93 +0,0 @@ -# Dread Mob - -## Abilities - -### Try Dat Button! -Each time a Mek, Orks Walker or Grots Vehicle unit from your army is selected to shoot or fight, roll one D6. Until the end of the phase, weapons equipped by models in that unit have the corresponding ability shown in the table below. -**D6****BUTTON EFFECT** **[SUSTAINED HITS 1] ability.** **[LETHAL HITS] ability.** **Each time an attack is made with this weapon, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.** -Alternatively, when such a unit is selected to shoot or fight, you can select one of the abilities above instead of rolling the D6. If you do, until the end of the phase, weapons equipped by models in that unit have the [HAZARDOUS] ability as well. - -If a weapon equipped by a model from you army has the [HAZARDOUS] ability from multiple sources, each time you take a Hazardous test for that weapon, it is failed on a roll of a 1 or a 2. - -### KEYWORDS -Gretchin units from your army gain the BATTLELINE keyword. - -## Stratagems - -### BIGGER SHELLS FOR BIGGER GITZ — 1CP -**Type:** Dread Mob – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Mek, Orks Walker or Grots Vehicle unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well. - -### CONNIVING RUNTS — 1CP -**Type:** Dread Mob – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Gretchin unit from your army that is within 9" of that enemy unit and not within Engagement Range of any enemy units. - -**EFFECT:** Roll one D6: on a 4+, that enemy unit suffers D3+1 mortal wounds. Your unit can then make a Normal move. - -### DAKKA! DAKKA! DAKKA! — 1CP -**Type:** Dread Mob – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Orks Walker or Grots Vehicle unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If you chose to push it, you can re-roll the Hit roll instead and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well. - -### EXTRA GUBBINZ — 1CP -**Type:** Dread Mob – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Orks Walker or Grots Vehicle unit from your army (excluding TITANIC units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### KLANKIN’ KLAWS — 1CP -**Type:** Dread Mob – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Orks Walker unit from your army that has not been selected to fight this phase. - -**EFFECT:** Each time you use this Stratagem, you can choose to push it. Until the end of the phase, add 2 to the Strength characteristic of melee weapons equipped by models in your unit and, if you chose to push it, until the end of the phase, add 1 to the Damage characteristic of those weapons and they have the [HAZARDOUS] ability as well. - -### SUPERFUELLED BOILER — 1CP -**Type:** Dread Mob – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an Orks Walker unit from your army has been selected to Advance. - -**TARGET:** That Orks Walker unit. - -**EFFECT:** Until the end of the turn, you can re-roll Advance rolls made for your unit and ranged weapons equipped by models in your unit have the [ASSAULT] ability. - -## Enhancements - -### Gitfinder Googlez — 10pts -*By squinting hard through the mismatched lenses of these goggles, even the sneakiest git can be pinpointed.* -Mek model only. Ranged weapons equipped by models in the bearer’s unit have the [ignores cover] ability. - -### Press It Fasta! — 35pts -*Impatient for better results, this Mek is an avid advocate of the theory that smashing buttons and cranking dials faster makes kustom guns more shooty.* -Mek model only. Each time the bearer’s unit is selected to shoot, when rolling to determine which ability that unit’s weapons gain from the Try Dat Button! Detachment rule, roll one additional D6: until the end of the phase, ranged weapons equipped by models in that unit gain both Button Effects generated by those rolls. If a duplicate Button Effect is rolled, it has no additional effect. - -### Smoky Gubbinz — 15pts -*This loud, fume-belching device wreathes the bearer and his mates in a thick bank of smoke. This is hard for the enemy to see through, but has little detriment on the Orks’ own accuracy.* -Mek model only. Models in the bearer’s unit have the Stealth ability. - -### Supa-glowy Fing — 20pts -*The Mek cobbled together this strange device in a flash of feverish inventin’. He isn’t sure what it does - and it glows weirdly - but he proudly carries it to battle, eager to know what its big switch will do this time.* -Mek model only. In your Command phase, select one enemy unit within 18" of and visible to the bearer, then roll one D6: on a 1-2, that enemy unit must take a Battle-shock test; on a 3-4, that enemy unit suffers D3 mortal wounds; on a 5-6, until the start of your next Command phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/orks/detachments/freebooter-krew.md b/cogitator/factions/orks/detachments/freebooter-krew.md deleted file mode 100644 index 2e4fc02..0000000 --- a/cogitator/factions/orks/detachments/freebooter-krew.md +++ /dev/null @@ -1,97 +0,0 @@ -# Freebooter Krew - -*Ork Freebooterz are the most selfish, acquisitive and merciless of their kind. Kicked out of their tribes for failing to respect even the brutal structures of Orkoid society, they find their way into the company of equally shifty gits and form Freebooter krewz. Freebooterz typically sail the void aboard kroozers bristling with guns and boarding craft, and take every opportunity to pillage and destroy everything in their path. When Freebooter Krewz gather under the banner of an especially ambitious and cunning Kaptin, they form pirate fleets that can endanger even fortified worlds and full-fledged battle stations. Any manner of Ork can become a Freebooter – though the most iconic of their kind are the gunned-up show-offs known as Flash Gitz – and so their krewz may include mobs of Boyz and Grots, hurtling packs of bad Ork Bikerboyz, piratical Beast Snaggas, fleets of trophy-festooned Battlewagons and more besides. The only unifying features are the Freebooterz’ greed for loot of every kind, and their willingness to do just about anything to get their talons on it.* - -## Abilities - -### Here Be Loot -At the start of the battle round, select one objective marker. Until the start of the next battle round, that objective marker is your loot objective. - -Each time a model in an Orks Infantry, Orks Mounted or Orks Walker unit from your army makes an attack, that attack has the [SUSTAINED HITS 1] ability if either or both of the following are true: -- That model’s unit is within range of your loot objective. -- That attack targets a unit within range of your loot objective. - -## Stratagems - -### BASH AND GRAB — 1CP -**Type:** Freebooter Krew – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** The Fight phase. - -**TARGET:** One ORKS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of the loot objective, you can re-roll the Wound roll. - -### BOARDIN’ RUSH — 1CP -**Type:** Freebooter Krew – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ORKS unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### DECK FRAGGERS — 1CP -**Type:** Freebooter Krew – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ORKS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit targets an INFANTRY unit with a ranged weapon, that weapon has the [BLAST] ability. - -### GRAB AND BASH — 1CP -**Type:** Freebooter Krew – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Orks unit from your army (excluding Gretchin units) that is within range of the loot objective. - -**EFFECT:** Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. - -**Designer’s Note:** *This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.* - -### KRUMP AND RUN — 1CP -**Type:** Freebooter Krew – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit falls back. - -**TARGET:** One ORKS unit from your army that was within engagement range of that enemy unit at the start of the phase and is not within range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### ROLLING LOOT-HEAP — 1CP -**Type:** Freebooter Krew – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Flash Gitz unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ANTI-VEHICLE 4+] ability. - -## Enhancements - -### Bionik Workshop — 15pts -*Bad Meks and Doks are sought after by Freebooterz to provide cybork bioniks for those with the teef to pay.* -Big Mek or Painboy model only. At the start of the battle, roll one D3 and compare the result to the list below. Until the end of the battle, models in the bearer’s unit have that bioniks ability. -- **Bionik Legs:** Add 2" to the Move characteristic of this model. -- **Bionik Arms:** Add 1 to the Strength characteristic of melee weapons equipped by this model. -- **Bionik Bonce:** Improve the Weapon Skill characteristic of melee weapons equipped by this model by 1. - -### Da Kaptin — 10pts -*Kaptins are experts in violently motivating their lads in the pursuit of even more loot.* -Warboss model only. Once per battle round, at the start of any phase, you can select one friendly ORKS unit that is Battle-shocked and within 12" of the bearer. That unit suffers D3 mortal wounds and it is no longer Battle-shocked. - -### Git-spotter Squig — 20pts -*Wealthy Freebooterz can afford augmetically enhanced Git-spotter Squigs to sit on their shoulders and spot gits.* -ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability. - -### Razgit’s Magik Map — 25pts -*Stolen from a humie cogboy, this remarkable digital map helps Freebooterz outwit their enemies.* -ORKS model only. After both players have deployed their armies, select up to three Orks Infantry units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. diff --git a/cogitator/factions/orks/detachments/green-tide.md b/cogitator/factions/orks/detachments/green-tide.md deleted file mode 100644 index d1d5273..0000000 --- a/cogitator/factions/orks/detachments/green-tide.md +++ /dev/null @@ -1,86 +0,0 @@ -# Green Tide - -## Abilities - -### Mob Mentality -Each time an attack targets a Boyz unit from your army, models in that unit have a 6+ invulnerable save against that attack. Each time an attack targets a BOYZ unit from your army that contains 10 or more models, models in that unit have a 5+ invulnerable save against that attack.’ - -## Stratagems - -### BRAGGIN’ RIGHTS — 1CP -**Type:** Green Tide – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Two Boyz units from your army that are within 6" of each other. - -**EFFECT:** Until the start of your next Command phase, while those two units are within 6" of each other, they both count as containing 10 or more models for the purposes of your Detachment rule, any Enhancements models from your army have and any Stratagems you use. - -### BULLDOZER BRUTALITY — 1CP -**Type:** Green Tide – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Boyz unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, each time your unit is selected to fight, when determining which models in your unit are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. - -### COME ON LADZ! — 1CP -**Type:** Green Tide – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Boyz unit from your army. - -**EFFECT:** Return up to D3+2 destroyed models to your unit (excluding Character models). - -### COMPETITIVE STREAK — 1CP -**Type:** Green Tide – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Boyz unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit contains 10 or more models, re-roll the Wound roll instead. - -### GO GET ’EM! — 1CP -**Type:** Green Tide – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Boyz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** After the attacking unit has shot, your unit can make a Go Get ’Em! move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit contains 10 or more models, you can re-roll the D6 to determine how far your unit can move. - -### TIDE OF MUSCLE — 1CP -**Type:** Green Tide – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Boyz unit from your army that has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, each time your unit declares a charge, add 1 to the Charge roll and, if your unit contains 10 or more models, you can re-roll the Charge roll.’ - -## Enhancements - -### Bloodthirsty Belligerence — 15pts -*Buoyed on by his chanting ladz and eager to smash into his enemies first, this boss leads the way, racing towards one fight after the next.* -Orks Infantry model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. While that unit contains 10 or more models, you can re-roll Charge rolls made for that unit as well. - -### Brutal But Kunnin’ — 25pts -*What tactics occasionally pop into this Orks head revolve purely around throwing as many Boyz into the enemy’s face as possible.* -Orks Infantry model only. In your Command phase, if the bearer is on the battlefield (or is embarked within a TRANSPORT that is on the battlefield), roll one D6, adding 2 to the result if the bearer’s unit contains 10 or more models: on a 5+, you gain 1CP. - -### Ferocious Show Off — 10pts -*This brutal fighter is even more dangerous with a raucous audience of chanting Orks as he displays his violent abilities as a warning to all.* -Orks Infantry model only. Each time the bearer fights, while resolving those attacks, add 1 to the Strength characteristic of the bearers melee weapons. If the bearer’s unit contains 10 or more models, while resolving those attacks, add 3 to the Strength characteristic instead. - -### Raucous Warcaller — 20pts -*This hulking boss is a focal point of violent enthusiasm. Orks flocking to his bosspole feel emboldened, the boss exuding an energetic dynamism that keeps his ladz at the height of rampaging excitement.* -Orks Infantry model only. While the bearer is leading a unit, that unit always counts as containing 10 or more models for the purposes of your Detachment rule and any Stratagems you use. diff --git a/cogitator/factions/orks/detachments/kaptin-killers.md b/cogitator/factions/orks/detachments/kaptin-killers.md deleted file mode 100644 index a69526c..0000000 --- a/cogitator/factions/orks/detachments/kaptin-killers.md +++ /dev/null @@ -1,60 +0,0 @@ -# Kaptin Killers - -***Regardless of the wider objectives of a void war, once a Warboss and his best Boyz get aboard an enemy ship their top priority is nearly always finding the enemy shipmaster and beating them to a pulp. If that leads to capturing the vessel in the process, so much the better!*** - -## Abilities - -### Comin’ Through -In your Movement phase, Desperate Escape tests taken for ORKS models from your army are automatically passed and each time an ORKS unit from your army makes a Normal, Advance or Fall Back move, it can move through other models as if they were not there, provided those other models have a lower Toughness characteristic than it. - -## Stratagems - -### CORNERED AND KRUMPED — 1CP -**Type:** Kaptin Killers – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One ORKS unit from your army that is within Engagement Range of that enemy unit. - -**EFFECT:** Your unit can fight as if it were the Fight phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and each time a model in your unit makes an attack, an unmodified Hit roll of 6 is required to score a hit. - -### LOOT ON THE MOVE — 1CP -**Type:** Kaptin Killers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army opens a Hatchway. - -**TARGET:** That ORKS unit. - -**EFFECT:** Until the end of the battle, that Hatchway cannot be closed. Until the end of the turn, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### PILE THROUGH — 1CP -**Type:** Kaptin Killers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army opens a Hatchway. - -**TARGET:** That ORKS unit. - -**EFFECT:** Until the end of the turn, your unit has the Fights First ability. - -### PIT FIGHTER — 1CP -**Type:** Kaptin Killers – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One WARBOSS model from your army. - -**EFFECT:** Until the end of the phase, your model is eligible to declare a charge in a turn in which it Fell Back. - -## Enhancements - -### Gnasher Squig Crates — 0pts -*This Warboss has ordered his ladz to bring armoured crates of vicious gnasher squigs aboard. Upended into strategically vital areas, they create a dangerous infestation that enemies will struggle to remove.* -WARbOSS model only. In your Command phase, you can select one NObz or MEGANObz unit from your army (excluding Battle-shocked units) that is within 6" of the bearer and is within range of an objective marker. If there are no enemy models within range of that objective marker, it is Secured by your army. - -### Tellyporta — 0pts -*Employing madcap tellyporta arrays, Ork Meks can beam massively armoured Nobz through the warp and onto an enemy vessel, much to the horror of the defenders.* -In the Deploy Armies step, select one MEGANObz unit from your army. Until the end of the battle, models in that unit have the Deep Strike ability. diff --git a/cogitator/factions/orks/detachments/kult-of-speed.md b/cogitator/factions/orks/detachments/kult-of-speed.md deleted file mode 100644 index 15cdcdd..0000000 --- a/cogitator/factions/orks/detachments/kult-of-speed.md +++ /dev/null @@ -1,90 +0,0 @@ -# Kult of Speed - -## Abilities - -### Adrenaline Junkies -Speed Freeks units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. - -## Stratagems - -### BLITZA FIRE — 1CP -**Type:** Kult of Speed – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Speed Freeks unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability and, each time a model in your unit makes an attack that targets a unit within 9", a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. - -**RESTRICTIONS:** A unit cannot be targeted by this and the Dakkastorm Stratagem in the same phase. - -### DAKKASTORM — 1CP -**Type:** Kult of Speed – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Speed Freeks unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. While targeting a unit within 9", they have the [SUSTAINED HITS 2] ability instead. - -**RESTRICTIONS:** A unit cannot be targeted by this and the Blitza Fire Stratagem in the same phase. - -### FULL THROTTLE! — 1CP -**Type:** Kult of Speed – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a SPEED FREEKS unit from your army ends a Charge move. - -**TARGET:** That Speed Freeks unit. - -**EFFECT:** Until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll. - -### MORE GITZ OVER ’ERE! — 1CP -**Type:** Kult of Speed – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Speed Freeks unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### SPEEDIEST FREEKS — 1CP -**Type:** Kult of Speed – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Speed Freeks or Trukk unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 5+ invulnerable save. If your unit is a VEHICLE unit with an unmodified Toughness characteristic of 8 or less, until the end of the phase, models in your unit have a 4+ invulnerable save instead. - -### SQUIG FLINGIN’ — 1CP -**Type:** Kult of Speed – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a SPEED FREEKS or TRUKK unit from your army ends a Normal, Advance or Fall Back move. - -**TARGET:** That Speed Freeks or Trukk unit. - -**EFFECT:** Select one enemy unit within 9" of your unit. That enemy unit must take a Battle-shock test and, when doing so, subtract 1 from the result. - -## Enhancements - -### Fasta Than Yooz — 35pts -*The thrill-seeking Orks at the head of Speed Freeks warbands lead their Kult of Speed brethren right into enemy lines, leaping from speeding Trukks and Battlewagons if need be to plunge into the fight.* -Orks Infantry model only. Each time the bearer’s unit disembarks from a TRANSPORT after that TRANSPORT has made a Normal move, the bearer’s unit is still eligible to declare a charge this turn. - -### Speed Makes Right — 25pts -*This Orks adrenaline-addled mind lurches from one insight to the next, a bone-shaker whose engine only fires on all cylinders when he is in the thick of the fighting. Once there, however, it revs into overdrive.* -Orks model only. In your Command phase, if the bearer (or a TRANSPORT the bearer is embarked within) is within 9" of one or more enemy units, roll one D6: on a 3+, you gain 1CP. - -### Squig-hide Tyres — 15pts -*Scaly squig-hide is the perfect material for fast and grippy tyres, able to provide traction even in the mire of blood, guts and oil left over from most Speed Freekfights.* -Deffkilla Wartrike model only. Each time a model in the bearer’s unit makes a Consolidation move, it can move up to 6" instead of up to 3". - -### Wazblasta — 10pts -*This warlord’s fanatical devotion to speed is such that he cannot stand being anywhere other than in the heart of the action and he pushes the ladz around him to crank their throttles in order to close the distance with the enemy as soon as possible.* -Deffkilla Wartrike model only. In your Shooting phase, after the bearer’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, it is not eligible to declare a charge. diff --git a/cogitator/factions/orks/detachments/more-dakka.md b/cogitator/factions/orks/detachments/more-dakka.md deleted file mode 100644 index b7ca945..0000000 --- a/cogitator/factions/orks/detachments/more-dakka.md +++ /dev/null @@ -1,92 +0,0 @@ -# More Dakka! - -*Of all the Ork manias, few are as widespread as the love of heavy firepower. Temporarily united by a shared love of loud and destructive dakka, hordes of similarly obsessed Orks can produce storms of killing fire capable of felling even the most heavily armoured of enemies.* - -## Abilities - -### Dakka! Dakka! Dakka! -Ranged weapons equipped by Orks Infantry and Orks Walker models from your army have the [ASSAULT] ability. - -While the Waaagh! is active for your army, during your Shooting phase, ranged weapons equipped by ORKS INFANTRY and ORKS WALKER models from your army have the [SUSTAINED HITS 1] ability - -## Stratagems - -### CALL DAT DAKKA? — 1CP -**Type:** More Dakka! – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One ORKS unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### GET STUCK IN, LADZ! — 2CP -**Type:** More Dakka! – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ORKS unit from your army (excluding Gretchin units). - -**EFFECT:** Until the start of your next Command phase, the Waaagh! is active for your unit, even if you have already called a Waaagh! this battle. - -**Designer’s Note:** *This means that any abilities that are in effect while the Waaagh! is active for your army will be in effect for your unit.* - -### HUGE SHOW-OFFS — 1CP -**Type:** More Dakka! – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Orks Walker unit (excluding Killa Kans) from your army. - -**EFFECT:** Until the start of your next Command phase, improve your unit’s Move, Leadership and Objective Control characteristics by 1, and each time a model in your unit makes an attack, add 1 to the Hit roll. - -### LONG, UNCONTROLLED BURSTS — 1CP -**Type:** More Dakka! – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ORKS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. - -### ORKS IS STILL ORKS — 1CP -**Type:** More Dakka! – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ORKS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. - -### SPESHUL SHELLS — 1CP -**Type:** More Dakka! – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ORKS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 18", improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1. - -## Enhancements - -### Da Gobshot Thunderbuss — 15pts -*Requiring an entire chest of teef to be loaded into its breach before each shot, the Gobshot Thunderbuss’ worky gubbinz plates its unconventional ammunition in gold before firing it in an inescapable cone of fanged death. Not only can this madcap weapon sweep away swathes of enemies with every shot, it also fires a literal fortune in teef every time, proclaiming its owner’s obscene wealth in the process.* -ORKS model only. Ranged weapons equipped by the bearer have the [DEVASTATING WOUNDS] and [HAZARDOUS] abilities. - -### Dead Shiny Shootas — 35pts -*Rumoured to have been made by Big Mek Buzzgob, da Dead Shiny Shootas are a set of multi-barrelled brutes packed full of dakka. The guns kick out a deafening storm of hot lead, much to the enjoyment of the Orks pulling the triggers, their volume of fire so great that even the most inaccurate shooter can land a respectable number of hits.* -ORKS model only. Ranged weapons equipped by models in the bearer’s unit have the [RAPID FIRE 1] ability. - -### Targetin’ Squigs — 15pts -*The flashiest gitz have specially-bred targetin’ squigs mounted atop their favourite shoota. It’s not certain whether these creatures actually aid the bearer or not as they cling for dear life atop their perches, which are inevitably the biggest shoota the owner has, as nothing aids accuracy like firing so many shots that you just can’t miss.* -ORKS model only. Each time a model in the bearer’s unit makes a ranged attack, add 1 to the Hit roll. - -### Zog Off and Eat Dakka! — 10pts -*There’s no point in having the loudest and flashiest shoota if gitz don’t let ya fire them. This Ork will even go so far as to avoid a punch up in order to fire his snazzy weapons.* -ORKS model only. The bearer’s unit is eligible to shoot in a turn in which it Fell Back. diff --git a/cogitator/factions/orks/detachments/ramship-raiders.md b/cogitator/factions/orks/detachments/ramship-raiders.md deleted file mode 100644 index b36a8b7..0000000 --- a/cogitator/factions/orks/detachments/ramship-raiders.md +++ /dev/null @@ -1,60 +0,0 @@ -# Ramship Raiders - -***When Ork void fleets attack enemy shipping, they often lead the assault with ramships. These pugnacious craft slam headlong into the foes’ vessels, burying themselves in the superstructure of larger enemy ships before filling them with rampaging Ork boarders.*** - -## Abilities - -### Belligerent Boarders -Each time an attack targets an ORKS unit from your army (excluding GROTS units), if the Strength characteristic of that attack is greater than the Toughness characteristic of that ORKS unit, subtract 1 from the Wound roll. - -## Stratagems - -### EAGER TO FIGHT — 1CP -**Type:** Ramship Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone. - -**TARGET:** That ORKS unit. - -**EFFECT:** Your unit can make an Advance move. - -### ENRAGED RUSH — 1CP -**Type:** Ramship Raiders – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One BOYz unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit. - -### PILE THROUGH — 1CP -**Type:** Ramship Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army opens a Hatchway. - -**TARGET:** That ORKS unit. - -**EFFECT:** Until the end of the turn, your unit has the Fights First ability. - -### RAMBOYZ RAMPAGE — 1CP -**Type:** Ramship Raiders – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One BOYz unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -## Enhancements - -### Living Battering Ram — 0pts -*There is something uniquely terrifying to the foe about a nine-foot-tall, four-hundred-pound Ork who prefers to open hatchways with their head while running full tilt and bellowing like a battle tank.* -Each time the bearer attempts to operate a closed Hatchway, your opponent cannot try to prevent it. In addition, each time the bearer opens a Hatchway, each enemy unit within 6" of that Hatchway and wholly on the opposite side of it from the bearer must take a Battle-shock test. - -### Scarred Brute — 0pts -*A veteran of many boarding actions, this monstrous Ork has been shot, stabbed and ejected into hard vacuum many times, and has all the toughened scarring and bionik wotnots to show for it.* -The bearer has the Feel No Pain 5+ ability. diff --git a/cogitator/factions/orks/detachments/taktikal-brigade.md b/cogitator/factions/orks/detachments/taktikal-brigade.md deleted file mode 100644 index db631ce..0000000 --- a/cogitator/factions/orks/detachments/taktikal-brigade.md +++ /dev/null @@ -1,103 +0,0 @@ -# Taktikal Brigade - -*The Orks who belong to the Blood Axe clan seek to apply their own brand of taktiks to their endless wars. The most cunning of Blood Axe leaders have adapted the strategies of other species into a unique brand of clandestine warfare that, whilst simplistic, is brutally effective.* - -## Abilities - -### Lissen ’Ere -Once per battle round, in your Command phase or after being set up on the battlefield in your Movement phase, each Boss Snikrot, Mek and Warboss model in your army can issue Taktiks abilities. - -To do so, select one of the Taktiks abilities below and select one friendly ORKS unit within 6" of that model to issue them to. That model must take a Leadership test: if failed, the selected unit suffers 1 mortal wound. Until the start of your next Command phase, the selected unit is affected by the selected Taktik. A unit cannot have Taktiks issued to it in this way more than once per battle round. - -Taktiks abilities cannot be issued to Battle-shocked units, and if a unit affected by Taktiks becomes Battle-shocked, all Taktiks cease to affect that unit while it is Battle-shocked. - -**Get Stuck In:** You can re-roll Charge rolls made for this unit. - -**Get On Wiv It:** Add 1 to the Strength characteristic of melee weapons equipped by models in this unit. - -**Sneaky Stalkin’:** Infantry and Mounted models (excluding Meganobz) in this unit have the Stealth ability and each time a ranged attack targets this unit, those models have the Benefit of Cover against that attack. - -**Shoota Drills:** Each time an INFANTRY or MOUNTED model in this unit makes a ranged attack, add 1 to the Hit roll. - -KEYWORDS -Stormboyz units from your army gain the Battleline keyword. - -## Stratagems - -### DAT’S OURS — 1CP -**Type:** Taktikal Brigade – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One ORKS unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. - -### DED SNEAKY — 1CP -**Type:** Taktikal Brigade – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Kommandos or Stormboyz unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### FIGHT PROPPA — 1CP -**Type:** Taktikal Brigade – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Orks Infantry or Orks Mounted unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. - -### KRUNCHIN’ DESCENT — 1CP -**Type:** Taktikal Brigade – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a STORMBOYZ unit from your army ends a Charge move. - -**TARGET:** That Stormboyz unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit, then roll one D6 for each model in your unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). - -### ON TO DA NEXT — 1CP -**Type:** Taktikal Brigade – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. - -**TARGET:** One ORKS unit from your army that was within Engagement Range of that enemy unit at the start of the phase. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### TAKTIKAL RETREAT — 1CP -**Type:** Taktikal Brigade – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ORKS unit from your army Falls Back. - -**TARGET:** That ORKS unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -## Enhancements - -### Gob Boomer — 10pts -*Cobbled together from the remains of a humie vox-caster, this device amplifies this Ork’s already booming voice, carrying their bellowed orders further* -Warboss or Mek model only. Each time the bearer issues Taktiks, it can do so to a friendly Orks Infantry or Orks Mounted unit within 18", instead of 6". - -### Mek Kaptin — 45pts -*Whilst Flash Gitz hate discipline of any sort, particularly militant Meks can keep them in line with a combination of brutal discipline and the promise of shiny gubbinz.* -Big Mek, Big Mek in Mega Armour or Big Mek with Shokk Attack Gun model only. During the Declare Battle Formations step, the bearer can be attached to a Flash Gitz unit. Each time a model in the bearer’s unit makes a ranged attack, you can re-roll the Hit roll. - -### Mork’s Kunnin’ — 15pts -*Possessed of an exceptionally keen mind – for an Ork at least – this boss matches wits with his opponents, holding his ladz back until an opportune moment arrives.* -ORKS model only. After both players have deployed their armies, select up to three ORKS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Skwad Leader — 15pts -*An exemplar of the Blood Axes’ devious arts, this Warboss leads mobs of cunning Kommandos to battle.* -Warboss Infantry model only. During the Declare Battle Formations step, the bearer can be attached to a Kommandos unit. While leading a Kommandos unit, it has the Infiltrators and Stealth abilities. diff --git a/cogitator/factions/orks/detachments/war-horde.md b/cogitator/factions/orks/detachments/war-horde.md deleted file mode 100644 index b4bf628..0000000 --- a/cogitator/factions/orks/detachments/war-horde.md +++ /dev/null @@ -1,86 +0,0 @@ -# War Horde - -## Abilities - -### Get Stuck In -Melee weapons equipped by ORKS models from your army have the [SUSTAINED HITS 1] ability. - -## Stratagems - -### ’ARD AS NAILS — 1CP -**Type:** War Horde – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ORKS unit from your army (excluding Grots, Monster and Vehicle units) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -### CAREEN! — 1CP -**Type:** War Horde – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an Orks Vehicle unit from your army with the Deadly Demise ability is destroyed. - -**TARGET:** That destroyed ORKS VEHICLE unit, if you roll a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there. - -### ERE WE GO — 1CP -**Type:** War Horde – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your Movement phase. - -**TARGET:** One Orks Infantry unit from your army. - -**EFFECT:** Until the end of the turn, add 2 to Advance and Charge rolls made for your unit. - -### MOB RULE — 1CP -**Type:** War Horde – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** End of your Command phase. - -**TARGET:** One Mob unit from your army that contains 10 or more models and is not Below Half-strength. - -**EFFECT:** Select one friendly Battle-shocked Orks Infantry unit within 6" of that MOB unit. That ORKS INFANTRY unit is no longer Battle-shocked. - -### ORKS IS NEVER BEATEN — 2CP -**Type:** War Horde – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. - -### UNBRIDLED CARNAGE — 1CP -**Type:** War Horde – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ORKS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit. - -## Enhancements - -### Follow Me Ladz — 25pts -*Always found at the forefront of an assault, this Ork likes to be the first into the fray.* -ORKS model only. While the bearer is leading a unit, add 2" to the Move characteristic of models in that unit. - -### Headwoppa’s Killchoppa — 20pts -*Grand Warboss Headwoppa and his tribe were last seen charging headlong into a horde of Khornate daemons, but legend speaks of a blood-slick choppa that still turns up occasionally. Though this weapon looks normal, a dark voice is said to growl in the mind of its wielder, driving them on to ever greater excesses of violence.* -ORKS model only. Melee weapons equipped by the bearer (excluding Extra Attacks weapons) have the [DEVASTATING WOUNDS] ability. - -### Kunnin’ But Brutal — 15pts -*Feigning weakness, this greenskin allows his foes to close in before delivering a brutal flurry of attacks.* -ORKS model only. While the bearer is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### Supa-Cybork Body — 15pts -*The original owner of this one-of-a-kind endoskeleton became the envy of every Warboss around, and was soon gutted and stripped for parts by a stronger rival. The Supa-Cybork Body has been retransplanted several times since then, filling its new owner with confidence, resilience and a belated hope that the Painboyz gave it a quick clean before shoving it back in place…* -ORKS model only. The bearer has the Feel No Pain 4+ ability. diff --git a/cogitator/factions/space-marines/datasheets.md b/cogitator/factions/space-marines/datasheets.md new file mode 100644 index 0000000..df41099 --- /dev/null +++ b/cogitator/factions/space-marines/datasheets.md @@ -0,0 +1,19952 @@ +# Space Marines + +# Adrax Agatone + +**Role:** Characters + +*The Salamanders’ 3rd Company Captain is a tightly focused force of destruction, striking hard and true in battle without tiring. Prodigiously strong, he wields his mighty thunder hammer expertly, striking down foes with every swing. Those enemies Agatone does not slay in this way he purges with furious blasts from his hand-flamer, Drakkis.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Drakkis; Malleus Noctum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drakkis | 12 | D6+3 | N/A | 4 | -1 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Malleus Noctum | Melee | 5 | 2 | 10 | -2 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Unto the Anvil** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, you can re-roll the Wound roll. +- **Lord of the Pyroclasts** (Datasheet): While an enemy unit is within Engagement Range of this model, halve the Objective Control characteristic of models in that enemy unit. + +**Keywords:** Character, Adrax Agatone, Captain, Tacticus, Imperium, Epic Hero, Infantry +**Faction Keywords:** Adeptus Astartes, Salamanders + +**Unit Composition:** +- 1 Adrax Agatone – EPIC HERO + +**Leader:** +Can lead: Victrix Honour Guard, Sternguard Veteran Squad, Infernus Squad, Fortis Kill Team, Crusader Squad (Legendary), Inner Circle Companions, Assault Squad, Bladeguard Veteran Squad, Tactical Squad, Intercessor Squad, Sword Brethren Squad, Sternguard Veteran Squad, Decimus Kill Team, Command Squad, Vanguard Veteran Squad, Crusader Squad, Wolf Guard, Deathwatch Veterans, Company Heroes, Assault Intercessor Squad + +**Points:** +- 1 model: 85pts + +--- + +# Aethon Shaan + +**Role:** Characters + +*As the Chapter Master of the Raven Guard, Aethon Shaan embodies the most patient and cunning aspects of his Primarch’s legacy. When he does choose to strike from the shadows he does so with sudden cold fury, bursting forth with the lightning-wreathed Claws of Severax flashing amidst gouts of enemy blood.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 heavy bolt pistol; 1 Claws of Severax. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Claws of Severax | Melee | 7 | 2 | 5 | -2 | 2 | sustained hits 2, twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Master of Shadows** (Datasheet): In your Command phase, you can select one unit from your opponent’s army. Until the start of your next Command phase, each time an ADEPTUS ASTARTES unit from your army declares a charge while it is within 12" of that enemy unit, you can re-roll the Charge roll, but it must declare that enemy unit as a target of that charge (if possible). +- **Blackwing Mantle** (Datasheet): You can target this model’s unit with the Rapid Ingress and Heroic Intervention Stratagems for 0CP, even if you have already used that Stratagem on a different unit this phase. +- **CHAPTER MASTER OF THE RAVEN GUARD** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, if your army includes AETHON SHAAN and Kayvaan Shrike, until the end of the battle, your KAYVAAN SHRIKE unit loses its Lone Operative ability and it replaces its CHAPTER MASTER keyword with CAPTAIN. + +**Keywords:** Infantry, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, Chapter Master, Aethon Shaan, Character +**Faction Keywords:** Adeptus Astartes, Raven Guard + +**Unit Composition:** +- 1 Aethon Shaan – EPIC HERO + +**Points:** +- 1 model: 110pts + +--- + +# Aggressor Squad + +**Role:** Other + +*Capable of spearheading devastating offensives or shattering the most determined enemy assaults, Aggressors are walking ceramite strongpoints. They excel at close-quarters combat and laying down torrents of devastating fire before crushing their foes beneath their energised fists.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** flamestorm gauntlets; twin power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Auto boltstorm gauntlets | 18 | 3 | 3 | 4 | 0 | 1 | twin-linked | +| Flamestorm gauntlets | 12 | D6+1 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin power fists | Melee | 3 | 3 | 8 | -2 | 2 | twin-linked | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Close-quarters Firepower** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1. + +**Keywords:** Infantry, Imperium, Aggressor Squad, Gravis +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Aggressor Sergeant +- 2-5 Aggressors + +**Wargear Options:** +- All models in this unit can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher. + +**Leader:** +Led By: Marneus Calgar, Tor Garadon, Captain In Gravis Armour, Iron Father Feirros, Apothecary Biologis, Marneus Calgar in Armour of Antilochus + +**Points:** +- 3 models: 95pts +- 6 models: 190pts + +--- + +# Ancient In Terminator Armour + +**Role:** Characters + +*Carrying the Space Marines’ sacred banners is a most vital task. Symbols of the Chapter’s might, Space Marines will gladly die to preserve them. This makes Ancients frequent targets. Clad in Terminator armour, they are near impervious to enemy fire, ensuring the standard always flies proud.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 4 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | +| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | +| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | +| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Keep the Banner High** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. +- **Terminator Storm Shield** (Wargear): The bearer has a Wounds characteristic of 6. + +**Keywords:** Infantry, Deathwing, Ancient, Imperium, Terminator, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ancient in Terminator Armour + +**Wargear Options:** +- This model’s power fist can be replaced with one of the following:- 1 chainfist +- 1 close combat weapon +- 1 power weapon +- 1 thunder hammer +- This model’s storm bolter and power fist can be replaced with one of the following:- 1 twin lightning claws +- 1 thunder hammer and 1 Terminator storm shield + +**Leader:** +Can lead: Terminator Assault Squad, Deathwatch Terminator Squad, Deathwing Terminator Squad, Terminator Squad, Deathwing Command Squad, Relic Terminator Squad, Deathwing Knights, Terminator Squad + +**Points:** +- 1 model: 75pts + +--- + +# Ancient on Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Unbreakable Duty** (Datasheet): While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability + +**Keywords:** Ravenwing, Character, Mounted, Ancient, Imperium, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ancient on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 plasma pistol +- 1 storm bolter +- 1 power fist +- 1 power weapon +- 1 thunder hammer + +**Leader:** +Can lead: Company Veterans On Bikes, Outrider Squad, Bike Squad, Ravenwing Black Knights + +**Points:** +- 1 model: 90pts + +--- + +# Ancient + +**Role:** Characters + +*Ancients bear the Chapter’s precious standards. These glorious relics have been present in some of the Chapter’s most notable battles, their finely worked designs commemorating countless campaigns and heroic deeds. They are symbols of selfless commitment and the unbreakable loyalty of brothers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; bolt rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt Pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | ASSAULT, HEAVY | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | +| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Unbreakable Duty** (Datasheet): While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability. + +**Keywords:** Tacticus, Infantry, Character, Grenades, Imperium, Ancient +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ancient + +**Wargear Options:** +- This model’s bolt rifle and close combat weapon can be replaced with 1 power weapon. + +**Leader:** +Can lead: Fortis Kill Team, Sternguard Veteran Squad, Hellblaster Squad, Sword Brethren Squad, Infernus Squad, Vanguard Veteran Squad, Crusader Squad, Assault Intercessor Squad, Desolation Squad, Decimus Kill Team, Wolf Guard, Tactical Squad, Crusader Squad (Legendary), Sternguard Veteran Squad, Long Fangs, Inner Circle Companions, Devastator Squad, Intercessor Squad, Assault Squad, Deathwatch Veterans + +**Points:** +- 1 model: 50pts + +--- + +# Apothecary Biologis + +**Role:** Characters + +*Clad in Gravis armour, the Apothecary Biologis can advance through storms of enemy fire, vivispectrum at the ready to take bio-material samples for later analysis, whether that be xenos flesh, viral weapons casings or esoteric gene-tech.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 5 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Surgical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Vivispectrum** (Datasheet): If this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, this model has an Objective Control characteristic of 9. + +**Keywords:** Biologis, Character, Gravis, Imperium, Apothecary, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Apothecary Biologis + +**Leader:** +Can lead: Aggressor Squad, Eradicator Squad, Heavy Intercessor Squad, Indomitor Kill Team + +**Points:** +- 1 model: 70pts + +--- + +# Apothecary on Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Narthecium** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding Character models) to that unit. +- **Gene-seed Recovery** (Datasheet): When this model’s Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP. + +**Keywords:** Grenades, Mounted, Character, Imperium, Apothecary, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Apothecary on Bike + +**Wargear Options:** +- None + +**Leader:** +Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes + +**Points:** +- 1 model: 65pts + +--- + +# Apothecary + +**Role:** Characters + +*In addition to battlefield surgery, it is the Apothecary’s duty to recover the gene-seed of the fallen, and thus preserve the Chapter for later generations. For this task the Apothecary is equipped to bring peace to those too wounded to save, and efficiently extract their.precious progenoid glands.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; reductor pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | PISTOL | +| Reductor pistol | 3 | 1 | 3 | 4 | -4 | 2 | PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Narthecium** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit. +- **Gene-seed Recovery** (Datasheet): When this model’s Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP + +**Keywords:** Tacticus, Apothecary, Infantry, Character, Grenades, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Apothecary + +**Leader:** +Can lead: Decimus Kill Team, Desolation Squad, Assault Intercessor Squad, Crusader Squad (Legendary), Assault Squad, Devastator Squad, Intercessor Squad, Crusader Squad, Long Fangs, Sword Brethren Squad, Inner Circle Companions, Tactical Squad, Infernus Squad, Vanguard Veteran Squad, Hellblaster Squad, Sternguard Veteran Squad, Wolf Guard, Sternguard Veteran Squad, Fortis Kill Team, Deathwatch Veterans + +**Points:** +- 1 model: 50pts + +--- + +# Arjac Rockfist + +**Role:** Characters + +*Arjac Rockfist is a towering mass of muscle and a taciturn anvil of endurance. Wielding the enormous Foehammer – recalling his former role as an Iron Priest of the forge – Arjac crushes his foes with pulverising strength. As personal champion of the Great Wolf, Arjac upholds the honour of the Chapter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Foehammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Foehammer | 6 | 1 | 2 | 8 | -2 | 3 | anti-monster 3+, anti-vehicle 3+, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Foehammer | Melee | 5 | 2 | 8 | -2 | 3 | anti-monster 3+, anti-vehicle 3+, precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Anvil of Endurance** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Champion of the Kingsguard** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Imperium, Infantry, Epic Hero, Character, Terminator, Arjac Rockfist +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Arjac Rockfist – EPIC HERO + +**Leader:** +Can lead: Wolf Guard Terminators + +**Points:** +- 1 model: 105pts + +--- + +# Asmodai + +**Role:** Characters + +*Asmodai is the Dark Angels’ most successful Interrogator-Chaplain. Relentless and humourless, in battle he incites his battle-brothers’ fighting spirit to reach new heights, rendering them unstoppable killing machines by chanting his litanies of hate with unshakeable belief.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; crozius arcanum and power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum and power weapon - strike | Melee | 5 | 2 | 6 | -2 | 2 | — | +| Crozius arcanum and power weapon - sweep | Melee | 8 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Exemplar of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, you can re-roll the Hit roll. +- **Feared Interrogator** (Datasheet): At the start of the Fight phase, each enemy CHARACTER unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test when they do. In addition, each time this model destroys an enemy CHARACTER model with a melee attack, you gain 1CP. + +**Keywords:** Chaplain, Epic Hero, Tacticus, Asmodai, Character, Infantry, Deathwing, Imperium, Grenades +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Asmodai – EPIC HERO + +**Leader:** +Can lead: Sternguard Veteran Squad, Vanguard Veteran Squad, Wolf Guard, Death Company Marines with Bolt Rifles, Sword Brethren Squad, Death Company Marines, Infernus Squad, Decimus Kill Team, Assault Intercessor Squad, Fortis Kill Team, Intercessor Squad, Sternguard Veteran Squad, Crusader Squad, Hellblaster Squad, Deathwatch Veterans, Tactical Squad, Crusader Squad (Legendary), Death Company Marines with Boltguns, Inner Circle Companions, Bladeguard Veteran Squad, Assault Squad + +**Points:** +- 1 model: 70pts + +--- + +# Assault Intercessor Squad + +**Role:** Battleline + +*Assault Intercessors are amongst the most widespread close support units in a Chapter’s arsenal. Firing their heavy bolt pistols as they close upon the foe, they charge into the fray, where they make short work of their enemies with brutal swings of their chainswords.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Shock Assault** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. + +**Keywords:** Tacticus, Assault Intercessor Squad, Grenades, Battleline, Infantry, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Assault Intercessor Sergeant +- 4-9 Assault Intercessors + +**Wargear Options:** +- The Assault Intercessor Sergeant’s heavy bolt pistol can be replaced with one of the following:- 1 hand flamer +- 1 plasma pistol +- The Assault Intercessor Sergeant’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- 1 thunder hammer + +**Leader:** +Led By: Marneus Calgar, Lieutenant, Primaris Company Champion, Librarian, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Inquisitor In Terminator Armour, Chaplain, Captain, Judiciar, Kor’sarro Khan, Chaplain Grimaldus, Castellan, High Marshal Helbrecht, Emperor’s Champion, Marshal, Techmarine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Inquisitor Eisenhorn, Uriel Ventris, Lazarus, Vulkan He’stan, Captain Sicarius, Captain Tycho, Chief Librarian Tigurius, Ezekiel, Inquisitor Ostromandeus, Inquisitor Draxus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Adrax Agatone, Blood Angels Captain, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Assault Intercessors With Jump Packs + +**Role:** Other + +*Thanks to their powerful jump packs, these warriors soar over the battlefield, slamming into the foe and cutting them down with point-blank bolt pistol fire and furious chainsword hacks before shooting off to their next target.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Each model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Hammer of Wrath** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Imperium, Assault Intercessors With Jump Packs, Tacticus, Fly, Jump Pack, Grenades, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Assault Intercessor Sergeant with Jump Pack +- 4-9 Assault Intercessors with Jump Packs + +**Wargear Options:** +- For every 5 models in this unit, 1 Assault Intercessor with Jump Pack’s heavy bolt pistol can be replaced with 1 plasma pistol. +- The Assault Intercessor Sergeant with Jump Pack’s Astartes chainsword can be replaced with one of the following: +- 1 power weapon +- 1 power fist +- The Assault Intercessor Sergeant with Jump Pack’s heavy bolt pistol can be replaced with one of the following: +- 1 hand flamer +- 1 plasma pistol + +**Leader:** +Led By: Commander Dante, Kayvaan Shrike, Sanguinary Priest With Jump Pack, Captain With Jump Pack, Chaplain With Jump Pack + +**Points:** +- 5 models: 90pts +- 10 models: 170pts + +--- + +# Assault Squad with Jump Packs + +**Role:** Other + +*Thanks to their powerful jump packs, these warriors soar over the battlefield, slamming into the foe and cutting them down with point-blank bolt pistol fire and furious chainsword hacks before shooting off to their next target.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 4 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Hammer of Wrath** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. +- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can also be attached to this unit. + +**Keywords:** Imperium, Infantry, Grenades, Jump Pack, Fly, Assault Squad with Jump Packs +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Assault Sergeant with Jump Pack +- 4-9 Assault Marines with Jump Packs + +**Wargear Options:** +- The Assault Sergeant with Jump Pack’s bolt pistol can be replaced with one of the following:- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- The Assault Sergeant with Jump Pack’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- 1 thunder hammer +- The Assault Sergeant with Jump Pack can do one of the following:- Replace its bolt pistol and Astartes chainsword with 1 twin lightning claws. +- Be equipped with 1 Astartes shield. +- Up to 2 Assault Marines with Jump Packs can each have their bolt pistol and Astartes chainsword replaced with one of the following:- 1 plasma pistol and 1 Astartes chainsword +- 1 flamer and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon +- For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. + +**Leader:** +Led By: Librarian with Jump Pack, Sanguinary Priest With Jump Pack, Chaplain With Jump Pack, Commander Dante, Captain With Jump Pack, Kayvaan Shrike + +**Points:** +- 5 models: 115pts +- 10 models: 230pts + +--- + +# Assault Squad + +**Role:** Other + +*Experts in brutal close-quarters fighting, Assault Squads take pride in drawing the most gruelling battlefield assignments. On foot they are merciless trench-clearers, bunker-purgers and charge-breakers, slaughtering all before them with gouts of flamer fire and roaring chainswords.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-pistol | 12 | 1 | 3+ | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Inferno pistol | 6 | 1 | 3+ | 8 | -4 | D3 | MELTA 2, PISTOL | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 4 | -2 | 1 | twin-linked | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Chainsword Doctrines** (Datasheet): Each time this unit is selected to fight, select one of the following abilities to apply to all Astartes chainswords equipped by models in this unit until the end of the phase: +- [SUSTAINED HITS 1] +- [LETHAL HITS] +- [LANCE] +- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Assault Intercessor Squad, it can also be attached to this unit. + +**Keywords:** Imperium, Assault Squad, Grenades, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Assault Sergeant +- 4-9 Assault Marines + +**Wargear Options:** +- The Assault Sergeant’s bolt pistol can be replaced with one of the following:- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- The Assault Sergeant’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- 1 thunder hammer +- The Assault Sergeant can do one of the following:- Replace its bolt pistol and Astartes chainsword with 1 twin lightning claws. +- Be equipped with 1 Astartes shield. +- Up to 2 Assault Marines can each have their bolt pistol and Astartes chainsword replaced with one of the following:- 1 plasma pistol and 1 Astartes chainsword +- 1 flamer and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon +- For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. + +**Leader:** +Led By: Chief Librarian Tigurius, Marneus Calgar, Librarian, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Ezekiel, Lazarus, Chaplain, Adrax Agatone, Captain, Judiciar, Vulkan He’stan, Castellan, Emperor’s Champion, Chaplain Cassius, Imperial Space Marine, Apothecary, Lieutenant, Primaris Company Champion, High Marshal Helbrecht, Techmarine, Ancient, Uriel Ventris, Blood Angels Captain, Captain Sicarius, Chaplain Grimaldus, Kor’sarro Khan, Marshal, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Asmodai, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 95pts +- 10 models: 190pts + +--- + +# Astartes Servitors + +**Role:** Other + +*Mono-task cybernetic slaves, Servitors are arcane combinations of lobotomised Human and machine. Fitted with an array of mechanical augmentations, in battle Servitors assist Techmarines, either by laying down torrents of covering fire or by carrying out additional repair work with their servo-arms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Servitor servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast, heavy | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Servitor servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | + +**Abilities:** +- **Mindlock** (Datasheet): While a Techmarine model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by ASTARTES SERVITOR models in this unit by 1. +- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Techmarine. If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. + +**Keywords:** Infantry, Imperium, Astartes Servitors +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 4 Astartes Servitors + +**Wargear Options:** +- Up to 2 models can each have their Servitor servo-arm replaced with one of the following:- 1 heavy bolter and 1 close combat weapon +- 1 multi-melta and 1 close combat weapon +- 1 plasma cannon and 1 close combat weapon + +**Points:** +- 4 models: 55pts + +--- + +# Astorath + +**Role:** Characters + +*Wherever sons of Sanguinius are on the cusp of the Black Rage, that is where Astorath goes. Determined to give those warriors a glorious final victory, he fights like a man possessed, lopping off the heads of his enemies while leading frothing Space Marines consumed with unrestrained fury.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 2+ | 5 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** the Executioner’s Axe. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Executioner’s Axe | Melee | 6 | 2 | 7 | -3 | 2 | devastating wounds, Precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Redeemer of the Lost** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **Mass of Doom** (Datasheet): Each time this model’s unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. + +**Keywords:** Imperium, Chaplain, Astorath, Fly, Tacticus, Infantry, Character, Epic Hero, Jump Pack +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Astorath – EPIC HERO + +**Leader:** +Can lead: Death Company Marines With Jump Packs, Death Company Marines with Boltguns and Jump Packs + +**Points:** +- 1 model: 85pts + +--- + +# Astraeus + +**Role:** Other + +*The Astraeus is a titanic gravitic tank armed with formidable weaponry. The most deadly of these is the twin macro-accelerator cannon, capable of unleashing high-calibre ferro-carbide slugs that can shred tanks, aircraft and ground troops. Meanwhile, its void shields can shrug off even the most concerted enemy retaliations.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** 5 +**This model has a 5+ invulnerable save against ranged attacks.* + +**Default Wargear:** +**This model is equipped with:** 2 Astraeus las-rippers; ironhail heavy stubber; storm bolter; twin heavy bolter; twin macro-accelerator cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astraeus las-ripper | 36 | 2 | 3 | 12 | -3 | D6+1 | — | +| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | +| Plasma eradicator – standard | 36 | D6 | 3 | 7 | -2 | 2 | blast | +| Plasma eradicator – supercharge | 36 | D6 | 3 | 8 | -3 | 3 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin macro-accelerator cannon | 72 | 12 | 3 | 9 | -1 | 3 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Suppression Fire** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more attacks made with its twin macro-accelerator cannon this phase. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Titanic, Vehicle, Imperium, Astraeus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Astraeus + +**Wargear Options:** +- This model’s 2 Astraeus las-rippers can be replaced with 2 plasma eradicators. +- This model’s twin heavy bolter can be replaced with 1 twin lascannon. +- This model can be equipped with 1 ironhail heavy stubber. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 525pts + +--- + +# Attack Bike Squad + +**Role:** Other + +*For those missions where a Space Marine Bike Squad is insufficient, an Attack Bike joins them. Capable of mauling infantry squads or reducing tanks to molten ruin, they render bike formations all the more deadly. So effective are these rapidly moving hunters that many Chapters field them as squads in their own right.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; heavy bolter; twin boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Outrider Escort** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Mounted unit within 6" of this unit is selected as the target of an attack, this unit can use this ability. If it does, after that enemy unit has finished making its attacks, this unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +**Keywords:** Ravenwing, Grenades, Mounted, Attack Bike Squad, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1-3 Attack Bikes + +**Wargear Options:** +- Any number of models can each have their heavy bolter replaced with 1 multi-melta. + +**Points:** +- 1 model: 55pts +- 2 models: 110pts +- 3 models: 165pts + +--- + +# Azrael + +**Role:** Characters + +*Supreme Grand Master Azrael is a beacon of inspiration to those who follow him, and is paid enormous respect for his ability as a strategist. A masterful commander, he quickly grasps changing battlefield realities and orchestrates his forces to maximum advantage. In the fray, Azrael decapitates foes with every strike of the Sword of Secrets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lion’s Wrath; the Sword of Secrets; the Lion Helm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lion’s Wrath | 24 | 2 | 2 | 8 | -3 | 2 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Sword of Secrets | Melee | 6 | 2 | 6 | -4 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **The Lion Helm** (Wargear): Models in the bearer’s unit have a 4+ invulnerable save. In addition, once per battle, in any phase, the bearer can summon a Watcher in the Dark. When it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds. +- **Supreme Grand Master** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Masterful Tactician** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. + +**Keywords:** Azrael, Chapter Master, Infantry, Epic Hero, Grenades, Imperium, Deathwing, Tacticus, Character +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Azrael – EPIC HERO + +**Leader:** +Can lead: Sternguard Veteran Squad, Deathwatch Veterans, Bladeguard Veteran Squad, Hellblaster Squad, Assault Intercessor Squad, Crusader Squad, Decimus Kill Team, Intercessor Squad, Assault Squad, Vanguard Veteran Squad, Tactical Squad, Fortis Kill Team, Crusader Squad (Legendary), Sword Brethren Squad, Inner Circle Companions, Wolf Guard, Infernus Squad, Sternguard Veteran Squad + +**Points:** +- 1 model: 125pts + +--- + +# Baal Predator + +**Role:** Other + +*Only the Blood Angels and their successors have access to the STC necessary to produce Baal Predators. With roaring engines these tanks can keep up with rapid Blood Angels charges or rush to support orbital strikes, pouring deluges of fire into the enemy as they do so.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin assault cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baal flamestorm cannon | 18 | D6+3 | N/A | 6 | -2 | 2 | ASSAULT, IGNORES COVER, TORRENT | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | assault, sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | assault, ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | ASSAULT, DEVASTATING WOUNDS, TWIN-LINKED | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Overcharged Engines** (Datasheet): You can re-roll Advance rolls made for this model. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Imperium, Baal Predator +**Faction Keywords:** Blood Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Baal Predator + +**Wargear Options:** +- This model's twin assault cannon can be replaced with 1 Baal flamestorm cannon. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with one of the following- 2 heavy bolters +- 2 heavy flamers + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 125pts + +--- + +# Ballistus Dreadnought + +**Role:** Other + +*Ballistus Dreadnoughts are walking gun emplacements. Within a shielded sarcophagus at these combat walkers’ core lies the mortal remains of a fallen Chapter hero. Through webs of neural links, he pilots the war engine, targeting enemy armour or elite infantry with banks of devastating heavy weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Ballistus missile launcher; Ballistus lascannon; twin storm bolter; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ballistus missile launcher – frag | 48 | 2D6 | 3 | 5 | 0 | 1 | blast | +| Ballistus missile launcher – krak | 48 | 2 | 3 | 10 | -2 | D6 | — | +| Ballistus lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Twin storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 7 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Ballistus Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Vehicle, Walker, Imperium, Ballistus Dreadnought, Deathwing, Dreadnought +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ballistus Dreadnought + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Belial + +**Role:** Characters + +*Belial is a warrior born – a killer whose skill in battle has always stood out, even amongst his post-human brethren. For all his ability he is a staunch perfectionist, chastising himself for every perceived weakness. In battle he wields the Sword of Silence, an obsidian Chapter relic that seems to swallow nearby sound.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** master-crafted storm bolter; the Sword of Silence. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted storm bolter | 24 | 2 | 2 | 4 | 0 | 2 | precision, rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Sword of Silence | Melee | 6 | 2 | 6 | -2 | 2 | precision | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Grand Master of the Deathwing** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Strikes of Retribution** (Datasheet): Each time a melee attack is allocated to this model, after the attacking model’s unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound. + +**Keywords:** Terminator, Imperium, Epic Hero, Character, Deathwing, Belial, Infantry, Captain +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Belial – EPIC HERO + +**Leader:** +Can lead: Terminator Squad, Deathwatch Terminator Squad, Terminator Squad, Relic Terminator Squad, Deathwing Knights, Deathwing Command Squad, Deathwing Terminator Squad, Terminator Assault Squad + +**Points:** +- 1 model: 85pts + +--- + +# Bike Squad + +**Role:** Other + +*Deployed in rapid assault missions based on intelligence gathered by Scouts and Vanguard forces, Bikers can smash through enemy lines, battlefield obstacles and even ferrocrete walls due to the raw fury of their mounts’ engines. Their sheer bulk belies their phenomenal power, speed and manoeuvrability.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| SPACE MARINE BIKE | 12" | 5 | 3+ | 3 | 6+ | 2 | +| ATTACK BIKE | 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Biker Sergeant and every Space Marine Biker is equipped with:** bolt pistol; twin boltgun; close combat weapon. + +**An Attack Bike is equipped with:** bolt pistol; heavy bolter; twin boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Flamer | 12 | D6 | N/A | 4 | -0 | 1 | IGNORES COVER, TORRENT | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | ANTI-VEHICLE 2+ | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Outrider Squad, it can also be attached to this unit. + +**Keywords:** Mounted, Grenades, Imperium, Ravenwing, Bike Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Biker Sergeant +- 2-5 Space Marine Bikers +- 0-1 Attack Bike + +**Wargear Options:** +- The Biker Sergeant’s bolt pistol can be replaced with one of the following:- 1 Astartes chainsword +- 1 boltgun +- 1 combi-weapon +- 1 hand flamer +- 1 grav-pistol +- 1 inferno pistol +- 1 plasma pistol +- 1 storm bolter +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- Any number of Space Marine Bikers can each have their bolt pistol replaced with 1 Astartes chainsword. +- Up to 2 Space Marine Bikers can each have their bolt pistol replaced with one of the following:- 1 flamer +- 1 grav-gun +- 1 meltagun +- 1 plasma gun +- 1 plasma pistol +- An Attack Bike’s heavy bolter can be replaced with 1 multi-melta. + +**Leader:** +Led By: Librarian on Bike, Sammael, Techmarine on Bike, Sanguinary Priest on Bike, Company Champion On Bike, Ancient on Bike, Apothecary on Bike, Captain on Bike, Chaplain On Bike, Ravenwing Command Squad, Suboden Khan + +**Points:** +- 3 models: 80pts +- 6 models: 160pts +- Attack Bike: 55pts + +--- + +# Bjorn The Fell-handed + +**Role:** Characters + +*Most ancient of all Space Marines and last of the Company of Russ, Bjorn the Fell-Handed has fought for millennia within a Dreadnought’s sarcophagus. The Space Wolves revere Bjorn as a living link to their deepest past, waking him only in times of dire need, and he still fights as furiously as he did at Russ’ side.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** assault cannon; heavy flamer; Trueclaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 2 | 6 | 0 | 1 | devastating wounds | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Helfrost cannon – dispersed | 12 | D6 | N/A | 6 | -1 | 2 | torrent | +| Helfrost cannon – focused | 36 | 1 | 2 | 10 | -3 | 5 | — | +| Multi-melta | 18 | 2 | 2 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Trueclaw | Melee | 6 | 2 | 12 | -2 | 3 | lethal hits | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Legendary Tenacity** (Datasheet): Each time an attack targets this model, if the Strength characteristic of that attack is greater than this model’s Toughness characteristic, subtract 1 from the Wound roll. +- **Ancient Tactician** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. + +**Keywords:** Walker, Bjorn the Fell-handed, Dreadnought, Imperium, Epic Hero, Character, Vehicle, Smoke +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Bjorn the Fell-Handed– EPIC HERO + +**Wargear Options:** +- This model’s assault cannon can be replaced with one of the following:- Helfrost cannon +- Multi-melta + +**Points:** +- 1 model: 160pts + +--- + +# Bladeguard Ancient + +**Role:** Characters + +*Bladeguard Ancients bear the honour of carrying their Chapter’s precious standards into battle. The most revered of these incorporate the remains of fallen heroes of the Chapter; in their presence, battle-brothers are inspired to emulate the legendary deeds of these paragons of old.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Deeds of Heroism** (Datasheet): Once per battle, when this model is selected to fight, it can use this ability. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in this model’s unit. + +**Keywords:** Character, Deathwing, Infantry, Grenades, Imperium, Tacticus, Ancient, Bladeguard Ancient +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Bladeguard Ancient + +**Leader:** +Can lead: Bladeguard Veteran Squad + +**Points:** +- 1 model: 45pts + +--- + +# Bladeguard Veteran Squad + +**Role:** Other + +*Bladeguard Veterans are inexorable warriors, advancing relentlessly with blades held high – the very image of noble knights of myth. Members of their Chapter’s elite 1st Company of Veterans, each of these vastly experienced Space Marines has fought to preserve the Imperium across uncounted worlds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** heavy bolt pistol; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Neo-volkite pistol | 12 | 1 | 3 | 5 | 0 | 2 | devastating wounds, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Bladeguard** (Datasheet): At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase: +- **Swords of the Chapter:** Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. +- **Shields of the Chapter:** Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1. + +**Keywords:** Imperium, Grenades, Deathwing, Bladeguard Veteran Squad, Tacticus, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Bladeguard Veteran Sergeant +- 2-5 Bladeguard Veterans + +**Wargear Options:** +- The Bladeguard Veteran Sergeant’s heavy bolt pistol can be replaced with one of the following:- 1 neo-volkite pistol +- 1 plasma pistol + +**Leader:** +Led By: Chief Librarian Tigurius, Primaris Company Champion, Captain Tycho, Gabriel Seth, Azrael, Lazarus, Bladeguard Ancient, Chaplain, Adrax Agatone, Captain, Captain Sicarius, Uriel Ventris, Sanguinary Priest, Ezekiel, Asmodai, Judiciar, Lieutenant, Marneus Calgar, Pedro Kantor, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Kor’sarro Khan, Captain Titus, Ferren Areios + +**Points:** +- 3 models: 80pts +- 6 models: 170pts + +--- + +# Blood Angels Captain + +**Role:** Characters + +*The Captains of the Blood Angels Chapter are mighty warriors possessed of tactical and strategic genius. In keeping with their Chapter’s culture, they go to war clad in finely wrought artificer armour and wielding an array of deadly relic weapons drawn from the Chapter’s Armoury.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; master-crafted chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | +| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted chainsword | Melee | 7 | 2 | 4 | -1 | 2 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Finest Hour** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. + +**Keywords:** Captain, Tacticus, Imperium, Grenades, Character, Infantry +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Blood Angels Captain + +**Wargear Options:** +- This model's heavy bolt pistol can be replaced with 1 inferno pistol. +- This model’s master-crafted chainsword can be replaced with one of the following: +- 1 relic weapon +- 1 power fist + +**Leader:** +Can lead: Infernus Squad, Sword Brethren Squad, Intercessor Squad, Deathwatch Veterans, Company Heroes, Crusader Squad, Inner Circle Companions, Decimus Kill Team, Wolf Guard, Vanguard Veteran Squad, Fortis Kill Team, Victrix Honour Guard, Sternguard Veteran Squad, Tactical Squad, Crusader Squad (Legendary), Sternguard Veteran Squad, Assault Squad, Command Squad, Assault Intercessor Squad + +**Points:** +- 1 model: 80pts + +--- + +# Blood Claws + +**Role:** Battleline + +*Young and fiery warriors full of belligerent enthusiasm, Blood Claws hunger to prove themselves in savage battle. With relentless exuberance they plunge headlong into the foe, straddling the line between sheer heroism and recklessness. Many great sagas start with the Blood Claws’ glory hunts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Berserk Charge** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Imperium, Tacticus, Blood Claws, Battleline, Grenades, Infantry +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Blood Claw Pack Leader +- 9-19 Blood Claws + +**Wargear Options:** +- The Blood Claw Pack Leader’s bolt pistol can be replaced with 1 plasma pistol. +- The Blood Claw Pack Leader’s Astartes chainsword can be replaced with 1 power weapon. + +**Leader:** +Led By: Inquisitor Draxus, Iron Priest, Inquisitor In Terminator Armour, Ragnar Blackmane, Njal Stormcaller, Ulrik The Slayer, Wolf Priest, Wolf Guard Battle Leader, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Lukas The Trickster, Wolf Guard Pack Leader, Wolf Guard Pack Leader In Terminator Armour, Krom Dragongaze, Inquisitor Ostromandeus + +**Points:** +- 10 models: 135pts +- 20 models: 285pts + +--- + +# Brother Corbulo + +**Role:** Characters + +*The Sanguinary High Priest, Brother Corbulo, is held in high regard for his commitment to the Chapter, his nobility and his gift of foresight – an ability many believe Sanguinius shared. On the battlefield he races to wounded brothers, hacking down any foes in his path with powerful sweeps of Heaven’s Teeth.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Heaven’s Teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heaven’s Teeth | Melee | 6 | 2 | 5 | -1 | 1 | sustained hits 1 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **The Red Grail** (Datasheet): While this model is leading a unit, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. + +**Keywords:** Brother Corbulo, Sanguinary Priest, Infantry, Epic Hero, Imperium, Grenades, Character +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Brother Corbulo – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Fortis Kill Team, Intercessor Squad, Vanguard Veteran Squad With Jump Packs, Sternguard Veteran Squad, Sternguard Veteran Squad, Deathwatch Veterans, Inner Circle Companions, Assault Squad, Hellblaster Squad, Vanguard Veteran Squad, Infernus Squad, Assault Intercessor Squad, Desolation Squad, Crusader Squad (Legendary), Devastator Squad, Decimus Kill Team, Crusader Squad, Long Fangs, Tactical Squad, Sword Brethren Squad, Wolf Guard + +**Points:** +- 1 model: 75pts + +--- + +# Brutalis Dreadnought + +**Role:** Other + +*The Brutalis Dreadnought is a line-breaker and a terror weapon. As it storms towards the enemy lines it lays down a hail of anti-personnel fire. Yet the greatest threat lies in its massive ceramite-sheathed fists or talons, which can crush an armoured warrior like spoiled fruit or punch through a bunker wall like parchment.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin Icarus ironhail heavy stubber; twin heavy bolter; Brutalis bolt rifles; Brutalis fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutalis bolt rifles | 24 | 4 | 3 | 4 | -1 | 1 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin Icarus ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | anti-fly 4+, rapid fire 3, twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Brutalis fists | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | +| Brutalis talons – strike | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | +| Brutalis talons – sweep | Melee | 10 | 3 | 7 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Brutalis Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Vehicle, Walker, Imperium, Dreadnought, Brutalis Dreadnought, Deathwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Brutalis Dreadnought + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with 1 twin multi-melta. +- This model’s Brutalis fists and Brutalis bolt rifles can be replaced with 1 Brutalis talons. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Caanok Var + +**Role:** Characters + +*Iron Captain of Clan Company Avernii, Caanok Var is a consummate leader and warrior champion. Whilst in command, he demonstrates a cold and calculating precision, yet a burning rage remains, and in battle he crushes the enemy with punishing blows from his power maul, Axiom.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 storm bolter; 1 Axiom + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axiom – strike | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Axiom – sweep | Melee | 10 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Cold and Calculating** (Datasheet): Each time a model in this model’s unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. Each time a model in this model’s unit makes an attack that targets any other unit, that attack has the [SUSTAINED HITS 1] ability. +- **Cerebrex Logic Engine** (Datasheet): - At the start of the Declare Battle Formations step, you can select one Adeptus Astartes Infantry unit from your army. Until the end of the battle, that unit gains the Scouts 6" ability. +- After both players have deployed their armies, you can select one ADEPTUS ASTARTES unit from your army and redeploy it. When doing so, you can set that unit up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Imperium, Infantry, Character, Epic Hero, Terminator, Captain, Caanok Var +**Faction Keywords:** Iron Hands, Adeptus Astartes + +**Unit Composition:** +- 1 Caanok Var – EPIC HERO + +**Leader:** +Can lead: Terminator Assault Squad, Deathwing Terminator Squad, Terminator Squad, Deathwing Knights, Deathwatch Terminator Squad, Terminator Squad, Deathwing Command Squad, Relic Terminator Squad + +**Points:** +- 1 model: 100pts + +--- + +# Caestus Assault Ram + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** firefury missile batteries; twin magna-melta; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Firefury missile batteries | 36 | 2D6 | 3 | 6 | -1 | 1 | blast, ignores cover | +| Twin magna-melta | 18 | 2 | 3 | 12 | -4 | D6 | melta 4, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | lance | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Into the Foe** (Datasheet): If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. + +**Keywords:** Ravenwing, Aircraft, Transport, Fly, Caestus Assault Ram, Imperium, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Caestus Assault Ram + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 215pts + +--- + +# Canis Wolfborn + +**Role:** Characters + +*The most feral of Harald Deathwolf’s veterans, Canis Wolfborn moves with animalistic assurance. Believed to have been raised by a she-wolf, Canis speaks to his brothers in snarls and growls, and on the battlefield his frenzied rages, slashing claws and Thunderwolf’s jaws are all the communication he needs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; crushing teeth and jaws; Wolf claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 5 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | +| Wolf claws | Melee | 8 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Born of Wolves** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Alpha Predator** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy units suffers D3+3 mortal wounds. + +**Keywords:** Canis Wolfborn, Imperium, Character, Epic Hero, Mounted +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Canis Wolfborn – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Fenrisian Wolves, Thunderwolf Cavalry + +**Points:** +- 1 model: 75pts + +--- + +# Captain In Gravis Armour + +**Role:** Characters + +*Clad in a suit of indomitable Gravis armour, a Space Marine Captain can fearlessly stride into the very fiercest battlefield firestorms. To don Gravis armour is to demonstrate the greatest determination to crush the enemy, no matter how deeply they are entrenched.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** master-crafted heavy bolt rifle; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltstorm gauntlet | 12 | 3 | 2 | 4 | -1 | 1 | pistol | +| Master-crafted heavy bolt rifle | 30 | 2 | 2 | 5 | -1 | 3 | assault, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic blade | Melee | 2 | 2 | 5 | -2 | 2 | extra attacks | +| Relic chainsword | Melee | 3 | 2 | 4 | -1 | 2 | extra attacks | +| Relic fist | Melee | 1 | 2 | 8 | -2 | 2 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Refuse to Yield** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. + +**Keywords:** Infantry, Character, Grenades, Gravis, Captain, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Captain in Gravis Armour + +**Wargear Options:** +- This model’s master-crafted heavy bolt rifle and master-crafted power weapon can be replaced with:- 1 boltstorm gauntlet, 1 power fist and 1 relic chainsword +- 1 boltstorm gauntlet, 1 power fist and 1 relic blade +- 1 boltstorm gauntlet, 1 power fist and 1 relic fist + +**Leader:** +Can lead: Eradicator Squad, Indomitor Kill Team, Aggressor Squad, Heavy Intercessor Squad + +**Points:** +- 1 model: 80pts + +--- + +# Captain In Phobos Armour + +**Role:** Characters + +*All Primaris Space Marines are trained in reconnaissance, stealth and sabotage while in the 10th Company. Donning his Phobos armour, a Captain will combine these skills with his incredible martial prowess and hard-won strategic expertise to lead strike forces of Vanguard warriors on dangerous covert missions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; instigator bolt carbine; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Instigator bolt carbine | 24 | 1 | 2 | 4 | -2 | 2 | precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combat knife | Melee | 6 | 2 | 4 | -1 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Master of Deceit** (Datasheet): After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly Adeptus Astartes Infantry units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Imperium, Captain, Phobos, Infantry, Character, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Captain in Phobos Armour + +**Leader:** +Can lead: Spectrus Kill Team, Wolf Scouts, Reiver Squad, Hounds Of Morkai, Infiltrator Squad, Eliminator Squad, Scout Squad, Incursor Squad + +**Points:** +- 1 model: 70pts + +--- + +# Captain In Terminator Armour + +**Role:** Characters + +*Space Marine Captains are expected to fight from the front, and few kinds of armour enable them to do so as effectively as Terminator plate. Formidably resilient, such a suit protects the Captain against all but the most devastating enemy fire and enables him to deploy by teleport strike right into the heart of the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; relic weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Relic fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **The Imperium’s Sword** (Datasheet): You can re-roll Charge rolls made for this model’s unit. + +**Keywords:** Deathwing, Captain, Terminator, Imperium, Character, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Captain in Terminator Armour + +**Wargear Options:** +- This model’s storm bolter can be replaced with 1 combi-weapon +- This model’s relic weapon can be replaced with 1 relic fist + +**Leader:** +Can lead: Terminator Squad, Terminator Squad, Deathwatch Terminator Squad, Deathwing Knights, Deathwing Command Squad, Terminator Assault Squad, Deathwing Terminator Squad, Relic Terminator Squad + +**Points:** +- 1 model: 95pts + +--- + +# Captain on Bike + +**Role:** Characters + +*When a Captain thunders to war on a Space Marine bike, he can race to the most critical locations on the battlefield. He smashes foes aside, cuts down countless fleeing enemies, or joins his Outriders to carry out reconnaissance missions in person so as to best develop his battle plans with first-hand knowledge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Grav-pistol | 12 | 1 | 2 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | +| Master-crafted boltgun | 24 | 2 | 2 | 4 | 0 | 2 | — | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Twin boltgun | 24 | 2 | 2 | 4 | 0 | 1 | twin-linked | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | RAPID FIRE 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | +| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 7. +- **Swift Assault** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. + +**Keywords:** Ravenwing, Grenades, Character, Mounted, Imperium, Captain +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Captain on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 combi-weapon +- 1 hand flamer +- 1 inferno pistol +- 1 master-crafted boltgun +- 1 plasma pistol +- 1 storm bolter +- 1 relic shield* +- 1 relic weapon +- 1 power fist +- 1 thunder hammer +- This model’s Astartes chainsword can be replaced with one of the following:- 1 close combat weapon and 1 relic shield* +- 1 power fist +- 1 relic weapon +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws. +- * Maximum one per model. + +**Leader:** +Can lead: Company Veterans On Bikes, Outrider Squad, Bike Squad, Ravenwing Black Knights + +**Points:** +- 1 model: 95pts + +--- + +# Captain Sicarius + +**Role:** Characters + +*Sicarius is a swordsman without equal, whipping his Tempest Blade through the air in a shimmering blur of thrusts and parries. He is also the undisputed master of the lightning assault, capable of appraising the most complex tactical situation with little more than a glance and deploying his warriors with absolute confidence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** artisan plasma pistol; Talassarian Tempest Blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artisan plasma pistol | 12 | 1 | 2 | 8 | -3 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Talassarian Tempest Blade | Melee | 6 | 2 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Lead From the Front** (Datasheet): While this model is leading a unit, models in that unit have the Scouts 6" ability and ranged weapons equipped by models in that unit have the [ASSAULT] ability. +- **Lightning Assault** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +**Keywords:** Imperium, Infantry, Character, Epic Hero, Tacticus, Captain, Sicarius +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Captain Sicarius – EPIC HERO + +**Leader:** +Can lead: Deathwatch Veterans, Bladeguard Veteran Squad, Company Heroes, Victrix Honour Guard, Vanguard Veteran Squad, Wolf Guard, Crusader Squad (Legendary), Tactical Squad, Sternguard Veteran Squad, Assault Intercessor Squad, Command Squad, Assault Squad, Sternguard Veteran Squad, Inner Circle Companions + +**Points:** +- 1 model: 85pts + +--- + +# Captain Titus + +**Role:** Characters + +*A relentless champion of Ultramar with a will of unyielding adamant, Captain Demetrian Titus has won countless battles against seemingly impossible odds. While possessed of lauded command abilities, Titus is truly at home in the press of battle where he fights relentlessly and refuses to yield even to grievous wounds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted bolter; master-crafted chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Master-crafted bolter | 24 | 2 | 2 | 4 | -1 | 2 | assault, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted chainsword | Melee | 8 | 2 | 5 | -1 | 2 | ANTI-INFANTRY 2+ | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Press the Attack** (Datasheet): Weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability. +- **Honour of Ultramar** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. This model can fight after the attacking unit has finished making its attacks. If one or more enemy models are destroyed as a result of those attacks, this model regains D3 lost wounds and is not destroyed; otherwise, it is removed from play. +- **DEMETRIAN TITUS** (Fortification (левая колонка)): Your army cannot include more than one Titus unit. + +**Keywords:** Titus, Infantry, Character, Epic Hero, Imperium, Tacticus, Grenades, Captain +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Captain Titus – EPIC HERO + +**Leader:** +Can lead: Command Squad, Company Heroes, Intercessor Squad, Inner Circle Companions, Victrix Honour Guard, Bladeguard Veteran Squad, Assault Intercessor Squad, Wolf Guard, Sternguard Veteran Squad, Assault Squad, Infernus Squad, Sternguard Veteran Squad, Wardens of Ultramar, Hellblaster Squad, Deathwatch Veterans, Vanguard Veteran Squad, Sword Brethren Squad, Crusader Squad, Decimus Kill Team, Fortis Kill Team + +**Points:** +- 1 model: 90pts + +--- + +# Captain Tycho + +**Role:** Characters + +*Captain Tycho was once one of the Blood Angels’ most gifted commanders, a paragon of every ideal his Chapter held to. It was while fighting countless battles against the Orks on Armageddon that he earned fame and renown, and there that he suffered the wound that changed his life forever.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Blood Song; bolt pistol; Dead Man’s Hand. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood Song | 24 | 2 | 2 | 4 | -1 | 2 | anti-infantry 4+, devastating wounds, melta 2 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dead Man’s Hand | Melee | 6 | 2 | 4 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Gifted Commander** (Datasheet): While this model is leading a unit, each time that unit is selected to shoot, select one of the following abilities to apply to ranged weapons equipped by models in that unit until the end of the phase: +- [ASSAULT] +- [HEAVY] +- [RAPID FIRE 1] +- **Embittered** (Datasheet): The first time an attack is allocated to this model, after the attacking unit has finished making its attacks, until the end of the battle, change the Attacks characteristic of this model’s Dead Man’s Hand to 12. +- **TYCHO** (Special (правая колонка)): Your army cannot contain both CAPTAIN TYCHO and Tycho the Lost. + +**Keywords:** Epic Hero, Character, Infantry, Tycho, Captain, Imperium, Grenades +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Captain Tycho – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Command Squad, Wolf Guard, Fortis Kill Team, Infernus Squad, Sternguard Veteran Squad, Tactical Squad, Bladeguard Veteran Squad, Sternguard Veteran Squad, Hellblaster Squad, Deathwatch Veterans, Vanguard Veteran Squad With Jump Packs, Assault Squad, Inner Circle Companions, Company Heroes, Crusader Squad, Vanguard Veteran Squad, Crusader Squad (Legendary), Intercessor Squad, Assault Intercessor Squad, Decimus Kill Team, Sword Brethren Squad, Victrix Honour Guard + +**Points:** +- 1 model: 75pts + +--- + +# Captain With Jump Pack + +**Role:** Characters + +*Many a Space Marine Captain favours fury and speed, and devises ingenious strategies to use these to devastating effect against their enemies. Being superlative warriors and inspiring leaders, they have no place but at the very forefront of battle. With a jump pack, Captains can lead their warriors as speartips for their assaults.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | PISTOL | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | +| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Angel’s Wrath** (Datasheet): While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. + +**Keywords:** Captain, Infantry, Fly, Imperium, Character, Jump Pack, Grenades, Tacticus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Captain with Jump Pack + +**Wargear Options:** +- This model’s heavy bolt pistol can be replaced with one of the following: +- 1 plasma pistol +- 1 hand flamer +- This model’s Astartes chainsword can be replaced with one of the following: +- 1 power fist +- 1 relic weapon +- This model’s heavy bolt pistol and Astartes chainsword can be replaced with 1 thunder hammer and 1 relic shield. +- If this model is equipped with a heavy bolt pistol and an Astartes chainsword, it can be equipped with 1 relic shield. This model’s heavy bolt pistol and Astartes chainsword cannot be replaced. + +**Leader:** +Can lead: Skyclaws, Talonstrike Kill Team, Vanguard Veteran Squad With Jump Packs, Assault Intercessors With Jump Packs, Wolf Guard, Sanguinary Guard, Assault Squad with Jump Packs + +**Points:** +- 1 model: 75pts + +--- + +# Captain + +**Role:** Characters + +*Leading strikeforces ofSpace Marinesfrom thefront lines, Captains exemplify the strength and skill of the warriors under their command. They are paragons of strategic genius with centuries ofbattlefield experience, and their great deeds are often rewarded with ancient artefacts drawnfrom the Chapter’s vaults.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | +| Master-crafted bolter | 24 | 2 | 2 | 4 | -1 | 2 | — | +| Neo-volkite pistol | 12 | 1 | 2 | 5 | 0 | 2 | DEVASTATING WOUNDS,PISTOl | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol - supercharge | 12 | 1 | 2 | 8 | -3 | 2 | HAZARDOUS,PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Finest Hour** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. + +**Keywords:** Infantry, Captain, Grenades, Imperium, Character, Tacticus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Captain + +**Wargear Options:** +- This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following: +- 1 heavy bolt pistol and 1 power fist +- 1 heavy bolt pistol and 1 master-crafted power weapon +- 1 neo-volkite pistol and 1 power fist +- 1 neo-volkite pistol and 1 master-crafted power weapon +- 1 plasma pistol and 1 power fist +- 1 plasma pistol and 1 master-crafted power weapon +- 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield +- This model’s close combat weapon can be replaced with one of the following: +- 1 master-crafted power weapon +- 1 power fist + +**Leader:** +Can lead: Bladeguard Veteran Squad, Tactical Squad, Assault Squad, Wolf Guard, Intercessor Squad, Sternguard Veteran Squad, Deathwatch Veterans, Hellblaster Squad, Assault Intercessor Squad, Decimus Kill Team, Sword Brethren Squad, Company Heroes, Infernus Squad, Command Squad, Vanguard Veteran Squad, Sternguard Veteran Squad, Fortis Kill Team, Crusader Squad (Legendary), Victrix Honour Guard, Crusader Squad, Inner Circle Companions + +**Points:** +- 1 model: 80pts + +--- + +# Carab Culln The Risen + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** heavy bolter; 2 heavy flamers; 3 hunter-killer missiles; twin assault cannon; Tarsus Scorpii. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tarsus Scorpii | Melee | 5 | 3 | 12 | -3 | 4 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Death-hold** (Datasheet): When making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Walker, Imperium, Smoke, Character, Dreadnought, Carab Culln the Risen, Deathwing, Epic Hero, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Carab Culln the Risen – EPIC HERO + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Castellan + +**Role:** Characters + +*A Castellan leads each of a crusade’s fighting companies and acts as a conduit for their Marshal’s will. Charged with the physical and spiritual purity of active Chapter Keeps, they have honed a patient wisdom that they draw upon in battle, alongside their tactical precision and close-quarters ferocity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** combi-weapon; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | sustained hits 1 | +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Vehement Aggression** (Datasheet): While this model is leading a unit, each time that unit is selected to fight, take a Leadership test for that unit: if passed, until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll; if failed, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1. +- **Prioritised Eradication** (Datasheet): Each time a model in this model’s unit makes a melee attack that destroys one or more enemy units, roll one D6: on a 4+, you gain 1CP. + +**Keywords:** Infantry, Character, Grenades, Imperium, Tacticus, Lieutenant, Castellan +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Castellan + +**Wargear Options:** +- This model’s combi-weapon can be replaced with 1 heavy bolt pistol. +- This model’s master-crafted power weapon can be replaced with 1 Astartes chainsword. + +**Leader:** +Can lead: Deathwatch Veterans, Fortis Kill Team, Sternguard Veteran Squad, Assault Squad, Vanguard Veteran Squad, Intercessor Squad, Sword Brethren Squad, Wolf Guard, Assault Intercessor Squad, Decimus Kill Team, Sternguard Veteran Squad, Crusader Squad, Crusader Squad (Legendary), Infernus Squad, Inner Circle Companions + +**Points:** +- 1 model: 70pts + +--- + +# Cato Sicarius + +**Role:** Characters + +*A noble scion of Talassar, Cato Sicarius is amongst the most accomplished of the Ultramarines champions. As Captain of the Victrix Honour Guard, Sicarius demonstrates superior swordsmanship and is a true master of the lightning assault, deploying his warriors with a decisiveness and speed born of absolute confidence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 artisan plasma pistol; 1 Talassarian tempest blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artisan plasma pistol | 12 | 1 | 2 | 8 | -3 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Talassarian tempest blade – strike | Melee | 4 | 2 | 6 | -3 | 3 | devastating wounds | +| Talassarian tempest blade – sweep | Melee | 9 | 2 | 5 | -2 | 1 | sustained hits 1 | +| Talassarian tempest blade – coup de grace | Melee | 6 | 2 | 5 | -2 | 2 | precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Knight Champion of Macragge** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". +- **Honour or Death** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. +- **CAPTAIN OF THE HONOUR GUARD** (Fortification (левая колонка)): Your army cannot include more than one Captain Sicarius unit. + +**Keywords:** Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Cato, Sicarius +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Cato Sicarius – EPIC HERO + +**Leader:** +Can lead: Victrix Honour Guard + +**Points:** +- 1 model: 95pts + +--- + +# Centurion Assault Squad + +**Role:** Other + +*There are few technologies better adapted for siege warfare than the Centurion Warsuit. Wading into thunderous storms of enemy fire, Centurion Assault Squads use their roaring siege drills to crack open armoured bunkers and tear apart tanks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 2+ | 4 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin flamer; siege drills; Centurion bolters. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Centurion bolters | 24 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Twin flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | +| Twin meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Siege drills | Melee | 3 | 3 | 10 | -2 | 3 | twin-linked | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Annihilator Protocols** (Datasheet): Melee weapons equipped by models in this unit have the [SUSTAINED HITS 2] ability when targeting MONSTER, VEHICLE or FORTIFICATION units. +- **Centurion Assault Launcher** (Wargear): The bearer has the Grenades keyword. + +**Keywords:** Infantry, Imperium, Centurion, Centurion Assault Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Assault Centurion Sergeant +- 2-5 Assault Centurions + +**Wargear Options:** +- Any number of models can each have their twin flamer replaced with 1 twin meltagun. +- Any number of models can each have their Centurion bolters replaced with 1 Centurion assault launcher. + +**Points:** +- 3 models: 150pts +- 6 models: 300pts + +--- + +# Centurion Devastator Squad + +**Role:** Other + +*Centurion Devastator Squads dominate the field of battle, their presence dictating the flow of action. They frequently operate with Stormraven Gunships, which transport the Space Marines inside their bulky warsuits to the next position, where they function as an armoured firebase to clear enemy-held positions of all opposition.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 7 | 2+ | 4 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** grav-cannon; Centurion bolters; Centurion fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Centurion bolters | 24 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | +| Centurion missile launcher | 36 | D3 | 3 | 9 | -2 | D3 | blast | +| Grav-cannon | 24 | 3 | 3 | 6 | -1 | 3 | anti-vehicle 2+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Centurion fists | Melee | 3 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Decimator Protocols** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Hit roll instead. + +**Keywords:** Centurion Devastator Squad, Centurion, Imperium, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Devastator Centurion Sergeant +- 2-5 Devastator Centurions + +**Wargear Options:** +- Any number of models can each have their Centurion bolters replaced with 1 Centurion missile launcher. +- Any number of models can each have their grav-cannon replaced with one of the following:- 1 twin heavy bolter +- 1 twin lascannon + +**Points:** +- 3 models: 175pts +- 6 models: 350pts + +--- + +# Cerberus + +**Role:** Other + +*The primary weapon of the Cerberus is the neutron pulse array, whose systems pre-date even the Great Crusade. Powered by an atomantic arc-reactor, this enormous anti-tank gun fires a pulsed beam of intense radiation that scythes straight through even the thickest armour and wreaks havoc on delicate systems within.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. + +**Keywords:** Cerberus, Smoke, Imperium, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Cerberus + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 270pts + +--- + +# Chaplain Cassius + +**Role:** Characters + +*The fiery zeal of ancient Chaplain Cassius has inspired generations of Ultramarines towards victory. Several centuries of battle have only seen it blaze hotter than ever. On the battlefield he smites foes with furious blows of his crozius arcanum, or gouts of flame and salvoes of hellfire rounds from his combi-flamer, Infernus.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Infernus; artificer crozius. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernus | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Catechism of Death** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **Inspired Retribution** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +**Keywords:** Infantry, Character, Epic Hero, Chaplain Cassius, Imperium +**Faction Keywords:** Adeptus Astartes, Ultramarines + +**Unit Composition:** +- 1 Chaplain Cassius – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Wolf Guard, Sternguard Veteran Squad, Tactical Squad, Inner Circle Companions, Command Squad, Tyrannic War Veterans, Vanguard Veteran Squad With Jump Packs, Sternguard Veteran Squad, Crusader Squad (Legendary), Assault Squad, Deathwatch Veterans, Vanguard Veteran Squad + +**Points:** +- 1 model: 80pts + +--- + +# Chaplain Grimaldus + +**Role:** Characters + +*High Chaplain Grimaldus is a beacon of Imperial faith. His fortitude is such that many of his brothers believe him invincible. His will is singular, his zeal coldly furious, and his martial skill attested by the trail of broken foes laid at his heels. His Cenobyte Servitors lurch to war at his side, bearing with them holy relics of the faith.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| GRIMALDUS | 6" | 4 | 3+ | 4 | 5+ | 1 | +| CENOBYTE SERVITOR | 6" | 4 | 3+ | 1 | 8+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +** If this unit’s Chaplain Grimaldus model is ever destroyed, all of this unit’s remaining Cenobyte Servitor models are also destroyed. While embarking within a Transport and while embarked within a TRANSPORT, each Cenobyte Servitor model in this unit takes up the space of 0 models.* + +**Chaplain Grimaldus is equipped with:** plasma pistol; artificer crozius. + +**Every Cenobyte Servitor is equipped with:** close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer crozius | Melee | 6 | 2 | 6 | -2 | 2 | — | +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Litanies of the Devout** (Datasheet): While this unit is leading a unit and contains a Chaplain Grimaldus model, each time a model in that unit makes a melee attack, you can re-roll the Hit roll. +- **Temple Relics** (Datasheet): In your Command phase, if this unit contains one or more Cenobyte Servitor models, select one Temple Relics ability (see left). Until the start of your next Command phase, this unit’s Chaplain Grimaldus model has that ability. +- **Banner of the Emperor Victorious** (Primarch): Add 1 to Advance and Charge rolls made for this unit. +- **Column from the Major Altar** (Primarch): Add 1 to the Toughness characteristic of models in this unit. +- **Water from the Stoup of Elucidation** (Primarch): Improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1. + +**Keywords:** Epic Hero, Tacticus, Imperium, Infantry, Character, Grenades, Chaplain Grimaldus +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain Grimaldus – EPIC HERO +- 3 Cenobyte Servitors* + +**Leader:** +Can lead: Infernus Squad, Assault Intercessor Squad, Crusader Squad (Legendary), Intercessor Squad, Fortis Kill Team, Vanguard Veteran Squad, Crusader Squad, Sword Brethren Squad, Assault Squad, Decimus Kill Team + +**Points:** +- 4 models: 110pts + +--- + +# Chaplain In Terminator Armour + +**Role:** Characters + +*Every Space Marine is roused to war by the litanies of their Chaplains, and never is this spiritual fortification more vital than amidst the blood and horror of boarding actions and beachhead strikes. Thus, Chaplains are trained to wear formidable Terminator armour so they can fight alongside Veteran battle-brothers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Recitation of Faith** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds. +- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. + +**Keywords:** Imperium, Terminator, Chaplain, Deathwing, Infantry, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain in Terminator Armour + +**Wargear Options:** +- This model’s storm bolter can be replaced with 1 relic shield. + +**Leader:** +Can lead: Terminator Squad, Terminator Squad, Deathwatch Terminator Squad, Deathwing Knights, Deathwing Command Squad, Terminator Assault Squad, Deathwing Terminator Squad, Relic Terminator Squad + +**Points:** +- 1 model: 75pts + +--- + +# Chaplain Kastiel + +**Role:** Characters + +*Driven by a zealot’s fervour, Kastiel sets about his enemies with fury. Wielding his crozius arcanum, both a powerful weapon and symbol of office, he prosecutes his duties as Chaplain with vigour. Hurling litanies of hatred against his foes, he inspires his fellow Blood Ravens to even greater acts of heroism and honour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Zealot’s Fervour** (Datasheet): This model’s unit is eligible to charge in a turn in which it Fell Back. + +**Keywords:** Grenades, Epic Hero, Tacticus, Chaplain, Kastiel, Infantry, Character, Imperium +**Faction Keywords:** Blood Ravens, Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain Kastiel – EPIC HERO + +**Leader:** +Can lead: Infernus Squad, Intercessor Squad, Sternguard Veteran Squad, Fortis Kill Team, Sword Brethren Squad, Crusader Squad (Legendary), Bladeguard Veteran Squad, Vanguard Veteran Squad, Assault Intercessor Squad, Assault Squad, Tactical Squad, Deathwatch Veterans, Death Company Marines, Decimus Kill Team, Hellblaster Squad, Crusader Squad, Sternguard Veteran Squad, Death Company Marines with Bolt Rifles, Death Company Marines with Boltguns, Wolf Guard, Inner Circle Companions + +**Points:** +- 1 model: 70pts + +--- + +# Chaplain On Bike + +**Role:** Characters + +*When a Chaplain takes to the field on a Raider-pattern bike, he is able to keep pace with even the swiftest armoured advance or spearhead breakthrough. Fighting in such an action, he will urge his brothers to victory as he bellows his catechisms and charges headlong into the foe, crozius arcanum swinging.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; twin bolt rifle; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | +| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Catechism of Fire** (Datasheet): Each time this model’s unit is selected to shoot, you can select one enemy unit within 12" of and visible to this model. Until the end of the phase, ranged weapons equipped by models in this model’s unit have the [DEVASTATING WOUNDS] ability when targeting that enemy unit. + +**Keywords:** Mounted, Chaplain, Ravenwing, Imperium, Grenades, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain on Bike + +**Leader:** +Can lead: Outrider Squad, Ravenwing Black Knights, Bike Squad, Company Veterans On Bikes + +**Points:** +- 1 model: 75pts + +--- + +# Chaplain Venerable Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Dreadnought inferno cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Spiritual Leader** (Datasheet): Once per battle, at the start of any phase, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Deathwing, Dreadnought, Imperium, Walker, Vehicle, Chaplain Venerable Dreadnought +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain Venerable Dreadnought + +**Wargear Options:** +- This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 heavy flamer and 1 Dreadnought combat weapon +- 1 assault cannon +- 1 Dreadnought inferno cannon +- 1 heavy plasma cannon +- 1 multi-melta +- 1 twin lascannon +- This model’s assault cannon can be replaced with one of the following:- 1 Dreadnought inferno cannon +- 1 heavy plasma cannon +- 1 multi-melta +- 1 storm bolter and 1 Dreadnought combat weapon +- 1 heavy flamer and 1 Dreadnought combat weapon +- 1 twin lascannon + +**Points:** +- 1 model: 150pts + +--- + +# Chaplain With Jump Pack + +**Role:** Characters + +*Ever are the roared litanies of the Chaplains needed all over the battlefield, to stir the hearts of battle-brothers and drive fear into the enemy. With a jump pack a Chaplain can thunder to wherever he is most needed, or spearhead furious assaults into the enemy’s positions himself.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | +| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Exhortation of Rage** (Datasheet): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. + +**Keywords:** Jump Pack, Fly, Imperium, Chaplain, Infantry, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain with Jump Pack + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- 1 storm bolter +- 1 power fist + +**Leader:** +Can lead: Talonstrike Kill Team, Assault Squad with Jump Packs, Death Company Marines With Jump Packs, Vanguard Veteran Squad With Jump Packs, Assault Intercessors With Jump Packs, Wolf Guard, Death Company Marines with Boltguns and Jump Packs, Skyclaws + +**Points:** +- 1 model: 75pts + +--- + +# Chaplain + +**Role:** Characters + +*Cloak billowing in the heat of battle and absolvor pistol flaring, Chaplains stride purposefully into battle, the boom of their oration audible even over the furious din of conflict. Without rest they exhort their brothers to victory, steeling their hearts, minds and souls no matter the savagery of the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | Pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. +- **Spiritual Leader** (Datasheet): Once per battle, at the start of any phase, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Chaplain, Tacticus, Imperium, Grenades, Character, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Chaplain + +**Leader:** +Can lead: Death Company Marines, Assault Intercessor Squad, Deathwatch Veterans, Crusader Squad, Bladeguard Veteran Squad, Inner Circle Companions, Wolf Guard, Vanguard Veteran Squad, Death Company Marines with Boltguns, Infernus Squad, Sword Brethren Squad, Decimus Kill Team, Assault Squad, Fortis Kill Team, Tactical Squad, Death Company Marines with Bolt Rifles, Sternguard Veteran Squad, Intercessor Squad, Hellblaster Squad, Sternguard Veteran Squad, Crusader Squad (Legendary) + +**Points:** +- 1 model: 60pts + +--- + +# Chief Librarian Mephiston + +**Role:** Characters + +*Mephiston is an enormously powerful warrior and psyker. He is the only Blood Angel known to have suppressed the Black Rage, resurrecting from near death with exceptional strength, vigour and speed. Many whisper behind his back, asking what price he paid for such a transformation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 5 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; Fury of the Ancients; Vitarus. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fury of the Ancients – witchfire | 18 | 3 | 2 | 4 | -1 | D3 | pistol, psychic, sustained hits 1 | +| Fury of the Ancients – focused witchfire | 18 | 3 | 2 | 5 | -2 | D3 | hazardous, pistol, psychic, sustained hits 3 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vitarus | Melee | 6 | 2 | 9 | -3 | D3 | lethal hits, psychic | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **The Quickening (Psychic)** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced. +- **Transfixing Gaze (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. + +**Keywords:** Tacticus, Imperium, Psyker, Epic Hero, Character, Infantry, Chief Librarian Mephiston, Grenades +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Chief Librarian Mephiston – EPIC HERO + +**Points:** +- 1 model: 120pts + +--- + +# Chief Librarian Tigurius + +**Role:** Characters + +*As Tigurius charges into battle, he assails the enemy with a tempest of psychic fury. Blasts of energy leap from his staff, hurling foes through the air and burning their souls to ash. It is the Chief Librarian’s acute foresight that is most valuable to his Chapter – his merest intuition is worth more than the predictions of an army of strategists and spies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Storm of the Emperor’s Wrath; Rod of Tigurius. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Storm of the Emperor’s Wrath – witchfire | 18 | D6 | 2 | 6 | -2 | 2 | blast, psychic | +| Storm of the Emperor’s Wrath – focused witchfire | 18 | 2D6 | 2 | 6 | -2 | 2 | blast, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rod of Tigurius | Melee | 5 | 3 | 7 | -2 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Hood of Hellfire** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. +- **Master of Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. In addition, once per battle round, you can target that unit with one of the following Stratagems for OCP: Counter-offensive; Fire Overwatch; Go to Ground; Heroic Intervention + +**Keywords:** Tacticus, Chief Librarian Tigurius, Infantry, Character, Epic Hero, Psyker, Imperium +**Faction Keywords:** Adeptus Astartes, Ultramarines + +**Unit Composition:** +- 1 Chief Librarian Tigurius – EPIC HERO + +**Leader:** +Can lead: Devastator Squad, Deathwatch Veterans, Desolation Squad, Long Fangs, Crusader Squad, Sword Brethren Squad, Wolf Guard, Crusader Squad (Legendary), Bladeguard Veteran Squad, Assault Squad, Intercessor Squad, Sternguard Veteran Squad, Inner Circle Companions, Decimus Kill Team, Fortis Kill Team, Tactical Squad, Vanguard Veteran Squad, Assault Intercessor Squad, Sternguard Veteran Squad + +**Points:** +- 1 model: 75pts + +--- + +# Command Squad + +**Role:** Other + +*Command Squads accompany a Chapter’s high-ranking officers. These veterans and specialists serve as honour guards and provide vital support to a commander. Champions defend their Company with martial excellence, Ancients guard its inspirational relic banners and Apothecaries tend to injuries or preserve the gene-seed of the fallen.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Apothecary is equipped with: **bolt pistol; Astartes chainsword. + +**The Company Ancient is equipped with:** bolt pistol; close combat weapon. + +**The Company Champion is equipped with:** bolt pistol; Champion’s blade; Astartes shield. + +**Each Company Veteran is equipped with:** bolt pistol; boltgun, close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | ANTI-VEHICLE 2+, HEAVY | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+ | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | HEAVY, MELTA 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Champion’s blade | Melee | 4 | 3 | 5 | -2 | 2 | precision | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 4 | 3 | 4 | -2 | 1 | twin-linked | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Narthecium** (Datasheet): While this unit contains an APOTHECARY, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to this unit. +- **Astartes Banner** (Datasheet): While this unit contains a Company Ancient, add 1 to the Objective Control characteristic of models in this unit. +- **Honour or Death** (Datasheet): While this unit contains a Company Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. +- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Company Heroes unit, it can also be attached to this unit. + +**Keywords:** Grenades, Imperium, Command Squad, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Apothecary +- 1 Company Ancient +- 1 Company Champion +- 2 Company Veterans + +**Wargear Options:** +- Any number of models can each have their bolt pistol replaced with one of the following:- 1 hand flamer +- 1 grav-pistol +- 1 inferno pistol +- 1 plasma pistol +- Any number of Company Veterans can each have their bolt pistol replaced with 1 Astartes shield. +- Any number of Company Veterans can each have their bolt pistol and boltgun replaced with 1 twin lightning claws. +- The Company Ancient’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- Any number of Company Veterans can each have their boltgun replaced with one of the following:- 1 Astartes chainsword +- 1 Astartes shield +- 1 combi-weapon +- 1 flamer +- 1 heavy bolter +- 1 heavy flamer +- 1 grav-cannon +- 1 grav-gun +- 1 lascannon +- 1 meltagun +- 1 missile launcher +- 1 multi-melta +- 1 plasma cannon +- 1 plasma gun +- 1 storm bolter +- 1 power fist +- 1 power weapon +- 1 thunder hammer + +**Leader:** +Led By: Marneus Calgar, Lieutenant, Captain Tycho, Gabriel Seth, Adrax Agatone, Captain, Kor’sarro Khan, Pedro Kantor, Vulkan He’stan, Captain Titus, Chaplain Cassius, Uriel Ventris, Captain Sicarius, Imperial Space Marine, Marneus Calgar in Armour of Antilochus, Blood Angels Captain, Ferren Areios + +**Points:** +- 5 models: 165pts + +--- + +# Commander Dante + +**Role:** Characters + +*Dante soars over the battlefield, gleaming in his golden armour, before roaring into bloody battle on trails of fire. Once in the fray, the piercing gaze of his death mask freezes enemies in fright, while his perfectly placed strikes with the Axe Mortalis cut down foe after foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Perdition; the Axe Mortalis. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Perdition Pistol | 6 | 1 | 2 | 9 | -4 | D6 | melta 2, pistol, sustained hits d3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Axe Mortalis | Melee | 8 | 2 | 8 | -3 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Warden of the Imperium Nihilus** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Death Mask of Sanguinius** (Datasheet): At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test when they do. + +**Keywords:** Commander Dante, Chapter Master, Tacticus, Imperium, Grenades, Fly, Epic Hero, Character, Infantry, Jump Pack +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Commander Dante – EPIC HERO + +**Leader:** +Can lead: Sanguinary Guard, Wolf Guard, Talonstrike Kill Team, Vanguard Veteran Squad, Assault Intercessors With Jump Packs, Assault Squad with Jump Packs, Vanguard Veteran Squad With Jump Packs, Skyclaws + +**Points:** +- 1 model: 120pts + +--- + +# Company Champion On Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 4 | 2 | 5 | -2 | 2 | precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Honour or Death** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and you can target that unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. +- **Martial Superiority** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Company Champion, Imperium, Grenades, Character, Mounted, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Company Champion on Bike + +**Wargear Options:** +- None + +**Leader:** +Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes + +**Points:** +- 1 model: 60pts + +--- + +# Company Heroes + +**Role:** Other + +*A company’s most heroic battle-brothers fight alongside a Chapter’s high-ranking officers. These veterans and specialists serve as honour guards and provide vital support to a commander. Company Champions defend their Company’s honour with martial excellence, Ancients guard its inspirational banners and Company Veterans lay down hails o ffire from relic bolt weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Ancient is equipped with:** bolt pistol; bolt rifle; close combat weapon. + +**The Company Champion is equipped with:** bolt pistol; master-crafted power weapon. + +**One Company Veteran is equipped with:** bolt pistol; master-crafted heavy bolter; close combat weapon. + +**One Company Veteran is equipped with:** bolt pistol; master-crafted bolt rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt Pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | — | +| Master-crafted bolt rifle | 24 | 2 | 2 | 4 | -1 | 2 | DEVASTATING WOUNDS, RAPID FIRE 1 | +| Master-crafted heavy bolter | 36 | 3 | 3 | 5 | -1 | 3 | HEAVY, SUSTAINED HITS 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | PRECISION | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Astartes Banner** (Datasheet): While this unit contains an Ancient, add 1 to the Objective Control characteristic of models in this unit. +- **Command Squad** (Datasheet): While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. +- **COMPANY HEROES** (Special (правая колонка)): *You must attach one CAPTAIN or CHAPTER MASTER model to this unit. If this is not possible, this unit does not take part in the battle and counts as having been destroyed.* + +**Keywords:** Imperium, Infantry, Grenades, Ancient, Company Heroes, Tacticus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ancient +- 1 Company Champion +- 2 Company Veterans + +**Leader:** +Led By: Lieutenant, Captain Tycho, Gabriel Seth, Captain, Kor’sarro Khan, Pedro Kantor, Vulkan He’stan, Captain Sicarius, Marneus Calgar, Blood Angels Captain, Marneus Calgar in Armour of Antilochus, Adrax Agatone, Uriel Ventris, Captain Titus, Ferren Areios + +**Points:** +- 4 models: 105pts + +--- + +# Company Veterans On Bikes + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 2 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Vanguard Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **COMMAND SQUAD BODYGUARD** (Special (правая колонка)): If a Character model from your army with the Leader ability can be attached to a Bike Squad (Outrider Squad), it can be attached to this unit instead. + +**Keywords:** Ravenwing, Imperium, Mounted, Grenades, Company Veterans +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Veteran Biker Sergeant +- 1-4 Veteran Bikers + +**Wargear Options:** +- The Veteran Biker Sergeant’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 plasma pistol +- 1 storm bolter +- The Veteran Biker Sergeant’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- 1 thunder hammer +- Any number of Veteran Bikers’ bolt pistols can each be replaced with one of the following:- 1 grav-pistol +- 1 plasma pistol +- 1 thunder hammer +- 1 power fist +- 1 power weapon +- 1 storm shield +- Any number of Veteran Bikers’ Astartes chainswords can each be replaced with one of the following:- 1 flamer +- 1 grav-gun +- 1 grav-pistol +- 1 meltagun +- 1 plasma gun +- 1 plasma pistol +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- 1 storm shield + +**Leader:** +Led By: Sammael, Ancient on Bike, Captain on Bike, Ravenwing Command Squad, Librarian on Bike, Techmarine on Bike, Company Champion On Bike, Apothecary on Bike, Chaplain On Bike, Sanguinary Priest on Bike, Suboden Khan + +**Points:** +- 2 models: 110pts +- 5 models: 275pts + +--- + +# Corvus Blackstar + +**Role:** Other + +*Corvus Blackstars are sleek and shrouded aircraft used to insert kill teams into heavily infested landing zones or even xenos strongholds. With a barrage of missiles, Blackstars secure aerial supremacy and sweep the target site clear before firing their hover jets and delivering their deadly payload of elite warriors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 Blackstar rocket launchers; twin assault cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blackstar rocket launcher | 30 | D6+1 | 3 | 5 | 0 | 1 | blast | +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | — | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Blackstar Cluster Launcher** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 5+, that unit suffers 1 mortal wound. +- **Auspex Array** (Wargear): Ranged weapons equipped by the bearer have the [IGNORES COVER] ability. +- **Infernum Halo-launcher** (Wargear): The bearer has the SMOKE keyword. + +**Keywords:** Transport, Vehicle, Fly, Imperium, Corvus Blackstar, Aircraft +**Faction Keywords:** Adeptus Astartes, Deathwatch + +**Unit Composition:** +- 1 Corvus Blackstar + +**Wargear Options:** +- This model’s twin assault cannon can be replaced with 1 twin lascannon. +- This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers. +- This model can be equipped with 1 hurricane bolter. +- This model can be equipped with one of the following:- 1 auspex array +- 1 infernum halo-launcher + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry or Kill Team models. Each Jump Pack, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Crusade Ancient + +**Role:** Characters + +*Carrying their crusade’s icons and sacred standards, these veteran wardens are honoured warriors of exceptional resolve and determination. They raise high the tapestries depicting the crusade’s victories and the God-Emperor’s glory, exhorting their fellow Black Templars to greater heights of weaponised hate.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Vengeful Exhortation** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Martial Honour** (Datasheet): The first time a model in this model’s unit makes a melee attack that destroys one or more enemy units, until the end of the battle, while this model’s unit is not Battle-shocked, add 5 to this model’s Objective Control characteristic. + +**Keywords:** Imperium, Infantry, Character, Grenades, Crusade Ancient, Ancient, Tacticus +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Crusade Ancient + +**Leader:** +Can lead: Crusader Squad (Legendary), Crusader Squad, Sword Brethren Squad + +**Points:** +- 1 model: 55pts + +--- + +# Crusader Squad (Legendary) + +**Role:** Battleline + +*Crusader Squads storm into battle with bolt rifles blazing and chainswords howling. Initiates aim jets of fire from their pyreblasters or swing crackling power fists into their foes, while hard-eyed Neophytes fight furiously to prove their martial worth under the stem gaze of their mentors.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NEOPHYTES | 6" | 4 | 4+ | 2 | 6+ | 2 | +| OTHER MODELS | 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; bolt pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes shotgun | 18 | 2 | 3 | 4 | 0 | 1 | assault | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | — | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | ANTI-VEHICLE 2+, HEAVY | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | +| Grav-pistol | 12 | 1 | 3 | 5 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | HEAVY, MELTA 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | RAPID FIRE 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Combat knife | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 3 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Righteous Zeal** (Datasheet): You can re-roll Advance and Charge rolls made for this unit. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Tactical Squad, it can be attached to this unit instead. + +**Keywords:** Infantry, Battleline, Imperium, Crusader Squad, Grenades +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Sword Brother +- 4-9 Initiates +- 0-10 Neophytes + +**Wargear Options:** +- The Sword Brother’s bolt pistol and boltgun can be replaced with 1 twin lightning claws or two different weapons from the following list*: +- 1 Astartes chainsword +- 1 bolt pistol +- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- 1 power fist +- 1 power weapon +- 1 storm bolter +- 1 thunder hammer +- Any number of Neophytes can each have their boltgun replaced with one of the following: +- 1 Astartes shotgun +- 1 combat knife +- Any number of Initiates can each have their boltgun replaced with 1 Astartes chainsword. +- 1 Initiate’s boltgun can be replaced with one of the following: +- 1 flamer +- 1 plasma gun +- 1 meltagun +- 1 grav-gun +- 1 Initiate’s boltgun can be replaced with one of the following: +- 1 power weapon +- 1 power fist +- 1 heavy bolter +- 1 heavy flamer +- 1 grav-cannon +- 1 lascannon +- 1 missile launcher +- 1 multi-melta +- 1 plasma cannon +- *This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). + +**Leader:** +Led By: Chief Librarian Tigurius, Marneus Calgar, Inquisitor Draxus, Lieutenant, Librarian, Captain Tycho, Brother Corbulo, Azrael, Ezekiel, Marshal, Inquisitor In Terminator Armour, Lazarus, Adrax Agatone, Judiciar, Pedro Kantor, Crusade Ancient, Chaplain Grimaldus, Execrator, High Marshal Helbrecht, Emperor’s Champion, Chaplain Cassius, Captain Sicarius, Imperial Space Marine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Inquisitor Eisenhorn, Asmodai, Vulkan He’stan, Blood Angels Captain, Gabriel Seth, Captain, Castellan, Sanguinary Priest, Techmarine, Uriel Ventris, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Kor’sarro Khan, Chaplain, Ferren Areios + +**Points:** +- 1 Sword Brother and 4 Initiates: 85pts +- 1 Sword Brother and 9 Initiates: 150pts +- 1 Sword Brother, 4 Initiates and 5 Neophytes: 135pts +- 1 Sword Brother, 9 Initiates and 10 Neophytes: 290pts + +--- + +# Crusader Squad + +**Role:** Battleline + +*Crusader Squads storm into battle with bolt rifles blazing and chainswords howling. Initiates aim jets of fire from their pyreblasters or swing crackling power fists into their foes, while hard-eyed Neophytes fight furiously to prove their martial worth under the stem gaze of their mentors.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| NEOPHYTES | 6" | 4 | 4+ | 2 | 6+ | 2 | +| OTHER MODELS | 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Sword Brother is equipped with:** heavy bolt pistol; master-crafted power weapon. + +**Every Initiate is equipped with:** bolt pistol; bolt rifle; close combat weapon. + +**Every Neophyte is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Neophyte firearm | 18 | 2 | 3 | 4 | 0 | 1 | assault | +| Pyre pistol | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | +| Pyreblaster | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | sustained hits 1 | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Master-crafted power weapon | Melee | 3 | 2 | 5 | -2 | 2 | lethal hits | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Righteous Zeal** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models in this unit were destroyed as a result of those attacks, this unit can make a Righteous Zeal move. To do so, roll one D6 and add 2 to the result: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Righteous Zeal move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Righteous Zeal move per phase. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. + +**Keywords:** Imperium, Crusader Squad, Infantry, Battleline, Grenades, Tacticus +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Sword Brother +- 5-11 Initiates +- 4-8 Neophytes + +**Wargear Options:** +- The Sword Brother’s heavy bolt pistol can be replaced with 1 pyre pistol. +- Any number of Neophytes can each have their bolt pistol and Astartes chainsword replaced with 1 Neophyte firearm and 1 close combat weapon. +- Any number of Initiates can each have their bolt rifle replaced with 1 heavy bolt pistol and 1 Astartes chainsword. +- For every 10 models in this unit, up to 2 Initiates can each have their bolt rifle replaced with one of the following: +- 1 heavy bolt pistol and 1 power fist +- 1 pyreblaster + +**Leader:** +Led By: Chief Librarian Tigurius, Marneus Calgar, Inquisitor Draxus, Lieutenant, Primaris Company Champion, Librarian, Captain Tycho, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, High Marshal Helbrecht, Inquisitor In Terminator Armour, Chaplain, Kor’sarro Khan, Techmarine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Blood Angels Captain, Inquisitor Eisenhorn, Uriel Ventris, Execrator, Crusade Ancient, Adrax Agatone, Judiciar, Chaplain Grimaldus, Castellan, Marshal, Emperor’s Champion, Lazarus, Sanguinary Priest, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Captain, Marneus Calgar in Armour of Antilochus, Captain Titus, Ferren Areios + +**Points:** +- 1 Sword Brother, 5 Initiates and 4 Neophytes: 150pts +- 1 Sword Brother, 11 Initiates and 8 Neophytes: 300pts + +--- + +# Cyberwolf + +**Role:** Characters + +*If critically injured, the largest and most ferocious Fenrisian Wolves are rebuilt, mechanically augmented by the Chapter’s Iron Priests. These Cyberwolves may return to their old pack, to lead their kin and hunt with bionically enhanced muscles and steel fangs. Exhibiting such strength, flesh-and-blood wolves instinctively follow them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 6+ | 2 | 7+ | 0 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**This model is equipped with:** teeth and claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Teeth and claws | Melee | 4 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Close In for the Kill** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll. +- **Alpha Hunter** (Datasheet): While this model is leading a unit, models in that unit have the Scouts 6" ability. +- **WOLFKIN** (Special (правая колонка)): This model cannot be your Warlord and cannot be given Enhancements. + +**Keywords:** Character, Beast, Cyberwolf, Imperium +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Cyberwolf + +**Wargear Options:** +- None + +**Leader:** +Can lead: Fenrisian Wolves + +**Points:** +- 1 model: 20pts + +--- + +# Darnath Lysander + +**Role:** Characters + +*Raising high his storm shield, Rampart, as he swings the Fist of Dorn, Lysander wades through his foes like a warship smashing through stormy seas. Each hammer blow reduces enemies to bloody ruin, sweeping whole ranks of warriors from their feet. All the while, Lysander’s obstinate scowl never wavers, his determination absolute.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 7 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 Fist of Dorn. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fist of Dorn | Melee | 5 | 2 | 10 | -3 | 3 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Icon of Obstinacy** (Datasheet): Each time an attack targets this model’s unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll. +- **Rampart** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save. +- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Terminator Assault Squad and Terminator Squad units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked. + +**Keywords:** Character, Epic Hero, Darnath Lysander, Captain, Imperium, Terminator, Infantry +**Faction Keywords:** Adeptus Astartes, Imperial Fists + +**Unit Composition:** +- 1 Darnath Lysander – EPIC HERO + +**Leader:** +Can lead: Terminator Squad, Deathwing Terminator Squad, Terminator Squad, Relic Terminator Squad, Deathwatch Terminator Squad, Terminator Assault Squad, Deathwing Command Squad, Deathwing Knights + +**Points:** +- 1 model: 100pts + +--- + +# Death Company Captain with Jump Pack + +**Role:** Characters + +*None of Sanguinius’sone are immune to the effects of the Black Rage. Should a Captain succumb to the Flaw, he will don the black and be outfitted with relic weapons for one final battle. Empowered by the depths of their madness, Death Company Captains slaughter their foes with violent fury as they seek absolution in death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | +| Plasma pistol - standard | 12 | 1 | 2 | 7 | -2 | 1 | Pistol | +| Plasma pistol - supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Lost to Fury** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Death Vision of Sanguinius** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Jump Pack, Fly, Infantry, Character, Captain, Death Company, Tacticus, Imperium, Grenades +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Death Company Captain with Jump Pack + +**Wargear Options:** +- This model’s heavy bolt pistol can be replaced with one of the following: +- 1 plasma pistol +- 1 hand flamer +- This model’s Astartes chainsword can be replaced with one of the following: +- 1 relic weapon +- 1 power fist + +**Leader:** +Can lead: Death Company Marines With Jump Packs + +**Points:** +- 1 model: 75pts + +--- + +# Death Company Captain + +**Role:** Characters + +*None of Sanguinius’sone are immune to the effects of the Black Rage. Should a Captain succumb to the Flaw, he will don the black and be outfitted with relic weapons for one final battle. Empowered by the depths of their madness, Death Company Captains slaughter their foes with violent fury as they seek absolution in death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; master-crafted chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | +| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted chainsword | Melee | 7 | 2 | 4 | -1 | 2 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Forlorn Hero** (Datasheet): While this model is leading a unit, unless that unit starts the battle embarked within a Transport, models in that unit have the Scouts 6" ability. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Death Vision of Sanguinius** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Captain, Death Company, Grenades, Tacticus, Imperium, Character, Infantry +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Death Company Captain + +**Wargear Options:** +- This model’s heavy bolt pistol can be replaced with 1 inferno pistol. +- This model’s master-crafted chainsword can be replaced with one of the following: +- 1 relic weapon +- 1 power fist + +**Leader:** +Can lead: Death Company Marines, Death Company Marines with Bolt Rifles + +**Points:** +- 1 model: 70pts + +--- + +# Death Company Dreadnought with Magna-grapple + +**Role:** Other + +*Even being interred in a Dreadnought’s sarcophagus is insufficient to keep the Black Rage at bay. Death Company Dreadnoughts are like furious battering rams, desperate to smash into the enemy and tear them apart. They are potent terror weapons, unleashed to inflict as much damage as possible.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** meltagun; storm bolter; twin Furioso fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood talons | Melee | 7 | 3 | 8 | -2 | 3 | twin-linked | +| Twin Furioso fists | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Frenzied Reprisal** (Datasheet): Each time an enemy unit targets this model, after that unit has finished making its attacks, this model can either shoot as if it were your Shooting phase or fight as if it were the Fight phase. +- **Magna-grapple** (Datasheet): Add 2 to Charge rolls made for this model if one or more of the targets of that charge is a MONSTER or VEHICLE unit. +- **Smoke Launchers** (Wargear): The bearer loses the Magna-grapple ability and gains the SMOKE keyword. + +**Keywords:** Walker, Dreadnought, Death Company Dreadnought, Imperium, Vehicle +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Death Company Dreadnought + +**Wargear Options:** +- This model’s storm bolter can be replaced with 1 heavy flamer. +- This model’s meltagun can be replaced with 1 heavy flamer. +- This model’s Furioso fists can be replaced with 1 blood talons. +- This model can be equipped with 1 smoke launchers. + +**Points:** +- 1 model: 145pts + +--- + +# Death Company Dreadnought + +**Role:** Other + +*Even being interred in a Dreadnought’s sarcophagus is insufficient to keep the Black Rage at bay. Death Company Dreadnoughts are like furious battering rams, desperate to smash into the enemy and tear them apart. They are potent terror weapons, unleashed to inflict as much damage as possible.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin Icarus ironhail heavy stubber; twin heavy bolter; blood fist bolt rifles; blood fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood fist bolt rifles | 24 | 4 | 3 | 4 | -1 | 1 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin Icarus ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | ANTI-FLY 4+, RAPID FIRE 3, TWIN-LINKED | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood fists | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | +| Blood talons - strike | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | +| Blood talons - sweep | Melee | 10 | 3 | 7 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Driven by Fury** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if this model was hit by one or more of those attacks, it can make a Driven by Fury move. To do so, roll one D6 and add 2 to the roll: this model moves a number of inches up to the result, but must finish as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, this model can be moved within Engagement Range of that enemy unit. A model cannot make a Driven by Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Driven by Fury move per phase. + +**Keywords:** Vehicle, Death Company Dreadnought, Dreadnought, Death Company, Imperium, Walker +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Death Company Dreadnought + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with 1 twin multi-melta. +- This model's blood fists and blood fist bolt rifles can be replaced with 1 blood talons. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Death Company Marines with Bolt Rifles + +**Role:** Other + +*Every Blood Angel felt their hopes dashed when the first of the Primaris Space Marines brought to the Chapter by Roboute Guilliman fell to the Black Rage. With great solemnity were these brothers inducted into the Death Company. Their strength, combined with the fury of the Black Rage, is a terrifying sight to behold.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; bolt rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher - frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher - krak | 24 | 1 | 3 | 9 | -1 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Eviscerator | Melee | 3 | 3 | 7 | -2 | 2 | sustained hits 1 | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Visions of Heresy** (Datasheet): Once per turn, you can target this unit with the Fire Overwatch or the Heroic Intervention Stratagem for 0CP. While resolving that Stratagem, each time a model in this unit makes a ranged attack you can re-roll the Hit roll, or you can re-roll the Charge roll made for this unit (whichever applies). +- **ATTACHED UNIT** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to an Intercessor Squad unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Death Company Marines with Bolt Rifles, Death Company, Tacticus, Imperium, Grenades +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 5-10 Death Company Marines with Bolt Rifles + +**Wargear Options:** +- 1 model’s bolt rifle can be replaced with one of the following:- 1 Astartes chainsword +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- For every 5 models in this unit, 1 model's bolt rifle and close combat weapon can be replaced with 1 eviscerator. +- For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher. +- 1 model’s close combat weapon can be replaced with one of the following:- 1 Astartes chainsword +- 1 power fist +- 1 power weapon +- 1 thunder hammer + +**Leader:** +Led By: Tycho The Lost, Asmodai, Chaplain, Death Company Captain, Chaplain Kastiel + +**Points:** +- 5 models: 85pts +- 10 models: 160pts + +--- + +# Death Company Marines with Boltguns and Jump Packs + +**Role:** Other + +*Possessed of a near peerless ferocity and berserk fury created by horrific hallucinations, Death Company warriors are living weapons. When equipped with jump packs they are more lethal still, capable of bringing their terrible wrath upon the enemy that much more quickly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Berserk Fury** (Datasheet): You can re-roll Charge rolls made for this unit. +- **DEATH COMPANY** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs or an Assault Squad with Jump Packs, it can be attached to this unit instead. + +If a Character unit from your army with the Leader ability can be attached to a Death Company Marines with Jump Packs unit, it can be attached to this unit instead. + +**Keywords:** Fly, Jump Pack, Grenades, Death Company, Infantry, Death Company Marines with boltguns and Jump Packs, Imperium +**Faction Keywords:** Blood Angels, Adeptus Astartes + +**Unit Composition:** +- 5-10 Death Company Marines with Jump Packs + +**Wargear Options:** +- Any number of models can each have their boltgun and close combat weapon replaced with one of the following:- 1 Astartes chainsword and 1 bolt pistol +- 1 thunder hammer +- Any number of models can each have their bolt pistol replaced with one of the following:- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- Any number of models can each have their Astartes chainsword replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Led By: Astorath, Lemartes, Chaplain With Jump Pack + +**Points:** +- 5 models: 140pts +- 10 models: 280pts + +--- + +# Death Company Marines with Boltguns + +**Role:** Other + +*Members of the Death Company are possessed of a berserk fury, driven insane by terrible visions and hallucinations. They seek nothing but death in battle, and such is their ferocity that they barely flinch at even the most grievous of injuries, thinking of nothing but the destruction of their enemies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **An Honourable Death in Combat** (Datasheet): Each time a model in this unit makes an attack, that attack has the [SUSTAINED HITS 1] ability if this unit is below its Starting Strength, or the [SUSTAINED HITS 2] ability if this unit is Below Half-strength. +- **DEATH COMPANY** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to a Tactical Squad, it can be attached to this unit instead. + +If a Character unit from your army with the Leader ability can be attached to a Death Company Marines unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Grenades, Imperium, Death Company, Death Company Marines with Boltguns +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 5-10 Death Company Marines + +**Wargear Options:** +- Any number of models can each have their boltgun and close combat weapon replaced with one of the following:- 1 Astartes chainsword and 1 bolt pistol +- 1 thunder hammer +- Any number of models can each have their bolt pistol replaced with one of the following:- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- Any number of models can each have their Astartes chainsword replaced with one of the following:- 1 power fist +- 1 power weapon + +**Leader:** +Led By: Tycho The Lost, Chaplain, Asmodai, Chaplain Kastiel + +**Points:** +- 5 models: 125pts +- 10 models: 250pts + +--- + +# Death Company Marines With Jump Packs + +**Role:** Other + +*The savagery induced by the Black Rage cannot be cured and so must be utilised to its fullest extent. When equipped with jump packs, Death Company Marines are lent great speed and mobility that, when allied to their vengeful rage, renders them lethal shock troops.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Savage Fury** (Datasheet): You can re-roll Charge rolls made for this unit. +- **ATTACHED UNIT** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to this unit instead. + +**Keywords:** Infantry, Tacticus, Death Company, Death Company Marines with Jump Packs, Imperium, Grenades, Jump Pack, Fly +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 5-10 Death Company Marines with Jump Packs + +**Wargear Options:** +- For every 5 models in this unit, 1 model’s heavy bolt pistol can be replaced with 1 plasma pistol. +- For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. +- 1 model’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- For every 5 models in this unit, 1 model’s heavy bolt pistol and Astartes chainsword can be replaced with one of the following:- 1 hand flamer and 1 Astartes chainsword +- 1 hand flamer and 1 power fist +- 1 hand flamer and 1 power weapon +- 1 heavy bolt pistol and 1 power fist +- 1 heavy bolt pistol and 1 power weapon +- 1 inferno pistol and 1 Astartes chainsword +- 1 inferno pistol and 1 power fist +- 1 inferno pistol and 1 power weapon +- 1 plasma pistol and 1 Astartes chainsword +- 1 plasma pistol and 1 power fist +- 1 plasma pistol and 1 power weapon + +**Leader:** +Led By: Astorath, Lemartes, Chaplain With Jump Pack, Death Company Captain with Jump Pack + +**Points:** +- 5 models: 120pts +- 10 models: 230pts + +--- + +# Death Company Marines + +**Role:** Other + +*Members of the Death Company are possessed of a berserk fury, driven insane by terrible visions and hallucinations. They seek nothing but death in battle, and such is their ferocity that they barely flinch at even the most grievous of Injuries, thinking of nothing but the destruction of their enemies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **An Honourable Death in Combat** (Datasheet): Each time a model in this unit makes an attack, that attack has the [SUSTAINED HITS 1] ability if this unit is below its Starting Strength, or the [SUSTAINED HITS 2] ability if this unit is Below Half-strength. +- **ATTACHED UNIT** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to an Assault Intercessor Squad unit, it can be attached to this unit instead. + +**Keywords:** Grenades, Infantry, Imperium, Tacticus, Death Company, Death Company Marines +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 5-10 Death Company Marines + +**Wargear Options:** +- 1 model's heavy bolt pistol can be replaced with one of the following:- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- For every 5 models in this unit, 1 model's Astartes chainsword can be replaced with equipped with 1 eviscerator. +- 1 model’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- 1 thunder hammer + +**Leader:** +Led By: Tycho The Lost, Asmodai, Chaplain, Death Company Captain, Chaplain Kastiel + +**Points:** +- 5 models: 85pts +- 10 models: 160pts + +--- + +# Deathstorm Drop Pod + +**Role:** Other + +*Deathstorm Drop Pods act as a battlefield delivery method not for troops or vehicles, but instead for automated weapons systems such as Whirlwind missile launchers or assault cannons. Once in place, these potent weapons unleash a massive volley of firepower, clearing the way for a full-scale ground assault.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 7 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** deathstorm cannon array. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deathstorm cannon array | 18 | 12 | 4 | 6 | 0 | 1 | sustained hits 2 | +| Deathstorm missile array | 18 | 2D6 | 4 | 8 | -2 | 2 | blast | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Deathstorm Assault** (Datasheet): This model must start the battle in Reserves, but it is not counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Imperium, Deathstorm Drop Pod, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Deathstorm Drop Pod + +**Wargear Options:** +- This model’s deathstorm cannon array can be replaced with 1 deathstorm missile array + +**Points:** +- 1 model: 95pts + +--- + +# Deathwatch Terminator Squad + +**Role:** Other + +*The indomitable warriors honoured to wear hulking suits of Terminator armour are an inspiring sight to their brethren. Deathwatch Terminators carry the most powerful close combat weapons, and the strength and durability of their armour allows them to take the heaviest firepower directly into hidden xenos lairs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** power fist; storm bolter. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Terminatus Assault** (Datasheet): You can re-roll Charge rolls made for this unit. Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test. If that enemy unit does not have the IMPERIUM or CHAOS keywords, subtract 1 from that test. +- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not within your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" horizontally of one or more enemy units. That token is then removed. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. + +**Keywords:** Deathwatch Terminator Squad, Infantry, Imperium, Terminator, Kill Team +**Faction Keywords:** Deathwatch, Adeptus Astartes + +**Unit Composition:** +- 1 Deathwatch Terminator Sergeant +- 4-9 Deathwatch Terminators + +**Wargear Options:** +- Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following:- 1 assault cannon +- 1 heavy flamer +- 1 plasma cannon +- 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced) +- Any number of models can each have their power fist and storm bolter replaced with one of the following:- 1 storm bolter and 1 power weapon +- 1 storm bolter and 1 chainfist +- 1 thunder hammer and 1 storm shield +- 1 twin lightning claws + +**Leader:** +Led By: Deathwing Strikemaster, Belial, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 190pts +- 10 models: 350pts + +--- + +# Deathwatch Veterans + +**Role:** Battleline + +*Deathwatch Veterans’ skills have been honed in their former Chapter for decades, sometimes centuries. Throughout their long vigil against the manifold xenos threats, each Veteran learns to arm himself so as to best contribute to the mission at hand, and squads carry an array of weapons to fell any foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Deathwatch shotgun | 24 | 2 | 3 | 4 | 0 | 2 | assault | +| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | +| Infernus heavy bolter – heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Stalker-pattern boltgun | 24 | 1 | 3 | 4 | -1 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Shield blades | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Deathwatch thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Sternguard Veteran Squad, it can be attached to this unit instead. + +**Keywords:** Infantry, Battleline, Grenades, Imperium, Kill Team, Deathwatch Veterans +**Faction Keywords:** Deathwatch, Adeptus Astartes + +**Unit Composition:** +- 1 Watch Sergeant +- 4-9 Deathwatch Veterans + +**Wargear Options:** +- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following: +- 1 boltgun, 1 Astartes shield and 1 close combat weapon +- 1 power weapon and 1 Astartes shield +- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer. +- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 stalker-pattern boltgun and 1 close combat weapon. +- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon. +- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon. +- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon. +- 1 model’s boltgun and power weapon can be replaced with 1 Black Shield blades. +- The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade. +- The Watch Sergeant’s boltgun can be replaced with 1 combi-weapon. + +**Leader:** +Led By: Chief Librarian Tigurius, Inquisitor Draxus, Lieutenant, Librarian, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Inquisitor In Terminator Armour, Lazarus, Chaplain, Captain, Judiciar, Pedro Kantor, Castellan, Emperor’s Champion, Watch Master, Watch Captain Artemis, Captain Sicarius, Inquisitor Greyfax, Inquisitor Coteaz, Blood Angels Captain, Inquisitor Eisenhorn, Adrax Agatone, Kor’sarro Khan, Marshal, Primaris Company Champion, Chaplain Cassius, Marneus Calgar, Uriel Ventris, Inquisitor Ostromandeus, Inquisitor, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Apothecary, Ancient, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 100pts +- 10 models: 190pts + +--- + +# Deathwing Command Squad + +**Role:** Other + +*On occasion a Deathwing squad will be formed into an honour guard to accompany high-ranking members of the Inner Circle, such as Librarians, Interrogator-Chaplains and even Company Masters. Together, they will lead their brothers straight into the heart of battle, where their skills are most needed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Deathwing Ancient is equipped with:** storm bolter; power fist. + +**The Deathwing Apothecary is equipped with:** storm bolter; chainfist. + +**The Deathwing Champion is equipped with:** halberd of Caliban. + +**Every Deathwing Command Terminator is equipped with:** storm bolter; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Halberd of Caliban | Melee | 5 | 3 | 6 | -2 | 2 | precision | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. +- **Narthecium** (Datasheet): While this unit contains an Apothecary, in your Command phase, you can return 1 destroyed model (excluding Character models) to this unit. +- **Astartes Banner** (Datasheet): While this unit contains an Ancient, add 1 to the Objective Control characteristic of its models. +- **Honour or Death** (Datasheet): While this unit contains a Company Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. + +**Keywords:** Infantry, Terminator, Imperium, Deathwing Command Squad, Deathwing +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 1 Deathwing Ancient +- 1 Deathwing Apothecary +- 1 Deathwing Champion +- 2-7 Deathwing Command Terminators + +**Wargear Options:** +- Any number of Deathwing Command Terminators can each have their storm bolter and power fist replaced with one of the following:- 1 twin lightning claws +- 1 thunder hammer and 1 storm shield +- Any number of Deathwing Command Terminators can each have their power fist replaced with 1 chainfist. +- 1 Deathwing Command Terminator’s power fist can be replaced with 1 power weapon. +- For every 5 models in this unit, 1 Deathwing Command Terminator can replace its storm bolter with one of the following:- 1 assault cannon +- 1 heavy flamer +- 1 plasma cannon +- 1 storm bolter and 1 cyclone missile launcher (this model’s storm bolter cannot be replaced) +- This unit can be equipped with 1 Watcher in the Dark.* +- * The rules for a Watcher in the Dark can be found on the Deathwing Knights datasheet. + +**Leader:** +Led By: Deathwing Strikemaster, Belial, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Darnath Lysander, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 200pts +- 10 models: 400pts + +--- + +# Deathwing Knights + +**Role:** Other + +*Deathwing Knights are the Chapter’s ultimate death-dealers, their strikes breaking the enemy’s back in one fell swoop. Equipped with heirloom wargear, they teleport into the heart of the thickest fighting, led by Knight Masters who are whirlwinds of deathly destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Knight Master is equipped with:** great weapon of the Unforgiven. + +**Every Deathwing Knight is equipped with:** mace of absolution. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Great weapon of the Unforgiven | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, sustained hits 1 | +| Mace of absolution | Melee | 4 | 2 | 6 | -2 | 2 | ANTI-MONSTER 4+, ANTI-VEHICLE 4+ | +| Power weapon | Melee | 5 | 2 | 6 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 7 | -2 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed. +- **Inner Circle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. +- **Watcher in the Dark** (Wargear): Once per battle, in any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES model in this unit, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability against mortal wounds. + +**Designer’s Note:** *Place a Watcher in the Dark token next to the unit, removing it when this ability has been used.* +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. + +**Keywords:** Deathwing, Imperium, Infantry, Terminator, Deathwing Knights +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Knight Master +- 4 Deathwing Knights + +**Wargear Options:** +- The Knight Master’s great weapon of the Unforgiven can be replaced with 1 relic weapon. +- All Deathwing Knights in this unit can each have their mace of absolution replaced with 1 power weapon. +- This unit can be equipped with 1 Watcher in the Dark. + +**Leader:** +Led By: Deathwing Strikemaster, Belial, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Ancient In Terminator Armour, Darnath Lysander, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 250pts + +--- + +# Deathwing Strikemaster + +**Role:** Characters + +*Deathwing Strikemasters serve as the Deathwing’s Lieutenants. To earn such an esteemed rank they have carried out deeds of enormous bravery on countless battlefields, honing their skills as warriors and leaders. In battle they guide their Deathwing brethren with skill and pride, bringing death to the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 4 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | +| Mace of absolution | Melee | 5 | 2 | 6 | -1 | 3 | — | +| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | +| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | +| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 6. +- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Vanquish the Foe** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Imperium, Terminator, Character, Infantry, Deathwing, Deathwing Strikemaster, Lieutenant +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Deathwing Strikemaster + +**Wargear Options:** +- This model’s storm bolter and master-crafted power weapon can be replaced with either 1 twin lightning claws, or two different weapons from the following list:- 1 storm bolter +- 1 chainfist +- 1 mace of absolution +- 1 power fist +- 1 thunder hammer +- 1 storm shield + +**Leader:** +Can lead: Deathwatch Terminator Squad, Deathwing Knights, Deathwing Terminator Squad, Terminator Squad, Deathwing Command Squad, Relic Terminator Squad, Terminator Assault Squad, Terminator Squad + +**Points:** +- 1 model: 80pts + +--- + +# Deathwing Terminator Squad + +**Role:** Other + +*Deploying rapidly onto the battlefield via blazing teleport strike or within the armoured hull of a large transport, Deathwing Terminator Squads pour heavy fire into their enemies or engage them in brutal melee, smashing them apart with thunder hammers or cutting them to ribbons with lightning claws.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Deathwing Sergeant is equipped with:** storm bolter; power weapon. + +**Every Deathwing Terminator is equipped with:** storm bolter; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | +| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed. +- **Deathwing** (Datasheet): Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or to the Hit roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected at the start of your Command phase for the Oath of Moment ability, add 1 to the Hit roll. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. +- **Watcher in the Dark** (Wargear): Once per battle, in any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES model in this unit, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability against mortal wounds. + +**Designer’s Note:** *Place a Watcher in the Dark token next to the unit, removing it when this ability has been used.* + +**Keywords:** Deathwing, Imperium, Deathwing Terminator Squad, Terminator, Infantry +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 1 Deathwing Sergeant +- 4-9 Deathwing Terminators + +**Wargear Options:** +- Any number of Deathwing Terminators can each have their power fist replaced with 1 chainfist. +- For every 5 models in this unit, 1 Deathwing Terminator can replace its storm bolter with one of the following:- 1 assault cannon +- 1 heavy flamer +- 1 plasma cannon +- 1 storm bolter and 1 cyclone missile launcher (this model’s storm bolter cannot be replaced) +- This unit can be equipped with 1 Watcher in the Dark. + +**Leader:** +Led By: Deathwing Strikemaster, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Belial, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 180pts +- 10 models: 360pts + +--- + +# Decimus Kill Team + +**Role:** Battleline + +*The Decimus Kill Team provides a force-appropriate response to any alien threat at a squad-based level. Every warrior in this hand-picked squad possesses their own specialisms and an array of potent armaments that make them the bane of not only xenos foes but any enemy unlucky enough to bar their path.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM SERGEANT, DEATHWATCH VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | +| GRAVIS VETERAN | 5" | 6 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kill Team Sergeant is equipped with:** plasma pistol; power weapon. + +**Each Gravis Veteran is equipped with:** infernus heavy bolter; bolt pistol; close combat weapon. + +**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** stalker bolt rifle; bolt pistol; close combat weapon. + +**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** bolt pistol; heavy thunder hammer. + +**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** Deathwatch marksman bolt carbine; special-issue bolt pistol; close combat weapon. + +**If the unit contains 10 models, 1 Deathwatch Veteran is equipped with:** special-issue bolt pistol; xenophase blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol, lethal hits | +| Deathwatch marksman bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | heavy, lethal hits | +| Frag cannon | 18 | D3 | 3 | 7 | -2 | 2 | blast, heavy, lethal hits, rapid fire d3 | +| Hellstorm bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | assault, heavy, lethal hits | +| Infernus heavy bolter – heavy bolter | 36 | 3 | 3 | 5 | -2 | 3 | SUSTAINED HITS 1 | +| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | +| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Special-issue bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol, precision, lethal hits | +| Stalker bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | heavy, lethal hits, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | +| Heavy thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 2 | sustained hits 1 | +| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. +- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. + +**Keywords:** Tacticus, Gravis, Infantry, Battleline, Grenades, Imperium, Kill Team, Decimus Kill Team +**Faction Keywords:** Adeptus Astartes, Deathwatch + +**Unit Composition:** +- 1 Kill Team Sergeant +- 1 Gravis Veteran +- 3 Deathwatch Veterans +- OR +- 1 Kill Team Sergeant +- 2 Gravis Veterans +- 7 Deathwatch Veterans + +**Wargear Options:** +- For every 5 models in the unit, up to 1 model’s infernus heavy bolter can be replaced with one of the following:- 1 frag cannon. +- 1 hellstorm bolt rifle and 1 Astartes grenade launcher. +- For every 5 models in the unit, up to 1 model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield. +- For every 5 models in the unit, up to 1 model’s stalker bolt rifle can be replaced with 1 plasma incinerator. +- For every 5 models in the unit, up to 1 model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife. + +**Leader:** +Led By: Marneus Calgar, Chief Librarian Tigurius, Inquisitor Draxus, Lieutenant, Librarian, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Inquisitor In Terminator Armour, Chaplain, Adrax Agatone, Captain, Judiciar, Emperor’s Champion, Marshal, Techmarine, Inquisitor Greyfax, Inquisitor, Apothecary, Ancient, Blood Angels Captain, Inquisitor Eisenhorn, Uriel Ventris, Castellan, Kor’sarro Khan, Captain Tycho, Inquisitor Coteaz, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Primaris Company Champion, Ezekiel, Lazarus, Chaplain Grimaldus, High Marshal Helbrecht, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Deimos Predator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasma destroyer; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Infernus cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Magna-melta cannon | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | +| Plasma destroyer – standard | 36 | D3 | 3 | 8 | -2 | 2 | blast | +| Plasma destroyer – supercharge | 36 | D3 | 3 | 9 | -3 | 3 | blast, hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Imperium, Deimos Predator +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Deimos Predator + +**Wargear Options:** +- This model’s plasma destroyer can be replaced with one of the following:- 1 conversion beam cannon +- 1 infernus cannon +- 1 magna-melta cannon +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 lascannons +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Deredeo Dreadnought + +**Role:** Other + +*While the Deredeo Dreadnought shares many core systems with the famed Contemptor class, it was expressly designed as a heavy weapons platform, combining superior firepower with the flexibility of a walker. Now rare, Deredeos are treasured assets whose survivability and killing power have proved decisive on countless battlefields.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | +| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | +| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | +| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Deathwing, Vehicle, Walker, Smoke, Dreadnought, Deredeo Dreadnought, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Deredeo Dreadnought + +**Wargear Options:** +- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery +- 1 hellfire plasma carronade +- 1 volkite falconet battery +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with one of the following:- 1 aiolos missile launcher +- 1 boreas air defence missiles + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Desolation Squad + +**Role:** Other + +*Desolation Marines specialise in unleashing widespread devastation throughout the enemy ranks. Whether direct-firing warheads into massed infantry or enemy armour, or raining salvoes down upon the enemy with their castellan launchers, these warriors reap a grievous toll amongst the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; castellan launcher; superfrag rocket launcher; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Castellan launcher | 36 | D3 | 3 | 4 | 0 | 1 | blast, indirect fire | +| Superfrag rocket launcher | 48 | D6+1 | 4 | 5 | 0 | 1 | blast, heavy | +| Superkrak rocket launcher | 48 | 1 | 4 | 10 | -2 | D6+1 | heavy | +| Vengor launcher | 48 | D6 | 2 | 7 | -1 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Targeter Optics** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. + +**Keywords:** Desolation Squad, Imperium, Grenades, Infantry, Tacticus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Desolation Sergeant +- 4 Desolation Marines + +**Wargear Options:** +- All of the models in this unit can each have their superfrag rocket launcher replaced with 1 superkrak rocket launcher. +- The Desolation Sergeant’s superfrag rocket launcher or superkrak rocket launcher can be replaced with 1 vengor launcher. + +**Leader:** +Led By: Chief Librarian Tigurius, Sanguinary Priest, Brother Corbulo, Techmarine, Apothecary, Ancient, Librarian + +**Points:** +- 5 models: 200pts + +--- + +# Devastator Squad + +**Role:** Other + +*Devastator Squads pound the enemy at long range with overwhelming heavy weapons fire, annihilating any caught in the ferocious blasts. Once they have secured the perfect firing position, they hold it firmly, providing their battle-brothers with intense covering fire as they advance.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | anti-vehicle 2+, heavy | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | heavy | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Signum** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. +- **Armorium Cherub** (Datasheet): Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6. +- **Designer’s Note** (Datasheet): *Place an Armorium Cherub token next to the unit, removing it once this ability has been used.* + +**Keywords:** Grenades, Infantry, Devastator Squad, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Devastator Sergeant +- 4-9 Devastator Marines + +**Wargear Options:** +- Up to 4 Devastator Marines can each have their boltgun replaced with one of the following: +- 1 grav-cannon +- 1 heavy bolter +- 1 lascannon +- 1 missile launcher +- 1 multi-melta +- 1 plasma cannon +- The Devastator Sergeant’s bolt pistol and boltgun can be replaced with two different weapons from the following list:* +- 1 Astartes chain sword +- 1 bolt pistol +- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 plasma pistol +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol) + +**Leader:** +Led By: Chief Librarian Tigurius, Librarian, Sanguinary Priest, Brother Corbulo, Techmarine, Imperial Space Marine, Apothecary, Ancient + +**Points:** +- 5 models: 120pts +- 10 models: 200pts + +--- + +# Dreadnought Drop Pod + +**Role:** Other + +*Larger and more robust than the infantry equivalents, Dreadnought Drop Pods give Space Marine commanders the option of deploying armoured walkers directly into the theatre of battle. Still hot from its meteoric descent through the atmosphere, a Drop Pod’s ramps slam open to disgorge its deadly cargo into the enemy’s midst.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 7 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Drop Pod Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it. + +**Keywords:** Imperium, Transport, Dreadnought Drop Pod, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Dreadnought Drop Pod + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 1 Dreadnought model. + +**Points:** +- 1 model: 75pts + +--- + +# Dreadnought + +**Role:** Other + +*Dreadnoughts are bipedal combat walkers piloted by centuries-old fallen heroes of the Chapter, kept alive by esoteric technologies in an ancient sarcophagus at the Dreadnought’s heart. Equipped with devastating heavy weapons, they can annihilate the enemy from afar or crush them to paste in brutal melee.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Wisdom of the Ancients (Aura)** (Datasheet): While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1. + +**Keywords:** Dreadnought, Imperium, Smoke, Walker, Vehicle, Deathwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Dreadnought + +**Wargear Options:** +- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon +- 1 multi-melta +- 1 twin lascannon +- This model’s Dreadnought combat weapon and storm bolter can be replaced with one of the following:- 1 missile launcher and 1 close combat weapon +- 1 heavy flamer and 1 Dreadnought combat weapon + +**Points:** +- 1 model: 135pts + +--- + +# Drop Pod + +**Role:** Dedicated Transports + +*Launched from ships in low orbit, Drop Pods full of Space Marines slam into the battlefield, their hatches blowing open upon the violent impact. Within seconds, the squad bursts out with weapons firing. Such deadly strikes send the foe into disarray as their lines are torn apart in the furious assault.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 7 | 3+ | 8 | 6+ | 0 | + +**Invulnerable Save:** - + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Drop Pod Assault** (Datasheet): This model must start the battle in Reserves and can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. +- **Combat Disembarkation** (Datasheet): Each time a unit disembarks from this model after it has been set up on the battlefield, that unit is still eligible to declare a charge this turn. +- **Deployment Complete** (Datasheet): Once this unit is set up on the battlefield and all units within it have disembarked, until the end of the battle, units cannot embark within this TRANSPORT. +- **Designer’s Note** (Без заголовка): *The highlighted portions of this model are the only parts that are considered to make up its hull. Models can be set up or end a move on any part of this model that is not highlighted in red. If any models are on non-highlighted sections of this model when it is destroyed, place those models as close to their original position as possible, on the battlefield, after removing this model.* + +$000003426 + +**Keywords:** Vehicle, Transport, Dedicated Transport, Imperium, Drop Pod +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Drop Pod + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. It cannot transport Centurion, Gravis, Jump Pack, Wulfen or Terminator models. + +**Points:** +- 1 model: 70pts + +--- + +# Eliminator Squad + +**Role:** Other + +*Eliminator Squads are peerless assassins, deadly marksmen who haunt the shadows of the battlefield unseen by the enemy. For hours they will lie in wait to take the perfect shot, their sophisticated scopes feeding them essential data to ensure they never fail to make the kill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; bolt sniper rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | +| Instigator bolt carbine | 24 | 1 | 3 | 4 | -2 | 2 | precision | +| Las fusil | 36 | 1 | 3 | 9 | -3 | D6 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Reposition Under Covering Fire** (Datasheet): In your Shooting phase, after this unit has shot, if it contains an Eliminator Sergeant equipped with an instigator bolt carbine, this unit can make a Normal move. If it does so, until the end of the turn, this unit is not eligible to declare a charge. +- **Mark the Target** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. + +**Keywords:** Eliminator Squad, Infantry, Grenades, Imperium, Phobos +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Eliminator Sergeant +- 2 Eliminators + +**Wargear Options:** +- The Eliminator Sergeant’s bolt sniper rifle can be replaced with one of the following:- 1 instigator bolt carbine +- 1 las fusil +- All Eliminators in this unit can each have their bolt sniper rifle replaced with 1 las fusil. + +**Leader:** +Led By: Captain In Phobos Armour, Librarian In Phobos Armour + +**Points:** +- 3 models: 85pts + +--- + +# Emperor’s Champion + +**Role:** Characters + +*A humble warrior touched by greatness, the Emperor’s Champion strides to battle wreathed in divine light. The furious blows of the enemy ring from his nigh-impenetrable Armour of Faith. In return, the Emperor’s Champion seeks out the leaders of the foe and, with sweeping blows from his Black Sword, strikes them down.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Black Sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Sword – strike | Melee | 6 | 2 | 8 | -3 | 3 | anti-character 5+, precision | +| Black Sword – sweep | Melee | 10 | 2 | 6 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Armour of Faith** (Datasheet): Once per phase, when an attack is allocated to this model and the saving throw is failed, you can change the Damage characteristic of that attack to 0. +- **Sigismund’s Heir** (Datasheet): Each time this model’s unit declares a charge, if one or more targets of that charge have the CHARACTER keyword, add 2 to the Charge roll. Once per battle, when this model’s unit is selected to fight, if that unit is within Engagement Range of one or more enemy CHARACTER units, this model can use this ability. If it does, until the end of the phase, melee weapons equipped by this model have the [DEVASTATING WOUNDS] ability. +- **CHOSEN OF THE EMPEROR** (Fortification (левая колонка)): You cannot include more than one EMPEROR’S CHAMPION model in your army. + +**Keywords:** Imperium, Emperor’s Champion, Character, Infantry, Tacticus, Grenades +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Emperor’s Champion + +**Leader:** +Can lead: Intercessor Squad, Decimus Kill Team, Assault Squad, Deathwatch Veterans, Crusader Squad (Legendary), Inner Circle Companions, Wolf Guard, Assault Intercessor Squad, Fortis Kill Team, Sternguard Veteran Squad, Vanguard Veteran Squad, Crusader Squad, Sword Brethren Squad, Sternguard Veteran Squad + +**Points:** +- 1 model: 100pts + +--- + +# Eradicator Squad + +**Role:** Other + +*Before the molten ire of an Eradicator Squad, heavy armour and defended positions stand little chance. Eradicators wear the heavier Gravis-pattern of Mk X power armour, allowing them to stride unharmed through waves of incoming fire before bringing their own destructive weaponry to bear at close range.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; melta rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Melta rifle | 18 | 1 | 3 | 9 | -4 | D6 | heavy, melta 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Total Obliteration** (Datasheet): Each time a ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll. + +**Keywords:** Imperium, Infantry, Grenades, Gravis, Eradicator Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Eradicator Sergeant +- 2-5 Eradicators + +**Wargear Options:** +- For every 3 models in this unit, 1 Eradicator’s melta rifle can be replaced with 1 multi-melta. + +**Leader:** +Led By: Tor Garadon, Captain In Gravis Armour, Iron Father Feirros, Apothecary Biologis, Marneus Calgar in Armour of Antilochus, Marneus Calgar + +**Points:** +- 3 models: 90pts +- 6 models: 180pts + +--- + +# Example Wargear (Summoned) + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | + +**Faction Keywords:** Adeptus Astartes + +--- + +# Execrator + +**Role:** Characters + +*Execrators are living exemplars of their battle-brothers’ oaths, ferocious warrior priests who lead the Black Templars in lethal rampages. They teach that waris the most worthy chapel for warriors, every bludgeoning blow of their crozius arcanum punctuated with zealous invective and roared sermons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | +| Pyre pistol | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | +| Master-crafted power weapon | Melee | 3 | 2 | 5 | -2 | 2 | extra attacks, lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Remorseless Persecution** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. +- **Condemnatory Annihilation** (Datasheet): Each time this model’s unit has fought, if one or more enemy units were destroyed as a result of those attacks, each enemy unit within 6" of this model must take a Battle-shock test. + +**Keywords:** Chaplain, Tacticus, Imperium, Grenades, Character, Infantry, Execrator +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Execrator + +**Wargear Options:** +- This model’s absolvor bolt pistol can be replaced with 1 pyre pistol. +- If this model is equipped with an absolvor bolt pistol, it can be equipped with 1 master-crafted power weapon (this model’s absolvor bolt pistol cannot be replaced). + +**Leader:** +Can lead: Crusader Squad (Legendary), Crusader Squad, Sword Brethren Squad + +**Points:** +- 1 model: 60pts + +--- + +# Ezekiel + +**Role:** Characters + +*Ezekiel is Grand Master of Librarians. /4s a master of Interromancy, his warp-whispers shred the sanity of his enemies. His blade, known as Traitor’s Bane, was forged to slay those who turn against the Emperor. It is a formidable force weapon rumoured to entrap forever the souls of the Fallen.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** the Deliverer; Mind Wipe; Traitor’s Bane; Book of Salvation. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Deliverer | 12 | 1 | 2 | 4 | -1 | 2 | pistol, precision | +| Mind Wipe – witchfire | 12 | 1 | 2 | 6 | -2 | D6 | devastating wounds, precision, psychic | +| Mind Wipe – focused witchfire | 12 | 1 | 2 | 6 | -2 | D6 | anti-character 4+, devastating wounds, hazardous, precision, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Traitor’s Bane | Melee | 4 | 2 | 6 | -2 | D3 | anti-chaos 2+, psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Engulfing Fear (Psychic)** (Datasheet): In your Shooting phase, you can select one enemy unit within 18" of this model. That enemy unit must take a Battle-shock test. +- **Book of Salvation** (Wargear): While this model is leading a unit, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. When this model is destroyed, each friendly ADEPTUS ASTARTES unit within 6" of this model must take a Battle-shock test. + +**Keywords:** Grenades, Psyker, Epic Hero, Character, Infantry, Ezekiel, Librarian, Deathwing, Imperium +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Ezekiel – EPIC HERO + +**Leader:** +Can lead: Tactical Squad, Sternguard Veteran Squad, Inner Circle Companions, Fortis Kill Team, Infernus Squad, Crusader Squad, Hellblaster Squad, Crusader Squad (Legendary), Assault Squad, Intercessor Squad, Deathwatch Veterans, Wolf Guard, Vanguard Veteran Squad, Bladeguard Veteran Squad, Sternguard Veteran Squad, Sword Brethren Squad, Assault Intercessor Squad, Decimus Kill Team + +**Points:** +- 1 model: 75pts + +--- + +# Falchion + +**Role:** Other + +*The Falchion was developed to arm the Legiones Astartes with a superlative tank destroyer, and the apocalyptic power of its twin volcano cannon soon became a thing of legend. True to its name, the volcano cannon can turn rock and metal into fiery magma, and a direct hit from the weapon can be fatal to even titanic war machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Smoke, Falchion, Imperium, Vehicle, Titanic +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Falchion + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 420pts + +--- + +# Fellblade + +**Role:** Other + +*Now a rare jewel in loyalist or traitor arsenals, the Fellblade is a legendary war machine equipped with a panoply of weapons all but unknown in the 41st Millennium. Foremost of these is the accelerator cannon, which uses complex vacuum technologies to fire high-velocity shells that few targets can withstand.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | +| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. + +**Keywords:** Fellblade, Smoke, Vehicle, Imperium, Titanic +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Fellblade + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers +- 2 quad heavy bolters +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 480pts + +--- + +# Fenrisian Wolves + +**Role:** Other + +*Amongst the most vicious and intelligent predators in the galaxy, Fenrisian Wolves accompany the sons of Russ to battle, following them as the pack follows the alpha. Even the sleekest are as big as a Human, yet they prowl silently before pouncing in a swift and coordinated flurry of razor-sharp teeth and claws.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 6+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** teeth and claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Teeth and claws | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Predatory Instinct** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6". +- **Hunting Hounds** (Datasheet): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models), if this unit is not Battle-shocked, models in it have an Objective Control characteristic of 1. + +**Keywords:** Fenrisian Wolves, Imperium, Beasts +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 5-10 Fenrisian Wolves + +**Leader:** +Led By: Canis Wolfborn, Cyberwolf + +**Points:** +- 5 models: 40pts +- 10 models: 80pts + +--- + +# Ferren Areios + +**Role:** Characters + +*Ferren Areios is a formidable battle leader who earned the trust and respect of his Primarch in the bloody fighting of the Indomitus Crusade. Now elevated to the rank of Captain of the 6th Company, he leads his battle-brothers with courage and honour, wading into the thick of the fight with thunder hammer in hand.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy bolt pistol; relic thunder hammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Relic thunder hammer | Melee | 5 | 2 | 8 | -2 | 3 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Master of Rites** (Datasheet): In your Command phase, select one of the following to apply to this model’s unit until the end of the turn: +- This model’s unit is eligible to shoot in a turn in which it Advanced. +- This model’s unit is eligible to declare a charge in a turn in it which it Advanced. +- This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. +- **Unrelenting and Uncompromising** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or all modifiers to the Hit roll. + +**Keywords:** Infantry, Imperium, Character, Grenades, Epic Hero, Tacticus, Captain, Ferren Areios +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ferren Areios – EPIC HERO + +**Leader:** +Can lead: Decimus Kill Team, Wolf Guard, Assault Squad, Command Squad, Company Heroes, Infernus Squad, Intercessor Squad, Crusader Squad, Crusader Squad (Legendary), Deathwatch Veterans, Sternguard Veteran Squad, Sternguard Veteran Squad, Tactical Squad, Inner Circle Companions, Vanguard Veteran Squad, Assault Intercessor Squad, Bladeguard Veteran Squad, Victrix Honour Guard, Fortis Kill Team, Sword Brethren Squad, Hellblaster Squad + +**Points:** +- 1 model: 80pts + +--- + +# Fire Raptor Gunship + +**Role:** Other + +*A variant of the Storm Eagle, the Fire Raptor was created to provide overwhelming aerial firepower to Legiones Astartes assault forces. The craft soon gained renown for the devastating rain of bolts and rockets it could produce, and the few operational specimens that still survive are viewed as invaluable assets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. + +**Keywords:** Imperium, Fire Raptor Gunship, Fly, Vehicle, Ravenwing, Aircraft +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Fire Raptor Gunship + +**Wargear Options:** +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons +- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 290pts + +--- + +# Firestrike Servo-turrets + +**Role:** Other + +*Primarily a defensive weapon, the Firestrike Servo-turret lays down withering volleys of fire to secure flanks or the Space Marines’ base of operations. Mounted on gravitic ventral plates, they can hover across the battlefield to ideal firing positions from which to slaughter attacking enemies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin Firestrike las-talon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin Firestrike autocannon | 48 | 3 | 2 | 9 | -1 | 3 | twin-linked | +| Twin Firestrike las-talon | 36 | 2 | 2 | 10 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sentinel Protocols** (Datasheet): Each time you select this unit for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem. + +**Keywords:** Artillery, Vehicle, Imperium, Firestrike Servo-turrets +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1-2 Firestrike Servo-turrets + +**Wargear Options:** +- Any number of models can each have their twin Firestrike las-talon replaced with 1 twin Firestrike autocannon. + +**Points:** +- 1 model: 75pts +- 2 models: 150pts + +--- + +# Fortis Kill Team + +**Role:** Other + +*Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kill Team Sergeant and every Kill Team Intercessor is equipped with:** bolt pistol; Deathwatch bolt rifle; close combat weapon. + +**Every Kill Team Intercessor with plasma incinerator is equipped with:** bolt pistol; plasma incinerator; close combat weapon. + +**Every Kill Team Intercessor with heavy bolt pistol is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Every Kill Team Intercessor with pyreblaster is equipped with:** bolt pistol; pyreblaster; close combat weapon. + +**Every Kill Team Intercessor with superfrag rocket launcher is equipped with:** bolt pistol; castellan launcher; superfrag rocket launcher; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Castellan launcher | 36 | D3 | 3 | 4 | 0 | 1 | blast, indirect fire | +| Deathwatch bolt rifle | 24 | 2 | 3 | 5 | -2 | 1 | assault, heavy, lethal hits | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | +| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Pyreblaster | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | +| Superfrag rocket launcher | 48 | D6+1 | 4 | 5 | 0 | 1 | blast, heavy | +| Superkrak rocket launcher | 48 | 1 | 4 | 10 | -2 | D6+1 | heavy | +| Vengor launcher | 48 | D6 | 2 | 7 | -1 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fortis Doctrines** (Datasheet): Each time a model in this unit makes an attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that attack targets a unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll instead. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. + +**Keywords:** Fortis Kill Team, Kill Team, Tacticus, Imperium, Grenades, Infantry +**Faction Keywords:** Adeptus Astartes, Deathwatch + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 1 Kill Team Sergeant +- 2-9 Kill Team Intercessors +- 0-4 Kill Team Intercessors with plasma incinerators +- 0-4 Kill Team Intercessors with heavy bolt pistols +- 0‑4 Kill Team Intercessors with pyreblasters +- 0‑2 Kill Team Intercessors with superfrag rocket launchers + +**Wargear Options:** +- The Kill Team Sergeant can replace its Deathwatch bolt rifle with one of the following:- 1 Astartes chainsword +- 1 hand flamer +- 1 plasma pistol +- 1 power weapon +- The Kill Team Sergeant can replace its close combat weapon with one of the following: +- 1 Astartes chainsword +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- For every 5 models in this unit, 1 model equipped with a Deathwatch bolt rifle can be equipped with 1 Astartes grenade launcher. +- One model equipped with a plasma incinerator can replace its bolt pistol with 1 plasma pistol. +- 1 model can replace its superfrag rocket launcher with 1 vengor launcher. +- Any number of models can each replace their superfrag rocket launcher with 1 superkrak rocket launcher. + +**Leader:** +Led By: Marneus Calgar, Primaris Company Champion, Librarian, Captain Tycho, Sanguinary Priest, Ancient, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Chaplain, Adrax Agatone, Kor’sarro Khan, Chaplain Grimaldus, Castellan, Emperor’s Champion, Marshal, Chief Librarian Tigurius, Blood Angels Captain, Uriel Ventris, Lieutenant, Captain, Judiciar, Apothecary, High Marshal Helbrecht, Lazarus, Techmarine, Watch Captain Artemis, Watch Master, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Titus, Ferren Areios + +**Points:** +- 10 models: 180pts + +--- + +# Furioso Dreadnought + +**Role:** Other + +*Unique to the Chapter, Furiosos are frequently fitted with armaments only the Blood Angels have, from the infantry-shredding heavy frag cannon to the magna-grapple. The latter weapon’s bolts, attached to adamantine chains, pierce armour, enabling Furiosos to drag enemies into their reach.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy frag cannon; Furioso fist; storm bolter. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy frag cannon | 18 | D6 | 3 | 7 | -1 | 2 | blast, rapid fire d6 | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood talons | Melee | 7 | 3 | 8 | -2 | 3 | twin-linked | +| Furioso fist | Melee | 5 | 3 | 12 | -3 | 3 | — | +| Twin Furioso fists | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Wrathful Rampage** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. +- **Magna-grapple** (Wargear): The bearer loses the SMOKE keyword, but add 2 to Charge rolls made for the bearer if one or more of the targets of that charge is a MONSTER or VEHICLE unit. + +**Keywords:** Imperium, Walker, Vehicle, Furioso Dreadnought, Dreadnought +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Furioso Dreadnought + +**Wargear Options:** +- This model’s heavy frag cannon and Furioso fist can be replaced with one of the following:- 1 Blood Talons and 1 meltagun +- 1 twin Furioso fist and 1 meltagun +- This model’s storm bolter can be replaced with 1 heavy flamer. +- This model’s meltagun can be replaced with 1 heavy flamer. +- This model can be equipped with 1 magna-grapple. + +**Points:** +- 1 model: 150pts + +--- + +# Gabriel Seth + +**Role:** Characters + +*Gabriel Seth is a terrifyingly violent warrior, fearlessly charging headlong into the fray in a whirlwind of fury and savagery. He wields Blood Reaver, an enormous two-handed chainsword, with which he is capable of hacking apart even the most monstrous foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Blood Reaver. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood Reaver | Melee | 6 | 2 | 8 | -2 | 3 | sustained hits 1 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Lord of Slaughter** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. +- **Whirlwind of Gore** (Datasheet): Each time this model fights, until that fight is resolved, add 1 to the Attacks characteristic of this model’s Blood Reaver for every 5 enemy models within 6" of this model. +- **FLESH TEARERS** (Fortification (левая колонка)): This model is from the Flesh Tearers Chapter, a successor of the Blood Angels. For all rules purposes, it is treated as a BLOOD ANGELS model, but cannot be included in an army that includes any other Blood Angels Epic Hero models. + +**Keywords:** Imperium, Epic Hero, Character, Grenades, Chapter Master, Gabriel Seth, Infantry +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Gabriel Seth – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Command Squad, Hellblaster Squad, Bladeguard Veteran Squad, Company Heroes, Assault Squad, Crusader Squad, Tactical Squad, Wolf Guard, Infernus Squad, Vanguard Veteran Squad, Inner Circle Companions, Decimus Kill Team, Sword Brethren Squad, Vanguard Veteran Squad With Jump Packs, Intercessor Squad, Fortis Kill Team, Deathwatch Veterans, Assault Intercessor Squad, Sternguard Veteran Squad, Crusader Squad (Legendary), Sternguard Veteran Squad + +**Points:** +- 1 model: 90pts + +--- + +# Gladiator Lancer + +**Role:** Other + +*With pinpoint accuracy, Gladiator Lancer crews use this battle tank’s laser destroyer to spear through the heaviest enemy armour and punch smouldering holes in the flesh ofxenos monstrosities. Such is the range of its heavy cannon that it can eliminate threats to the Black Templars before their battle-brothers encounter them, storming past their wrecks to seek the next affront to the Emperor.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Lancer laser destroyer; 2 storm bolters; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | +| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | +| Lancer laser destroyer | 72 | 2 | 3 | 14 | -4 | D6+3 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Aquilon Optics** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its attacks. + +**Keywords:** Vehicle, Smoke, Imperium, Gladiator Lancer +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Gladiator Lancer + +**Wargear Options:** +- This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers. +- This model can be equipped with one of the following:- 1 ironhail heavy stubber +- 1 multi-melta +- This model can be equipped with 1 Icarus rocket pod. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Gladiator Reaper + +**Role:** Other + +*When the cannons of the Gladiator Reaper spin to full pitch, the whining drone is likened to the sharpening of the Emperor’s just blade and a sensation which only truly discomforts the blasphemous. Within seconds, thousands of spent casings pour over the battle tank’s armoured hide as enemies are erased from existence by the storm offire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 tempest bolters; twin heavy onslaught gatling cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | +| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Tempest bolter | 24 | 4 | 3 | 4 | -1 | 1 | rapid fire 4 | +| Twin heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Reaping Tally** (Datasheet): This model’s twin heavy onslaught gatling cannon has the [SUSTAINED HITS 2] ability while targeting INFANTRY units. + +**Keywords:** Imperium, Gladiator Reaper, Smoke, Vehicle +**Faction Keywords:** Adeptus Astartes, Black Templars + +**Unit Composition:** +- 1 Gladiator Reaper + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 ironhail heavy stubber +- 1 multi-melta +- This model can be equipped with 1 Icarus rocket pod. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Gladiator Valiant + +**Role:** Other + +*The Valiant lays down blistering volleys of holy fire as it escorts transports or supports infantry in ferocious fighting, executing singular threats and vaporising squads of heavily armoured heretics with equal ease. Its twin las-talons spit vindicated death at the foe, making short work of enemy armour, while its hissing multi-meltas turn fortified positions into bubbling slag.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 multi-meltas; twin las-talon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | +| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Twin las-talon | 36 | 2 | 3 | 10 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Priority Target Acquisition** (Datasheet): Each time this model makes an attack with its twin las-talon that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. + +**Keywords:** Gladiator Valiant, Vehicle, Imperium, Smoke +**Faction Keywords:** Adeptus Astartes, Black Templars + +**Unit Composition:** +- 1 Gladiator Valiant + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 ironhail heavy stubber +- 1 multi-melta +- This model can be equipped with 1 Icarus rocket pod. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Grey Hunters + +**Role:** Battleline + +*With their instinctive raw aggression tempered – but never quashed – by countless battlefield victories, Grey Hunters are patient, cunning and adaptable. Some packs take and hold ground, unleashing volleys of disciplined firepower, while others stalk the flanks. When the trap is set, Grey Hunters leap in for the kill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 2 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt carbine; bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 1 | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Cunning Hunters** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. + +**Keywords:** Infantry, Battleline, Grenades, Tacticus, Grey Hunters, Imperium +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Grey Hunter Pack Leader +- 9 Grey Hunters + +**Wargear Options:** +- The Grey Hunter Pack Leader’s bolt carbine can be replaced with 1 plasma pistol. +- The Grey Hunter Pack Leader’s Astartes chainsword can be replaced with one of the following- 1 power fist +- 1 power weapon + +**Leader:** +Led By: Iron Priest, Inquisitor In Terminator Armour, Njal Stormcaller, Ulrik The Slayer, Wolf Priest, Wolf Guard Battle Leader, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Krom Dragongaze, Wolf Guard Pack Leader, Wolf Guard Pack Leader In Terminator Armour, Inquisitor Draxus, Inquisitor Ostromandeus + +**Points:** +- 10 models: 165pts + +--- + +# Hammerfall Bunker + +**Role:** Fortifications + +*Hammerfall Bunkers are launched from Space Marine warships in the same manner as Drop Pods. Automated area-denial assets crewed by hard-wired servitors, they have all kinds of battlefield roles, including securing beachheads, hampering enemy assaults and wreaking havoc behind the foe’s lines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 2+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Hammerfall heavy bolter array; Hammerfall missile launcher. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hammerfall heavy bolter array | 36 | 6 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Hammerfall heavy flamer array | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Hammerfall missile launcher – superfrag | 48 | 2D6+2 | 4 | 5 | 0 | 1 | blast | +| Hammerfall missile launcher – superkrak | 48 | 2 | 4 | 10 | -2 | D6+1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **Ceramite Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Defensive Array** (Datasheet): You can target this FORTIFICATION with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted another unit with that Stratagem this turn. This FORTIFICATION can only be targeted with that Stratagem once per turn. + +**Keywords:** Fortification, Hammerfall Bunker, Imperium, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Hammerfall Bunker + +**Wargear Options:** +- This model’s Hammerfall heavy bolter array can be replaced with 1 Hammerfall heavy flamer array. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 175pts + +--- + +# Harald Deathwolf + +**Role:** Characters + +*Harald Deathwolf is attuned to the lupine beasts of Fenris as few others are. The lair of his Great Company resounds to their howls, and many of these wolves fight with his warriors. A peerless hunter, Harald tracks his prey with speed and stealth, launching his ferocious strikes from atop his giant Thunderwolf, Icetooth.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; crushing teeth and claws; Glacius. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing teeth and claws | Melee | 3 | 3 | 5 | -1 | 1 | extra attacks | +| Glacius | Melee | 6 | 2 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Lord of the Wolfkin** (Datasheet): While this model is leading a unit, each time that unit makes a Charge move, until the end of the turn, crushing teeth and claws equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **Mantle of the Troll King** (Datasheet): Once per phase, when resolving an attack made against this model, after you make a saving throw for this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Harald Deathwolf, Captain, Imperium, Grenades, Epic Hero, Character, Mounted +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Harald Deathwolf – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Thunderwolf Cavalry + +**Points:** +- 1 model: 85pts + +--- + +# Heavy Intercessor Squad + +**Role:** Battleline + +*Clad in thick Gravis armour, Heavy Intercessors secure ground and are immovable in the defence. Always ready for any sign of enemy counter-attack, they stand firm, laying down volleys of heavy fire that keep all but the most determined or foolhardy enemies at bay.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; heavy bolt rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Heavy bolt rifle | 30 | 2 | 3 | 5 | -1 | 2 | assault, heavy | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | assault, heavy, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Unyielding in the Face of the Foe** (Datasheet): While this unit is within range of an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. + +**Keywords:** Imperium, Grenades, Battleline, Infantry, Heavy Intercessor Squad, Gravis +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Heavy Intercessor Sergeant +- 4-9 Heavy Intercessors + +**Wargear Options:** +- For every 5 models in this unit, 1 Heavy Intercessor’s heavy bolt rifle can be replaced with 1 heavy bolter. + +**Leader:** +Led By: Marneus Calgar, Inquisitor Draxus, Tor Garadon, Captain In Gravis Armour, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Iron Father Feirros, Apothecary Biologis, Inquisitor Ostromandeus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Hellblaster Squad + +**Role:** Other + +*Few foes can survive the incandescent fury of a Hellblaster Squad. Whether they be Tyranid Hive Tyrant, Ork Warboss or Heretic Astartes battle tank, all are reduced to ash and slag by searing, well-aimed plasma fire pouring from the Hellblasters’ ferocious weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; plasma incinerator; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | +| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **For the Chapter!** (Datasheet): Each time a model in this unit is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. When resolving these attacks, any Hazardous tests taken for that attack are automatically passed. +- **Designer’s Note** (Datasheet): *This ability is triggered even when a model in this unit is destroyed as the result of failing a Hazardous test, meaning such a model may be able to shoot twice in the same phase* + +**Keywords:** Grenades, Infantry, Hellblaster Squad, Tacticus, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Hellblaster Sergeant +- 4-9 Hellblasters + +**Wargear Options:** +- The Hellblaster Sergeant’s bolt pistol can be replaced with 1 plasma pistol. + +**Leader:** +Led By: Lieutenant, Captain Tycho, Ancient, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Captain, Apothecary, Chaplain, Librarian, Sanguinary Priest, Chaplain Kastiel, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 110pts +- 10 models: 220pts + +--- + +# High Marshal Helbrecht + +**Role:** Characters + +*Helbrecht is the living embodiment of his Chapter’s warrior spirit. Wielding the Sword of the High Marshals, he storms into the fray, bellowing oaths of vengeance as he leads the unstoppable charge. His battle-brothers follow him without question, for they believe where High Marshal Helbrecht treads, so too walks the Emperor himself.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 6 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Ferocity; Sword of the High Marshals. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ferocity | 24 | 2 | 2 | 5 | -1 | 2 | anti-infantry 4+, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sword of the High Marshals – strike | Melee | 6 | 2 | 8 | -3 | 3 | — | +| Sword of the High Marshals – sweep | Melee | 12 | 2 | 6 | -3 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Crusade of Wrath** (Datasheet): While this model is leading a unit, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in that unit. +- **High Marshal** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model’s unit and roll one D6, adding 1 to the result for every five models in this model’s unit: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Infantry, Character, Tacticus, Epic Hero, Imperium, Grenades, High Marshal Helbrecht, Chapter Master +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 High Marshal Helbrecht – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Crusader Squad, Sword Brethren Squad, Assault Intercessor Squad, Intercessor Squad, Crusader Squad (Legendary), Vanguard Veteran Squad, Assault Squad, Fortis Kill Team, Decimus Kill Team + +**Points:** +- 1 model: 120pts + +--- + +# Hounds Of Morkai + +**Role:** Other + +*Daubed beneath their Phobos armour with runes of warding and abjuration, Hounds of Morkai are hunters of psykers. Sniffing them out with psycept detectors, these obsessed warriors emit uniquely pitched howls. Runic circuitry augments their hunting call, disrupting their prey’s powers and sowing fear before the kill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** 6 +** This invulnerable save is improved to 4+ against Psychic Attacks.* + +**Default Wargear:** +**Every model is equipped with:** Morkai bolt pistol; Morkai combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Morkai bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | anti-psyker 4+, devastating wounds, pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Morkai combat knife | Melee | 4 | 3 | 4 | 0 | 1 | anti-psyker 4+, devastating wounds, precision | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Morkai’s Howl** (Datasheet): In your Shooting phase, you can select one enemy unit within 12" of this unit (if a Lieutenant in Reiver Armour is leading this unit, you can select one enemy unit within 18" instead). That unit must take a Battle-shock test, subtracting 1 from the result if it is a PSYKER unit. If that test is failed, in addition to being Battle-shocked, that unit is Stunned until the start of your next Shooting phase. While a unit is Stunned, each time a model in that unit makes a Psychic Attack, subtract 1 from the Hit roll. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Reiver Squad, it can instead be attached to this unit. + +**Keywords:** Imperium, Grenades, Infantry, Phobos, Smoke, Hounds of Morkai +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Hound of Morkai Pack Leader +- 4-9 Hound of Morkai + +**Wargear Options:** +- None + +**Leader:** +Led By: Lieutenant In Phobos Armour, Captain In Phobos Armour, Librarian In Phobos Armour, Lieutenant In Reiver Armour + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Hunter + +**Role:** Other + +*The Adeptus Astartes’ foremost anti-air vehicle, few foes can evade the missiles of the Hunter’s skyspear missile launcher. Its deadly payload homes in on its target and can change direction with preternatural ease, guided as it is by the interred servitor-mummy of one of the Chapter’s honoured ballistic serfs.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 11 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** skyspear missile launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Skyspear missile launcher | 36 | 1 | 2 | 10 | -3 | D6+2 | anti-fly 3+, devastating wounds, heavy | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Hunter Missile Targeting** (Datasheet): Each time this model makes an attack with its skyspear missile launcher that targets a MONSTER or VEHICLE unit, that attack scores a hit on an unmodified Hit roll of 2+. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Hunter, Imperium, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Hunter + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 100pts + +--- + +# Imperial Space Marine + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** disintegration combi-gun; disintegration pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Disintegration combi-gun | 24 | 1 | 4 | 5 | -1 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Disintegration pistol | 12 | 1 | 3 | 5 | -1 | 1 | anti-infantry 4+, devastating wounds, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Swift Assault** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. +- **Unbreakable Duty** (Datasheet): While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability. + +**Keywords:** Character, Imperial Space Marine, Grenades, Imperium, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Imperial Space Marine + +**Wargear Options:** +- None + +**Leader:** +Can lead: Tactical Squad, Long Fangs, Assault Squad, Vanguard Veteran Squad With Jump Packs, Crusader Squad (Legendary), Devastator Squad, Command Squad, Wolf Guard, Vanguard Veteran Squad + +**Points:** +- 1 model: 40pts + +--- + +# Impulsor + +**Role:** Dedicated Transports + +*Equipped with vectored thrusters that grant it high speed, the Impulsor is a highly adaptable transport ideal for rapid insertion and flanking manoeuvres. The zealous vanguard forces of the Black Templars particularly favour it. The tank’s array of offensive and defensive systems enables it to support fiery purges, aggressive reconnaissance and oathsworn spearheads.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 11 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 storm bolters; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bellicatus missile array – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Bellicatus missile array – Icarus | 48 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | +| Bellicatus missile array – krak | 48 | 1 | 3 | 8 | -2 | D6 | — | +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | +| Ironhail skytalon array | 36 | 8 | 3 | 4 | 0 | 1 | anti-fly 4+, sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Assault Vehicle** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn. +- **Orbital Comms Array (Aura)** (Wargear): While a friendly ADEPTUS ASTARTES unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Shield Dome** (Wargear): The bearer has a 5+ invulnerable save. + +**Keywords:** Transport, Dedicated Transport, Impulsor, Vehicle, Imperium +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Impulsor + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 ironhail heavy stubber +- 1 multi-melta +- This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers. +- This model can be equipped with one of the following:- 1 bellicatus missile array +- 1 ironhail skytalon array +- 1 orbital comms array +- 1 shield dome + +**Transport:** +This model has a transport capacity of 7 Tacticus or Phobos Infantry models. It cannot transport Jump Pack models. + +**Points:** +- 1 model: 85pts + +--- + +# Inceptor Squad + +**Role:** Other + +*Equipped with heavy jump packs, Inceptor Squads are superb spearhead troops that deliver overwhelming blows to the enemy. Plummeting to the surface from the very edge of a world’s atmosphere, they strike with devastating force, unleashing a hurricane of fire that turns whole squads of enemy infantry to bloody mist.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** assault bolters; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault bolters | 18 | 3 | 3 | 5 | -1 | 2 | assault, pistol, sustained hits 2, twin-linked | +| Plasma exterminators – standard | 18 | 2 | 3 | 7 | -2 | 2 | assault, pistol, twin-linked | +| Plasma exterminators – supercharge | 18 | 2 | 3 | 8 | -3 | 3 | assault, pistol, hazardous, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Meteoric Descent** (Datasheet): In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. + +**Keywords:** Gravis, Inceptor Squad, Infantry, Jump Pack, Fly, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Inceptor Sergeant +- 2-5 Inceptors + +**Wargear Options:** +- All models in this unit can each have their assault bolters replaced with 1 plasma exterminators. + +**Points:** +- 3 models: 120pts +- 6 models: 240pts + +--- + +# Incursor Squad + +**Role:** Other + +*Aggressive light infantry, Incursors specialise in storming enemy defences and destroying essential assets. With a formidable array of auspexes and sensory equipment, they can see their enemies through walls and predict their movements – and with a burst of carbine fire or knife thrusts, cut them down.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; occulus bolt carbine; paired combat blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Occulus bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | assault, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired combat blades | Melee | 3 | 3 | 4 | -1 | 1 | sustained hits 1 | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Multi-spectrum Array** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes an attack that targets that enemy unit, add 1 to the Hit roll. +- **Haywire Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a Vehicle unit. + +**Keywords:** Phobos, Incursor Squad, Infantry, Imperium, Smoke, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Incursor Sergeant +- 4-9 Incursors + +**Wargear Options:** +- One Incursor can be equipped with 1 haywire mine. + +**Leader:** +Led By: Lieutenant In Phobos Armour, Librarian In Phobos Armour, Captain In Phobos Armour + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Indomitor Kill Team + +**Role:** Other + +*Comprising warriors wearing the heavier Gravis variant of Mk X armour, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Kill Team Heavy Intercessor is equipped with:** bolt pistol; Deathwatch heavy bolt rifle; close combat weapon. + +**Every Kill Team Heavy Intercessor with power fists is equipped with:** flamestorm gauntlets; twin power fists. + +**Every Kill Team Heavy Intercessor with melta rifle is equipped with:** bolt pistol; melta rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Auto boltstorm gauntlets | 18 | 3 | 3 | 4 | 0 | 1 | twin-linked | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Deathwatch heavy bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | assault, heavy, lethal hits | +| Deathwatch heavy bolter | 36 | 3 | 3 | 5 | -2 | 3 | assault, heavy, lethal hits, sustained hits 1 | +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Flamestorm gauntlets | 12 | D6+1 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | +| Melta rifle | 18 | 1 | 3 | 9 | -4 | D6 | heavy, melta 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Twin power fists | Melee | 3 | 3 | 8 | -2 | 2 | twin-linked | + +**Abilities:** +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Indomitor Doctrines** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, or makes a melee attack in a turn in which it made a Charge move, improve the Strength characteristic of that attack by 2. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army can be attached to a Heavy Intercessor Squad, it can be attached to this unit instead. + +**Keywords:** Kill Team, Gravis, Grenades, Infantry, Imperium, Indomitor Kill Team +**Faction Keywords:** Deathwatch, Adeptus Astartes + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 3‑10 Kill Team Heavy Intercessors +- 0‑3 Kill Team Heavy Intercessors with power fists +- 0‑3 Kill Team Heavy Intercessors with melta rifles + +**Wargear Options:** +- For every 5 models in this unit, 1 model can replace its Deathwatch heavy bolt rifle with 1 Deathwatch heavy bolter. +- 1 model can replace its melta rifle with 1 multi-melta. +- Any number of models can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher. + +**Leader:** +Led By: Marneus Calgar, Tor Garadon, Captain In Gravis Armour, Iron Father Feirros, Apothecary Biologis, Marneus Calgar in Armour of Antilochus + +**Points:** +- 10 models: 265pts + +--- + +# Infernus Squad + +**Role:** Other + +*Infernus Squads purge swathes of the enemy ranks with the incandescent firestorms they unleash from their pyreblasters. They are close assault specialists, sending jets of burning promethium into enemy trench lines and bunkers and through dense ruins and concealing vegetation, ensuring no foe escapes their fiery wrath.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; pyreblaster; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Pyreblaster | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Incendiary Terror** (Datasheet): In your Shooting phase, after this unit has shot, you can select one enemy INFANTRY unit hit by one or more of those attacks made with a pyreblaster. That enemy unit must take a Battle-shock test, subtracting 1 from that test. + +**Keywords:** Tacticus, Imperium, Grenades, Infantry, Infernus Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Infernus Sergeant +- 4-9 Infernus Marines + +**Leader:** +Led By: Marneus Calgar, Lieutenant, Primaris Company Champion, Librarian, Captain Tycho, Brother Corbulo, Gabriel Seth, Asmodai, Ezekiel, Chaplain Grimaldus, Lazarus, Chaplain, Adrax Agatone, Captain, Judiciar, Vulkan He’stan, Chaplain Kastiel, Apothecary, Ancient, Blood Angels Captain, Azrael, Castellan, Marshal, Judiciar Xacharus, Marneus Calgar in Armour of Antilochus, Sanguinary Priest, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 90pts +- 10 models: 180pts + +--- + +# Infiltrator Squad + +**Role:** Other + +*Infiltrator Squads are experts in covert operations and are drilled extensively in self-sufficiency and survival skills. Equipped with omni-scramblers that cripple enemy communications, they wreak havoc amongst their foes before cutting them down with hails of accurate bolt fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; marksman bolt carbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Marksman bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Omni-scramblers** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit. +- **Helix Gauntlet** (Wargear): Models in the bearer’s unit have the Feel No Pain 6+ ability. +- **Infiltrator Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. + +**Keywords:** Infiltrator Squad, Phobos, Imperium, Infantry, Grenades, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Infiltrator Sergeant +- 4-9 Infiltrators + +**Wargear Options:** +- 1 Infiltrator can be equipped with 1 helix gauntlet.* +- 1 Infiltrator can be equipped with 1 Infiltrator comms array.* +- * These options cannot be taken on the same model. + +**Leader:** +Led By: Captain In Phobos Armour, Librarian In Phobos Armour, Lieutenant In Phobos Armour + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Inner Circle Companions + +**Role:** Other + +*Wielding Calibanite greatswords with breathtaking skill, wreathed in the incense smoke of their braziers of judgement, the Inner Circle Companions cut a crimson path through their foes. They are sinister warriors whether battling as ally or enemy, for they fight in silence save for the whine of their armour servos and the crunch of their blades through flesh and bone.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Inner Circle Companion is equipped with:** heavy bolt pistol; Calibanite greatsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | Pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Calibanite greatsword - strike | Melee | 4 | 3 | 6 | -2 | 2 | lethal hits | +| Calibanite greatsword - sweep | Melee | 5 | 3 | 6 | -2 | 1 | sustained hits 2 | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Braziers of Judgement** (Datasheet): While a Character model is leading this unit, each time an attack targets this unit, subtract 1 from the Hit roll. +- **Enmity for the Unworthy** (Datasheet): Each time a model in this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll. +- **Attached Unit** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Sternguard Veteran Squad, it can be attached to this unit instead. + +**Keywords:** Inner Circle Companions, Tacticus, Deathwing, Imperium, Infantry +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 3-6 Inner Circle Companions + +**Leader:** +Led By: Chief Librarian Tigurius, Lieutenant, Librarian, Captain Tycho, Brother Corbulo, Gabriel Seth, Ezekiel, Lazarus, Chaplain, Adrax Agatone, Judiciar, Kor’sarro Khan, Pedro Kantor, Emperor’s Champion, Chaplain Cassius, Marneus Calgar, Apothecary, Ancient, Blood Angels Captain, Primaris Company Champion, Azrael, Uriel Ventris, Asmodai, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Sicarius, Captain, Castellan, Marshal, Captain Titus, Sanguinary Priest, Ferren Areios + +**Points:** +- 3 models: 90pts +- 6 models: 180pts + +--- + +# Intercessor Squad + +**Role:** Battleline + +*Intercessor Squads are capable of laying down punishing fire while advancing or holding ground against the enemy. They have access to a range of bolt weaponry suited to varied battlefield assignments, from engaging enemies at long range to cleansing bunker complexes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; bolt rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Objective Secured** (Datasheet): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **Target Elimination** (Datasheet): Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of bolt rifles equipped by models in this unit and you can only select one enemy unit as the target of all of this unit’s attacks. + +**Keywords:** Intercessor Squad, Tacticus, Imperium, Grenades, Battleline, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Intercessor Sergeant +- 4-9 Intercessors + +**Wargear Options:** +- The Intercessor Sergeant’s bolt rifle can be replaced with one of the following:- 1 Astartes chainsword +- 1 hand flamer +- 1 plasma pistol +- 1 power weapon +- The Intercessor Sergeant’s close combat weapon can be replaced with one of the following:- 1 Astartes chainsword +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher. + +**Leader:** +Led By: Chief Librarian Tigurius, Inquisitor Draxus, Lieutenant, Primaris Company Champion, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Emperor’s Champion, Inquisitor In Terminator Armour, Adrax Agatone, Captain, Judiciar, Kor’sarro Khan, Chaplain Grimaldus, Castellan, High Marshal Helbrecht, Marshal, Techmarine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Blood Angels Captain, Inquisitor Eisenhorn, Uriel Ventris, Lazarus, Chaplain, Ancient, Librarian, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Marneus Calgar, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Invader ATV + +**Role:** Other + +*The Invader is a highly flexible all-terrain vehicle, perfectly adapted to an aggressive reconnaissance role. Outfitted with either a multi-melta or onslaught gatling cannon, it can rapidly deliver punishing fire against vulnerable parts of the enemy line, or swiftly engage and destroy scouting elements of opposing forces.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol, twin bolt rifle; onslaught gatling cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | +| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Outrider Escort** (Datasheet): Once per turn, in your opponent’s Shooting phase, when another friendly ADEPTUS ASTARTES MOUNTED unit within 6" of this model is selected as the target of an attack, one model from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +**Keywords:** Grenades, Imperium, Ravenwing, Invader ATV, Mounted +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Invader ATV + +**Wargear Options:** +- This model’s onslaught gatling cannon can be replaced with 1 multi-melta. + +**Points:** +- 1 model: 60pts + +--- + +# Invictor Tactical Warsuit + +**Role:** Other + +*Outfitted with silent reactors and servos, the Invictor Tactical Warsuit is a combat walker ideally suited to supporting Vanguard operations and functioning independently from a main Space Marine strike force. In battle they are piloted by hand-picked warriors dedicated to defending their battle-brothers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 8 | 3+ | 12 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** fragstorm grenade launcher; heavy bolter; incendium cannon; twin ironhail heavy stubber; Invictor fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Incendium cannon | 12 | D6+3 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Twin ironhail autocannon | 48 | 3 | 3 | 9 | -1 | 3 | twin-linked | +| Twin ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Invictor fist | Melee | 5 | 3 | 14 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Combat Support** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Phobos Infantry unit within 6" of this model is selected as the target of an attack, one model from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit [and only if it is an eligible target). + +**Keywords:** Vehicle, Walker, Invictor Tactical Warsuit, Phobos, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Invictor Tactical Warsuit + +**Wargear Options:** +- This model’s incendium cannon can be replaced with 1 twin ironhail autocannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 125pts + +--- + +# Iron Father Feirros + +**Role:** Characters + +*Malkaan Feirros is amongst the oldest and wisest of the Iron Fathers. Yet his radical beliefs and wry humour leaven his arcane technological pronouncements. He is the Iron Hands Master of the Forge, guiding the Chapter’s battle-brothers and the machine spirits of its war engines to unleash precise destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Gorgon’s Wrath; Harrowhand; Medusan manipuli. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Gorgon’s Wrath | 36 | 3 | 2 | 5 | -1 | 2 | sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Harrowhand | Melee | 6 | 3 | 7 | -2 | 2 | — | +| Medusan Manipuli | Melee | 2 | 3 | 8 | -2 | 3 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Tempering** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Iron Father** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, it has the Lone Operative ability. +- **Master of the Forge** (Datasheet): In your Command phase, select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to 3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. You cannot select a unit for this ability that has already been selected for the Blessing of the Omnissiah ability this phase, and vice versa. +- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Heavy Intercessor Squad units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked. + +**Keywords:** Iron Father Feirros, Epic Hero, Infantry, Imperium, Gravis, Character +**Faction Keywords:** Adeptus Astartes, Iron Hands + +**Unit Composition:** +- 1 Iron Father Feirros – EPIC HERO + +**Leader:** +Can lead: Aggressor Squad, Eradicator Squad, Heavy Intercessor Squad, Indomitor Kill Team + +**Points:** +- 1 model: 95pts + +--- + +# Iron Priest On Thunderwolf + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 2+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; crushing teeth and claws; Iron Priest hammer; servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Helfrost pistol – dispersed | 12 | D3 | N/A | 3 | -1 | 1 | pistol, torrent | +| Helfrost pistol – focused | 12 | 1 | 2 | 6 | -3 | 3 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | +| Iron Priest hammer | Melee | 3 | 4 | 8 | -2 | 3 | — | +| Servo arm | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Iron Priest** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. +- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. +- **Vengeance of the Omnissiah** (Datasheet): If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Iron Priest hammer has an Attacks characteristic of 6. + +**Keywords:** Character, Mounted, Imperium, Iron Priest, Grenades +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Iron Priest on Thunderwolf + +**Wargear Options:** +- This model’s boltgun can be replaced with one of the following:- 1 bolt pistol +- 1 helfrost pistol + +**Leader:** +Can lead: Thunderwolf Cavalry + +**Points:** +- 1 model: 95pts + +--- + +# Iron Priest + +**Role:** Characters + +*Space Wolves Techmarines – the Iron Priests – are holders of arcane technological lore that they use to repair the Chapter’s damaged war engines and soothe their affronted machine spirits. Warriors of Fenris first and foremost, Iron Priests will not hesitate to bring their own esoteric weapons to bear on the foe if needed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** helfrost pistol; tempest hammer and servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Helfrost pistol – dispersed | 12 | D6 | N/A | 4 | -1 | 1 | pistol, torrent | +| Helfrost pistol – focused | 12 | 1 | 2 | 6 | -3 | 3 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tempest hammer and servo-arm | Melee | 4 | 4 | 8 | -2 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Iron Priest** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. +- **Gift of the Iron Wolf** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, select one ranged weapon equipped by that model to have the [RAPID FIRE 1] ability. Each model can only be selected for this ability or the Blessing of the Omnissiah ability once per turn. +- **Judgement of the Omnissiah** (Datasheet): Each time this model makes an attack that targets an enemy unit within Engagement Range of one or more friendly Adeptus Astartes Vehicle units, you can re-roll the Wound roll. + +**Keywords:** Iron Priest, Techmarine, Imperium, Character, Infantry +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Iron Priest + +**Leader:** +Can lead: Wolf Guard Headtakers, Grey Hunters, Blood Claws + +**Points:** +- 1 model: 55pts + +--- + +# Ironclad Dreadnought + +**Role:** Other + +*Clad with slabs of ceramite plating and equipped to rend ferrocrete or reduce thick walls to rubble, the Ironclad Dreadnought has been perfected for siege warfare. It is akin to a giant battering ram, pummelling through enemy positions while flooding them with burning promethium and torrents of mass-reactive bolts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 10 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** meltagun; storm bolter; Dreadnought combat weapon; seismic hammer. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Seismic hammer | Melee | 3 | 3 | 14 | -3 | D6+2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Ironclad Assault Launchers** (Wargear): The bearer has the GRENADES keyword. +- **Siege-breaker Protocols** (Datasheet): Each time this model makes a melee attack that targets a VEHICLE or FORTIFICATION unit, add 1 to the Hit roll and add 1 to the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Walker, Smoke, Dreadnought, Ironclad Dreadnought, Deathwing, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Ironclad Dreadnought + +**Wargear Options:** +- This model’s seismic hammer can be replaced with 1 Dreadnought chainfist. +- This model’s Dreadnought combat weapon and storm bolter can be replaced with 1 hurricane bolter. +- This model’s storm bolter can be replaced with 1 heavy flamer. +- This model’s meltagun can be replaced with 1 heavy flamer. +- This model can be equipped with up to 2 hunter-killer missiles. +- This model can be equipped with 1 Ironclad assault launchers. + +**Points:** +- 1 model: 150pts + +--- + +# Javelin Attack Speeder + +**Role:** Other + +*The Javelin Attack Speeder is a highly durable reconnaissance and strike craft once used widely by the Legiones Astartes, but now almost absent from the war zones of the 41st Millennium. Irreplaceable though they are, Javelins are sometimes entrusted to the very best pilots, who use the vehicles’ extended range to inflict decisive damage behind enemy lines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 3+ | 9 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Javelin missile launcher; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Javelin missile launcher – frag | 36 | 3D6 | 3 | 4 | 0 | 1 | blast | +| Javelin missile launcher – krak | 36 | 3 | 3 | 9 | -2 | D6 | — | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fire and Redeploy** (Datasheet): In your Shooting phase, each time this model has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this model is not eligible to declare a charge. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Fly, Imperium, Javelin Attack Speeder, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Javelin Attack Speeder + +**Wargear Options:** +- This model’s javelin missile launcher can be replaced with 2 lascannons +- This model’s heavy bolter can be replaced with 1 multi-melta. +- This model can be equipped with up to 2 hunter-killer missiles. + +**Points:** +- 1 model: 110pts + +--- + +# Judiciar Xacharus + +**Role:** Characters + +*A forbidding figure garbed in black, Xacharus has sworn a vow of silence to better contemplate his duty to the Emperor. In battle, he is a lethal executioner who hews his foes with his relic blade and leads the battle line with unswerving resolve.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; executioner relic blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner relic blade | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tempormortis** (Datasheet): While this model is leading a unit, that unit has the Fights First ability. +- **Indomitable Assault** (Datasheet): Each time a model in this unit makes a Consolidation move, it can move up to 6" instead of up to 3". + +**Keywords:** Imperium, Epic Hero, Tacticus, Judiciar, Xacharus, Infantry, Character +**Faction Keywords:** Adeptus Astartes, Blood Ravens + +**Unit Composition:** +- 1 Judiciar Xacharus – EPIC HERO + +**Leader:** +Can lead: Vanguard Veteran Squad, Decimus Kill Team, Sternguard Veteran Squad, Tactical Squad, Intercessor Squad, Fortis Kill Team, Assault Intercessor Squad, Sternguard Veteran Squad, Crusader Squad, Wolf Guard, Bladeguard Veteran Squad, Inner Circle Companions, Crusader Squad (Legendary), Sword Brethren Squad, Deathwatch Veterans, Assault Squad, Infernus Squad + +**Points:** +- 1 model: 75pts + +--- + +# Judiciar + +**Role:** Characters + +*Sworn to silence, Judiciars do not preach aloud, but instead their deeds are a litany of fury. Wielding a tempormortis in one hand and an immense blade in the other, they must prove their worth in battle to join the Chaplaincy proper, doing so through acts of devotion and the slaying of enemies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 +** This model has a 4+ invulnerable save against melee attacks.* + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; executioner relic blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Executioner relic blade | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tempormortis** (Datasheet): While this model is leading a unit, that unit has the Fights First ability. +- **Silent Fury** (Datasheet): Each time this model destroys an enemy CHARACTER model, until the end of the battle, add 1 to the Attacks characteristic of its executioner relic blade. + +**Keywords:** Character, Infantry, Judiciar, Tacticus, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Judiciar + +**Leader:** +Can lead: Sternguard Veteran Squad, Deathwatch Veterans, Assault Intercessor Squad, Sword Brethren Squad, Decimus Kill Team, Inner Circle Companions, Sternguard Veteran Squad, Wolf Guard, Infernus Squad, Crusader Squad (Legendary), Intercessor Squad, Assault Squad, Crusader Squad, Fortis Kill Team, Bladeguard Veteran Squad, Vanguard Veteran Squad, Tactical Squad + +**Points:** +- 1 model: 70pts + +--- + +# Kayvaan Shrike + +**Role:** Characters + +*Kayvaan Shrike is the Raven Guard Chapter’s foremost warrior and an exemplar of Corax’s teachings. A master of ambush, stealth and vigilance, he leads his warriors in daring raids, guerrilla campaigns and precision strikes, dropping silently from the skies before tearing his foes apart with savage slashes from the Raven’s Talons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Blackout; the Raven’s Talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blackout | 18 | 2 | 2 | 5 | -1 | 2 | pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Raven’s Talons | Melee | 7 | 2 | 5 | -2 | 2 | precision, twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Shadowmaster** (Datasheet): While this model is leading a unit, models in this unit cannot be targeted by ranged attacks unless the attacking model is within 12". +- **Echo of the Ravenspire** (Datasheet): At the end of your opponent’s turn, if this model’s unit is not within Engagement Range of any enemy models, you can remove it from the battlefield and place it into Strategic Reserves. +- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Assault Intercessors with Jump Packs units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked. + +**Keywords:** Kayvaan Shrike, Fly, Epic Hero, Character, Infantry, Phobos, Chapter Master, Jump Pack, Imperium +**Faction Keywords:** Raven Guard, Adeptus Astartes + +**Unit Composition:** +- 1 Kayvaan Shrike – EPIC HERO + +**Leader:** +Can lead: Talonstrike Kill Team, Vanguard Veteran Squad With Jump Packs, Assault Intercessors With Jump Packs, Skyclaws, Wolf Guard, Assault Squad with Jump Packs + +**Points:** +- 1 model: 100pts + +--- + +# Kill Team Cassius + +**Role:** Characters + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | +| KILL TEAM BIKER | 12" | 5 | 3+ | 3 | 6+ | 2 | +| CHAPLAIN CASSIUS | 6" | 4 | 3+ | 4 | 5+ | 2 | +| KILL TEAM TERMINATOR | 5" | 5 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save (KILL TEAM VETERAN: -)** +**Invulnerable Save (KILL TEAM BIKER: -)** +**Invulnerable Save (CHAPLAIN CASSIUS: 4)** +**Invulnerable Save (KILL TEAM TERMINATOR: 4)** + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Deathwatch twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | TWIN-LINKED | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Psychic Cleanse | 24 | D6 | 3 | 5 | -1 | D3 | psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 5 | 2 | 5 | -3 | D3 | psychic | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | +| Artificer crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. + +If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. + +BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** +Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. +- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. + +For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. + +For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. + +**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* +- **Catechism of Death** (Datasheet): While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. +- **Unflinching** (Datasheet): You can re-roll Battle-shock tests for this unit. +- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there. +- **Psychic Hood** (Wargear): Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **CASSIUS** (Special (правая колонка)): Your army cannot contain both Chaplain Cassius and KILL TEAM CASSIUS. + +**Keywords:** Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Grenades, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Grenades, Imperium, Ordo Xenos, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Imperium, Ordo Xenos, Imperium, Ordo Xenos, Kill Team Cassius, Character, Infantry, Kill Team, Grenades, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Infantry, Epic Hero, Kill Team Cassius, Epic Hero, Kill Team +**Faction Keywords:** Agents of the Imperium, Adeptus Astartes, Deathwatch + +**Unit Composition:** +- 1 Chaplain Cassius – EPIC HERO +- 8 Kill Team Veterans: +- Vael Donatus +- Zameon Gydrael +- Rodricus Grytt +- Antor Delassio +- Edryc Setorax +- Jensus Natorian +- Drenn Redblade +- Ennox Sorrlock +- 1 Kill Team Terminator (Garran Branatar) +- 1 Kill Team Biker (Jetek Suberei) + +**Wargear Options:** +- Chaplain Cassius is equipped with: artificer crozius; bolt pistol. +- Vael Donatus is equipped with: boltgun; bolt pistol; close combat weapon. +- Zameon Gydrael is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon. +- Rodricus Grytt is equipped with: frag cannon; bolt pistol; close combat weapon. +- Antor Delassio is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon, jump pack. +- Edryc Setorax is equipped with: twin lightning claws, jump pack. +- Jensus Natorian is equipped with: psychic Cleanse; bolt pistol; force weapon; psychic hood. +- Drenn Redblade is equipped with: Long Vigil melee weapon; boltgun. +- Garran Branatar is equipped with: heavy flamer; Long Vigil ranged weapon; power fist. +- Ennox Sorrlock is equipped with: Long Vigil ranged weapon; close combat weapon. +- Jetek Suberei is equipped with: Deathwatch twin boltgun; Long Vigil melee weapon. + +**Points:** +- 11 models: 220pts + +--- + +# Kor’sarro Khan + +**Role:** Characters + +*As Captain of the White Scars’ 3rd Company and Master of the Hunt, Kor’sarro Khan pursues and executes the Chapter’s greatest living foes. He is an indefatigable huntsman, tracking his quarry across the stars before running them to ground and taking their head with a masterful sweep of his deadly blade, Moonfang.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Moonfang. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Moonfang | Melee | 6 | 2 | 5 | -2 | 2 | devastating wounds, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **For the Khan!** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability and melee weapons equipped by models in that unit have the [LANCE] ability. +- **Trophy Taker** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Outrider Squad units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked. + +**Keywords:** Imperium, Infantry, Character, Kor’sarro Khan, Captain, Tacticus, Epic Hero +**Faction Keywords:** White Scars, Adeptus Astartes + +**Unit Composition:** +- 1 Kor’sarro Khan – EPIC HERO + +**Leader:** +Can lead: Intercessor Squad, Sternguard Veteran Squad, Crusader Squad, Vanguard Veteran Squad, Victrix Honour Guard, Sword Brethren Squad, Command Squad, Fortis Kill Team, Inner Circle Companions, Assault Intercessor Squad, Company Heroes, Wolf Guard, Decimus Kill Team, Deathwatch Veterans, Tactical Squad, Assault Squad, Sternguard Veteran Squad, Crusader Squad (Legendary), Bladeguard Veteran Squad + +**Points:** +- 1 model: 60pts + +--- + +# Kratos + +**Role:** Other + +*Boasting an impressive array of weapon loadouts and a formidably armoured hull, the Kratos is a venerable assault tank that has earned well its reputation amongst the hosts of both loyalist and heretic commanders alike. Advancing alongside formations of armoured infantry, the vehicle provides punishing fire support that can turn the tide of entire battles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | +| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | +| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | +| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | +| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vehicle, Kratos, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Kratos + +**Wargear Options:** +- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun +- 1 volkite cardanelle +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- 2 volkite calivers +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers +- 2 lascannons +- 2 volkite culverins +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 havoc launcher +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 twin boltgun +- This model can be equipped with 1 hunter killer missile + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 240pts + +--- + +# Krom Dragongaze + +**Role:** Characters + +*Belligerent, violent and seldom suffering anyone gainsaying his bloodthirsty tactics, Krom Dragongaze is notoriously short of temper. His fierce gaze is petrifying to lesser men, yet his critical eye seeks deeds of valour and his Great Company boasts many veteran Wolf Guard. Wildly competitive, Krom refuses to accept defeat.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Wyrmclaw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wyrmclaw | Melee | 6 | 2 | 7 | -2 | 2 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Refuse to Accept Defeat** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. +- **The Fierce Eye** (Datasheet): In your Shooting phase, you can select one enemy INFANTRY unit within 12" of and visible to this model. That enemy unit must take a Battle-shock test. + +**Keywords:** Captain, Imperium, Grenades, Character, Infantry, Epic Hero, Krom Dragongaze +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Krom Dragongaze + +**Wargear Options:** +- None + +**Leader:** +Can lead: Wolf Guard Battle Leader, Grey Hunters, Wolf Guard Headtakers, Wolf Guard Terminators, Wolf Guard, Blood Claws + +**Points:** +- 1 model: 65pts + +--- + +# Land Raider Achilles + +**Role:** Other + +*The Achilles is considered one of the rarest of all Land Raider variants, each one individually wrought under the scrupulous gaze of senior adepts of the Omnissiah. The result is an assault vehicle that is exceptionally resistant to energy-based weaponry. Roaring forward with impunity, the Achilles uses its thunderfire cannon and multi-meltas to suppress a wide range of foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Land Raider Achilles, Imperium, Smoke, Transport, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider Achilles + +**Wargear Options:** +- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 230pts + +--- + +# Land Raider Crusader + +**Role:** Other + +*Developed from sacred archeotech and deployed by the Black Templars during the Jerulas Crusade, the Land Raider Crusader is a superlative assault tank. Its bulk can crush enemy defences, and its prodigious firepower cuts their guardians apart. Once it has stormed a position, Black Templars pour from its hatches to slaughter any who remain.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 hurricane bolters; twin assault cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **Legacy of Jerulas** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Land Raider Crusader, Grenades, Transport, Imperium, Land Raider, Vehicle, Smoke +**Faction Keywords:** Adeptus Astartes, Black Templars + +**Unit Composition:** +- 1 Land Raider Crusader + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 16 Adeptus Astartes Infantry models. Each Jump Pack, Gravis or TERMiNATOR model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Land Raider Excelsior + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** grav-cannon; 2 Godhammer lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Godhammer lascannons | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Grav-cannon | 24 | 3 | 3 | 6 | -1 | 3 | anti-vehicle 2+ | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Transport, Smoke, Vehicle, Imperium, Land Raider Excelsior +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider Excelsior + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 combi-weapon. + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Land Raider Helios + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 godhammer lascannons; Helios launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Godhammer lascannons | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Helios launcher | 48 | 3 | 3 | 9 | -1 | 3 | anti-fly 3+ | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Land Raider Helios, Imperium, Transport, Smoke, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider Helios + +**Wargear Options:** +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Land Raider Prometheus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Land Raider Prometheus, Imperium, Transport, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider Prometheus + +**Wargear Options:** +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Land Raider Proteus + +**Role:** Other + +*The ancient and venerable Land Raider has served the Space Marines since their earliest beginnings, and the oldest variants are known as Proteus patterns. These heavily armoured bastions once acted as forward assault vehicles in Explorator missions, and rare survivals still serve the Imperium as relic vehicles of highest regard.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Transport, Imperium, Land Raider Proteus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider Proteus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 twin heavy bolter +- 1 twin heavy flamer +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 explorator augury web. + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Land Raider Redeemer + +**Role:** Other + +*In brutal urban combat, it can be impossible to root out entrenched foes. Not so for the Land Raider Redeemer. When it engages its flamestorm cannons, any caught in the raging inferno of burning promethium that follows are doomed, and bunkers, pill boxes, ruined factorums and shattered hab-blocks are cleansed of the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 flamestorm cannons; twin assault cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamestorm cannon | 12 | D6+3 | N/A | 6 | -2 | 2 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Vehicle, Grenades, Transport, Imperium, Land Raider, Land Raider Redeemer, Deathwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider Redeemer + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 14 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 270pts + +--- + +# Land Raider + +**Role:** Other + +*Land Raiders are mobile fortresses that bear squads of Space Marines through the most furious firestorms without so much as a scratch. Their machine spirits are so potent that if the crew are slain they will take over, making the tank a truly formidable asset.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; 2 godhammer lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Godhammer lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Land Raider, Deathwing, Transport, Smoke, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Raider + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Land Speeder Storm + +**Role:** Dedicated Transports + +*The Land Speeder Storm is equipped with additional sensor arrays and baffled engines to make it the perfect transport for Scout Squads being secretly inserted into enemy territory. Countless victories in the annals of many Chapters can be attributed to the surprise attacks carried out by this vehicle and its occupants.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 4+ | 7 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Cerberus launcher; heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerberus launcher | 18 | D6+3 | 3 | 4 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Assault** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Dedicated Transport, Transport, Land Speeder Storm, Ravenwing, Vehicle, Imperium, Fly +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Speeder Storm + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 6 models. It can only transport Scout Squad, Scout Sniper Squad and Sergeant Telion models. + +**Points:** +- 1 model: 70pts + +--- + +# Land Speeder Tempest + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; Tempest salvo launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Tempest salvo launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Tempest salvo launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Isolate and Destroy** (Datasheet): Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll. + +**Keywords:** Imperium, Fly, Vehicle, Ravenwing, Land Speeder Tempest +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Speeder Tempest + +**Wargear Options:** +- None + +**Points:** +- 1 model: 95pts + +--- + +# Land Speeder Tornado + +**Role:** Other + +*The Land Speeder Tornado is a highly mobile, multi-threat skimmer that can deal far more death and destruction than its relatively small profile suggests. In battle it serves as a mobile firebase, able to bring multiple heavy weapons to bear wherever the need is greatest.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Strafing Enfilade** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Vehicle, Land Speeder Tornado, Fly, Imperium, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Speeder Tornado + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 multi-melta. +- This model’s assault cannon can be replaced with 1 heavy flamer. + +**Points:** +- 1 model: 95pts + +--- + +# Land Speeder Typhoon + +**Role:** Other + +*Mounting a formidable multi-missile launcher, the Land Speeder Typhoon launches flurries of projectiles at its targets. Such a barrage shatters order in infantry assaults as formations are broken up. Nor is enemy armour safe, for the Typhoon’s armour-piercing warheads allow it to pick off battle tanks and transports.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Typhoon missile launcher; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fire and Redeploy** (Datasheet): In your Shooting phase, each time this model has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this model is not eligible to declare a charge. + +**Keywords:** Fly, Vehicle, Imperium, Ravenwing, Land Speeder Typhoon +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Speeder Typhoon + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 multi-melta. + +**Points:** +- 1 model: 100pts + +--- + +# Land Speeder Vengeance + +**Role:** Other + +*Boasting a larger chassis and anti-gravity engines, the Land Speeder Vengeance mounts heavier weaponry than other Land Speeders, and is thus fitted with a plasma storm battery. In battle, its crew use this potent weapon to deliver devastating firepower while keeping pace with the swift hunt of the Ravenwing.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** heavy bolter; plasma storm battery; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Plasma storm battery – standard | 36 | D6+1 | 3 | 8 | -2 | 2 | blast, twin-linked | +| Plasma storm battery – supercharge | 36 | D6+1 | 3 | 9 | -3 | 3 | blast, hazardous, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm of Vengeance** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly **Adeptus Astartes** unit within 6" of this model is destroyed, this model can use this ability (it cannot use this ability when it is itself destroyed). If it does, after the attacking unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +**Keywords:** Ravenwing, Fly, Vehicle, Imperium, Land Speeder Vengeance +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Land Speeder Vengeance + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 assault cannon. + +**Points:** +- 1 model: 120pts + +--- + +# Land Speeder + +**Role:** Other + +*The remarkable grav-drives utilised by Land Speeders enable them to perform seemingly impossible feats of manoeuvrability even as they strike against the enemy. Such adaptability makes them ideal for a variety of tasks, including scouting and counter-reconnaissance.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Target Sighted** (Datasheet): At the start of your Shooting phase, select one enemy unit that is visible to this model. Until the end of the phase, each time a friendly Adeptus Astartes model makes an attack with a Blast weapon that targets that enemy unit, add 1 to the Hit roll and that attack has the [IGNORES COVER] ability. + +**Keywords:** Ravenwing, Land Speeder, Vehicle, Fly, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Land Speeder + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 multi-melta. + +**Points:** +- 1 model: 80pts + +--- + +# Lazarus + +**Role:** Characters + +*Master Lazarus wields his sword, Enmity’s Edge, with all the martial skill expected of a Dark Angels Company Master. In even the most ferocious fighting he exhibits a calm demeanour, maintaining composure while giving masterful orders that have yielded great victories.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Enmity’s Edge. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enmity’s Edge | Melee | 6 | 2 | 6 | -3 | 2 | anti-psyker 2+ | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Intractable Will** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. +- **The Spiritshield Helm** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. + +**Keywords:** Imperium, Grenades, Epic Hero, Character, Infantry, Deathwing, Tacticus, Lazarus, Captain +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 1 Lazarus – EPIC HERO + +**Leader:** +Can lead: Sternguard Veteran Squad, Tactical Squad, Infernus Squad, Deathwatch Veterans, Crusader Squad (Legendary), Inner Circle Companions, Vanguard Veteran Squad, Wolf Guard, Assault Squad, Sword Brethren Squad, Sternguard Veteran Squad, Bladeguard Veteran Squad, Assault Intercessor Squad, Intercessor Squad, Crusader Squad, Fortis Kill Team, Decimus Kill Team + +**Points:** +- 1 model: 70pts + +--- + +# Lemartes + +**Role:** Characters + +*Lemartes’ life is one of constant battle. A warrior of iron will, somehow he retains lucidity despite having succumbed to the Black Rage. He leads the Blood Angels’ Death Company as Guardian of the Lost, wielding the ancient weapon known as the Blood Crozius. His inspiration has only made the Death Company even more potent.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; the Blood Crozius. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 2 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Blood Crozius | Melee | 5 | 2 | 6 | -2 | 2 | lethal hits | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Guardian of the Lost** (Datasheet): While this model is leading a unit, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. +- **Fury Unbound** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability + +**Keywords:** Infantry, Character, Jump Pack, Grenades, Imperium, Tacticus, Chaplain, Lemartes, Fly, Epic Hero +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Lemartes – EPIC HERO + +**Leader:** +Can lead: Death Company Marines with Boltguns and Jump Packs, Death Company Marines With Jump Packs + +**Points:** +- 1 model: 100pts + +--- + +# Leviathan Dreadnought + +**Role:** Other + +*The Leviathan Dreadnought was the product of a secret development programme on Terra itself, which combined ancient technologies to create a savagely powerful siege and hunter-killer machine. Leviathans proved as costly as they were deadly, however, and of the limited quantities manufactured, only a handful now remain.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | +| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Deathwing, Imperium, Vehicle, Smoke, Walker, Dreadnought, Leviathan Dreadnought +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Leviathan Dreadnought + +**Wargear Options:** +- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance +- 1 storm cannon +- 1 meltagun and 1 Leviathan siege claw +- 1 meltagun and 1 Leviathan siege drill +- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. +- This model can be equipped with 3 hunter-killer missiles. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Librarian Dreadnought + +**Role:** Other + +*Such is the Blood Angels’ connection to the warp that those Librarians interred in Dreadnoughts retain their link to it. They are dangerous enemies to face, with all the adamantine strength of a Dreadnought as well as the ability to boil an enemy’s blood in their veins, or blast foes apart with beams of energy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Blood Lance; storm bolter; Furioso fist, Furioso force halberd. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood Lance – witchfire | 18 | 1 | 3 | 10 | -3 | D6 | psychic, sustained hits d3 | +| Blood Lance – focused witchfire | 18 | 1 | 3 | 12 | -3 | D6+3 | hazardous, psychic, sustained hits d3 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Furioso fist | Melee | 5 | 3 | 12 | -3 | 3 | — | +| Furioso force halberd | Melee | 1 | 2 | 9 | -3 | D6+3 | extra attacks, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Shield of Sanguinius (Aura, Psychic)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. +- **Wings of Sanguinius (Psychic)** (Datasheet): Once per turn, at the end of your Movement phase, one Psyker from your army with this ability can use it. If it does, roll one D6: on a 1, that PSYKER suffers D3 mortal wounds; on a 2+, select one friendly Adeptus Astartes Infantry unit within 12" of that PSYKER and remove the selected unit from the battlefield, then set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. + +**Keywords:** Librarian Dreadnought, Dreadnought, Imperium, Psyker, Smoke, Walker, Vehicle +**Faction Keywords:** Blood Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Librarian Dreadnought + +**Wargear Options:** +- This model’s storm bolter can be replaced with one of the following:- 1 heavy flamer +- 1 meltagun + +**Points:** +- 1 model: 170pts + +--- + +# Librarian In Phobos Armour + +**Role:** Characters + +*Many Librarians learn the arcane arts of obscuration and illusion as part of their long and dangerous training. Donning Phobos armour, they take to the field and use these skills to fog the minds of their enemies, prise vital battle plans from their foes’ minds and turn the enemy’s shadows against them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Smite; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Shrouding (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Stealth ability and that unit cannot be targeted by ranged attacks unless the attacking model is within 12". + +**Keywords:** Infantry, Character, Grenades, Psyker, Imperium, Phobos, Librarian +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Librarian in Phobos Armour + +**Leader:** +Can lead: Infiltrator Squad, Hounds Of Morkai, Incursor Squad, Spectrus Kill Team, Eliminator Squad, Reiver Squad + +**Points:** +- 1 model: 70pts + +--- + +# Librarian In Terminator Armour + +**Role:** Characters + +*The powers of a Chapter’s Librarians lend a lethal psychic edge to its elite infantry spearheads. Whether it be gruelling boarding actions, ferocious urban combat or on the front line against overwhelming enemy numbers, Librarians in Terminator armour blast at the foe with their powerful psychic energies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Smite; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Veil of Time (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. + +**Keywords:** Psyker, Imperium, Terminator, Librarian, Deathwing, Infantry, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Librarian in Terminator Armour + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 storm bolter + +**Leader:** +Can lead: Terminator Squad, Deathwing Terminator Squad, Deathwing Knights, Deathwatch Terminator Squad, Deathwing Command Squad, Terminator Assault Squad, Terminator Squad, Relic Terminator Squad + +**Points:** +- 1 model: 75pts + +--- + +# Librarian on Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Mental Fortress (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. + +**Keywords:** Grenades, Imperium, Librarian, Ravenwing, Psyker, Mounted, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Librarian on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 plasma pistol +- 1 storm bolter + +**Leader:** +Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes + +**Points:** +- 1 model: 80pts + +--- + +# Librarian with Jump Pack + +**Role:** Characters + +*Librarians are skilled warriors possessed of esoteric powers, and will not hesitate to launch themselves into danger to root out empyric threats. With a jump pack, there are few secrets beyond a Librarian’s reach, and by drawing on the immaterium’s power he can grant his battle-brothers the strength to crush the foe wherever they hide.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Smite; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Might of Heroes (Psychic)** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. + +**Keywords:** Character, Infantry, Psyker, Grenades, Librarian, Imperium, Fly, Jump Pack +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Librarian with Jump Pack + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- 1 storm bolter + +**Leader:** +Can lead: Vanguard Veteran Squad With Jump Packs, Assault Squad with Jump Packs, Skyclaws, Wolf Guard + +**Points:** +- 1 model: 75pts + +--- + +# Librarian + +**Role:** Characters + +*Librarians are the Space Marines’ battle-psykers and keepers of lore. Wielding terrifying empyric energies, with but a thought they can crush a foe’s skull, throw up force shields to protect their brethren from incoming fire, and hurl blasts of psychic power.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Smite; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | +| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. +- **Mental Fortress (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. + +**Keywords:** Infantry, Character, Librarian, Grenades, Psyker, Imperium, Tacticus +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Librarian + +**Leader:** +Can lead: Sternguard Veteran Squad, Assault Squad, Infernus Squad, Tactical Squad, Fortis Kill Team, Devastator Squad, Crusader Squad (Legendary), Sword Brethren Squad, Vanguard Veteran Squad, Decimus Kill Team, Deathwatch Veterans, Assault Intercessor Squad, Inner Circle Companions, Crusader Squad, Desolation Squad, Wolf Guard, Intercessor Squad, Long Fangs, Hellblaster Squad, Sternguard Veteran Squad + +**Points:** +- 1 model: 65pts + +--- + +# Lieutenant In Phobos Armour + +**Role:** Characters + +*Highly capable combat commanders, Lieutenants can lead independent reconnaissance, sabotage and assassination forces far beyond Imperial lines. They are deadly warriors, and the last sensation of countless foes has been the cold press of a Space Marine Lieutenant’s knife to their neck.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted scoped bolt carbine; paired combat blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Master-crafted scoped bolt carbine | 24 | 2 | 2 | 4 | 0 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired combat blades | Melee | 5 | 2 | 4 | -1 | 1 | sustained hits 1 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Strategic Dispersal** (Datasheet): In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. + +**Keywords:** Grenades, Character, Infantry, Imperium, Phobos, Lieutenant +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Lieutenant in Phobos Armour + +**Leader:** +Can lead: Incursor Squad, Spectrus Kill Team, Reiver Squad, Hounds Of Morkai, Infiltrator Squad + +**Points:** +- 1 model: 55pts + +--- + +# Lieutenant In Reiver Armour + +**Role:** Characters + +*When a Space Marine commander needs the enemy broken in terror, he unleashes detachments led by Lieutenants clad in the wargear of the Reiver Squads. With the masterful leadership of the Lieutenant, these forces become more powerful than the sum of their parts, and drive contingents of the foe to flight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** master-crafted special issue bolt pistol; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted special issue bolt pistol | 12 | 1 | 2 | 4 | -1 | 2 | pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combat knife | Melee | 6 | 2 | 4 | -1 | 1 | precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Deadly Terror** (Datasheet): While this model is leading a unit, increase the range of that unit’s Terror Troops ability by 3". + +**Keywords:** Lieutenant in Reiver Armour, Lieutenant, Phobos, Imperium, Grenades, Infantry, Smoke, Character +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Lieutenant in Reiver Armour + +**Leader:** +Can lead: Reiver Squad, Hounds Of Morkai + +**Points:** +- 1 model: 55pts + +--- + +# Lieutenant With Combi-weapon + +**Role:** Characters + +*Some Lieutenants in Phobos armour are tasked with operating behind enemy lines, acting as skilled assassins and intelligence gatherers. By the time the main Space Marine task force has arrived they have cast the enemy into disarray and collected incredible tactical data that will all but guarantee the assault’s success.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** combi-weapon; paired combat blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Paired combat blades | Melee | 5 | 2 | 4 | -1 | 1 | anti-infantry 4+, sustained hits 1 | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Priority Objective Identified** (Datasheet): At the start of the first battle round, if your army includes one or more models with this ability, you can select one objective marker on the battlefield. Until the end of the battle, while one or more models with this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1. +- **Evade and Survive** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move. +- **LAST SURVIVOR** (Special (правая колонка)): This model cannot be selected as your Warlord. + +**Keywords:** Lieutenant, Phobos, Imperium, Grenades, Character, Infantry, Lieutenant with Combi-weapon +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Lieutenant with Combi-weapon + +**Points:** +- 1 model: 85pts + +--- + +# Lieutenant + +**Role:** Characters + +*Lieutenants, in addition to being extremely able tacticians and strategists, are highly skilled warriors. Experts in all the lethal weaponry of the battle-brothers they so often command and fight alongside, they bellow orders and coordinate their brothers’ attacks even as they strike at the foe with their own arsenal of powerful weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Master-crafted bolter | 24 | 2 | 2 | 4 | -1 | 2 | — | +| Neo-volkite pistol | 12 | 1 | 2 | 5 | 0 | 2 | DEVASTATING WOUNDS, PISTOL | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | +| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | +| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Target Priority** (Datasheet): This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Grenades, Lieutenant, Tacticus, Imperium, Character, Infantry +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Lieutenant + +**Wargear Options:** +- This model’s master-crafted bolter can be replaced with one of the following: +- 1 plasma pistol +- 1 master-crafted power weapon +- 1 power fist +- This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with 1 neo volkite pistol, 1 master-crafted power weapon and 1 storm shield. +- This model’s bolt pistol can be replaced with 1 heavy bolt pistol. +- This model’s close combat weapon can be replaced with one of the following: +- 1 master-crafted power weapon +- 1 power fist + +**Leader:** +Can lead: Hellblaster Squad, Inner Circle Companions, Sternguard Veteran Squad, Crusader Squad (Legendary), Deathwatch Veterans, Intercessor Squad, Company Heroes, Command Squad, Crusader Squad, Decimus Kill Team, Wolf Guard, Assault Intercessor Squad, Infernus Squad, Tactical Squad, Assault Squad, Sternguard Veteran Squad, Fortis Kill Team, Bladeguard Veteran Squad, Vanguard Veteran Squad, Sword Brethren Squad + +**Points:** +- 1 model: 55pts + +--- + +# Lion El’jonson + +**Role:** Characters + +*Lion El’Jonson stalks from mist-wreathed shadow realms like an ancient questing knight hunting down the galaxy’s terrors. With the immense blade, Fealty, the Primarch cleaves apart the most heinous of monstrosities, while the Emperor’s Shield erupts in blazes of light and force in response to his foes’ savage blows.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 10 | 5+ | 4 | + +**Invulnerable Save:** 3 + +**Default Wargear:** +**This model is equipped with:** Arma Luminis; Fealty. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arma Luminis – bolt | 12 | 4 | 2 | 4 | -1 | 2 | pistol | +| Arma Luminis – plasma | 12 | 2 | 2 | 8 | -3 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fealty – strike | Melee | 8 | 2 | 12 | -4 | 4 | lethal hits | +| Fealty – sweep | Melee | 16 | 2 | 6 | -3 | 2 | sustained hits 1 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Primarch of the First Legion** (Datasheet): At the start of your Command phase, select two Primarch of the First Legion abilities. Until the start of your next Command phase, this model has those abilities. +- **The Emperor’s Shield** (Datasheet): Each time an attack is allocated to this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll. +- **Dark Angels Bodyguard** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Infantry units, this model has the Lone Operative ability. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. +- **Mist-wreathed Shadow Realms** (Primarch): In your Command phase, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. +- **Martial Exemplar (Aura)** (Primarch): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **No Hiding From the Watchers (Aura)** (Primarch): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Feel No Pain 4+ ability against mortal wounds. + +**Keywords:** Imperium, Lion El’Jonson, Monster, Primarch, Character, Epic Hero +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Lion El’Jonson – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 315pts + +--- + +# Logan Grimnar On Stormrider + +**Role:** Characters + +*When riding to battle upon his ornate anti-grav chariot, Stormrider, Logan Grimnar is a destructive and swift tempest of war. Drawn by a pair of giant and ferocious Thunderwolves, Stormrider’s saga-inscribed hull bears the grizzled leader into the heart of the enemy, there to reap a fell tally with the Axe Morkai.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; the Axe of Morkai; flurry of teeth and claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Axe Morkai – one-handed | Melee | 10 | 2 | 6 | -2 | 1 | — | +| The Axe Morkai – two-handed | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Flurry of teeth and claws | Melee | 6 | 4 | 5 | -1 | 1 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **High King of Fenris** (Datasheet): Once per battle, in your Charge phase, this model can use this ability. If it does, until the end of the turn, you can re-roll Charge rolls made for ADEPTUS ASTARTES units from your army and, until the end of the turn, each time an ADEPTUS ASTARTES model from your army makes a melee attack, you can re-roll the Hit roll. +- **The Great Wolf** (Datasheet): Each time this model destroys an enemy unit, you gain 1CP. +- **LOGAN GRIMNAR** (Special (правая колонка)): Your army cannot contain both Logan Grimnar and LOGAN GRIMNAR ON STORMRIDER. + +**Keywords:** Chapter Master, Logan Grimnar on Stormrider, Imperium, Epic Hero, Character, Mounted +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Logan Grimnar on Stormrider – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Thunderwolf Cavalry + +**Points:** +- 1 model: 180pts + +--- + +# Logan Grimnar + +**Role:** Characters + +*Logan Grimnar – Great Wolf and High King of Fenris – is one of the longest serving Chapter Masters. Waging war against any who threaten the Space Wolves or the Imperium, Grimnar’s charisma and centuries of heroic victories have immortalised him as one of the most lauded warriors in the galaxy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 2+ | 8 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; Axe Morkai; Tyrnak and Fenrir. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe Morkai – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | +| Axe Morkai – sweep | Melee | 10 | 2 | 6 | -2 | 1 | — | +| Tyrnak and Fenrir | Melee | 6 | 2 | 5 | -1 | 1 | extra attacks | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **High King of Fenris** (Datasheet): Once per battle round, in your Movement phase, you can select one friendly Space Wolves unit that is in Reserves. If you do, until the end of the phase, for the purpose of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. +- **Guile of the Wolf (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that usage of that Stratagem by 1CP (this is not cumulative with any other rules that increase the CP cost of that Stratagem). +- **EMBARKING WITHIN TRANSPORTS** (Fortification (левая колонка)): This model can embark within friendly Adeptus Astartes Transport models that can transport Terminator models. When doing so, it takes up the space of 4 Infantry models. + +**Keywords:** Chapter Master, Logan Grimnar, Infantry, Character, Epic Hero, Imperium, Terminator +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Logan Grimnar – EPIC HERO + +**Leader:** +Can lead: Wolf Guard Terminators + +**Points:** +- 1 model: 110pts + +--- + +# Long Fangs + +**Role:** Other + +*Dour and grizzled veterans, Long Fangs are steady of hand and temperament, hoary with wisdom and literally long of fang. To these patient warriors are granted some of the Great Company’s most devastating ranged weapons. Keen of eye, Long Fangs hunt the monstrous beasts and battle tanks of the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** boltgun; bolt pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | anti-vehicle 2+, heavy | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | ANTI-VEHICLE 2+ | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | heavy | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast, heavy | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous, heavy | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 2 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fire Discipline** (Datasheet): Each time this unit Remains Stationary, if it includes a Long Fang Pack Leader, you can select one enemy unit that is visible to that model. Until the end of the turn, each time a model in this unit makes a ranged attack that targets that enemy unit, re-roll a Hit roll of 1. +- **Armorium Cherub** (Datasheet): Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6. + +**Designer’s Note:** *Place an Armorium Cherub token next to the unit, removing it once this ability has been used.* +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Devastator Squad, it can instead be attached to this unit. + +**Keywords:** Long Fangs, Imperium, Grenades, Infantry +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Long Fang Pack Leader +- 4-5 Long Fangs + +**Wargear Options:** +- Any number of Long Fangs can each have their boltgun replaced with one of the following:- 1 grav-cannon +- 1 heavy bolter +- 1 heavy flamer +- 1 lascannon +- 1 missile launcher +- 1 multi-melta +- 1 plasma cannon +- The Long Fang Pack Leader’s boltgun can be replace with one of the following- 1 flamer +- 1 grav-gun +- 1 meltagun +- 1 plasma gun +- 1 plasma pistol +- The Long Fang Pack Leader’s close combat weapon can be replaced with one of the following:- 1 Astartes chainsword +- 1 power fist +- 1 power weapon + +**Leader:** +Led By: Chief Librarian Tigurius, Sanguinary Priest, Imperial Space Marine, Apothecary, Ancient, Wolf Guard Pack Leader, Wolf Guard Pack Leader In Terminator Armour, Brother Corbulo, Librarian, Techmarine + +**Points:** +- 5 models: 120pts +- 6 models: 145pts + +--- + +# Lukas The Trickster + +**Role:** Characters + +*A legend amongst impulsive warriors, Lukas – called the Trickster by his many detractors – is synonymous with the irreverence and spirit of youth. His inventive sabotages and murderous jests rank him as one of the most cunning in the Chapter. A dirty fighter, rebel and rogue, Lukas’ skills are as deadly as they are mischievous.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasma pistol; Claw of the Jackalwolf. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Claw of the Jackalwolf | Melee | 6 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Pelt of the Doppegangrel** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. +- **Last Laugh** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, roll one D6: on a 4+, the attacking unit suffers D6 mortal wounds and is Battle-shocked. +- **MASTER OF MISCHIEF** (Special (правая колонка)): This model cannot be your Warlord. + +**Keywords:** Grenades, Epic Hero, Character, Infantry, Lukas the Trickster, Imperium +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Lukas the Trickster – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Blood Claws + +**Points:** +- 1 model: 50pts + +--- + +# Marneus Calgar in Armour of Antilochus + +**Role:** Characters + +*Inspiring leader and superlative warrior both, Marneus Calgar goes to battle clad in the Armour of Antilochus. Obliterating swathes of enemies with volleys of bolt shells from the Gauntlets of Ultramar and tearing apart any foes foolish enough to stand before him, he is an architect of destruction whose gift for grand strategy is without question.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 6 | 2+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 Gauntlets of Ultramar. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauntlets of Ultramar | 18 | 4 | 2 | 4 | -1 | 2 | pistol, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauntlets of Ultramar | Melee | 6 | 2 | 8 | -3 | 3 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Inspiring Leader** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. +- **Master Tactician** (Datasheet): At the start of your Command phase, if this model is your WARLORD and is on the battlefield, you gain 1CP. +- **LORD CALGAR** (Fortification (левая колонка)): Your army cannot include more than one Marneus Calgar unit. + +**Keywords:** Chapter Master, Terminator, Epic Hero, Character, Infantry, Imperium, Marneus Calgar +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Marneus Calgar in Armour of Antilochus – EPIC HERO + +**Leader:** +Can lead: Relic Terminator Squad, Bladeguard Veteran Squad, Infernus Squad, Command Squad, Deathwing Knights, Indomitor Kill Team, Assault Squad, Decimus Kill Team, Sword Brethren Squad, Eradicator Squad, Inner Circle Companions, Sternguard Veteran Squad, Tactical Squad, Terminator Squad, Fortis Kill Team, Deathwing Command Squad, Vanguard Veteran Squad, Deathwing Terminator Squad, Wolf Guard, Assault Intercessor Squad, Aggressor Squad, Heavy Intercessor Squad, Intercessor Squad, Terminator Squad, Sternguard Veteran Squad, Deathwatch Veterans, Company Heroes, Victrix Honour Guard, Crusader Squad (Legendary), Deathwatch Terminator Squad, Terminator Assault Squad, Crusader Squad + +**Points:** +- 1 model: 140pts + +--- + +# Marneus Calgar + +**Role:** Characters + +*On the battlefield, Marneus Calgar is an inspiring leader and superlative warrior. He heralds his advance with thunderous volleys of bolt shells from the Gauntlets of Ultramar before tearing apart anything in his grip. When he judges the endgame of his strategy to be imminent, he leads his Ultramarines into the heart of enemy lines.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| MARNEUS CALGAR | 6" | 6 | 2+ | 6 | 6+ | 1 | +| VICTRIX HONOUR GUARD | 6" | 4 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Marneus Calgar is equipped with:** Gauntlets of Ultramar. + +**Every Victrix Honour Guard is equipped with:** Victrix power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauntlets of Ultramar | 18 | 4 | 2 | 4 | -1 | 2 | pistol, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gauntlets of Ultramar | Melee | 6 | 2 | 8 | -3 | 3 | twin-linked | +| Victrix power sword | Melee | 5 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Inspiring Leader** (Datasheet): While this unit is leading a unit and contains a MARNEUS CALGAR model, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back +- **Master Tactician** (Datasheet): At the start of your Command phase, if this unit’s Marneus Calgar model is your WARLORD and is on the battlefield, you gain 1CP. +- **Honour Guard of Macragge** (Datasheet): While this unit contains one or more Victrix Honour Guard models, this unit’s MARNEUS CALGAR model has the Feel No Pain 4+ ability. + +**Keywords:** Chapter Master, Marneus Calgar, Infantry, Imperium, Character, Epic Hero, Gravis +**Faction Keywords:** Adeptus Astartes, Ultramarines + +**Unit Composition:** +- 1 Marneus Calgar – EPIC HERO +- 2 Victrix Honour Guard + +**Leader:** +Can lead: Indomitor Kill Team, Crusader Squad (Legendary), Aggressor Squad, Sword Brethren Squad, Command Squad, Assault Squad, Wolf Guard, Heavy Intercessor Squad, Decimus Kill Team, Sternguard Veteran Squad, Assault Intercessor Squad, Victrix Honour Guard, Fortis Kill Team, Sternguard Veteran Squad, Infernus Squad, Crusader Squad, Tactical Squad, Vanguard Veteran Squad, Inner Circle Companions, Company Heroes, Deathwatch Veterans, Bladeguard Veteran Squad, Eradicator Squad, Intercessor Squad + +**Points:** +- 3 models: 200pts + +--- + +# Marshal + +**Role:** Characters + +*Each Black Templars crusade is led by a Marshal. Similar in rank to the Captains of other Chapters, Marshals are fearsome combatants and paragons of strategic acumen. Ensuring a crusade’s purity and success is a sacred duty, and Marshals fight with sanctified relic weapons while acting as beacons of pious fervour for their warriors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 7 | 2 | 5 | -2 | 2 | lethal hits | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Inspirational Exemplar** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. +- **Pious Fervour** (Datasheet): Each time this model’s unit is selected to fight, until the end of the phase, add 1 to the Attacks characteristic of this model’s master-crafted power weapon for each enemy unit within 6" of this model (to a maximum of +3). + +**Keywords:** Captain, Marshal, Tacticus, Imperium, Grenades, Character, Infantry +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Marshal + +**Wargear Options:** +- This model’s plasma pistol can be replaced with one combi-weapon. + +**Leader:** +Can lead: Crusader Squad (Legendary), Assault Intercessor Squad, Fortis Kill Team, Sternguard Veteran Squad, Sword Brethren Squad, Vanguard Veteran Squad, Intercessor Squad, Decimus Kill Team, Wolf Guard, Sternguard Veteran Squad, Deathwatch Veterans, Crusader Squad, Assault Squad, Infernus Squad, Inner Circle Companions + +**Points:** +- 1 model: 80pts + +--- + +# Mastodon + +**Role:** Other + +*The Mastodon is one of the heaviest assault transports ever fielded by the Space Marines, reserved for use against the most heavily fortified positions. Several times the size of a Land Raider, the Mastodon’s primary role is to deliver armoured warriors directly into the breach created with the siege melta array mounted on the vehicle’s armoured prow.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 14 | 2+ | 30 | 6+ | 12 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | +| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Transport, Vehicle, Titanic, Imperium, Mastodon, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Mastodon + +**Wargear Options:** +- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters +- 2 lascannons +- 2 volkite culverins +- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 volkite culverins + +**Transport:** +This model has a transport capacity of 45 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A DREADNOUGHT with a Wounds characteristic of 8 would take up the space of 8 models). + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 540pts + +--- + +# Mortis Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin heavy bolters; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Dreadnought inferno cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Mortis Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Vehicle, Walker, Imperium, Mortis Dreadnought, Deathwing, Dreadnought +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Mortis Dreadnought + +**Wargear Options:** +- This model’s 2 twin heavy bolters can be replaced with one of the following:- 2 assault cannons +- 2 Dreadnought inferno cannons +- 2 heavy plasma cannons +- 2 missile launchers +- 2 multi-meltas +- 2 twin autocannons +- 2 twin lascannons + +**Points:** +- 1 model: 130pts + +--- + +# Murderfang + +**Role:** Characters + +*A stampeding mechanical beast is unleashed from beneath the Fang in times of need, its massively brutal claws tearing its foes limb from bloody limb. The Chapter names it Murderfang. Its true identity is unknown for its insensate snarling rages are bereft of speech; it is known now only as a force of untamed destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 9 | 2+ | 8 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy flamer; storm bolter; Murderclaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Murderclaws | Melee | 8 | 3 | 14 | -2 | 3 | sustained hits 1, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Murder-maker (Aura)** (Datasheet): In the Fight phase, each time an attack targets a friendly Wulfen unit within 6" of this model, if a model in that unit is destroyed as a result of that attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Bestial Fury** (Datasheet): You can re-roll Advance and Charge rolls made for this model. +- **FORCE OF UNTAMED DESTRUCTION** (Fortification (левая колонка)): This model cannot be your WARLORD. + +**Keywords:** Murderfang, Wulfen, Dreadnought, Imperium, Character, Walker, Vehicle, Epic Hero +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Murderfang – EPIC HERO + +**Points:** +- 1 model: 150pts + +--- + +# Nephilim Jetfighter + +**Role:** Other + +*Sleek air-to-air interceptors, Nephilim Jetfighters perform lightning-fast manoeuvres in high-speed warfare. These pilots continually push the Techmarines for enhancements and modification to their craft to make them faster and deadlier – the results have proven truly substantial.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 11 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** avenger mega bolter; blacksword missiles; twin heavy bolter; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Avenger mega bolter | 36 | 10 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Blacksword missiles | 36 | 2 | 3 | 8 | -2 | D6 | anti-fly 2+ | +| Nephilim lascannons | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Lightning-fast Manoeuvres** (Datasheet): Each time a ranged attack targets this model, subtract 1 from the Hit roll. If that attack was made by a model that can Fly, subtract 1 from the Wound roll as well. + +**Keywords:** Imperium, Ravenwing, Nephilim Jetfighter, Vehicle, Fly, Aircraft +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 1 Nephilim Jetfighter + +**Wargear Options:** +- This model’s avenger mega bolter can be replaced with 1 Nephilim lascannons. + +**Damaged Profile:** +Remaining Wounds: 1-3 +While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 195pts + +--- + +# Njal Stormcaller + +**Role:** Characters + +*Summoning ice-toothed blizzards to scatter his foes, Njal Stormcaller is an elemental focus of psychic fury. He is High Rune Priest of the Space Wolves and wields a crackling staff by which he nullifies enemy sorceries.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Living Lightning; Staff of the Stormcaller. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Living Lightning – witchfire | 24 | D6 | 3 | 7 | -1 | 1 | psychic, sustained hits 2 | +| Living Lightning – focused witchfire | 24 | 2D6 | 3 | 7 | -1 | 1 | hazardous, psychic, sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of the Stormcaller | Melee | 4 | 3 | 7 | -1 | D3 | psychic, sustained hits 2 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Wind Walker (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability and each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **Tempest’s Wrath (Psychic)** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with this model’s Living Lightning weapon. Until the start of your next turn, that enemy unit is stormwracked. While a unit is stormwracked, subtract 6" from the Range characteristic of ranged weapons equipped by models in that unit (to a minimum of 12"). + +**Keywords:** Imperium, Psyker, Epic Hero, Infantry, Character, Njal Stormcaller, Tacticus +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Njal Stormcaller – EPIC HERO + +**Leader:** +Can lead: Wolf Guard Headtakers, Grey Hunters, Blood Claws + +**Points:** +- 1 model: 85pts + +--- + +# Outrider Squad + +**Role:** Other + +*Outrider Squads advance ahead of the main Space Marine lines, guard flanks of larger formations and hunt down enemy infiltrators. When battle is joined, they conduct lightning-fast hit-and-run attacks on defended positions, and run down those who would try to escape the vengeance of the Chapter.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| OUTRIDER | 12" | 5 | 3+ | 4 | 6+ | 2 | +| INVADER ATV | 12" | 5 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Outrider Sergeant and every Outrider is equipped with:** heavy bolt pistol; twin bolt rifle; Astartes chainsword. + +**An Invader ATV is equipped with:** bolt pistol; twin bolt rifle; onslaught gatling cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | +| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Thunderous Impact** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that attack by 1. + +**Keywords:** Ravenwing, Outrider Squad, Imperium, Grenades, Mounted +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Outrider Sergeant +- 2-5 Outriders +- 0-1 Invader ATV + +**Wargear Options:** +- An Invader ATV’s onslaught gatling cannon can be replaced with 1 multi-melta. + +**Leader:** +Led By: Librarian on Bike, Techmarine on Bike, Sammael, Sanguinary Priest on Bike, Company Champion On Bike, Ancient on Bike, Apothecary on Bike, Captain on Bike, Ravenwing Command Squad, Chaplain On Bike, Suboden Khan + +**Points:** +- 3 models: 80pts +- 6 models: 160pts +- Invader ATV: 60pts + +--- + +# Pedro Kantor + +**Role:** Characters + +*Pedro Kantor is a superb combatant and an inspiring leader. The Chapter Master of the Crimson fists mows down enemy infantry with Dorn’s Arrow, blasting them apart with hails of mass-reactive bolts. Those who make the mistake ofgetting too close - whether battle tank or foot soldier - he crushes with thunderous blowsfrom the Fist of Retribution.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Dorn’s Arrow; Fist of Retribution. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dorn’s Arrow | 24 | 2 | 2 | 5 | -1 | 2 | rapid fire 2, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fist of Retribution | Melee | 5 | 2 | 8 | -3 | 3 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Oath of Rynn** (Datasheet): Once per battle, at the start of either player’s Command phase, this model can use this ability. When it does, until the end of the turn, add 1 to the Attacks characteristic of weapons equipped by models in this model’s unit. +- **To the Last** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. +- **CRIMSON FISTS** (Fortification (левая колонка)): This model is from the Crimson Fists Chapter, a successor of the Imperial Fists. For all rules purposes, it is treated as an Imperial Fists model, but it cannot be included in an army that includes any other Imperial Fists Epic Hero models. +- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Sternguard Veteran Squad units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked. + +**Keywords:** Grenades, Chapter Master, Imperium, Epic Hero, Tacticus, Pedro Kantor, Infantry, Character +**Faction Keywords:** Imperial Fists, Adeptus Astartes + +**Unit Composition:** +- 1 Pedro Kantor – EPIC HERO + +**Leader:** +Can lead: Sternguard Veteran Squad, Command Squad, Inner Circle Companions, Deathwatch Veterans, Crusader Squad (Legendary), Company Heroes, Wolf Guard, Tactical Squad, Sternguard Veteran Squad, Bladeguard Veteran Squad + +**Points:** +- 1 model: 90pts + +--- + +# Predator Annihilator + +**Role:** Other + +*Predator Annihilators excel at leading armoured spearheads, moving at high speed and firing all the while. Their crews take pride in their particularly ferocious machine spirits, and gladly thunder into the fiercest fighting to blow apart enemy armoured columns and dense bunker complexes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Annihilator** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Vehicle, Predator Annihilator, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Predator Annihilator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Predator Destructor + +**Role:** Other + +*Predator Destructors have served the Emperor for more than ten thousand years with resolute steadfastness, proving themselves by slaughtering hordes of enemy infantry, shattering assaults and laying waste to light vehicles. To the always-outnumbered Space Marines, their firepower has long been vital.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Destructor** (Datasheet): Each time this model makes a ranged attack that targets an INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Imperium, Vehicle, Predator Destructor +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Predator Destructor + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Primaris Company Champion + +**Role:** Characters + +*Tasked with upholding the martial honour of their battle-brothers, Primaris Company Champions are bladesmen supreme. They are veteran combatants and peerless duellists, cleaving apart lesser foes to reach the enemy’s greatest champions face to face, there to humble them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Honour or Death** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and you can target that unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. +- **Martial Superiority** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +**Keywords:** Character, Infantry, Imperium, Primaris Company Champion, Tacticus, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Primaris Company Champion + +**Wargear Options:** +- None + +**Leader:** +Can lead: Sternguard Veteran Squad, Crusader Squad, Bladeguard Veteran Squad, Sternguard Veteran Squad, Sword Brethren Squad, Infernus Squad, Fortis Kill Team, Intercessor Squad, Assault Intercessor Squad, Vanguard Veteran Squad, Wolf Guard, Inner Circle Companions, Assault Squad, Deathwatch Veterans, Decimus Kill Team + +**Points:** +- 1 model: 55pts + +--- + +# Ragnar Blackmane + +**Role:** Characters + +*Supremely confident and eager always to be first into the fray, Wolf Lord Ragnar Blackmane regularly leads his Great Company in devastating planetary invasions. No longer as headstrong as in his youth, Ragnar’s berserk rages are still furious hurricanes of violence, and his terrifying howls freeze the blood of his foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Frostfang. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Frostfang | Melee | 8 | 2 | 6 | -3 | 2 | sustained hits 1 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **War Howl** (Datasheet): While this model is leading a Blood Claws unit, each time a model in that unit makes a melee attack, you can re-roll the Wound roll. While this model is leading a Wolf Guard Headtakers unit, that unit is eligible to declare a charge in a turn in which it Advanced. +- **Battle-lust** (Datasheet): Each time this model ends a Charge move, until the end of the turn, add 2 to the Attacks characteristic of this model’s Frostfang weapon. + +**Keywords:** Infantry, Character, Epic Hero, Ragnar Blackmane, Captain, Tacticus, Grenades, Imperium +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Ragnar Blackmane – EPIC HERO + +**Leader:** +Can lead: Wolf Guard Headtakers, Blood Claws + +**Points:** +- 1 model: 100pts + +--- + +# Rapier Carrier + +**Role:** Other + +*The Rapier Armoured Carrier is a bulky, tracked device that traces its origin to the dawn of Mankind’s stellar empire. Compatible with various heavy weapons, the Rapier is most commonly fitted with a powerful quad lascannon known as a laser destroyer, making it a compact but potent anti-armour asset.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Rapier Carrier, Vehicle, Imperium, Artillery +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Rapier Carrier + +**Wargear Options:** +- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon +- 1 laser destroyer +- 1 quad launcher + +**Points:** +- 1 model: 90pts + +--- + +# Ravenwing Black Knights + +**Role:** Other + +*The Ravenwing Black Knights are the 2nd Company’s greatest warriors, elite fighters who style themselves after the monster-hunting knights of old Caliban. They speed towards the foe, swinging their corvus hammers with such force that the spiked end punctures even the thickest armour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; plasma talon; Black Knight combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma talon – standard | 18 | 2 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma talon – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Knight combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | devastating wounds | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Knights of Caliban** (Datasheet): Each time this unit is selected to fight, if it made a Charge move this turn, until the end of the phase, melee weapons equipped by models in this unit have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Outrider Squad, it can be attached to this unit instead. + +**Keywords:** Imperium, Grenades, Mounted, Ravenwing, Ravenwing Black Knights +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Ravenwing Huntmaster +- 2-5 Ravenwing Black Knights + +**Wargear Options:** +- For every 3 models in this unit, 1 model can replace its plasma talon with 1 Astartes grenade launcher. + +**Leader:** +Led By: Librarian on Bike, Techmarine on Bike, Sammael, Company Champion On Bike, Apothecary on Bike, Ravenwing Command Squad, Chaplain On Bike, Ancient on Bike, Captain on Bike, Sanguinary Priest on Bike, Suboden Khan + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Ravenwing Command Squad + +**Role:** Characters + +*Ravenwing Command Squads speed into battle at the very head of the hunt. With their champion ready to duel for the honour of the Company, the Ancient’s banner fluttering in the wind like a knightly pennant, and the Apothecary on hand to heal the most grievous injuries, these formidable warriors aid their comrades in running down even the most dangerous quarry.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 4 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Ravenwing Champion is equipped with:** bolt pistol; plasma talon; master-crafted power weapon. + +**Every other model is equipped with:** bolt pistol; plasma talon; Black Knight combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Plasma talon – standard | 18 | 2 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma talon – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Knight combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | devastating wounds | +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Narthecium** (Datasheet): While this unit contains a Ravenwing Apothecary, in your Command phase, you can return 1 destroyed model (excluding Character and Invader ATV models) to this unit. +- **Astartes Banner** (Datasheet): While this unit contains an Ravenwing Ancient, add 1 to the Objective Control characteristic of models in this unit. +- **Honour or Death** (Datasheet): While this unit contains a Ravenwing Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP. + +**Keywords:** Ravenwing Command Squad, Mounted, Grenades, Ravenwing, Imperium, Character +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 1 Ravenwing Champion +- 1 Ravenwing Apothecary +- 1 Ravenwing Ancient + +**Wargear Options:** +- For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade launcher. + +**Leader:** +Can lead: Company Veterans On Bikes, Outrider Squad, Ravenwing Black Knights, Bike Squad + +**Points:** +- 3 models: 120pts + +--- + +# Ravenwing Dark Talon + +**Role:** Other + +*The Dark Talon is a close-attack aircraft designed to help the Rovenwing snatch up their most tenacious or troublesome prey. It is aided in this role by armaments doting bock to the Dark Age of Technology, such os the empirically charged rift cannon and the sinister stasis bomb, that trammels victims in o rone of slowed time.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 11 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** rift cannon; 2 hurricane bolters; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Rift cannon | 18 | D3+1 | 3 | 16 | -4 | 3 | blast, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Stasis Bomb** (Datasheet): Once per turn, one model from your army with this ability can use it after it ends a Normal move. If it does, you can select one enemy unit (excluding AIRCRAFT) that model moved over this phase. That unit suffers D3 mortal wounds and you must roll one D6: on a 1-3, that unit cannot Advance or Fall Back in your opponent’s next Movement phase; on a 4-6, that unit must Remain Stationary in your opponent’s next Movement phase. Each model can only use this ability once per battle. + +**Keywords:** Vehicle, Dark Talon, Ravenwing, Imperium, Fly, Aircraft +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Ravenwing Dark Talon + +**Damaged Profile:** +Remaining Wounds: 1-3 +While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts + +--- + +# Ravenwing Darkshroud + +**Role:** Other + +*Mounted upon each Darkshroud is a mysterious statue that survived Caliban’s destruction and became imbued with the energies released by that cataclysmic event. Through the artifi ce of the Dark Angels, these energies are amplified and used to obscure those battle-brothers near to the Darkshroud from enemy sight.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 8 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Icon of Old Caliban (Aura)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Stealth ability and each time a ranged attack targets that unit, that unit has the Benefit of Cover against that attack. + +**Keywords:** Vehicle, Imperium, Ravenwing Darkshroud, Ravenwing, Fly +**Faction Keywords:** Adeptus Astartes, Dark Angels + +**Unit Composition:** +- 1 Ravenwing Darkshroud + +**Wargear Options:** +- This model’s heavy bolter can be replaced with 1 assault cannon. + +**Points:** +- 1 model: 100pts + +--- + +# Ravenwing Talonmaster + +**Role:** Characters + +*Mounted in a Land Speeder outfitted with additional auspex scanners and vox-casters, it is a Talonmaster’s role to direct the Ravenwing’s fire, using his equipment to ensure no quarry can hide from them. They even identify foes seeking temporary refuge in dense terrain, revealing their location to all Ravenwing warriors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 7 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** twin assault cannon; twin heavy bolter; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 5 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Talonmaster** (Datasheet): While this model is within 3" of one or more other friendly Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle units, this model has the Lone Operative ability. +- **Nowhere to Hide** (Datasheet): While a friendly Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit is within 6" of this model, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. +- **Master of Manoeuvre** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, this model can make a Normal move of up to 6". + +**Keywords:** Character, Vehicle, Fly, Ravenwing, Ravenwing Talonmaster, Imperium +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Ravenwing Talonmaster + +**Wargear Options:** +- None + +**Points:** +- 1 model: 105pts + +--- + +# Razorback + +**Role:** Dedicated Transports + +*The Razorback replaces some of the Rhino’s transport capacity with a heavy weapon turret, and provides fire support for armoured infantry assaults while delivering its own cargo of warriors to battle. Such is its success that for many Chapters it performs additional functions, notably as a mobile command centre.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks, Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Smoke, Transport, Dedicated Transport, Razorback, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Razorback + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with 1 twin lascannon. +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 6 ADEPTUS ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR or TACTicus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 95pts + +--- + +# Redemptor Dreadnought + +**Role:** Other + +*Redemptor Dreadnoughts are some of the largest of their kind ever fielded by the Adeptus Astartes. Armed to the teeth, they can be equipped to utterly destroy virtually any kind of battlefield target with hails of solid shot or super-heated plasma.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Twin fragstorm grenade launcher; heavy flamer; heavy onslaught gatling cannon; Redemptor fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds | +| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | +| Macro plasma incinerator – standard | 36 | D6+1 | 3 | 8 | -3 | 2 | blast | +| Macro plasma incinerator – supercharge | 36 | D6+1 | 3 | 9 | -4 | 3 | blast, hazardous | +| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | +| Twin fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast, twin-linked | +| Twin storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Redemptor fist | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Deathwing, Imperium, Redemptor Dreadnought, Dreadnought, Walker, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Redemptor Dreadnought + +**Wargear Options:** +- This model can be equipped with 1 Icarus rocket pod. +- This model’s heavy flamer can be replaced with 1 onslaught gatling cannon. +- This model’s heavy onslaught gatling cannon can be replaced with 1 macro plasma incinerator. +- This model’s twin fragstorm grenade launcher can be replaced with 1 twin storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 205pts + +--- + +# Reiver Squad + +**Role:** Other + +*Rapid-insertion terror troops, Reiver Squads often deploy using grav-chutes and directional fins to land with pinpoint accuracy. Operating with near perfect stealth to reach the optimum location to strike from, when ready they unleash their fury, surging forward with augmented guttural roars and blasts of weapons fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** special issue bolt pistol; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | precision | +| Special issue bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fearsome Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test, subtracting 1 from that test. +- **Terror Troops (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit. +- **Grapnel Launcher** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. +- **Reiver Grav-chute** (Wargear): The bearer has the Deep Strike ability. + +**Keywords:** Infantry, Smoke, Reiver Squad, Phobos, Imperium, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Reiver Sergeant +- 4-9 Reivers + +**Wargear Options:** +- All models in this unit can each have their combat knife replaced with 1 bolt carbine and 1 close combat weapon. +- If the Reiver Sergeant is equipped with 1 bolt carbine, it can be equipped with 1 combat knife. +- All models in this unit can each be equipped with 1 Reiver grav-chute. +- All models in this unit can each be equipped with 1 grapnel launcher. + +**Leader:** +Led By: Lieutenant In Phobos Armour, Lieutenant In Reiver Armour, Captain In Phobos Armour, Librarian In Phobos Armour + +**Points:** +- 5 models: 80pts +- 10 models: 160pts + +--- + +# Relic Contemptor Dreadnought + +**Role:** Other + +*As relics of a lost age of martial design, Contemptor Dreadnoughts are exemplars of combat versatility. The best demonstration of this is the wide array of weapon arms compatible with the Contemptor chassis, ranging from conventional heavy weapons and power fists to some of the most esoteric firearms still in use on the battlefields of the 41st Millennium.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy plasma cannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | +| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Vehicle, Walker, Imperium, Relic Contemptor Dreadnought, Deathwing, Dreadnought +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Relic Contemptor Dreadnought + +**Wargear Options:** +- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon +- 1 kheres-pattern assault cannon +- 1 multi-melta +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 twin volkite culverin +- 1 Dreadnought chainfist and 1 combi-bolter +- 1 Dreadnought combat weapon and 1 combi-bolter +- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster +- 1 heavy flamer +- 1 plasma blaster +- This model can be equipped with 1 cyclone missile launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Relic Razorback + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Dedicated Transport, Transport, Vehicle, Smoke, Imperium, Relic Razorback +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Relic Razorback + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with one of the following:- 1 multi-melta +- 1 twin assault cannon +- 1 twin lascannon +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 6 Adeptus Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator or Tacticus models (except for Tacticus Character models that begin the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 105pts + +--- + +# Relic Terminator Squad + +**Role:** Other + +*Many Chapters possess suits of Terminator armour – such as those of the Cataphractii or Tartaros variety – that date back to the Great Crusade. Each is revered as a relic of the Chapter, and those privileged enough to wear them fight all the harder knowing the legacy of glory and sacrifice they bear.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** combi-bolter; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | +| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | hazardous | +| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | +| Volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fury of the First** (Datasheet): Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristic and/or to the Hit roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected for the Oath of Moment ability this turn, add 1 to the Hit roll. +- **Grenade Harness** (Wargear): The bearer has the GRENADES keyword. +- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can also be attached to this unit. + +**Keywords:** Terminator, Relic Terminator Squad, Infantry, Imperium, Deathwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Relic Terminator Sergeant +- 4-9 Relic Terminators + +**Wargear Options:** +- The Relic Terminator Sergeant’s combi-bolter can be replaced with one of the following:- 1 plasma blaster +- 1 volkite charger +- For every 5 models in this unit, 1 Relic Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer +- 1 reaper autocannon +- For every 5 models in this unit, 1 model can be equipped with 1 grenade harness. +- Any number of models can each have their power fist replaced with 1 power weapon. +- Any number of models can each have their power fist replaced with one 1 chainfist. +- Any number of models can each have their combi-bolter and power fist replaced with 1 twin lightning claws. + +**Leader:** +Led By: Deathwing Strikemaster, Belial, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 200pts +- 10 models: 400pts + +--- + +# Repulsor Executioner + +**Role:** Other + +*The Repulsor Executioner sacrifices some transport capacity to carry far more powerful weaponry. Armed with a blessed heavy laser destroyer, it can cripple enemy tanks, while the macro plasma incinerator can incinerate infantry formations. The Executioner’s crew are skilled in close-range support, combating threats to the rest of their fighting company with pinpoint interception strikes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy onslaught gatling cannon; macro plasma incinerator; Repulsor Executioner defensive array; twin heavy bolter; twin Icarus ironhail heavy stubber; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy laser destroyer | 72 | 2 | 3 | 16 | -4 | D6+4 | heavy | +| Heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds | +| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | +| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | +| Macro plasma incinerator – standard | 36 | D6+1 | 3 | 8 | -3 | 2 | blast | +| Macro plasma incinerator – supercharge | 36 | D6+1 | 3 | 9 | -4 | 3 | blast, hazardous | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Repulsor Executioner defensive array | 24 | 10 | 3 | 4 | 0 | 1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin Icarus ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | anti-fly 4+, rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Interception Strike** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit within 12" of one or more ADEPTUS ASTARTES units from your army, you can re-roll the Hit roll. + +**Keywords:** Smoke, Vehicle, Transport, Imperium, Repulsor Executioner +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Repulsor Executioner + +**Wargear Options:** +- This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer. +- This model can be equipped with one of the following:- 1 ironhail heavy stubber +- 1 multi-melta +- This model can be equipped with 1 Icarus rocket pod. + +**Transport:** +This model has a transport capacity of 7 Adeptus Astartes Infantry models. Each Jump Pack, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 235pts + +--- + +# Repulsor + +**Role:** Other + +*Clad in advanced armour plating etched with the vows of its crew and armed for any battlefield situation, the Repulsor transports its vow-sworn occupants safely and provides deadly fire support. The tank’s ventral plates channel gravitic energies that crush obstacles and anchor its position, providing a stable disembarkation for those inside, even amidst heavy fire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy onslaught gatling cannon; hunter-slayer missile; Repulsor defensive array; twin heavy bolter; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds | +| Hunter-slayer missile | 48 | 1 | 2 | 14 | -3 | D6 | indirect fire, one shot | +| Las-talon | 36 | 2 | 3 | 10 | -3 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Repulsor defensive array | 24 | 18 | 3 | 4 | 0 | 1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Stabilised Disembarkation** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if any of those attacks targeted this TRANSPORT, it can use this ability. If it does, any units embarked within it can disembark. When doing so, models in those units can be set up anywhere on the battlefield wholly within 6" of this TRANSPORT and not within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Repulsor, Imperium, Transport, Smoke, Vehicle +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Repulsor + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with 1 twin lascannon. +- This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon. +- This model can be equipped with 1 multi-melta. + +**Transport:** +This model has a transport capacity of 14 Adeptus Astartes Infantry models. Each Jump Pack, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Rhino Primaris + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin plasma gun; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Twin plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1, twin-linked | +| Twin plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Self Repair** (Datasheet): At the end of your Command phase, this model regains 1 lost wound. +- **Orbital Comms Array (Aura)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Rhino Primaris, Transport, Smoke, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Rhino Primaris + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 6 Adeptus Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator or Tacticus models (except for Tacticus Character models that begin the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 95pts + +--- + +# Rhino + +**Role:** Dedicated Transports + +*The Rhino transport has served the Space Marines for ten thousand years, and forms a part of many of their strike forces. With robust self-repair systems, the Rhino is a rugged vehicle that can swiftly navigate nightmare battlefields to deliver its deadly cargo of Space Marines into the heart of battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Self Repair** (Datasheet): At the end of your Command phase, this model regains 1 lost wound. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Rhino, Vehicle, Smoke, Transport, Dedicated Transport, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Rhino + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Transport:** +This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 75pts + +--- + +# Roboute Guilliman + +**Role:** Characters + +*In one of Guilliman’s hands blazes the burning Emperor’s Sword. The other is clad in the Hand of Dominion, a gauntlet with which Guilliman can tear apart tanks. The Primarch’s strategic brilliance is his greatest weapon however, his enemies outmanoeuvred and out-thought before the battle has even begun.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 10 | 5+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Hand of Dominion; Emperor’s Sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand of Dominion | 30 | 2 | 2 | 6 | -2 | 2 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Emperor’s Sword | Melee | 14 | 2 | 8 | -3 | 2 | devastating wounds | +| Hand of Dominion | Melee | 7 | 2 | 14 | -4 | 4 | lethal hits | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Author of the Codex** (Datasheet): At the Start of your Command phase, select two Author of the Codex abilities (see left). Until the start of your next Command phase, this model has those abilities. +- **Ultramarines Bodyguard** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Infantry units, this model has the Lone Operative ability. +- **Armour of Fate** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with 6 wounds remaining. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. +- **Primarch of the XIII (Aura)** (Primarch): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit and you can re-roll Battle-shock and Leadership tests taken for that unit. +- **Master of Battle** (Primarch): At the start of your Command phase, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, if your Oath of Moment target is destroyed, that second enemy unit becomes your Oath of Moment target until you select a new one. +- **Supreme Strategist** (Primarch): Once per battle round, one unit from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. + +**Keywords:** Character, Monster, Primarch, Roboute Guilliman, Epic Hero, Imperium +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Roboute Guilliman – EPIC HERO + +**Points:** +- 1 model: 340pts + +--- + +# Sammael + +**Role:** Characters + +*Sammael rides to war on the jetbike Corvex, a relic from the Dark Age of Technology. Upon this ancient mount, the Ravenwing’s commander charges into the fray, storm bolters and plasma cannon causing hideous damage before he moves in for the kill with the Raven Sword, an heirloom with a razor edge that can never dull.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; master-crafted plasma cannon; twin storm bolter; the Raven Sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Master-crafted plasma cannon | 36 | D3 | 2 | 8 | -3 | 2 | blast | +| Twin storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| The Raven Sword | Melee | 6 | 2 | 6 | -3 | 2 | sustained hits 2 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Grand Master of the Ravenwing** (Datasheet): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced. If that unit is already eligible to shoot and declare a charge in a turn in which it Advanced, add 1 to Advance and Charge rolls made for that unit instead. +- **Cut Off Their Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +**Keywords:** Mounted, Character, Epic Hero, Fly, Imperium, Grenades, Sammael, Captain, Ravenwing +**Faction Keywords:** Dark Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Sammael – EPIC HERO + +**Leader:** +Can lead: Bike Squad, Outrider Squad, Company Veterans On Bikes, Ravenwing Black Knights + +**Points:** +- 1 model: 115pts + +--- + +# Sanguinary Guard + +**Role:** Other + +*Sanguinary Guard are proven in mind, body and spirit in a way few of their brothers can match. Clad in irreplaceable golden armour believed to date back to the Horus Heresy and armed with the traditional relic weapons of their position, few embody the ideal of the wrathful angel more than they.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Angelus boltgun; encarmine blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Angelus boltgun | 12 | 2 | 3 | 4 | 0 | 1 | pistol | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Encarmine blade | Melee | 4 | 2 | 6 | -3 | 2 | — | +| Encarmine spear | Melee | 4 | 2 | 6 | -2 | 2 | Lance | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Angelic Visage** (Datasheet): Each time a melee attack targets this unit, subtract 1 from the Hit roll. +- **Heirs of Azkaellon** (Datasheet): While a Character model is leading this unit, each time a melee attack targets this unit, subtract 1 from the Wound roll. +- **Sanguinary Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. +- **ATTACHED UNIT** (Special (правая колонка)): If a Captain model from your army with the Leader ability can be attached to an Assault Intercessors with Jump Packs unit, it can be attached to this unit instead. + +**Keywords:** Sanguinary Guard, Infantry, Fly, Jump Pack, Grenades, Imperium, Tacticus +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 3-6 Sanguinary Guard + +**Wargear Options:** +- Any number of models can each have their encarmine blade replaced with 1 encarmine spear. +- For every 3 models in this unit, 1 model’s Angelus boltgun can be replaced with 1 inferno pistol. +- One model can be equipped with 1 Sanguinary banner. + +**Leader:** +Led By: Commander Dante, Captain With Jump Pack + +**Points:** +- 3 models: 125pts +- 6 models: 260pts + +--- + +# Sanguinary Priest on Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Blood Chalice** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. + +**Keywords:** Mounted, Character, Grenades, Imperium, Sanguinary Priest +**Faction Keywords:** Blood Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Sanguinary Priest on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol +- 1 storm bolter +- This model’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- 1 thunder hammer + +**Leader:** +Can lead: Outrider Squad, Bike Squad, Ravenwing Black Knights, Company Veterans On Bikes + +**Points:** +- 1 model: 135pts + +--- + +# Sanguinary Priest With Jump Pack + +**Role:** Characters + +*The Sanguinary Priests are the Blood Angels’ Apothecaries, and hold responsibility for the Chapter’s soul as well as its body. Through their ministrations and ceremonies do they call upon the Blood Angels to embrace the Red Thirst, control it and unleash their rage upon the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 2 | 4 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Blood Chalice** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. + +**Keywords:** Infantry, Character, Grenades, Sanguinary Priest, Jump Pack, Fly, Imperium +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Sanguinary Priest + +**Wargear Options:** +- None + +**Leader:** +Can lead: Vanguard Veteran Squad With Jump Packs, Assault Squad with Jump Packs, Wolf Guard, Assault Intercessors With Jump Packs, Talonstrike Kill Team, Skyclaws + +**Points:** +- 1 model: 100pts + +--- + +# Sanguinary Priest + +**Role:** Characters + +*The Sanguinary Priests are the Blood Angels’ Apothecaries, and hold responsibility for the Chapter’s soul as well as its body. Through their ministrations and ceremonies do they call upon the Blood Angels to embrace the Red Thirst, control it and unleash their rage upon the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Blood Chalice** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. + +**Keywords:** Character, Infantry, Sanguinary Priest, Grenades, Imperium, Tacticus +**Faction Keywords:** Blood Angels, Adeptus Astartes + +**Unit Composition:** +- 1 Sanguinary Priest + +**Leader:** +Can lead: Deathwatch Veterans, Intercessor Squad, Assault Squad, Sternguard Veteran Squad, Tactical Squad, Decimus Kill Team, Assault Intercessor Squad, Fortis Kill Team, Desolation Squad, Long Fangs, Devastator Squad, Vanguard Veteran Squad, Wolf Guard, Sternguard Veteran Squad, Sword Brethren Squad, Bladeguard Veteran Squad, Crusader Squad, Hellblaster Squad, Crusader Squad (Legendary), Infernus Squad, Inner Circle Companions + +**Points:** +- 1 model: 75pts + +--- + +# Scout Bike Squad + +**Role:** Other + +*Fast-moving recon and disruption units, Scout Bike Squads operate far beyond friendly lines. They booby trap neutral ground, sever the foe’s communications links, burn enemy supplies, seek out weaknesses in defences and set up locator beacons to draw down the Space Marines’ fearsome orbital strikes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Astartes shotgun; bolt pistol; twin boltgun; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | +| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | +| Astartes shotgun | 18 | 2 | 3 | 4 | 0 | 1 | assault | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Combat knife | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Outflank** (Datasheet): When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). + +**Keywords:** Ravenwing, Scout Bike Squad, Imperium, Smoke, Grenades, Mounted +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Scout Biker Sergeant +- 2-5 Scout Bikers + +**Wargear Options:** +- The Scout Biker Sergeant’s bolt pistol can be replaced with one of the following:- 1 Astartes chainsword +- 1 boltgun +- 1 combi-weapon +- 1 hand flamer +- 1 grav-pistol +- 1 inferno pistol +- 1 plasma pistol +- 1 storm bolter +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- Any number of models can each have their twin boltgun replaced with 1 Astartes grenade launcher. + +**Points:** +- 3 models: 75pts +- 6 models: 150pts + +--- + +# Scout Sniper Squad + +**Role:** Other + +*Combining their skills in covert operations and infiltration with advanced marksmanship taught to them by wise Veteran Sergeants, Scout Squads equipped with sniper rifles are capable battlefield assassins. With precision fire they can kill opposing commanders or detonate vehicle fuel cells to wreak havoc amongst the enemy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; sniper rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Scout sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Concealed Positions** (Datasheet): This unit can only be selected as the target of a ranged attack if the attacking model is within 12". + +**Keywords:** Imperium, Smoke, Grenades, Infantry, Scout Sniper Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Scout Sniper Sergeant +- 4-9 Scout Snipers + +**Wargear Options:** +- 1 Scout Sniper’s scout sniper rifle can be replaced with 1 missile launcher. + +**Leader:** +Led By: Sergeant Telion + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Scout Squad + +**Role:** Other + +*Space Marine neophytes, Scouts learn their deadly craft in daring missions independent of the main force. Led by seasoned Veteran Sergeants, they infiltrate enemy positions, clear potential drop zones, set ambushes, sabotage supply lines and complete all manner of other objectives to weaken the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes shotgun | 18 | 2 | 3 | 4 | 0 | 1 | assault | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | +| Scout sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | HEAVY, PRECISION | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Combat knife | Melee | 3 | 3 | 4 | -1 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Guerrilla Tactics** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into Strategic Reserves. + +**Keywords:** Scout Squad, Imperium, Smoke, Infantry, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Scout Sergeant +- 4-9 Scouts + +**Wargear Options:** +- The Scout Sergeant's boltgun can be replaced with 1 Astartes chainsword. +- Any number of models can each have their boltgun replaced with one of the following: +- 1 Astartes shotgun +- 1 combat knife +- For every 5 models in this unit, 1 Scout’s boltgun can be replaced with 1 Scout sniper rifle. +- For every 5 models in this unit, 1 Scout’s boltgun can be replaced with one of the following: +- 1 heavy bolter +- 1 missile launcher + +**Leader:** +Led By: Sergeant Telion, Captain In Phobos Armour + +**Points:** +- 5 models: 70pts +- 10 models: 140pts + +--- + +# Sergeant Chronus + +**Role:** Characters + +*The roar of engines and the thunder of heavy weaponry herald Sergeant Chronus’ arrival on the battlefield. Enemy gunners watch aghast as Chronus’ tank shrugs off damage that should have seen it destroyed several times over, before it swings its turret round to blast them apart with unerring volleys.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Chronus’ servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chronus’ servo-arm | Melee | 3 | 3 | 8 | -2 | 3 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tank Commander** (Datasheet): While this model is commanding a VEHICLE model (see below): +- Ranged weapons equipped by that VEHICLE model have a Ballistic Skill characteristic of 2+. +- Each time that VEHICLE model is selected to shoot, you can re-roll one Wound roll when resolving those attacks. +- **Chronus** (Datasheet): When this model disembarks from a VEHICLE model it was commanding, it has the Lone Operative ability until the end of the battle. +- **TANK COMMANDER** (Special (правая колонка)): If your army includes one or more of the VEHICLE models listed below, Sergeant Chronus must start the battle embarked within one of those models as if it were a Transport. Sergeant Chronus can only disembark from that VEHICLE if it is destroyed. While embarked in this way, Sergeant Chronus is said to be commanding that VEHICLE. +- Hunter +- Predator Annihilator +- Land Raider +- Predator Destructor +- Land Raider Crusader +- Stalker +- Land Raider Redeemer +- Vindicator +- Whirlwind + +**Keywords:** Epic Hero, Sergeant Chronus, Infantry, Character, Imperium +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Sergeant Chronus – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 75pts + +--- + +# Sergeant Telion + +**Role:** Characters + +*Delivering death from afar is Sergeant Telion’s gift. His talents for reading atmospherics, gravitic disturbance and the movement patterns of his foes allow him to place perfect kill-shots at a range far beyond that officially recognised for the Stalker-pattern boltgun he wields in battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Quietus; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Quietus | 36 | 2 | 2 | 4 | -2 | 3 | precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combat knife | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Voice of Experience** (Datasheet): While this model is leading a unit, improve the Objective Control characteristic of models in that unit by 1 and each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Guiding Hand** (Datasheet): While this model is leading a unit, each time that unit is selected to shoot or fight, select one of the following abilities to apply to weapons equipped by models in that unit until the end of the phase: +- [LETHAL HITS] +- [PRECISION] +- [SUSTAINED HITS 1] + +**Keywords:** Sergeant Telion, Imperium, Infantry, Character, Epic Hero +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Sergeant Telion – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Scout Sniper Squad, Wolf Scouts, Scout Squad + +**Points:** +- 1 model: 70pts + +--- + +# Sicaran Arcus + +**Role:** Other + +*The Sicaran Arcus was originally conceived to supply small, unsupported Astartes forces with highly specialised weapon systems, and combines the powerful Sicaran chassis with an Arcus launcher capable of firing a wide range of warheads. Despite the mysterious censure of the Adeptus Mechanicus, surviving examples of the tank continue to serve in battle with great honour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Arcus multi-launcher; heavy bolter, armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arcus multi-launcher | 48 | 2D6 | 3 | 6 | 0 | 2 | indirect fire | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Specialised Weapon System** (Datasheet): Each time this model makes an attack that targets the enemy unit you selected for the Oath of Moment ability that attack has the [IGNORES COVER] ability and can ignore the penalty to their Hit rolls when making attacks with Indirect Fire weapons against targets that are not visible to them. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Smoke, Sicaran Arcus, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Sicaran Arcus + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Battle Tank + +**Role:** Other + +*The Sicaran is one of the rarest relic tanks seen on the battlefields of the 41st Millennium. Its unique design dates back to the Great Crusade. The most potent of the Sicaran’s distinctive systems is the twin accelerator cannon, whose accuracy and rate of fire are far in excess of other weapons of its class.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Sicaran Battle Tank, Vehicle, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Sicaran Battle Tank + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Omega + +**Role:** Other + +*Retrofitted to allow the Sicaran hull to carry heavier firepower, the Omega is a formidable tank-hunter with countless victories to its name. The design utilises the speed provided by the Sicaran’s engines to apply overwhelming short-range firepower in battle, racing forwards to ambush and obliterate the lumbering siege tanks of enemy columns.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; omega plasma array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Omega plasma array – standard | 36 | 6 | 3 | 9 | -3 | 2 | — | +| Omega plasma array – supercharge | 36 | 6 | 3 | 10 | -3 | 3 | hazardous | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Overwhelming Short-range Firepower** (Datasheet): Each time this model makes an attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll or 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Imperium, Vehicle, Sicaran Omega +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Sicaran Omega + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Sicaran Punisher + +**Role:** Other + +*In the final days of the Great Crusade, the punisher rotary cannon was fitted to the versatile hull of the Sicaran Punisher: a formidable war machine capable of obliterating massed infantry and light vehicles with a storm of high-calibre shells.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Imperium, Sicaran Punisher, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Sicaran Punisher + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Venator + +**Role:** Other + +*Built on the lauded Sicaran chassis, the Venator is an ancient breed of tank destroyer fitted with a neutron laser system. The Venator’s combination of mobility, protection and anti-armour firepower ensures that those surviving are highly prized by any force fortunate enough to possess them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Sicaran Venator, Vehicle, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Sicaran Venator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Skyclaws + +**Role:** Other + +*Especially headstrong Blood Claws are reassigned to jump pack wearing Skyclaw packs. Rebellious and free-spirited, Skyclaws seize any opportunity to push their luck. They rocket forward fearlessly in great loping bounds, chainswords roaring as they slay, plunging into the enemy’s heart with reckless fury.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Headstrong** (Datasheet): You can re-roll Charge rolls made for this unit. Each time this unit makes a Charge move, until the end of the turn, each time a model in this unit makes a melee attack, add 1 to the Hit roll. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs or an Assault Squad with Jump Packs, it can instead be attached to this unit instead. + +**Keywords:** Imperium, Grenades, Jump Pack, Infantry, Skyclaws, Fly +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Skyclaw Pack Leader +- 4-14 Skyclaws + +**Wargear Options:** +- The Skyclaw Pack Leader’s Astartes chainsword can be replaced with one of the following:- 1 power fist +- 1 power weapon +- The Skyclaw Pack Leader’s bolt pistol can be replaced with 1 plasma pistol. +- Up to 2 Skyclaws can each have their bolt pistol and Astartes chainsword replaced with one of the following:- 1 plasma pistol and 1 Astartes chainsword +- 1 flamer and 1 close combat weapon +- 1 grav-gun and 1 close combat weapon +- 1 meltagun and 1 close combat weapon +- 1 plasma gun and 1 close combat weapon + +**Leader:** +Led By: Captain With Jump Pack, Kayvaan Shrike, Wolf Guard Pack Leader With Jump Pack, Librarian with Jump Pack, Sanguinary Priest With Jump Pack, Chaplain With Jump Pack, Commander Dante + +**Points:** +- 5 models: 90pts +- 10 models: 165pts +- 15 models: 240pts + +--- + +# Sokar-pattern Stormbird + +**Role:** Other + +*The Stormbird was the design precursor to the Thunderhawk Gunship, conceived as a specialised, high-durability orbital assault craft that could land a Space Marine strike force in the face of heavy ground fire. Though largely superseded by the Thunderhawk, the Stormbird’s capabilities as a mobile bastion and firebase are never overlooked by those factions who still possess it.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 13 | 2+ | 40 | 6+ | 0 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Fly, Aircraft, Transport, Imperium, Titanic, Vehicle, Ravenwing, Sokar-pattern Stormbird +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Sokar-pattern Stormbird + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 55 Adeptus Astartes Infantry or Adeptus Astartes Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). + +**Damaged Profile:** +Remaining Wounds: 1-13 +While this model has 1-13 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 900pts + +--- + +# Spartan + +**Role:** Other + +*An armoured transport of truly massive proportions, the Spartan is a heavy assault tank created to carry large numbers of troops into the very heart of enemy territory, shrugging off weapons fire that would annihilate lesser vehicles while its quad lascannons claim victims of their own.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Spartan, Imperium, Transport, Vehicle, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Spartan + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 28 ADEPTUS ASTARTES INFANTRY models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 300pts + +--- + +# Spectrus Kill Team + +**Role:** Other + +*Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Kill Team Infiltrator is equipped with:** bolt pistol; Deathwatch marksman bolt carbine; close combat weapon. + +**Every Kill Team Infiltrator with bolt sniper rifle is equipped with:** bolt pistol; bolt sniper rifle; close combat weapon. + +**Every Kill Team Infiltrator with Deathwatch occulus bolt carbine is equipped with:** bolt pistol; Deathwatch occulus bolt carbine; paired combat blades. + +**Every Kill Team Infiltrator with combat knife is equipped with:** special-issue bolt pistol; combat knife. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Bolt sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | +| Deathwatch bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | lethal hits, precision | +| Deathwatch marksman bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | heavy, lethal hits | +| Deathwatch occulus bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | assault, ignores cover, lethal hits | +| Instigator bolt carbine | 24 | 1 | 3 | 4 | -2 | 2 | heavy | +| Las fusil | 36 | 1 | 3 | 9 | -3 | D6 | heavy | +| Special-issue bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | +| Paired combat blades | Melee | 3 | 3 | 4 | -1 | 1 | sustained hits 1 | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Spectrus Doctrines** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. +- **Helix Gauntlet** (Wargear): Models in the bearer’s unit have the Feel No Pain 6+ ability. +- **Infiltrator Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Instigator Bolt Carbine** (Wargear): In your Shooting phase, after the bearer’s unit has shot, the bearer’s unit can make a Normal move. If it does, until the end of the turn, the bearer’s unit is not eligible to declare a charge. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Infiltrator Squad, it can be attached to this unit instead. + +If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Infiltrators and Scouts 6" abilities. + +**Keywords:** Grenades, Imperium, Phobos, Infantry, Smoke, Spectrus Kill Team, Kill Team +**Faction Keywords:** Deathwatch, Adeptus Astartes + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 3‑10 Kill Team Infiltrators +- 0‑3 Kill Team Infiltrators with bolt sniper rifles +- 0‑4 Kill Team Infiltrators with Deathwatch occulus bolt carbines +- 0‑4 Kill Team Infiltrators with combat knives + +**Wargear Options:** +- One model equipped with a Deathwatch marksman bolt carbine can be equipped with one of +the following:- 1 helix gauntlet +- 1 Infiltrator comms array +- One model can replace its bolt sniper rifle with 1 instigator bolt carbine. +- Any number of models can each replace their bolt sniper rifle with 1 las fusil. +- Any number of models can each replace their combat knife with 1 Deathwatch bolt carbine and 1 close combat weapon. + +**Leader:** +Led By: Lieutenant In Phobos Armour, Captain In Phobos Armour, Librarian In Phobos Armour + +**Points:** +- 10 models: 180pts + +--- + +# Stalker + +**Role:** Other + +*The Stalker’s phenomenal anti-air kill rate is achieved by a pair of independently targeting repeating cannons. These are tethered to a servo-mind conclave that cogitates reams of trajectory data to ensure the Stalker’s weapons fire exactly where they should, enabling it to cleanse skies darkened by enemy flyers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 11 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 Icarus stormcannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Icarus stormcannon | 48 | 6 | 3 | 7 | -1 | 2 | anti-fly 2+ | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Skyfire Protocols** (Datasheet): Each time you target this model with the Overwatch Stratagem just after an enemy unit that can Fly starts or ends a Normal, Advance or Fall Back move, when resolving that Stratagem, in addition to shooting that enemy unit, you can select up to three additional enemy units within 24" of this model that can FLY; this model can also shoot at each of those units with its Icarus stormcannons (provided each one is an eligible target), but when doing so, an unmodified Hit roll of 6 is required to score a hit. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Stalker, Vehicle, Smoke, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Stalker + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Sternguard Veteran Squad + +**Role:** Other + +*A crusade’s Stemguard Veterans possess an unshakeable calm and are renowned for their unflinching marksmanship under extreme threat. Granted the use of a wide range of specialist ammunition and ranged relic weaponry, they unleash the God-Emperor's judgement in pinpoint volleys that unerringly exploit the blasphemous enemies' weaknesses.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Sternguard bolt pistol; Sternguard bolt rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Pyrecannon | 12 | D6+1 | N/A | 6 | -1 | 1 | ignores cover,torrent | +| Sternguard bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | devastating wounds, pistol | +| Sternguard bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, devastating wounds, heavy, rapid fire 1 | +| Sternguard heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | devastating wounds, heavy, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Virtuous Onslaught** (Datasheet): Each time a model in this unit makes an attack that targets the closest eligible target, re-roll a Wound roll of 1. + +**Keywords:** Tacticus, Sternguard Veteran Squad, Grenades, Imperium, Infantry +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 1 Sternguard Veteran Squad Leader +- 4-9 Sternguard Veterans + +**Wargear Options:** +- The Sternguard Veteran Squad Leader’s Sternguard bolt rifle can be replaced with one of the following: +- 1 Astartes chainsword +- 1 combi-weapon +- 1 power fist +- 1 power weapon +- 1 Astartes chainsword and 1 Sternguard bolt rifle* +- 1 power fist and 1 Sternguard bolt rifle* +- 1 power weapon and 1 Sternguard bolt rifle* +- Any number of Sternguard Veterans can each have their Sternguard bolt rifle replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 Sternguard Veteran’s Sternguard bolt rifle can be replaced with one of the following: +- 1 pyrecannon +- 1 Sternguard heavy bolter +- * This model's Sternguard bolt rifle cannot be replaced. + +**Leader:** +Led By: Marneus Calgar, Lieutenant, Primaris Company Champion, Captain Tycho, Sanguinary Priest, Brother Corbulo, Azrael, Asmodai, Lazarus, Adrax Agatone, Judiciar, Castellan, Marshal, Chaplain Cassius, Ancient, Uriel Ventris, Ezekiel, Chaplain, Captain, Emperor’s Champion, Captain Sicarius, Apothecary, Blood Angels Captain, Kor’sarro Khan, Pedro Kantor, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Chief Librarian Tigurius, Librarian, Gabriel Seth, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 85pts +- 10 models: 170pts + +--- + +# Storm Eagle Gunship + +**Role:** Other + +*The Storm Eagle is a multi-purpose assault and transport vehicle capable of intra-orbital operations, combining generous troop capacity with hard- hitting firepower and excellent handling for a machine of its size. In recent years the number of Storm Eagles in active service has begun to increase, suggesting production has been restored at some as yet unknown location.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | +| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Fly, Transport, Imperium, Storm Eagle Gunship, Aircraft, Ravenwing, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Storm Eagle Gunship + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta +- 1 typhoon missile launcher +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons + +**Transport:** +This model has a transport capacity of 22 ADEPTUS ASTARTES INFANTRY models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Storm Speeder Hailstrike + +**Role:** Other + +*The Hailstrike is so heavily armed that it can annihilate entire swathes of infantry in fusillades of blistering projectiles. Speeding over the battlefield, its specialised loadout shatters charging formations and shreds barricades and defences.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 fragstorm grenade launchers; onslaught gatling cannon; twin ironhail heavy stubber; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | +| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | +| Twin ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Hailstrike** (Datasheet): Each time this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. + +**Keywords:** Storm Speeder Hailstrike, Imperium, Ravenwing, Fly, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Storm Speeder Hailstrike + +**Points:** +- 1 model: 115pts + +--- + +# Storm Speeder Hammerstrike + +**Role:** Other + +*The Hammerstrike excels at rooting out enemies from trench and bunker networks. Sweeping low over the battlefield, it employs searing melta blasts and volleys of rockets to crack the foe’s defence lines wide open.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Hammerstrike missile launcher; 2 krakstorm grenade launchers; melta destroyer; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hammerstrike missile launcher | 36 | 2 | 3 | 9 | -3 | D6 | — | +| Krakstorm grenade launcher | 18 | 1 | 3 | 9 | -1 | D3 | — | +| Melta destroyer | 18 | 3 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Hammerstrike** (Datasheet): Each time this model has shot, select one enemy unit that was hit by one or more attacks made by this model this phase. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. + +**Keywords:** Fly, Storm Speeder Hammerstrike, Ravenwing, Vehicle, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Storm Speeder Hammerstrike + +**Points:** +- 1 model: 125pts + +--- + +# Storm Speeder Thunderstrike + +**Role:** Other + +*Thunderstrikes outmanoeuvre the foe at every turn, targeting vulnerable points in armour, fuel stores and missile hoppers to turn tanks into raging fireballs. Just a single Thunderstrike is capable of destroying armoured breakthrough attempts, and when one is on the battlefield, few enemies are safe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** stormfury missiles; Thunderstrike las-talon; twin Icarus rocket pod; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stormfury missiles | 48 | 1 | 2 | 12 | -3 | D6+1 | — | +| Thunderstrike las-talon | 36 | 2 | 2 | 9 | -3 | D6+1 | — | +| Twin Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Thunderstrike** (Datasheet): Each time this model has shot, select one enemy MONSTER or VEHICLE unit that was hit by one or more attacks made by this model this phase. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes a ranged attack that targets that enemy unit, add 1 to the Wound roll. + +**Keywords:** Ravenwing, Storm Speeder Thunderstrike, Imperium, Fly, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Storm Speeder Thunderstrike + +**Points:** +- 1 model: 135pts + +--- + +# Stormfang Gunship + +**Role:** Other + +*Dominating the skies like the dread ice wyrms of myth, Stormfang Gunships are heavily armed and armoured vessels, bludgeoning their way through enemy aerial assets. Each is built around a monstrous helfrost destructor that freezes its target; even monstrous flesh is ice-burned, and unyielding tank armour swiftly cracks and shatters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** helfrost destructor; 2 skyhammer missile launchers; twin stormstrike missile launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Helfrost destructor – dispersed | 36 | D3 | 3 | 11 | -3 | 7 | sustained hits d3 | +| Helfrost destructor – focused | 12 | D6+6 | N/A | 8 | -1 | 2 | torrent | +| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Frozen Prey** (Datasheet): In your Shooting phase, after this model has shot, if an enemy MONSTER or VEHICLE unit was hit by one or more of those attacks made with this model’s helfrost destructor, until the end of your opponent’s next turn, that enemy unit is Frozen. While a unit is Frozen, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit. + +**Keywords:** Transport, Stormfang Gunship, Imperium, Fly, Aircraft, Vehicle +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Stormfang Gunship + +**Wargear Options:** +- This model’s 2 skyhammer missile launchers can be replaced with one of the following:- 2 twin multi-meltas +- 2 twin heavy bolters +- This model’s twin stormstrike missile launcher can be replaced with 1 twin lascannon. + +**Transport:** +This model has a transport capacity of 6 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 300pts + +--- + +# Stormhawk Interceptor + +**Role:** Other + +*Stormhawk Interceptors are high-altitude fighter craft designed solely for achieving aerial supremacy. Dropped from mag-cradles aboard orbiting craft, these ceramite-plated vehicles engage enemy air assets in brutal dogfights and are protected by countermeasures that launch blazing flares.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin assault cannon; skyhammer missile launcher; las-talon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icarus stormcannon | 48 | 6 | 3 | 7 | -1 | 2 | anti-fly 2+ | +| Las-talon | 36 | 2 | 3 | 10 | -3 | D6+1 | — | +| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Stormhawk Interceptor, Smoke, Imperium, Fly, Vehicle, Aircraft, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Stormhawk Interceptor + +**Wargear Options:** +- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter +- 1 typhoon missile launcher +- This model’s las-talon can be replaced with 1 Icarus stormcannon. + +**Points:** +- 1 model: 155pts + +--- + +# Stormraven Gunship + +**Role:** Other + +*The Stormraven superbly combines the role of reliable combat drop-ship and deadly aerial combatant. A capacious troop bay and thick layers of armour allow it to effectively transport squads of Space Marines – and, thanks to its magna-grapples, even a Dreadnought – into the very heart of battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | +| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | — | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast, twin-linked | +| Twin heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Stormraven Gunship, Imperium, Transport, Aircraft, Fly, Vehicle, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Stormraven Gunship + +**Wargear Options:** +- This model’s twin assault cannon can be replaced with one of the following:- 1 twin heavy plasma cannon +- 1 twin lascannon +- This model’s typhoon missile launcher can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin multi-melta +- This model can be equipped with 2 hurricane bolters. + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 280pts + +--- + +# Stormtalon Gunship + +**Role:** Other + +*Fast and manoeuvrable, the Stormtalon is an aerial interceptor optimised for escorting Stormraven Gunships. While fast enough to engage in aerial combat, its pilot can switch on the Stormtalon’s repulsor systems, making it agile enough to closely support infantry in defence or on the attack.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** skyhammer missile launcher; twin assault cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+, twin-linked | +| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. + +**Keywords:** Ravenwing, Aircraft, Fly, Vehicle, Stormtalon Gunship, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Stormtalon Gunship + +**Wargear Options:** +- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin lascannon +- 1 typhoon missile launcher + +**Points:** +- 1 model: 165pts + +--- + +# Stormwolf + +**Role:** Other + +*Stormwolves enable the sons of Russ to bring the fight to the enemy wherever they hide. Within their wide hold, packs of warriors are borne with incredible speed into the foe’s midst. As the packs leap out to attack, Stormwolves saturate the area with an array of heavy fire, before rising to hunt for yet more targets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 skyhammer missile launchers; twin helfrost cannon; twin lascannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin helfrost cannon – dispersed | 12 | D6 | N/A | 6 | -1 | 2 | torrent, twin-linked | +| Twin helfrost cannon – focused | 36 | 1 | 3 | 9 | -3 | 5 | twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Into the Foe** (Datasheet): If a unit disembarks from this Transport before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. + +**Keywords:** Vehicle, Imperium, Stormwolf, Transport, Fly, Aircraft +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Stormwolf + +**Wargear Options:** +- This model’s 2 skyhammer missile launchers can replaced with one of the following:- 2 twin heavy bolters +- 2 twin multi-meltas + +**Transport:** +This model has a transport capacity of 16 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 250pts + +--- + +# Suboden Khan + +**Role:** Characters + +*A true son of Chogoris, Suboden Khan commands the White Scars First Brotherhood from the saddle of his grav bike, Thunder. A master of cavalry warfare, he leads his forces in epic hunts and sweeping advances, smashing through enemy lines and ruthlessly running down fleeing foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 heavy bolt pistol; 1 onslaught gatling cannon; Stormtooth; power sword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | pistol | +| Onslaught gatling cannon | 24 | 8 | 2 | 5 | 0 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stormtooth | Melee | 6 | 2 | 6 | -2 | 2 | lance, anti-monster 4+, anti-vehicle 4+ | +| Power sword | Melee | 8 | 2 | 5 | -2 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Spear of Chogoris** (Datasheet): This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If that unit is already eligible to shoot and declare a charge in a turn in which it Advanced, add 1 to Advance and Charge rolls made for that unit instead. +- **Skilled Riders** (Datasheet): Each time a model in this model’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features. + +**Keywords:** Grenades, Captain, Suboden Khan, Mounted, Character, Epic Hero, Imperium +**Faction Keywords:** Adeptus Astartes, White Scars + +**Unit Composition:** +- 1 Suboden Khan – EPIC HERO + +**Leader:** +Can lead: Outrider Squad, Ravenwing Black Knights, Company Veterans On Bikes, Bike Squad + +**Points:** +- 1 model: 115pts + +--- + +# Suppressor Squad + +**Role:** Other + +*Girded in armour that can tolerate the vicious recoil of their weapons and the terrible stresses of grav-drops, Suppressors rapidly take up key positions on the battlefield. From there, they unleash deluges of armour-piercing rounds that decimate enemy infantry and force the survivors to dive for cover.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** accelerator autocannon; bolt pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator autocannon | 48 | 3 | 4 | 8 | -1 | 2 | heavy | +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Suppression Fire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with an accelerator autocannon. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Infantry, Grenades, Smoke, Jump Pack, Fly, Imperium, Suppressor Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Suppressor Sergeant +- 2 Suppressors + +**Points:** +- 3 models: 75pts + +--- + +# Sword Brethren Squad + +**Role:** Other + +*Every Sword Brother has earned their place amongst the Marshal’s household through acts of unswerving faith and spectacular violence. On the battlefield, they are reaping whirlwinds, unstoppable, uncompromising, and armed with a lethal assortment of weapons, and they turn upon the enemy in the Emperor’s name.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Pyre pistol | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 6 | 2 | 4 | -1 | 1 | sustained hits 1 | +| Master-crafted power weapon | Melee | 3 | 2 | 5 | -2 | 2 | lethal hits | +| Thunder hammer | Melee | 3 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Exploit Their Cowardice** (Datasheet): Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after it ends that Fall Back move, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. + +**Keywords:** Sword Brethren Squad, Infantry, Grenades, Imperium, Tacticus +**Faction Keywords:** Black Templars, Adeptus Astartes + +**Unit Composition:** +- 4-10 Sword Brothers + +**Wargear Options:** +- Any number of Sword Brothers can each have their Astartes chainsword replaced with 1 master-crafted power weapon. +- For every 5 models in this unit, 1 Sword Brother’s Astartes chainsword can be replaced with 1 thunder hammer. +- For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol can be replaced with 1 plasma pistol. +- For every 5 models in this unit, up to 2 Sword Brothers can each have their heavy bolt pistol replaced with 1 pyre pistol. +- For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws. + +**Leader:** +Led By: Chief Librarian Tigurius, Marneus Calgar, Techmarine, Primaris Company Champion, Librarian, Gabriel Seth, Asmodai, Lazarus, Chaplain, Adrax Agatone, Captain, Judiciar, Kor’sarro Khan, Castellan, High Marshal Helbrecht, Marshal, Apothecary, Ancient, Blood Angels Captain, Uriel Ventris, Sanguinary Priest, Azrael, Chaplain Grimaldus, Brother Corbulo, Crusade Ancient, Emperor’s Champion, Execrator, Ezekiel, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Tycho, Lieutenant, Captain Titus, Ferren Areios + +**Points:** +- 4 models: 105pts +- 5 models: 130pts +- 9 models: 235pts +- 10 models: 260pts + +--- + +# Tactical Squad + +**Role:** Battleline + +*Tactical Squads have formed the backbone of Space Marine Chapters for ten thousand years. With access to a wide range of weapons, they can purge swathes of enemy infantry, scour battlefields clean of heavily armoured foes or punch burning holes through tanks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | ANTI-VEHICLE 2+, HEAVY | +| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | HEAVY, MELTA 2 | +| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | +| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HEAVY, HAZARDOUS | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 4 | 3 | 4 | -2 | 1 | twin-linked | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Combat Squads** (Datasheet): At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models. + +**Keywords:** Grenades, Infantry, Battleline, Imperium, Tactical Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Tactical Sergeant +- 9 Tactical Marines + +**Wargear Options:** +- 1 Tactical Marine’s boltgun can be replaced with one of the following: +- 1 flamer +- 1 heavy bolter +- 1 grav-cannon +- 1 grav-gun +- 1 lascannon +- 1 meltagun +- 1 missile launcher +- 1 multi-melta +- 1 plasma cannon +- 1 plasma gun +- 1 Tactical Marine’s boltgun can be replaced with one of the following: +- 1 flamer +- 1 grav-gun +- 1 meltagun +- 1 plasma gun +- The Tactical Sergeant’s bolt pistol and boltgun can be replaced with 1 twin lightning claws, or two different weapons from the following list:* +- 1 Astartes chainsword +- 1 bolt pistol +- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 plasma pistol +- 1 storm bolter +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). + +**Leader:** +Led By: Marneus Calgar, Inquisitor Draxus, Lieutenant, Librarian, Captain Tycho, Sanguinary Priest, Gabriel Seth, Azrael, Asmodai, Ezekiel, Inquisitor In Terminator Armour, Lazarus, Chaplain, Adrax Agatone, Captain, Chaplain Cassius, Captain Sicarius, Techmarine, Imperial Space Marine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Inquisitor Eisenhorn, Uriel Ventris, Kor’sarro Khan, Pedro Kantor, Blood Angels Captain, Brother Corbulo, Chief Librarian Tigurius, Vulkan He’stan, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Judiciar, Ferren Areios + +**Points:** +- 10 models: 140pts + +--- + +# Talonstrike Kill Team + +**Role:** Other + +*Diving from gunships or advancing in powered leaps across a war zone, the battle-brothers of a Talonstrike Kill Team crush their prey in shockingly sudden assaults. They attack with howling chainswords and blasts of heavy, short-range firepower. The roar of their jump packs follows each rapid kill as they close on their next targets.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| KILL TEAM SERGEANT WITH JUMP PACK AND KILL TEAM INTERCESSORS WITH JUMP PACKS | 12" | 4 | 3+ | 2 | 6+ | 1 | +| KILL TEAM HEAVY INTERCESSORS WITH JUMP PACKS | 10" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kill Team Sergeant with Jump Pack is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Every Kill Team Intercessor with Jump Pack is equipped with:** heavy bolt pistol; Astartes chainsword. + +**Every Kill Team Heavy Intercessor with Jump Pack is equipped with:** assault bolters; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault bolters | 18 | 3 | 3 | 5 | -1 | 2 | assault, pistol, sustained hits 2, twin-linked | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | +| Plasma exterminators – standard | 18 | 2 | 3 | 7 | -2 | 2 | assault, pistol, twin-linked | +| Plasma exterminators – supercharge | 18 | 2 | 3 | 8 | -3 | 3 | assault, hazardous, pistol, twin-linked | +| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Talonstrike Doctrines** (Datasheet): Each time this unit is set up on the battlefield, until the end of the turn: +- Improve the Armour Penetration characteristic of weapons equipped by models in this unit by 1. +- Melee weapons equipped by models in this unit have the [LANCE] ability. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to an Assault Intercessors with Jump Packs unit, it can be attached to this unit instead. + +**Keywords:** Kill Team, Infantry, Fly, Jump Pack, Grenades, Imperium, Talonstrike Kill Team +**Faction Keywords:** Deathwatch, Adeptus Astartes + +**Unit Composition:** +- 10 MODELS MAXIMUM +- 1 Kill Team Sergeant with Jump Pack +- 2‑9 Kill Team Intercessors with Jump Packs +- 0‑5 Kill Team Heavy Intercessors with Jump Packs + +**Wargear Options:** +- The Kill Team Sergeant with Jump Pack can replace its heavy bolt pistol with one of the following: +- 1 hand flamer +- 1 plasma pistol +- The Kill Team Sergeant with Jump Pack can replace its Astartes chainsword with one of the following: +- 1 power fist +- 1 power weapon +- For every 5 models in this unit, 1 model can replace its heavy bolt pistol with 1 plasma pistol. +- Any number of models can each have their assault bolters replaced with 1 plasma exterminators. + +**Leader:** +Led By: Commander Dante, Kayvaan Shrike, Captain With Jump Pack, Chaplain With Jump Pack, Sanguinary Priest With Jump Pack + +**Points:** +- 10 models: 275pts + +--- + +# Tarantula Air Defence Battery + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 5 | 3+ | 4 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Tarantula air defence missiles; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tarantula air defence missiles | 48 | D6 | 4 | 7 | -1 | 1 | anti-fly 2+, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 1 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Sentry Programming** (Datasheet): You can target this model with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. This model can only be targeted with that Stratagem once per turn. + +**Keywords:** Vehicle, Imperium, Tarantula Air Defence Battery +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Tarantula Air Defence Battery + +**Wargear Options:** +- None + +**Points:** +- 1 model: 70pts + +--- + +# Tarantula Sentry Battery + +**Role:** Other + +*Tarantula Sentry Guns are automated weapon systems ideally suited to area denial and deterrent roles. Equipped with simple logic engines and fitted with either lascannons or heavy bolters, they can cut down enemy troops or stop armoured vehicles in their tracks, placing minimal demand on their operators’ attention.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 6 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 1 | 6 | 3 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sentinel Protocols** (Datasheet): Each time you select this unit for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem. + +**Keywords:** Tarantula Sentry Battery, Artillery, Vehicle, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Tarantula Sentry Battery + +**Wargear Options:** +- This model’s twin heavy bolter replaced with 1 twin lascannon. + +**Points:** +- 1 model: 30pts +- 2 models: 60pts +- 3 models: 90pts + +--- + +# Techmarine on Bike + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; twin boltgun; Omnissian power axe. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Conversion beamer | 24 | 1 | 3 | 8 | -1 | 2 | conversion, sustained hits d3 | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | +| Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 | — | +| Plasma cutter | Melee | 2 | 3 | 8 | -2 | 2 | extra attacks | +| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | +| Servo arm | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Techmarine** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. +- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. +- **Vengeance of the Omnissiah** (Datasheet): If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Imperium, Grenades, Mounted, Character, Ravenwing, Techmarine +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Techmarine on Bike + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 grav-pistol +- 1 plasma pistol +- 1 storm bolter +- This model’s Omnissian power axe can be replaced with one of the following:- 1 Astartes chainsword +- 1 power fist +- 1 thunder hammer +- This model must be equipped with one of the following:- 1 servo arm +- 1 conversion beamer +- 1 flamer, 1 plasma cutter and 2 servo-arms + +**Leader:** +Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes + +**Points:** +- 1 model: 110pts + +--- + +# Techmarine + +**Role:** Characters + +*Techmarines stride selflessly through oncoming fire to soothe the machine spirits of wounded war engines, deftly peeling back damaged armour plates to repair burnt-out cabling and bending warped panels back into shape with their servoarms and mechadendrites.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** forge bolter; grav-pistol; Omnissian power axe; servo-arm. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Forge bolter | 24 | 3 | 2 | 5 | -1 | 2 | — | +| Grav-pistol | 12 | 1 | 2 | 4 | -1 | 2 | anti-vehicle 2+, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 | — | +| Servo-arm | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Techmarine** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. +- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that Vehicle model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. +- **Vengeance of the Omnissiah** (Datasheet): If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7. + +**Keywords:** Infantry, Character, Grenades, Imperium, Tacticus, Techmarine +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Techmarine + +**Leader:** +Can lead: Sword Brethren Squad, Vanguard Veteran Squad, Decimus Kill Team, Assault Intercessor Squad, Tactical Squad, Devastator Squad, Intercessor Squad, Desolation Squad, Crusader Squad, Assault Squad, Crusader Squad (Legendary), Fortis Kill Team, Long Fangs + +**Points:** +- 1 model: 55pts + +--- + +# Terminator Assault Squad + +**Role:** Other + +*Terminator Assault Squads are armed with devastating close-combat weaponry perfect for ferocious assaults and savage boarding actions. They rush to engage the enemy’s greatest warriors, shredding the foe with lightning claws or shattering their skulls with thunder hammers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** thunder hammer; storm shield. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Thunder hammer | Melee | 3 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 6 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed. +- **Terminatus Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of this unit must take a Battle-shock test. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. + +**Keywords:** Infantry, Terminators, Imperium, Terminator Assault Squad, Deathwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Assault Terminator Sergeant +- 4-9 Assault Terminators + +**Wargear Options:** +- Any number of models can each have their thunder hammer and storm shield replaced with 1 twin lightning claws. + +**Leader:** +Led By: Deathwing Strikemaster, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Belial, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 180pts +- 10 models: 360pts + +--- + +# Terminator Squad + +**Role:** Other + +*Each suit of Terminator armour is a precious relic that enables a Black Templar veteran to survive anything from teleportation to the blows of hulking xenos. Shards of the Emperor’s armour set into the suit are even said to ward away malef ic witchery. So equipped, heavily armed Terminator Squads can appear amid the foe or stride openly towards them, firing their weapons all the while.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** storm bolter; power fist. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. + +Abhor the Witch, Destroy the Witch + +Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. + +Accept Any Challenge, No Matter the Odds + +Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. + +Suffer Not the Unclean to Live + +This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +Uphold the Honour of the Emperor + +If this unit has the INFANTRY keyword: +- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. +- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed. +- **Judgement of the Weak** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +**Keywords:** Terminator Squad, Terminator, Imperium, Infantry +**Faction Keywords:** Adeptus Astartes, Black Templars + +**Unit Composition:** +- 1 Terminator Squad Leader +- 4-9 Terminators + +**Wargear Options:** +- For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following:- 1 assault cannon +- 1 heavy flamer +- 1 cyclone missile launcher and 1 storm bolter.* +- Any number of models can each have their power fist replaced with 1 chainfist. +- The Terminator Squad Leader’s power fist can be replaced with 1 power weapon. +- * This model’s storm bolter cannot be replaced. + +**Leader:** +Led By: Deathwing Strikemaster, Belial, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus + +**Points:** +- 5 models: 175pts +- 10 models: 330pts + +--- + +# Terminus Ultra + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 3 Terminus lascannons; 2 lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Terminus lascannon – standard | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Terminus lascannon – overload | 48 | 1 | 3 | 14 | -3 | D6+3 | hazardous, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Terminus Ultra, Imperium, Transport, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Terminus Ultra + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 multi-melta. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 285pts + +--- + +# Terrax-pattern Termite + +**Role:** Dedicated Transports + +*Originally designed on Terra for the task of rooting out burrowing xenos species during the Great Crusade, canny commanders quickly found use for the Termite Assault Drill in tearing through the foundations of enemy bastions or emerging behind barricades or trench lines to lay waste to their defenders.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | +| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Dedicated Transport, Transport, Imperium, Vehicle, Terrax-pattern Termite +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Terrax-pattern Termite + +**Wargear Options:** +- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers +- 2 twin volkite chargers + +**Transport:** +This model has a transport capacity of 12 Adeptus Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# The Sanguinor + +**Role:** Characters + +*The Sanguinor is a mysterious figure who fights only on battlefields of the most paramount importance, when the Blood Angels’ need is greatest. He inspires as much courage in the sons of Sanguinius as he does fear in the enemy, and surges across the field as if he were Sanguinius’ will made manifest.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 2+ | 7 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** encarmine broadsword. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Encarmine broadsword | Melee | 8 | 2 | 6 | -3 | 2 | devastating wounds | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Aura of Fervour (Aura)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit. +- **Miraculous Saviour** (Datasheet): Once per battle, at the end of your opponent’s Charge phase, if this model is still in Reserves, you can select one enemy unit that made a Charge move this phase. Set this model up on the battlefield within Engagement Range of that enemy unit. + +**Keywords:** Imperium, Tacticus, The Sanguinor, Character, Infantry, Jump Pack, Fly, Epic Hero +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 The Sanguinor – EPIC HERO + +**Points:** +- 1 model: 130pts + +--- + +# Thunderfire Cannon + +**Role:** Other + +*A massive, multi-barrelled artillery piece mounted on heavy, grinding tracks, the Thunderfire Cannon can tear apart the enemy’s assaults and blow huge holes in their strong-points in relentless barrages of shells. Able to traverse all kinds of difficult terrain, it excels in supporting Space Marine attacks or shoring up defences.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Techmarine Gunner is equipped with:** bolt pistol; flamer; plasma cutter; Gunner’s servo-arms; close combat weapon. + +**The Thunderfire Cannon is equipped with:** thunderfire cannon; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | +| Thunderfire cannon | 48 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Gunner’s servo-arms | Melee | 2 | 3 | 8 | -2 | 3 | extra attacks | +| Plasma cutter | Melee | 2 | 3 | 8 | -2 | 1 | extra attacks | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tremor Shells** (Datasheet): In your Shooting phase, after this unit has shot, if an enemy INFANTRY unit was hit by one or more attacks made by this unit’s thunderfire cannon this phase, until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit. +- **Crewed Artillery** (Datasheet): If one model in this unit is destroyed, the remaining model in this unit is also destroyed. + +**Keywords:** Artillery, Vehicle, Imperium, Thunderfire Cannon +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Techmarine Gunner +- 1 Thunderfire Cannon + +**Wargear Options:** +- None + +**Points:** +- 2 models: 90pts + +--- + +# Thunderhawk Gunship + +**Role:** Other + +*Thunderhawk Gunships have served the Space Marines with distinction since the Great Crusade, combining the roles of orbital troop lander, heavy gunship and medium bomber. Thunderhawks are formidably armed for their size, with a main gun derived from frigate-class warships and a host of additional weapons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | +| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Titanic, Thunderhawk Gunship, Vehicle, Transport, Ravenwing, Imperium, Aircraft, Fly +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Thunderhawk Gunship + +**Wargear Options:** +- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. +- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery. + +**Transport:** +This model has a transport capacity of 30 Adeptus Astartes Infantry or Adeptus Astartes Mounted models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models. Each Centurion model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 840pts + +--- + +# Thunderhawk Transporter + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** hellstrike missile battery; 4 twin heavy bolters; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 8 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +**Keywords:** Imperium, Thunderhawk Transporter, Transport, Aircraft, Fly, Titanic, Vehicle, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Thunderhawk Transporter + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 15 ADEPTUS ASTARTES INFANTRY or Adeptus Astartes Mounted models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models. Each Centurion model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. This model can also transport up to 2 Adeptus Astartes Vehicle models (excluding Aircraft and Titanic models). Models embarked within TRANSPORT VEHICLES that are themselves being transported by this model do not count towards the transport capacity of this model. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 495pts + +--- + +# Thunderwolf Cavalry + +**Role:** Other + +*Thunderwolves are monstrous and solitary alpha predators, and only the most dauntless elite within the Wolf Guard have the dominance to ride them to war. When they charge, crushing jaws tear through armoured plates, flesh and bone with feral butchery, while the Thunderwolves’ riders hack down the foe with heroic ferocity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 6 | 3+ | 4 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; teeth and claws; Wolf Guard weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | +| Wolf Guard weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Thunderous Charge** (Datasheet): Each time a model in this unit makes a melee attack with its Wolf Guard weapon, if it made a Charge move this turn, add 1 to the Damage characteristic of that attack. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Thunderwolf Cavalry, Grenades, Imperium, Mounted +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Thunderwolf Cavalry Pack Leader +- 2-5 Thunderwolf Cavalry + +**Wargear Options:** +- Any number of models can each have their bolt pistol replaced with one of the following:- 1 boltgun +- 1 storm shield +- For every 3 models in this unit, one model’s bolt pistol can be replaced with 1 plasma pistol. + +**Leader:** +Led By: Canis Wolfborn, Harald Deathwolf, Logan Grimnar On Stormrider, Wolf Guard Battle Leader On Thunderwolf, Wolf Lord on Thunderwolf, Iron Priest On Thunderwolf + +**Points:** +- 3 models: 115pts +- 6 models: 230pts + +--- + +# Tor Garadon + +**Role:** Characters + +*Shot after shot bounces from the indomitable plate of Tor Garadon’s Gravis armour as he advances across the battlefield. Sharp-minded and possessing a knack for improvised warfare, Garadon directs the lethal fire of his warriors through a combination of natural skill and the advanced targeting data fed to him by his signum array.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** artificer grav-gun; Hand of Defiance. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer grav-gun | 18 | 2 | 2 | 5 | -1 | 2 | anti-vehicle 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hand of Defiance | Melee | 5 | 2 | 12 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Signum Array** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. +- **Siege Captain** (Datasheet): Each time this model makes an attack that targets a MONSTER, VEHICLE, or FORTIFICATION unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 2. + +**Keywords:** Imperium, Captain, Tor Garadon, Epic Hero, Gravis, Infantry, Character +**Faction Keywords:** Adeptus Astartes, Imperial Fists + +**Unit Composition:** +- 1 Tor Garadon – EPIC HERO + +**Leader:** +Can lead: Heavy Intercessor Squad, Aggressor Squad, Indomitor Kill Team, Eradicator Squad + +**Points:** +- 1 model: 90pts + +--- + +# Tycho The Lost + +**Role:** Characters + +*It was in the Third War for Armageddon that rage finally consumed Captain Tycho, as it will consume all sons of Sanguinius, and he took his place in the Death Company. He cut down Orks with volleys from Blood Song and blasts from the digital weapons built into his left gauntlet, known as Dead Man’s Hand.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Blood Song; bolt pistol; Dead Man’s Hand. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blood Song | 24 | 2 | 2 | 4 | -1 | 2 | anti-infantry 4+, devastating wounds, melta 2 | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dead Man’s Hand | Melee | 6 | 2 | 4 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Forlorn Hero** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. +- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. +- **Death Vision of Sanguinius** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2-3, that enemy unit suffers 3 mortal wounds; on a 4-5, that enemy unit suffers D3+3 mortal wounds; on a 6+, that enemy unit suffers D6+3 mortal wounds. +- **TYCHO** (Special (правая колонка)): Your army cannot contain both Captain Tycho and TYCHO THE LOST. + +**Keywords:** Epic Hero, Character, Infantry, Imperium, Captain, Tycho the Lost, Grenades +**Faction Keywords:** Adeptus Astartes, Blood Angels + +**Unit Composition:** +- 1 Tycho the Lost – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Death Company Marines with Boltguns, Death Company Marines with Bolt Rifles, Death Company Marines + +**Points:** +- 1 model: 90pts + +--- + +# Typhon + +**Role:** Other + +*Prior to the creation of the Typhon, the dreadhammer siege cannon had only been utilised on static super-heavy ordnance used to pound cities to dust. Mounting this mighty weapon on a tank created a mobile and heavily armoured fortress-breaker that remains unmatched by any other relics in Space Marine armouries.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** dreadhammer siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). + +**Keywords:** Typhon, Smoke, Imperium, Vehicle +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Typhon + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 320pts + +--- + +# Tyrannic War Veterans + +**Role:** Other + +*Highly skilled warriors all – proven on a multitude of battlefields – the greatest weapon of these veteran Astartes is experience. There is no Tyranid monstrosity they have not felled and no Hive Fleet they have not fought against. With each encounter they collect tactical and combat data to only further improve their lethality.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | anti-tyranids 4+, pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | anti-tyranids 4+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | anti-tyranids 4+ | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tyrannic War Veterans** (Datasheet): Weapons equipped by models in this unit are have the [DEVASTATING WOUNDS] ability when targeting TYRANIDS units. + +**Keywords:** Tyrannic War Veterans, Imperium, Grenades, Infantry +**Faction Keywords:** Adeptus Astartes, Ultramarines + +**Unit Composition:** +- 1 Veteran Sergeant +- 4 Tyrannic War Veterans + +**Wargear Options:** +- None + +**Leader:** +Led By: Chaplain Cassius + +**Points:** +- 5 models: 85pts + +--- + +# Ulrik The Slayer + +**Role:** Characters + +*A paragon of wisdom and experience, Ulrik the Slayer has mentored many of the Space Wolves’ greatest champions. He is the Wolf High Priest, inspiring all who fight alongside him with his aggression and martial prowess. Turning his fearsome gaze upon mighty foes, Ulrik swears weighty oaths to cut them down.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 4 | 5+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; artificer crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Artificer crozius arcanum | Melee | 5 | 2 | 6 | -2 | 2 | ANTI-MONSTER 4+, ANTI-VEHICLE 4+ | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Slayer’s Oath** (Datasheet): At the start of the battle, select one of the following keywords to be this model’s Slayer’s Oath: CHARACTER; MONSTER; VEHICLE. The first time this model’s unit destroys a unit with this model’s Slayer’s Oath keyword, if your Detachment rule has a Saga, until the end of the battle, this model’s unit receives the benefits of that Detachment rule as if that Saga had been completed. +- **Oathbound** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. If that attack targets a unit that has this model’s Slayer’s Oath keyword (see above), add 1 to the Wound roll as well. + +**Keywords:** Ulrik the Slayer, Epic Hero, Grenades, Imperium, Wolf Priest, Infantry, Character +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Ulrik the Slayer – EPIC HERO + +**Leader:** +Can lead: Blood Claws, Grey Hunters, Wolf Guard Headtakers + +**Points:** +- 1 model: 70pts + +--- + +# Ultramarines Honour Guard + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; boltgun; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Power weapon | Melee | 3 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Honour Guard** (Datasheet): While a Captain or Chapter Master model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. +- **Astartes Banner** (Datasheet): While this unit contains an Ancient, add 1 to the Objective Control characteristic of models in this unit. +- **Honour or Death** (Datasheet): While this unit contains a CHAPTER CHAMPION, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP. +- **HONOUR GUARD OF MACRAGGE** (Fortification (левая колонка)): Marneus Calgar can be attached to this unit. If a Captain model from your army with the LEADER ability can be attached to a Command Squad, it can be attached to this unit instead. + +**Keywords:** Grenades, Imperium, Infantry, Honour Guard +**Faction Keywords:** Adeptus Astartes, Ultramarines + +**Unit Composition:** +- 1 Chapter Champion +- 1 Ancient +- 2 Honour Guard + +**Wargear Options:** +- None + +**Points:** +- 4 models: 155pts + +--- + +# Uriel Ventris + +**Role:** Characters + +*Skilled warrior and masterful leader, Uriel Ventris is one of the Ultramarines’ most capable commanders – if a maverick one. Having served in the Deathwatch before becoming Captain, he has absorbed the strategies of battle-brothers from a host of other Chapters, giving him a breadth of tactical insight exceeding that of many of his peers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Invictus; Sword of Idaeus. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Invictus | 24 | 2 | 2 | 4 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sword of Idaeus | Melee | 6 | 2 | 6 | -2 | 2 | sustained hits 1 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Unorthodox Strategist (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem). +- **Master of the Fleet** (Datasheet): During the Declare Battle Formations step, if your army includes this model, select one Phobos, Gravis or Tacticus Adeptus Astartes Infantry unit from your army. That unit gains the Deep Strike ability. + +**Keywords:** Infantry, Character, Imperium, Epic Hero, Tacticus, Captain, Uriel Ventris +**Faction Keywords:** Adeptus Astartes, Ultramarines + +**Unit Composition:** +- 1 Uriel Ventris – EPIC HERO + +**Leader:** +Can lead: Sternguard Veteran Squad, Wolf Guard, Fortis Kill Team, Crusader Squad, Command Squad, Intercessor Squad, Sword Brethren Squad, Assault Intercessor Squad, Decimus Kill Team, Tactical Squad, Vanguard Veteran Squad, Bladeguard Veteran Squad, Inner Circle Companions, Assault Squad, Victrix Honour Guard, Deathwatch Veterans, Crusader Squad (Legendary), Sternguard Veteran Squad, Company Heroes + +**Points:** +- 1 model: 95pts + +--- + +# Vanguard Veteran Squad With Jump Packs + +**Role:** Other + +*On the battlefield, Vanguard Veteran Squads with jump packs are peerless rapid- response troops as well as line-breakers. With great plumes of fire extending behind them they can arrive at the perfect time and place to ensure the decisiveness of an assault or utterly break an enemy incursion.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; Vanguard Veteran weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 1 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vanguard Veteran weapon | Melee | 4 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Vanguard Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Imperium, Fly, Infantry, Jump Pack, Deathwing, Vanguard Veteran Squad with Jump Packs, Vanguard Veteran Squad, Grenades +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Vanguard Veteran Sergeant with Jump Pack +- 4-9 Vanguard Veterans with Jump Packs + +**Wargear Options:** +- Any number of models can each have their bolt pistol replaced one of the following:- 1 storm shield +- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol + +**Leader:** +Led By: Librarian with Jump Pack, Captain Tycho, Brother Corbulo, Gabriel Seth, Kayvaan Shrike, Sanguinary Priest With Jump Pack, Chaplain Cassius, Captain With Jump Pack, Chaplain With Jump Pack, Imperial Space Marine, Commander Dante + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Vanguard Veteran Squad + +**Role:** Other + +*Vanguard Veterans are close combat experts with decades of experience. They arm themselves with the finest melee weapons from their Chapter’s armouries. Their peerless skills and armaments make them some of the most fearsome assault specialists in the Imperium.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; heirloom weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | +| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | +| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heirloom weapon | Melee | 4 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Vanguard Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. +- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Assault Intercessor Squad, it can also be attached to this unit. + +**Keywords:** Imperium, Grenades, Infantry, Vanguard Veteran Squad +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Vanguard Veteran Sergeant +- 4-9 Vanguard Veterans + +**Wargear Options:** +- Any number of models can each have their bolt pistol replaced one of the following:- 1 storm shield +- 1 grav-pistol +- 1 hand flamer +- 1 inferno pistol +- 1 plasma pistol + +**Leader:** +Led By: Primaris Company Champion, Librarian, Commander Dante, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Lazarus, Chaplain, Adrax Agatone, Kor’sarro Khan, Chaplain Grimaldus, Castellan, Marshal, Judiciar Xacharus, Captain Sicarius, Techmarine, Marneus Calgar, Apothecary, Ancient, Blood Angels Captain, Uriel Ventris, Captain, Vulkan He’stan, High Marshal Helbrecht, Emperor’s Champion, Chaplain Cassius, Chief Librarian Tigurius, Imperial Space Marine, Judiciar, Lieutenant, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 120pts +- 10 models: 240pts + +--- + +# Venerable Dreadnought (Legendary) + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; storm bolter; armoured feet; Dreadnought combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Dreadnought inferno cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | BLAST | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | BLAST, HAZARDOUS | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | BLAST | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Wisdom of the Ancients (Aura)** (Datasheet): While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1. + +**Keywords:** Deathwing, Walker, Imperium, Venerable, Vehicle, Dreadnought, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Venerable Dreadnought + +**Wargear Options:** +- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon +- 1 multi-melta +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin heavy flamer +- 1 twin lascannon +- 1 Dreadnought inferno cannon +- This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 heavy flamer and 1 Dreadnought combat weapon +- 1 missile launcher +- 1 twin autocannon + +**Points:** +- 1 model: 165pts + +--- + +# Venerable Dreadnought + +**Role:** Other + +*Venerable Dreadnoughts are priceless relics steeped in centuries of battle. The ancient warriors at the heart of each are living legends of the Space Wolves, with wisdom as deep as the ocean and intuition as sharp as krakens’ teeth. Awoken from dormancy, they fight as lords of battle, seemingly stepping from the sagas to kill in the name of Russ.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Heavy flamer | 12 | D6 | 3 | 5 | -1 | 1 | ignores cover, torrent | +| Helfrost cannon – dispersed | 12 | D6 | N/A | 6 | -1 | 2 | torrent | +| Helfrost cannon – focused | 36 | 1 | 3 | 10 | -3 | 5 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Fenrisian greataxe – strike | Melee | 6 | 3 | 10 | -2 | D6+1 | — | +| Fenrisian greataxe – sweep | Melee | 12 | 3 | 6 | -2 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Fervour of the Ancients (Aura)** (Datasheet): While a friendly Space Wolves unit is within 6" of this model, add 1 to Advance and Charge rolls made for that unit. +- **Blizzard Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Imperium, Smoke, Vehicle, Venerable Dreadnought, Walker, Dreadnought +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Venerable Dreadnought + +**Wargear Options:** +- This model’s assault cannon can be replaced with one of the following:- 1 helfrost cannon +- 1 multi-melta +- This model’s storm bolter can be replaced with 1 heavy flamer. +- This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 Fenrisian greataxe, 1 blizzard shield and 1 storm bolter +- 1 Fenrisian greataxe, 1 blizzard shield and 1 heavy flamer + +**Points:** +- 1 model: 130pts + +--- + +# Victrix Honour Guard + +**Role:** Other + +*Composed of First Company veterans who demonstrate measured statecraft and peerless skill at arms, the Victrix Honour Guard serve as bodyguards for the Chapter’s senior officers. Chosen for their selflessness in battle, the warriors of the Victrix Honour Guard will gladly lay down their lives to protect their charges.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 3 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Chapter Ancient is equipped with:** 1 master-crafted power weapon; banner of Macragge. + +**The Chapter Champion is equipped with:** 1 blades of honour. + +**Each Victrix Honour Guard model is equipped with:** 1 master-crafted bolt carbine; 1 master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted bolt carbine | 24 | 2 | 2 | 4 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blades of honour | Melee | 6 | 2 | 5 | -2 | 2 | precision, twin-linked | +| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Ultramarines Honour Guard** (Datasheet): While a Captain or Chapter Master model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. +- **Glory of Ultramar** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Surge move. To do so, roll one D6: models in this unit move a number of inches up to the result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Surge move per phase. +- **Banner of Macragge** (Wargear): Once per battle, at the start of the Fight phase, the bearer can use this ability. If it does, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in the bearer’s unit. +- **ATTACHED UNIT** (Fortification (левая колонка)): If a Captain or Chapter Master unit from your army can be attached to a Company Heroes unit, it can be attached to this unit instead. + +**Keywords:** Infantry, Imperium, Tacticus, Victrix Honour Guard, Epic Hero, Ancient, Epic Hero, Champion +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 0-1 Chapter Ancient – EPIC HERO +- 0-1 Chapter Champion – EPIC HERO +- 1-6 Victrix Honour Guard + +**Leader:** +Led By: Adrax Agatone, Marneus Calgar, Kor’sarro Khan, Captain Sicarius, Blood Angels Captain, Uriel Ventris, Captain, Marneus Calgar in Armour of Antilochus, Vulkan He’stan, Cato Sicarius, Captain Tycho, Captain Titus, Ferren Areios + +**Points:** +- 3 models: 110pts +- 6 models: 220pts + +--- + +# Vindicator Laser Destroyer + +**Role:** Other + +*Eschewing the more indiscriminate firepower of the demolisher cannon, Vindicators fitted with laser destroyers are specialised for the pinpoint destruction of enemy armour. This weapon was first combined with the heavily armoured Deimos chassis during the dark days of the Horus Heresy, and the Vindicator Laser Destroyer’s reputation as a deadly tank-hunter has endured ever since.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 11 | 2+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** laser volley cannon; storm bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Laser volley cannon – overcharge fire | 36 | 3 | 3 | 14 | -4 | D6+3 | hazardous | +| Laser volley cannon – volley fire | 36 | 3 | 3 | 12 | -3 | D3+3 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Annihilator** (Datasheet): Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, re-roll a Damage roll of 1. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Imperium, Vindicator Laser Destroyer +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Vindicator Laser Destroyer + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 175pts + +--- + +# Vindicator + +**Role:** Other + +*The Vindicator is a dedicated siege tank. It can smash obstacles aside with its massive shield, rumbling into the perfect firing position to unleash its demolisher cannon, a weapon so destructive it can blow apart enemy fortifications, annihilate columns of infantry and shatter armoured tanks with terrifying ease.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 11 | 2+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Siege Shield** (Datasheet): When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Imperium, Vindicator, Vehicle, Smoke +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Vindicator + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 185pts + +--- + +# Vulkan He’stan + +**Role:** Characters + +*Striding into battle with the weapons of his Primarch in his hands, the Forgefather lays low all who oppose him. Seeker of the lost relics of Vulkan, He’stan is relentless in his quest, willing to fight through any foe and face down any danger in order to see his oaths fulfilled.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** 1 bolt pistol; 1 Gauntlet of the Forge; 1 Spear of Vulkan. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Gauntlet of the Forge | 12 | D6+3 | N/A | 6 | -1 | 1 | ignores cover, pistol, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spear of Vulkan | Melee | 6 | 2 | 6 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Forgefather** (Datasheet): In your Shooting phase, select one enemy unit within 24" of and visible to this model. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model makes a ranged attack with a Torrent or Melta weapon that targets that enemy unit, you can re-roll the Wound roll. +- **Seeker of Lost Relics** (Datasheet): The first time this model is set up on the battlefield, select one objective marker on the battlefield. While this model is within range of that objective marker, this model has an Objective Control characteristic of 10, a Leadership characteristic of 5+ and the Feel No Pain 4+ ability. + +**Keywords:** Imperium, Grenades, Epic Hero, Character, Infantry, Tacticus, Captain, Vulkan He’stan +**Faction Keywords:** Adeptus Astartes, Salamanders + +**Unit Composition:** +- 1 Vulkan He’stan – EPIC HERO + +**Leader:** +Can lead: Company Heroes, Command Squad, Infernus Squad, Assault Squad, Assault Intercessor Squad, Vanguard Veteran Squad, Crusader Squad (Legendary), Tactical Squad, Victrix Honour Guard + +**Points:** +- 1 model: 100pts + +--- + +# Wardens of Ultramar + +**Role:** Other + +*Though usually seeded through the leadership strata of Captain Titus’ armies, his closest counsellors and comrades fight by his side as one when the situation demands. At such times they combine transhuman might, inspirational magnificence, martial excellence, psychic might and sheer cunning in a potent alloy greater than the sum of its parts.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Ancient Gadriel, Veteran Sergeant Metaurus | 6" | 4 | 3+ | 4 | 6+ | 1 | +| Gaius Silva, Aemelia Minervas, Dainal Kornelius, Lucia Vestha | 6" | 3 | 4+ | 3 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Ancient Gadriel is equipped with:** bolt rifle; close combat weapon. + +**Veteran Sergeant Metaurus is equipped with:** heavy bolt pistol; master-crafted power weapon; storm shield. + +**Gaius Silva is equipped with:** archeotech laspistol; power weapon; refractor field. + +**Aemelia Minervas is equipped with:** archeotech laspistol; power weapon. + +**Dainal Kornelius is equipped with:** Astropathic Blast; force stave. + +**Lucia Vestha is equipped with:** archeotech laspistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Archeotech laspistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Astropathic Blast | 12 | D6 | 3 | 4 | -1 | 1 | blast, psychic | +| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 4 | 2 | 4 | 0 | 1 | — | +| Force stave | Melee | 1 | 2 | 5 | -2 | 2 | psychic | +| Power weapon | Melee | 4 | 2 | 4 | -2 | 1 | — | +| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Second Company Banner** (Datasheet): While this unit contains Ancient Gadriel, add 1 to the Objective Control characteristic of models in this unit. While this unit contains Ancient Gadriel and Captain Titus, improve the Leadership characteristic of models in this unit by 1 as well. +- **Strategium Command** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. +- **Refractor Field** (Wargear): The bearer has a 5+ invulnerable save. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **HEROES OF ULTRAMAR** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this unit can join one of the following units. This unit then counts as part of that unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. + +- Assault intercessor Squad, Bladeguard Veteran Squad, Intercessor Squad, Sternguard Veteran Squad + +This unit cannot join an Attached unit, and only Captain Titus can join a unit this unit has joined. + +**Keywords:** Infantry, Epic Hero, Grenades, Imperium, Tacticus, Psyker, Wardens of Ultramar +**Faction Keywords:** Ultramarines, Adeptus Astartes + +**Unit Composition:** +- 1 Ancient Gadriel – EPIC HERO +- 1 Veteran Sergeant Metaurus – EPIC HERO +- 1 Gaius Silva – EPIC HERO +- 1 Aemelia Minervas – EPIC HERO +- 1 Dainal Kornelius – EPIC HERO +- 1 Lucia Vestha – EPIC HERO + +**Leader:** +Led By: Captain Titus + +**Points:** +- 6 models: 105pts + +--- + +# Watch Captain Artemis + +**Role:** Characters + +*Born survivor of a feral world and formerly of the macabre Mortifactors Chapter, Artemis leads a Watch Company of Talasa Prime. Known for his instinct for xenos trickery, he still relishes the prospect of violence, whether with his blade, the mutagenic acid-fire of Hellfire Extremis or a time-warping stasis grenade.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Hellfire Extremis; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellfire Extremis | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Tactical Instinct** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Unstoppable Champion** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 1 wound remaining. + +**Keywords:** Imperium, Infantry, Character, Epic Hero, Grenades, Captain, Watch Captain Artemis +**Faction Keywords:** Adeptus Astartes, Deathwatch + +**Unit Composition:** +- 1 Watch Captain Artemis + +**Wargear Options:** +- None + +**Leader:** +Can lead: Deathwatch Veterans, Fortis Kill Team + +**Points:** +- 1 model: 65pts + +--- + +# Watch Master + +**Role:** Characters + +*The galaxy’s foremost xenos hunters, each Watch Master commands one of the Chapter’s vigilant fortresses. These leaders possess centuries of strategic and esoteric knowledge of the horrors assailing Mankind. In battle, the crackling blades and tailored bolts of their vigil spears destroy any xenos before them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** vigil spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vigil spear | 24 | 2 | 2 | 4 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vigil spear | Melee | 6 | 2 | 6 | -2 | D3 | lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Strategic Knowledge** (Datasheet): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. +- **Watch Master** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. + +**Keywords:** Imperium, Watch Master, Grenades, Captain, Character, Infantry +**Faction Keywords:** Deathwatch, Adeptus Astartes + +**Unit Composition:** +- 1 Watch Master + +**Wargear Options:** +- None + +**Leader:** +Can lead: Deathwatch Veterans, Fortis Kill Team + +**Points:** +- 1 model: 95pts + +--- + +# Whirlwind Scorpius + +**Role:** Other + +*The Scorpius is a Whirlwind variant designed during the Horus Heresy to engage heavily armoured infantry. As such, surviving examples are a direct and bitter reminder of the mass fratricide that consumed the Emperor’s Legions. The tank’s launch system, targeting mechanisms and ammunition feed are unlike any other model in common use in the 41st Millennium, and are therefore held in awe by Tech-Priests and Techmarines alike.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Scorpius multi-launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Whirlwind Scorpius, Imperium +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Whirlwind Scorpius + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts + +--- + +# Whirlwind + +**Role:** Other + +*Hails of missiles saturate the ground whenever a Whirlwind strikes, creating a carpet of explosions that launches deadly shrapnel or scorching flames in all directions. The Whirlwind fires from concealed positions in support of Space Marine attacks, utilising its speed to keep pace with the assault.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Whirlwind vengeance launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Whirlwind vengeance launcher | 72 | D6+3 | 3 | 8 | -2 | 2 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Whirlwind vengeance launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Smoke, Imperium, Whirlwind +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Whirlwind + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 190pts + +--- + +# Wolf Guard Battle Leader In Terminator Armour + +**Role:** Characters + +*Wolf Guard Battle Leaders possess vast experience and dominant personalities, using them to guide others in the art of war. Each combines preternatural combat prowess with the greatest relics from their lord’s armouries, the most prized of which are suits of fearsome Terminator armour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 4 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | +| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | +| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | +| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | +| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit with have the [LETHAL HITS] ability. +- **Huskarl to the Jarl** (Datasheet): While this model is attached to a unit that contains another Character model, all CHARACTER models in that unit have the Feel No Pain 4+ ability. +- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. + +**Keywords:** Wolf Guard Battle Leader in Terminator Armour, Terminator, Imperium, Character, Infantry +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Guard Battle Leader in Terminator Armour + +**Wargear Options:** +- This model’s power weapon can be replaced with one of the following:- 1 chainfist +- 1 power fist +- 1 relic shield and 1 close combat weapon +- 1 thunder hammer +- This model’s storm bolter and power weapon can be replaced with 1 twin lightning claws. +- This model’s storm bolter can be replaced with one of the following:- 1 chainfist +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- 1 combi-weapon + +**Leader:** +Can lead: Terminator Assault Squad, Relic Terminator Squad, Deathwatch Terminator Squad, Deathwing Knights, Deathwing Command Squad, Wolf Guard Terminators, Terminator Squad, Terminator Squad, Deathwing Terminator Squad + +**Points:** +- 1 model: 75pts + +--- + +# Wolf Guard Battle Leader On Thunderwolf + +**Role:** Characters + +*Battle Leaders are champions possessing great tactical acumen, and are hand-picked by their lord to lead forces of their own. The most aggressive often choose to ride to war on the back of a Thunderwolf.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 5 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; crushing teeth and claws; relic weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Master-crafted boltgun | 24 | 2 | 2 | 4 | 0 | 2 | — | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | +| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | +| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | +| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Aggressive Hunter** (Datasheet): Once per battle, in your opponent’s Shooting phase, after an enemy unit has finished making its attacks, if this model’s unit was targeted by one or more of those attacks, this model’s unit can make a Normal move of up to D6", but must end that move as close as possible to the closest enemy unit. When doing so, models in this model’s unit can be moved within Engagement Range of that enemy unit. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Grenades, Character, Mounted, Wolf Guard Battle Leader on Thunderwolf, Imperium +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Wolf Guard Battle Leader on Thunderworlf + +**Wargear Options:** +- This model’s bolt pistol and relic weapon can be replaced with 1 twin lightning claws. +- This model’s bolt pistol can be replaced with one of the following:- 1 combi-weapon +- 1 master-crafted boltgun +- 1 plasma pistol +- 1 storm bolter +- 1 power fist +- 1 relic weapon +- 1 thunder hammer +- This model’s relic weapon can be replaced with one of the following:- 1 plasma pistol +- 1 power fist +- 1 thunder hammer +- 1 storm shield and 1 close combat weapon + +**Leader:** +Can lead: Thunderwolf Cavalry + +**Points:** +- 1 model: 80pts + +--- + +# Wolf Guard Battle Leader + +**Role:** Characters + +*Mighty champions all, these warriors are entrusted by their Wolf Lords with the responsibility of leadership and demonstrate an exceptional gift for strategic command. As members of the Wolf Guard, Battle Leaders have access to a range of relic weapons, enabling them to lead their warriors into the fray, as Fenrisian tradition demands.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** master-crafted power weapon; storm shield. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted bolt carbine | 24 | 2 | 3 | 4 | 0 | 2 | — | +| Master-crafted heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 2 | pistol | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 7 | 2 | 5 | -2 | 2 | — | +| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Tempered Ferocity** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability and, each time a model in that unit makes an attack that targets an enemy unit within 6", re-roll a Hit roll of 1. +- **Heroic Last Stand** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 6. + +**Keywords:** Imperium, Tacticus, Wolf Guard, Battle Leader, Character, Infantry +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Guard Battle Leader + +**Wargear Options:** +- This model's master-crafted power weapon can be replaced with 1 thunder hammer. +- This model’s storm shield can be replaced with one of the following:- 1 master-crafted bolt carbine +- 1 master-crafted heavy bolt pistol +- 1 plasma pistol + +**Leader:** +Can lead: Blood Claws, Grey Hunters, Wolf Guard Headtakers +Led By: Krom Dragongaze + +**Points:** +- 1 model: 65pts + +--- + +# Wolf Guard Headtakers + +**Role:** Other + +*It is the duty of Wolf Guard Headtakers to break through the enemy line and hunt down commanders and champions. In this task, they are aided by packs of Fenrisian hunting wolves. These cunning beasts scatter enemy formations and harry the Headtakers’ prey, enabling their handlers to close in and dispense the Allfather’s justice with their master-crafted weapons.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Wolf Guard Headtakers | 7" | 4 | 3+ | 3 | 6+ | 1 | +| Hunting Wolves | 10" | 4 | 6+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every Wolf Guard Headtaker is equipped with:** heavy bolt pistol; master-crafted power weapon; storm shield. + +**Every Hunting Wolf is equipped with:** teeth and claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | +| Paired master-crafted power weapons | Melee | 6 | 3 | 5 | -2 | 2 | — | +| Teeth and claws | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Let Loose the Wolves** (Datasheet): At the start of the Declare Battle Formations step, split this unit into two units, one containing all of its HEADTAKERS models and one containing all of its HUNTING WOLVES models, with new Starting Strengths accordingly. +- **Headhunters** (Datasheet): At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Weapons equipped by HEADTAKERS models in this unit have the [DEVASTATING WOUNDS] and [PRECISION] abilities while targeting its quarry. Each time this unit’s quarry is destroyed, select one new enemy unit to be this unit’s quarry. This ability can be used even if this unit is embarked within a Transport. +- **Hunting Hounds** (Datasheet): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models), if this unit is not Battle-shocked, HUNTING WOLVES models in it have an Objective Control characteristic of 1. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Wolf Guard, Tacticus, Imperium, Infantry, Headtakers, Beasts, Imperium, Hunting Wolves +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 3-6 Wolf Guard Headtakers +- 0-6 Hunting Wolves + +**Wargear Options:** +- All of the models in this unit can each have their master-crafted power weapon and storm shield replaced with 1 paired master-crafted power weapons. + +**Leader:** +Led By: Iron Priest, Ragnar Blackmane, Njal Stormcaller, Ulrik The Slayer, Wolf Priest, Wolf Guard Battle Leader, Krom Dragongaze + +**Points:** +- 3 Wolf Guard Headtakers: 85pts +- 3 Wolf Guard Headtakers and 3 Hunting Wolves: 110pts +- 6 Wolf Guard Headtakers: 170pts +- 6 Wolf Guard Headtakers and 6 Hunting Wolves: 220pts + +--- + +# Wolf Guard Pack Leader In Terminator Armour + +**Role:** Characters + +*Those Wolf Guard granted the raw power afforded by Terminator armour bestride the battlefield as nigh-invulnerable champions. Amongst the packs they lead, they serve as indomitable anvils, anchoring their battle-brothers’ lines with their intimidating bulk and unleashing the power of their ornate weapons to destructive effect.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** storm bolter; power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | +| Combi-weapon | 24 | 2 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, ignores cover | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. +- **Inspiring Leader** (Datasheet): While this model is leading a unit, once per battle, when a Battle-shock test is taken for that unit, you can re-roll that test. +- **Pack Leader** (Datasheet): This model cannot be your Warlord and cannot be given Enhancements. + +**Keywords:** Terminator, Wolf Guard Pack Leader in Terminator Armour, Pack Leader, Grenades, Character, Infantry, Imperium +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Guard Pack Leader in Terminator Armour + +**Wargear Options:** +- This model’s storm bolter and power weapon can be replaced with 1 twin lightning claws. +- This model’s storm bolter and power weapon can be replaced with two different options from the following list:*- 1 assault cannon +- 1 heavy flamer +- 1 cyclone missile launcher and 1 storm bolter +- 1 storm bolter +- 1 chainfist +- 1 power fist +- 1 thunder hammer +- 1 storm shield +- This model’s storm bolter can be replaced with 1 combi-weapon. +- * This model can only be equipped with two ranged weapons if one of them is a cyclone missile launcher and the other is either a storm bolter or a combi-weapon. + +**Leader:** +Can lead: Blood Claws, Grey Hunters, Long Fangs + +**Points:** +- 1 model: 40pts + +--- + +# Wolf Guard Pack Leader With Jump Pack + +**Role:** Characters + +*Wolf Guard entrusted with leading packs of free-spirited Skyclaws wear powerful jump packs that allow them to pounce on the foe in arcing leaps. Their stern composure reins in the reckless excesses of their headstrong wards, but in the bloodletting brutality of the charge, the Pack Leader is a blizzard of furious destruction.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Inspiring Leader** (Datasheet): While this model is leading a unit, once per battle, when a Battle-shock test is taken for that unit, you can re-roll that test. +- **Pack Leader** (Datasheet): This model cannot be your Warlord and cannot be given Enhancements. + +**Keywords:** Jump Pack, Infantry, Character, Wolf Guard Pack Leader with Jump Pack, Pack Leader, Imperium, Grenades, Fly +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Guard Pack Leader with Jump Pack + +**Wargear Options:** +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws. +- This model’s bolt pistol and Astartes chainsword can be replaced with two different weapons from the following list:*- 1 bolt pistol +- 1 combi-weapon +- 1 plasma pistol +- 1 storm bolter +- 1 Astartes chainsword +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- 1 storm shield +- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). + +**Leader:** +Can lead: Skyclaws + +**Points:** +- 1 model: 35pts + +--- + +# Wolf Guard Pack Leader + +**Role:** Characters + +*Wolf Guard of proven leadership ability and bellicose charisma may be assigned to lead packs of battle-brothers. These warriors’ extensive battlefield wisdom and saga-worthy combat prowess are inspirational to the Space Wolves under their charge, and fighting alongside them is seen as a great honour.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Close combat weapon | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | +| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | +| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **Inspiring Leader** (Datasheet): While this model is leading a unit, once per battle, when a Battle-shock test is taken for that unit, you can re-roll that test. +- **Pack Leader** (Datasheet): This model cannot be your Warlord and cannot be given Enhancements. + +**Keywords:** Grenades, Character, Infantry, Imperium, Wolf Guard Pack Leader, Pack Leader +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Wolf Guard Pack Leader + +**Wargear Options:** +- This model’s bolt pistol and boltgun can be replaced with 1 twin lightning claws. +- This model’s bolt pistol and boltgun can be replaced with two different weapons from the following list:*- 1 bolt pistol +- 1 boltgun +- 1 combi-weapon +- 1 plasma pistol +- 1 storm bolter +- 1 Astartes chainsword +- 1 power fist +- 1 power weapon +- 1 thunder hammer +- 1 storm shield +- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). + +**Leader:** +Can lead: Blood Claws, Grey Hunters, Long Fangs + +**Points:** +- 1 model: 30pts + +--- + +# Wolf Guard Terminators + +**Role:** Other + +*Wolf Guard bedeck their Terminator armour with totems, trophies and marks of honour gained over their years of battle. They fight at the spearhead of assaults, eagerly seeking glory as enemy fire deflects harmlessly from their relic armour, the earth shaking beneath their heavy tread as they slay with stunning skill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Wolf Guard Terminator Pack Leader is equipped with:** storm bolter; master-crafted power weapon. + +**Every Wolf Guard Terminator is equipped with:** storm bolter; master-crafted power weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Assault cannon | 24 | 6 | 2 | 6 | 0 | 1 | devastating wounds | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Master-crafted power weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | +| Relic greataxe | Melee | 3 | 3 | 7 | -2 | 3 | devastating wounds | +| Twin lightning claws | Melee | 6 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rugged Resilience** (Datasheet): Each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. +- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. + +**Keywords:** Infantry, Terminator, Wolf Guard, Wolf Guard Terminators, Imperium +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Wolf Guard Terminator Pack Leader +- 4-9 Wolf Guard Terminators + +**Wargear Options:** +- Any number of models can each have their storm bolter replaced with 1 storm shield. +- For every 5 models in this unit, 1 Wolf Guard Terminator can replace its storm bolter and master-crafted power weapon with 1 assault cannon and 1 powerfist. +- The Wolf Guard Terminator Pack Leader’s storm bolter and master-crafted power weapon can be replaced with 1 of the following:- 1 relic greataxe +- 1 twin lightning claws + +**Leader:** +Led By: Arjac Rockfist, Logan Grimnar, Krom Dragongaze, Wolf Guard Battle Leader In Terminator Armour + +**Points:** +- 5 models: 170pts +- 10 models: 340pts + +--- + +# Wolf Guard + +**Role:** Other + +*Earning their place through exceptional feats of arms, every Wolf Guard is a heroic warrior chosen by their lord. They act as his council and household companions, and when not tearing apart foes at his side, they form bodyguards around other senior warriors or pursue dangerous missions in their own right.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 2 | 5+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; heirloom weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heirloom weapon | Melee | 4 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Chosen Companions** (Datasheet): While a Character model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll. +- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. +- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Sternguard Veteran Squad or Vanguard Veteran Squad, it can instead be attached to this unit instead. + +**Keywords:** Wolf Guard, Imperium, Grenades, Infantry +**Faction Keywords:** Adeptus Astartes, Space Wolves + +**Unit Composition:** +- 1 Wolf Guard Pack Leader +- 4-9 Wolf Guard + +**Wargear Options:** +- Any number of models can have their bolt pistol replaced with one of the following:- 1 boltgun +- 1 combi-weapon +- 1 plasma pistol +- 1 storm bolter +- 1 storm shield + +**Leader:** +Led By: Chief Librarian Tigurius, Marneus Calgar, Lieutenant, Primaris Company Champion, Commander Dante, Captain Tycho, Sanguinary Priest, Gabriel Seth, Asmodai, Ezekiel, Lazarus, Chaplain, Captain, Judiciar, Kor’sarro Khan, Pedro Kantor, Sanguinary Priest With Jump Pack, Castellan, Emperor’s Champion, Marshal, Chaplain Cassius, Captain Sicarius, Ancient, Blood Angels Captain, Uriel Ventris, Librarian, Adrax Agatone, Captain With Jump Pack, Chaplain With Jump Pack, Apothecary, Krom Dragongaze, Librarian with Jump Pack, Imperial Space Marine, Azrael, Kayvaan Shrike, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Brother Corbulo, Captain Titus, Ferren Areios + +**Points:** +- 5 models: 85pts +- 10 models: 170pts + +--- + +# Wolf Lord on Thunderwolf + +**Role:** Characters + +*Raised from a pup or bested in the wastes, a Thunderwolf makes for a savage and fearsome mount for a Wolf Lord. Often leading wild and wilful Great Companies, these Wolf Lords meld their centuries of experience and strategic acumen with the ferocity and speed of a hunter as deadly as the lord himself.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; crushing teeth and claws; relic weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Master-crafted boltgun | 24 | 2 | 2 | 4 | 0 | 2 | — | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | +| Close combat weapon | Melee | 6 | 3 | 4 | 0 | 1 | — | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | +| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | +| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | +| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Speed of the Hunter** (Datasheet): Add 1 to Advance and Charge rolls made for this model’s unit. +- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 7. + +**Keywords:** Grenades, Imperium, Captain, Wolf Lord on Thunderwolf, Mounted, Character +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Lord on Thunderwolf + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 combi-weapon +- 1 master-crafted boltgun +- 1 plasma pistol +- 1 storm bolter +- 1 power fist +- 1 relic weapon +- 1 thunder hammer +- This model’s relic weapon can be replaced with one of the following:- 1 plasma pistol +- 1 power fist +- 1 thunder hammer +- 1 relic shield and 1 close combat weapon +- This model’s bolt pistol and relic weapon can be replaced with 1 twin lightning claws. + +**Leader:** +Can lead: Thunderwolf Cavalry + +**Points:** +- 1 model: 100pts + +--- + +# Wolf Priest + +**Role:** Characters + +*Wolf Priests are elder sages who tend to their battle-brothers’ spiritual and physical well-being. In battle, they inspire by bellowing litanies and extracts from epic sagas. Clad in black, bedecked with shamanistic totems and wearing macabre wolf-skull helms, they are terrifying to behold.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** absolvor bolt pistol; crozius arcanum. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Healing Balms** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit. +- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. + +**Keywords:** Infantry, Character, Imperium, Tacticus, Wolf Priest +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Priest + +**Leader:** +Can lead: Blood Claws, Grey Hunters, Wolf Guard Headtakers + +**Points:** +- 1 model: 70pts + +--- + +# Wolf Scouts + +**Role:** Other + +*Wolf Scouts are tasked with operating ahead of the main Space Wolves assault force, infiltrating enemy positions and seizing or sabotaging key locations. More than capable of operating alone for extended periods of time, they use guile and savagery to distract and harrass the foe.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| WOLF SCOUTS | 7" | 4 | 3+ | 2 | 6+ | 1 | +| HUNTING WOLVES | 10" | 4 | 6+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Wolf Scout Pack Leader model is equipped with:** plasma pistol; power weapon. + +**Every Wolf Scout model is equipped with:** plasma pistol; combat blade. + +**Every Hunting Wolf model is equipped with:** teeth and claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | +| Instigator bolt carbine | 24 | 1 | 3 | 4 | -2 | 2 | precision | +| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | +| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | +| Thunderclap | 12 | D3 | 3 | 5 | -1 | 2 | blast, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combat blade | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Runic stave | Melee | 3 | 3 | 6 | -1 | D3 | psychic | +| Teeth and claws | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Deadly Stalkers** (Datasheet): Each time a model in this unit makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll. +- **Hunting Hounds** (Datasheet): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models), if this unit is not Battle-shocked, Hunting Wolves models in this unit have an Objective Control characteristic of 1. +- **Haywire Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit. + +**Keywords:** Infantry, Grenades, Smoke, Imperium, Phobos, Wolf Scouts +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wolf Scout Pack Leader +- 4 Wolf Scouts +- 1 Hunting Wolf +- OR +- 1 Wolf Scout Pack Leader +- 9 Wolf Scouts +- 2 Hunting Wolves + +**Wargear Options:** +- 1 Wolf Scout’s plasma pistol can be replaced with 1 plasma gun. +- 1 Wolf Scout equipped with a plasma pistol can be equipped with 1 haywire mine (That model’s plasma pistol cannot be replaced). +- 1 Wolf Scout’s plasma pistol and combat blade can be replaced with 1 bolt pistol, 1 Thunderclap and 1 runic stave. +- If this unit contains 12 models, 1 Wolf Scout’s plasma pistol can be replaced with 1 instigator bolt carbine. + +**Points:** +- 6 models: 105pts +- 12 models: 210pts + +--- + +# Wulfen Dreadnought + +**Role:** Other + +*Even near death and interred in a Dreadnought sarcophagus, a warrior may yet succumb to the Curse of the Wulfen. Joints and servos twitch and spasm like a crazed animal’s muscles as a Wulfen Dreadnought seeks to maul and eviscerate. From emitters, baleful howls blare its mindless hunger for violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 9 | 2+ | 8 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** storm bolter; Fenrisian greataxe; great wolf claw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fenrisian greataxe – strike | Melee | 6 | 3 | 10 | -2 | D6+1 | — | +| Fenrisian greataxe – sweep | Melee | 12 | 3 | 6 | -2 | 1 | — | +| Great wolf claw | Melee | 6 | 3 | 10 | -3 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Bestial Rage** (Datasheet): Each time an enemy unit is selected to shoot, after that unit has shot, if this model lost one or more wounds as a result of those attacks, this model can make a Bestial Rage move. To do so, roll one D6, adding 2 to the result: this model can be moved a number of inches up to the result, but must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, this model can be moved within Engagement Range of that enemy unit. Each model can only make one Bestial Rage move per phase. +- **Violent Fury** (Datasheet): If this model is equipped with two melee weapons, those weapon profiles have the [TWIN-LINKED] ability. +- **Blizzard Shield** (Wargear): The bearer has a 4+ invulnerable save. + +**Keywords:** Walker, Dreadnought, Wulfen, Imperium, Vehicle +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 1 Wulfen Dreadnought + +**Wargear Options:** +- This model’s Fenrisian greataxe or great wolf claw and storm bolter can be replaced with 1 blizzard shield and 1 heavy flamer. +- If this model is not equipped with a storm bolter, its heavy flamer can be replaced with 1 storm bolter. + +**Points:** +- 1 model: 145pts + +--- + +# Wulfen with Storm Shields + +**Role:** Other + +*When faced with armoured formations or monstrous xenos foes, the Space Wolves may equip their Wulfen warriors with thunder hammers and storm shields. Armed thus, Wulfen warriors can deflect even the heaviest barrage of fire and close with their prey, bringing their thunder hammers to bear and cracking open reinforced armour with ease.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 4+ | 2 | 7+ | 0 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** thunder hammer; death totem. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stormfrag auto-launcher | 12 | D3 | 4 | 4 | 0 | 1 | assault, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Thunder hammer | Melee | 2 | 3 | 5 | -2 | 3 | anti-monster 3+,anti-vehicle 3+ | + +**Abilities:** +- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Hammer Blow** (Datasheet): In the Fight phase, after this unit has fought, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the end of the next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **Death Totem** (Wargear): Each time the bearer makes a melee attack, re-roll a Hit roll of 1. + +**Keywords:** Infantry, Imperium, Wulfen, Wulfen with Storm Shields +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 5-10 Wulfen + +**Wargear Options:** +- Any number of models can each have their death totem replaced with 1 stormfrag auto-launcher. + +**Points:** +- 5 models: 100pts +- 10 models: 200pts + +--- + +# Wulfen + +**Role:** Other + +*Wulfen exist on the brink of constant berserk rages, and their chilling howls unleash the inner beast in sons of Russ nearby. Wulfen are bestial warriors, altered by the Curse lying in the blood of all scions of the Wolf King. They are hunters, bounding forward with fangs bared and claws outstretched, ripping foes apart with inhuman speed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 6 | 4+ | 2 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Wulfen weapons; death totem. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stormfrag auto-launcher | 12 | D3 | 4 | 4 | 0 | 1 | assault, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Wulfen weapons | Melee | 3 | 3 | 5 | -2 | 2 | sustained hits 1 | + +**Abilities:** +- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Savage Frenzy** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. +- **Death Totem** (Wargear): Each time the bearer makes a melee attack, re-roll a Hit roll of 1. + +**Keywords:** Infantry, Wulfen, Imperium +**Faction Keywords:** Space Wolves, Adeptus Astartes + +**Unit Composition:** +- 5-10 Wulfen + +**Wargear Options:** +- Any number of models can each have their death totem replaced with 1 stormfrag auto-launcher. + +**Points:** +- 5 models: 85pts +- 10 models: 170pts + +--- + +# Xiphon Interceptor + +**Role:** Other + +*Xiphon-pattern Interceptors are sleek Space Marine combat flyers with an ancient lineage, designed to excel in both void missions and atmospheric strikes. Fitted with a potent combination of lascannons and intelligent warheads, there are few targets the Xiphon cannot reduce to smouldering wreckage.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: +- You can re-roll the Hit roll. +- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Vehicle, Fly, Aircraft, Imperium, Xiphon Interceptor, Ravenwing +**Faction Keywords:** Adeptus Astartes + +**Unit Composition:** +- 1 Xiphon Interceptor + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 115pts diff --git a/cogitator/factions/space-marines/datasheets/adrax-agatone.md b/cogitator/factions/space-marines/datasheets/adrax-agatone.md deleted file mode 100644 index a8ca744..0000000 --- a/cogitator/factions/space-marines/datasheets/adrax-agatone.md +++ /dev/null @@ -1,61 +0,0 @@ -# Adrax Agatone - -**Role:** Characters - -*The Salamanders’ 3rd Company Captain is a tightly focused force of destruction, striking hard and true in battle without tiring. Prodigiously strong, he wields his mighty thunder hammer expertly, striking down foes with every swing. Those enemies Agatone does not slay in this way he purges with furious blasts from his hand-flamer, Drakkis.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Drakkis; Malleus Noctum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drakkis | 12 | D6+3 | N/A | 4 | -1 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Malleus Noctum | Melee | 5 | 2 | 10 | -2 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Unto the Anvil** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, you can re-roll the Wound roll. -- **Lord of the Pyroclasts** (Datasheet): While an enemy unit is within Engagement Range of this model, halve the Objective Control characteristic of models in that enemy unit. - -**Keywords:** Character, Adrax Agatone, Captain, Tacticus, Imperium, Epic Hero, Infantry -**Faction Keywords:** Adeptus Astartes, Salamanders - -**Unit Composition:** -- 1 Adrax Agatone – EPIC HERO - -**Leader:** -Can lead: Victrix Honour Guard, Sternguard Veteran Squad, Infernus Squad, Fortis Kill Team, Crusader Squad (Legendary), Inner Circle Companions, Assault Squad, Bladeguard Veteran Squad, Tactical Squad, Intercessor Squad, Sword Brethren Squad, Sternguard Veteran Squad, Decimus Kill Team, Command Squad, Vanguard Veteran Squad, Crusader Squad, Wolf Guard, Deathwatch Veterans, Company Heroes, Assault Intercessor Squad - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/aethon-shaan.md b/cogitator/factions/space-marines/datasheets/aethon-shaan.md deleted file mode 100644 index 1f98b37..0000000 --- a/cogitator/factions/space-marines/datasheets/aethon-shaan.md +++ /dev/null @@ -1,52 +0,0 @@ -# Aethon Shaan - -**Role:** Characters - -*As the Chapter Master of the Raven Guard, Aethon Shaan embodies the most patient and cunning aspects of his Primarch’s legacy. When he does choose to strike from the shadows he does so with sudden cold fury, bursting forth with the lightning-wreathed Claws of Severax flashing amidst gouts of enemy blood.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 heavy bolt pistol; 1 Claws of Severax. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Claws of Severax | Melee | 7 | 2 | 5 | -2 | 2 | sustained hits 2, twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Master of Shadows** (Datasheet): In your Command phase, you can select one unit from your opponent’s army. Until the start of your next Command phase, each time an ADEPTUS ASTARTES unit from your army declares a charge while it is within 12" of that enemy unit, you can re-roll the Charge roll, but it must declare that enemy unit as a target of that charge (if possible). -- **Blackwing Mantle** (Datasheet): You can target this model’s unit with the Rapid Ingress and Heroic Intervention Stratagems for 0CP, even if you have already used that Stratagem on a different unit this phase. -- **CHAPTER MASTER OF THE RAVEN GUARD** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, if your army includes AETHON SHAAN and Kayvaan Shrike, until the end of the battle, your KAYVAAN SHRIKE unit loses its Lone Operative ability and it replaces its CHAPTER MASTER keyword with CAPTAIN. - -**Keywords:** Infantry, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, Chapter Master, Aethon Shaan, Character -**Faction Keywords:** Adeptus Astartes, Raven Guard - -**Unit Composition:** -- 1 Aethon Shaan – EPIC HERO - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/space-marines/datasheets/aggressor-squad.md b/cogitator/factions/space-marines/datasheets/aggressor-squad.md deleted file mode 100644 index d653a9d..0000000 --- a/cogitator/factions/space-marines/datasheets/aggressor-squad.md +++ /dev/null @@ -1,49 +0,0 @@ -# Aggressor Squad - -**Role:** Other - -*Capable of spearheading devastating offensives or shattering the most determined enemy assaults, Aggressors are walking ceramite strongpoints. They excel at close-quarters combat and laying down torrents of devastating fire before crushing their foes beneath their energised fists.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** flamestorm gauntlets; twin power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Auto boltstorm gauntlets | 18 | 3 | 3 | 4 | 0 | 1 | twin-linked | -| Flamestorm gauntlets | 12 | D6+1 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin power fists | Melee | 3 | 3 | 8 | -2 | 2 | twin-linked | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Close-quarters Firepower** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1. - -**Keywords:** Infantry, Imperium, Aggressor Squad, Gravis -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Aggressor Sergeant -- 2-5 Aggressors - -**Wargear Options:** -- All models in this unit can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher. - -**Leader:** -Led By: Marneus Calgar, Tor Garadon, Captain In Gravis Armour, Iron Father Feirros, Apothecary Biologis, Marneus Calgar in Armour of Antilochus - -**Points:** -- 3 models: 95pts -- 6 models: 190pts diff --git a/cogitator/factions/space-marines/datasheets/ancient-in-terminator-armour.md b/cogitator/factions/space-marines/datasheets/ancient-in-terminator-armour.md deleted file mode 100644 index 78a6c26..0000000 --- a/cogitator/factions/space-marines/datasheets/ancient-in-terminator-armour.md +++ /dev/null @@ -1,80 +0,0 @@ -# Ancient In Terminator Armour - -**Role:** Characters - -*Carrying the Space Marines’ sacred banners is a most vital task. Symbols of the Chapter’s might, Space Marines will gladly die to preserve them. This makes Ancients frequent targets. Clad in Terminator armour, they are near impervious to enemy fire, ensuring the standard always flies proud.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 4 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | -| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | -| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | -| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Keep the Banner High** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. -- **Terminator Storm Shield** (Wargear): The bearer has a Wounds characteristic of 6. - -**Keywords:** Infantry, Deathwing, Ancient, Imperium, Terminator, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ancient in Terminator Armour - -**Wargear Options:** -- This model’s power fist can be replaced with one of the following:- 1 chainfist -- 1 close combat weapon -- 1 power weapon -- 1 thunder hammer -- This model’s storm bolter and power fist can be replaced with one of the following:- 1 twin lightning claws -- 1 thunder hammer and 1 Terminator storm shield - -**Leader:** -Can lead: Terminator Assault Squad, Deathwatch Terminator Squad, Deathwing Terminator Squad, Terminator Squad, Deathwing Command Squad, Relic Terminator Squad, Deathwing Knights, Terminator Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/ancient-on-bike.md b/cogitator/factions/space-marines/datasheets/ancient-on-bike.md deleted file mode 100644 index d2f0a47..0000000 --- a/cogitator/factions/space-marines/datasheets/ancient-on-bike.md +++ /dev/null @@ -1,79 +0,0 @@ -# Ancient on Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Unbreakable Duty** (Datasheet): While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability - -**Keywords:** Ravenwing, Character, Mounted, Ancient, Imperium, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ancient on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 plasma pistol -- 1 storm bolter -- 1 power fist -- 1 power weapon -- 1 thunder hammer - -**Leader:** -Can lead: Company Veterans On Bikes, Outrider Squad, Bike Squad, Ravenwing Black Knights - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/ancient.md b/cogitator/factions/space-marines/datasheets/ancient.md deleted file mode 100644 index 1cb8b13..0000000 --- a/cogitator/factions/space-marines/datasheets/ancient.md +++ /dev/null @@ -1,66 +0,0 @@ -# Ancient - -**Role:** Characters - -*Ancients bear the Chapter’s precious standards. These glorious relics have been present in some of the Chapter’s most notable battles, their finely worked designs commemorating countless campaigns and heroic deeds. They are symbols of selfless commitment and the unbreakable loyalty of brothers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; bolt rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt Pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | ASSAULT, HEAVY | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | -| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Unbreakable Duty** (Datasheet): While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability. - -**Keywords:** Tacticus, Infantry, Character, Grenades, Imperium, Ancient -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ancient - -**Wargear Options:** -- This model’s bolt rifle and close combat weapon can be replaced with 1 power weapon. - -**Leader:** -Can lead: Fortis Kill Team, Sternguard Veteran Squad, Hellblaster Squad, Sword Brethren Squad, Infernus Squad, Vanguard Veteran Squad, Crusader Squad, Assault Intercessor Squad, Desolation Squad, Decimus Kill Team, Wolf Guard, Tactical Squad, Crusader Squad (Legendary), Sternguard Veteran Squad, Long Fangs, Inner Circle Companions, Devastator Squad, Intercessor Squad, Assault Squad, Deathwatch Veterans - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/space-marines/datasheets/apothecary-biologis.md b/cogitator/factions/space-marines/datasheets/apothecary-biologis.md deleted file mode 100644 index 643e606..0000000 --- a/cogitator/factions/space-marines/datasheets/apothecary-biologis.md +++ /dev/null @@ -1,61 +0,0 @@ -# Apothecary Biologis - -**Role:** Characters - -*Clad in Gravis armour, the Apothecary Biologis can advance through storms of enemy fire, vivispectrum at the ready to take bio-material samples for later analysis, whether that be xenos flesh, viral weapons casings or esoteric gene-tech.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 5 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Surgical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Vivispectrum** (Datasheet): If this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, this model has an Objective Control characteristic of 9. - -**Keywords:** Biologis, Character, Gravis, Imperium, Apothecary, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Apothecary Biologis - -**Leader:** -Can lead: Aggressor Squad, Eradicator Squad, Heavy Intercessor Squad, Indomitor Kill Team - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/apothecary-on-bike.md b/cogitator/factions/space-marines/datasheets/apothecary-on-bike.md deleted file mode 100644 index d0bb8f8..0000000 --- a/cogitator/factions/space-marines/datasheets/apothecary-on-bike.md +++ /dev/null @@ -1,63 +0,0 @@ -# Apothecary on Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Narthecium** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding Character models) to that unit. -- **Gene-seed Recovery** (Datasheet): When this model’s Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP. - -**Keywords:** Grenades, Mounted, Character, Imperium, Apothecary, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Apothecary on Bike - -**Wargear Options:** -- None - -**Leader:** -Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/space-marines/datasheets/apothecary.md b/cogitator/factions/space-marines/datasheets/apothecary.md deleted file mode 100644 index 5ee5efc..0000000 --- a/cogitator/factions/space-marines/datasheets/apothecary.md +++ /dev/null @@ -1,62 +0,0 @@ -# Apothecary - -**Role:** Characters - -*In addition to battlefield surgery, it is the Apothecary’s duty to recover the gene-seed of the fallen, and thus preserve the Chapter for later generations. For this task the Apothecary is equipped to bring peace to those too wounded to save, and efficiently extract their.precious progenoid glands.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; reductor pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | PISTOL | -| Reductor pistol | 3 | 1 | 3 | 4 | -4 | 2 | PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Narthecium** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit. -- **Gene-seed Recovery** (Datasheet): When this model’s Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP - -**Keywords:** Tacticus, Apothecary, Infantry, Character, Grenades, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Apothecary - -**Leader:** -Can lead: Decimus Kill Team, Desolation Squad, Assault Intercessor Squad, Crusader Squad (Legendary), Assault Squad, Devastator Squad, Intercessor Squad, Crusader Squad, Long Fangs, Sword Brethren Squad, Inner Circle Companions, Tactical Squad, Infernus Squad, Vanguard Veteran Squad, Hellblaster Squad, Sternguard Veteran Squad, Wolf Guard, Sternguard Veteran Squad, Fortis Kill Team, Deathwatch Veterans - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/space-marines/datasheets/arjac-rockfist.md b/cogitator/factions/space-marines/datasheets/arjac-rockfist.md deleted file mode 100644 index cc16abd..0000000 --- a/cogitator/factions/space-marines/datasheets/arjac-rockfist.md +++ /dev/null @@ -1,66 +0,0 @@ -# Arjac Rockfist - -**Role:** Characters - -*Arjac Rockfist is a towering mass of muscle and a taciturn anvil of endurance. Wielding the enormous Foehammer – recalling his former role as an Iron Priest of the forge – Arjac crushes his foes with pulverising strength. As personal champion of the Great Wolf, Arjac upholds the honour of the Chapter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Foehammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Foehammer | 6 | 1 | 2 | 8 | -2 | 3 | anti-monster 3+, anti-vehicle 3+, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Foehammer | Melee | 5 | 2 | 8 | -2 | 3 | anti-monster 3+, anti-vehicle 3+, precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Anvil of Endurance** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Champion of the Kingsguard** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Imperium, Infantry, Epic Hero, Character, Terminator, Arjac Rockfist -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Arjac Rockfist – EPIC HERO - -**Leader:** -Can lead: Wolf Guard Terminators - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/space-marines/datasheets/asmodai.md b/cogitator/factions/space-marines/datasheets/asmodai.md deleted file mode 100644 index 9d647d8..0000000 --- a/cogitator/factions/space-marines/datasheets/asmodai.md +++ /dev/null @@ -1,62 +0,0 @@ -# Asmodai - -**Role:** Characters - -*Asmodai is the Dark Angels’ most successful Interrogator-Chaplain. Relentless and humourless, in battle he incites his battle-brothers’ fighting spirit to reach new heights, rendering them unstoppable killing machines by chanting his litanies of hate with unshakeable belief.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; crozius arcanum and power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum and power weapon - strike | Melee | 5 | 2 | 6 | -2 | 2 | — | -| Crozius arcanum and power weapon - sweep | Melee | 8 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Exemplar of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, you can re-roll the Hit roll. -- **Feared Interrogator** (Datasheet): At the start of the Fight phase, each enemy CHARACTER unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test when they do. In addition, each time this model destroys an enemy CHARACTER model with a melee attack, you gain 1CP. - -**Keywords:** Chaplain, Epic Hero, Tacticus, Asmodai, Character, Infantry, Deathwing, Imperium, Grenades -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Asmodai – EPIC HERO - -**Leader:** -Can lead: Sternguard Veteran Squad, Vanguard Veteran Squad, Wolf Guard, Death Company Marines with Bolt Rifles, Sword Brethren Squad, Death Company Marines, Infernus Squad, Decimus Kill Team, Assault Intercessor Squad, Fortis Kill Team, Intercessor Squad, Sternguard Veteran Squad, Crusader Squad, Hellblaster Squad, Deathwatch Veterans, Tactical Squad, Crusader Squad (Legendary), Death Company Marines with Boltguns, Inner Circle Companions, Bladeguard Veteran Squad, Assault Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/assault-intercessor-squad.md b/cogitator/factions/space-marines/datasheets/assault-intercessor-squad.md deleted file mode 100644 index 791051b..0000000 --- a/cogitator/factions/space-marines/datasheets/assault-intercessor-squad.md +++ /dev/null @@ -1,57 +0,0 @@ -# Assault Intercessor Squad - -**Role:** Battleline - -*Assault Intercessors are amongst the most widespread close support units in a Chapter’s arsenal. Firing their heavy bolt pistols as they close upon the foe, they charge into the fray, where they make short work of their enemies with brutal swings of their chainswords.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Shock Assault** (Datasheet): Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you can re-roll the Wound roll instead. - -**Keywords:** Tacticus, Assault Intercessor Squad, Grenades, Battleline, Infantry, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Assault Intercessor Sergeant -- 4-9 Assault Intercessors - -**Wargear Options:** -- The Assault Intercessor Sergeant’s heavy bolt pistol can be replaced with one of the following:- 1 hand flamer -- 1 plasma pistol -- The Assault Intercessor Sergeant’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- 1 thunder hammer - -**Leader:** -Led By: Marneus Calgar, Lieutenant, Primaris Company Champion, Librarian, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Inquisitor In Terminator Armour, Chaplain, Captain, Judiciar, Kor’sarro Khan, Chaplain Grimaldus, Castellan, High Marshal Helbrecht, Emperor’s Champion, Marshal, Techmarine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Inquisitor Eisenhorn, Uriel Ventris, Lazarus, Vulkan He’stan, Captain Sicarius, Captain Tycho, Chief Librarian Tigurius, Ezekiel, Inquisitor Ostromandeus, Inquisitor Draxus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Adrax Agatone, Blood Angels Captain, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/space-marines/datasheets/assault-intercessors-with-jump-packs.md b/cogitator/factions/space-marines/datasheets/assault-intercessors-with-jump-packs.md deleted file mode 100644 index a55dab9..0000000 --- a/cogitator/factions/space-marines/datasheets/assault-intercessors-with-jump-packs.md +++ /dev/null @@ -1,63 +0,0 @@ -# Assault Intercessors With Jump Packs - -**Role:** Other - -*Thanks to their powerful jump packs, these warriors soar over the battlefield, slamming into the foe and cutting them down with point-blank bolt pistol fire and furious chainsword hacks before shooting off to their next target.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Each model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Hammer of Wrath** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Imperium, Assault Intercessors With Jump Packs, Tacticus, Fly, Jump Pack, Grenades, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Assault Intercessor Sergeant with Jump Pack -- 4-9 Assault Intercessors with Jump Packs - -**Wargear Options:** -- For every 5 models in this unit, 1 Assault Intercessor with Jump Pack’s heavy bolt pistol can be replaced with 1 plasma pistol. -- The Assault Intercessor Sergeant with Jump Pack’s Astartes chainsword can be replaced with one of the following: -- 1 power weapon -- 1 power fist -- The Assault Intercessor Sergeant with Jump Pack’s heavy bolt pistol can be replaced with one of the following: -- 1 hand flamer -- 1 plasma pistol - -**Leader:** -Led By: Commander Dante, Kayvaan Shrike, Sanguinary Priest With Jump Pack, Captain With Jump Pack, Chaplain With Jump Pack - -**Points:** -- 5 models: 90pts -- 10 models: 170pts diff --git a/cogitator/factions/space-marines/datasheets/assault-squad-with-jump-packs.md b/cogitator/factions/space-marines/datasheets/assault-squad-with-jump-packs.md deleted file mode 100644 index 858ef85..0000000 --- a/cogitator/factions/space-marines/datasheets/assault-squad-with-jump-packs.md +++ /dev/null @@ -1,82 +0,0 @@ -# Assault Squad with Jump Packs - -**Role:** Other - -*Thanks to their powerful jump packs, these warriors soar over the battlefield, slamming into the foe and cutting them down with point-blank bolt pistol fire and furious chainsword hacks before shooting off to their next target.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 4 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Hammer of Wrath** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. -- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can also be attached to this unit. - -**Keywords:** Imperium, Infantry, Grenades, Jump Pack, Fly, Assault Squad with Jump Packs -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Assault Sergeant with Jump Pack -- 4-9 Assault Marines with Jump Packs - -**Wargear Options:** -- The Assault Sergeant with Jump Pack’s bolt pistol can be replaced with one of the following:- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- The Assault Sergeant with Jump Pack’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- 1 thunder hammer -- The Assault Sergeant with Jump Pack can do one of the following:- Replace its bolt pistol and Astartes chainsword with 1 twin lightning claws. -- Be equipped with 1 Astartes shield. -- Up to 2 Assault Marines with Jump Packs can each have their bolt pistol and Astartes chainsword replaced with one of the following:- 1 plasma pistol and 1 Astartes chainsword -- 1 flamer and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon -- For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. - -**Leader:** -Led By: Librarian with Jump Pack, Sanguinary Priest With Jump Pack, Chaplain With Jump Pack, Commander Dante, Captain With Jump Pack, Kayvaan Shrike - -**Points:** -- 5 models: 115pts -- 10 models: 230pts diff --git a/cogitator/factions/space-marines/datasheets/assault-squad.md b/cogitator/factions/space-marines/datasheets/assault-squad.md deleted file mode 100644 index e309188..0000000 --- a/cogitator/factions/space-marines/datasheets/assault-squad.md +++ /dev/null @@ -1,80 +0,0 @@ -# Assault Squad - -**Role:** Other - -*Experts in brutal close-quarters fighting, Assault Squads take pride in drawing the most gruelling battlefield assignments. On foot they are merciless trench-clearers, bunker-purgers and charge-breakers, slaughtering all before them with gouts of flamer fire and roaring chainswords.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-pistol | 12 | 1 | 3+ | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Inferno pistol | 6 | 1 | 3+ | 8 | -4 | D3 | MELTA 2, PISTOL | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 4 | -2 | 1 | twin-linked | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Chainsword Doctrines** (Datasheet): Each time this unit is selected to fight, select one of the following abilities to apply to all Astartes chainswords equipped by models in this unit until the end of the phase: -- [SUSTAINED HITS 1] -- [LETHAL HITS] -- [LANCE] -- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Assault Intercessor Squad, it can also be attached to this unit. - -**Keywords:** Imperium, Assault Squad, Grenades, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Assault Sergeant -- 4-9 Assault Marines - -**Wargear Options:** -- The Assault Sergeant’s bolt pistol can be replaced with one of the following:- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- The Assault Sergeant’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- 1 thunder hammer -- The Assault Sergeant can do one of the following:- Replace its bolt pistol and Astartes chainsword with 1 twin lightning claws. -- Be equipped with 1 Astartes shield. -- Up to 2 Assault Marines can each have their bolt pistol and Astartes chainsword replaced with one of the following:- 1 plasma pistol and 1 Astartes chainsword -- 1 flamer and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon -- For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. - -**Leader:** -Led By: Chief Librarian Tigurius, Marneus Calgar, Librarian, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Ezekiel, Lazarus, Chaplain, Adrax Agatone, Captain, Judiciar, Vulkan He’stan, Castellan, Emperor’s Champion, Chaplain Cassius, Imperial Space Marine, Apothecary, Lieutenant, Primaris Company Champion, High Marshal Helbrecht, Techmarine, Ancient, Uriel Ventris, Blood Angels Captain, Captain Sicarius, Chaplain Grimaldus, Kor’sarro Khan, Marshal, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Asmodai, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 95pts -- 10 models: 190pts diff --git a/cogitator/factions/space-marines/datasheets/astartes-servitors.md b/cogitator/factions/space-marines/datasheets/astartes-servitors.md deleted file mode 100644 index c29f70c..0000000 --- a/cogitator/factions/space-marines/datasheets/astartes-servitors.md +++ /dev/null @@ -1,46 +0,0 @@ -# Astartes Servitors - -**Role:** Other - -*Mono-task cybernetic slaves, Servitors are arcane combinations of lobotomised Human and machine. Fitted with an array of mechanical augmentations, in battle Servitors assist Techmarines, either by laying down torrents of covering fire or by carrying out additional repair work with their servo-arms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Servitor servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast, heavy | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Servitor servo-arm | Melee | 1 | 5 | 6 | -2 | 3 | — | - -**Abilities:** -- **Mindlock** (Datasheet): While a Techmarine model is leading this unit, improve the Ballistic Skill and Weapon Skill characteristics of ranged and melee weapons equipped by ASTARTES SERVITOR models in this unit by 1. -- **SERVITOR RETINUE** (Special (правая колонка)): At the start of the Declare Battle Formations step, this unit can join one other unit from your army that is being led by a Techmarine. If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly. - -**Keywords:** Infantry, Imperium, Astartes Servitors -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 4 Astartes Servitors - -**Wargear Options:** -- Up to 2 models can each have their Servitor servo-arm replaced with one of the following:- 1 heavy bolter and 1 close combat weapon -- 1 multi-melta and 1 close combat weapon -- 1 plasma cannon and 1 close combat weapon - -**Points:** -- 4 models: 55pts diff --git a/cogitator/factions/space-marines/datasheets/astorath.md b/cogitator/factions/space-marines/datasheets/astorath.md deleted file mode 100644 index cc52386..0000000 --- a/cogitator/factions/space-marines/datasheets/astorath.md +++ /dev/null @@ -1,61 +0,0 @@ -# Astorath - -**Role:** Characters - -*Wherever sons of Sanguinius are on the cusp of the Black Rage, that is where Astorath goes. Determined to give those warriors a glorious final victory, he fights like a man possessed, lopping off the heads of his enemies while leading frothing Space Marines consumed with unrestrained fury.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 2+ | 5 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** the Executioner’s Axe. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Executioner’s Axe | Melee | 6 | 2 | 7 | -3 | 2 | devastating wounds, Precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Redeemer of the Lost** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **Mass of Doom** (Datasheet): Each time this model’s unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. - -**Keywords:** Imperium, Chaplain, Astorath, Fly, Tacticus, Infantry, Character, Epic Hero, Jump Pack -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Astorath – EPIC HERO - -**Leader:** -Can lead: Death Company Marines With Jump Packs, Death Company Marines with Boltguns and Jump Packs - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/astraeus.md b/cogitator/factions/space-marines/datasheets/astraeus.md deleted file mode 100644 index 01b3698..0000000 --- a/cogitator/factions/space-marines/datasheets/astraeus.md +++ /dev/null @@ -1,62 +0,0 @@ -# Astraeus - -**Role:** Other - -*The Astraeus is a titanic gravitic tank armed with formidable weaponry. The most deadly of these is the twin macro-accelerator cannon, capable of unleashing high-calibre ferro-carbide slugs that can shred tanks, aircraft and ground troops. Meanwhile, its void shields can shrug off even the most concerted enemy retaliations.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** 5 -**This model has a 5+ invulnerable save against ranged attacks.* - -**Default Wargear:** -**This model is equipped with:** 2 Astraeus las-rippers; ironhail heavy stubber; storm bolter; twin heavy bolter; twin macro-accelerator cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astraeus las-ripper | 36 | 2 | 3 | 12 | -3 | D6+1 | — | -| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | -| Plasma eradicator – standard | 36 | D6 | 3 | 7 | -2 | 2 | blast | -| Plasma eradicator – supercharge | 36 | D6 | 3 | 8 | -3 | 3 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin macro-accelerator cannon | 72 | 12 | 3 | 9 | -1 | 3 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Suppression Fire** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more attacks made with its twin macro-accelerator cannon this phase. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Titanic, Vehicle, Imperium, Astraeus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Astraeus - -**Wargear Options:** -- This model’s 2 Astraeus las-rippers can be replaced with 2 plasma eradicators. -- This model’s twin heavy bolter can be replaced with 1 twin lascannon. -- This model can be equipped with 1 ironhail heavy stubber. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 525pts diff --git a/cogitator/factions/space-marines/datasheets/attack-bike-squad.md b/cogitator/factions/space-marines/datasheets/attack-bike-squad.md deleted file mode 100644 index e7da7a0..0000000 --- a/cogitator/factions/space-marines/datasheets/attack-bike-squad.md +++ /dev/null @@ -1,47 +0,0 @@ -# Attack Bike Squad - -**Role:** Other - -*For those missions where a Space Marine Bike Squad is insufficient, an Attack Bike joins them. Capable of mauling infantry squads or reducing tanks to molten ruin, they render bike formations all the more deadly. So effective are these rapidly moving hunters that many Chapters field them as squads in their own right.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; heavy bolter; twin boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Outrider Escort** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Mounted unit within 6" of this unit is selected as the target of an attack, this unit can use this ability. If it does, after that enemy unit has finished making its attacks, this unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -**Keywords:** Ravenwing, Grenades, Mounted, Attack Bike Squad, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1-3 Attack Bikes - -**Wargear Options:** -- Any number of models can each have their heavy bolter replaced with 1 multi-melta. - -**Points:** -- 1 model: 55pts -- 2 models: 110pts -- 3 models: 165pts diff --git a/cogitator/factions/space-marines/datasheets/azrael.md b/cogitator/factions/space-marines/datasheets/azrael.md deleted file mode 100644 index 0244ae4..0000000 --- a/cogitator/factions/space-marines/datasheets/azrael.md +++ /dev/null @@ -1,62 +0,0 @@ -# Azrael - -**Role:** Characters - -*Supreme Grand Master Azrael is a beacon of inspiration to those who follow him, and is paid enormous respect for his ability as a strategist. A masterful commander, he quickly grasps changing battlefield realities and orchestrates his forces to maximum advantage. In the fray, Azrael decapitates foes with every strike of the Sword of Secrets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lion’s Wrath; the Sword of Secrets; the Lion Helm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lion’s Wrath | 24 | 2 | 2 | 8 | -3 | 2 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Sword of Secrets | Melee | 6 | 2 | 6 | -4 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **The Lion Helm** (Wargear): Models in the bearer’s unit have a 4+ invulnerable save. In addition, once per battle, in any phase, the bearer can summon a Watcher in the Dark. When it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds. -- **Supreme Grand Master** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Masterful Tactician** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. - -**Keywords:** Azrael, Chapter Master, Infantry, Epic Hero, Grenades, Imperium, Deathwing, Tacticus, Character -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Azrael – EPIC HERO - -**Leader:** -Can lead: Sternguard Veteran Squad, Deathwatch Veterans, Bladeguard Veteran Squad, Hellblaster Squad, Assault Intercessor Squad, Crusader Squad, Decimus Kill Team, Intercessor Squad, Assault Squad, Vanguard Veteran Squad, Tactical Squad, Fortis Kill Team, Crusader Squad (Legendary), Sword Brethren Squad, Inner Circle Companions, Wolf Guard, Infernus Squad, Sternguard Veteran Squad - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/space-marines/datasheets/baal-predator.md b/cogitator/factions/space-marines/datasheets/baal-predator.md deleted file mode 100644 index cb2b447..0000000 --- a/cogitator/factions/space-marines/datasheets/baal-predator.md +++ /dev/null @@ -1,62 +0,0 @@ -# Baal Predator - -**Role:** Other - -*Only the Blood Angels and their successors have access to the STC necessary to produce Baal Predators. With roaring engines these tanks can keep up with rapid Blood Angels charges or rush to support orbital strikes, pouring deluges of fire into the enemy as they do so.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin assault cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baal flamestorm cannon | 18 | D6+3 | N/A | 6 | -2 | 2 | ASSAULT, IGNORES COVER, TORRENT | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | assault, sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | assault, ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | ASSAULT, DEVASTATING WOUNDS, TWIN-LINKED | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Overcharged Engines** (Datasheet): You can re-roll Advance rolls made for this model. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Imperium, Baal Predator -**Faction Keywords:** Blood Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Baal Predator - -**Wargear Options:** -- This model's twin assault cannon can be replaced with 1 Baal flamestorm cannon. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with one of the following- 2 heavy bolters -- 2 heavy flamers - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/space-marines/datasheets/ballistus-dreadnought.md b/cogitator/factions/space-marines/datasheets/ballistus-dreadnought.md deleted file mode 100644 index f8c2e0b..0000000 --- a/cogitator/factions/space-marines/datasheets/ballistus-dreadnought.md +++ /dev/null @@ -1,52 +0,0 @@ -# Ballistus Dreadnought - -**Role:** Other - -*Ballistus Dreadnoughts are walking gun emplacements. Within a shielded sarcophagus at these combat walkers’ core lies the mortal remains of a fallen Chapter hero. Through webs of neural links, he pilots the war engine, targeting enemy armour or elite infantry with banks of devastating heavy weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Ballistus missile launcher; Ballistus lascannon; twin storm bolter; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ballistus missile launcher – frag | 48 | 2D6 | 3 | 5 | 0 | 1 | blast | -| Ballistus missile launcher – krak | 48 | 2 | 3 | 10 | -2 | D6 | — | -| Ballistus lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Twin storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 7 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Ballistus Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Vehicle, Walker, Imperium, Ballistus Dreadnought, Deathwing, Dreadnought -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ballistus Dreadnought - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/space-marines/datasheets/belial.md b/cogitator/factions/space-marines/datasheets/belial.md deleted file mode 100644 index 5026baf..0000000 --- a/cogitator/factions/space-marines/datasheets/belial.md +++ /dev/null @@ -1,66 +0,0 @@ -# Belial - -**Role:** Characters - -*Belial is a warrior born – a killer whose skill in battle has always stood out, even amongst his post-human brethren. For all his ability he is a staunch perfectionist, chastising himself for every perceived weakness. In battle he wields the Sword of Silence, an obsidian Chapter relic that seems to swallow nearby sound.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** master-crafted storm bolter; the Sword of Silence. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted storm bolter | 24 | 2 | 2 | 4 | 0 | 2 | precision, rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Sword of Silence | Melee | 6 | 2 | 6 | -2 | 2 | precision | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Grand Master of the Deathwing** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Strikes of Retribution** (Datasheet): Each time a melee attack is allocated to this model, after the attacking model’s unit has finished making its attacks, roll one D6 (to a maximum of six D6 per attacking unit): for each 4+, the attacking unit suffers 1 mortal wound. - -**Keywords:** Terminator, Imperium, Epic Hero, Character, Deathwing, Belial, Infantry, Captain -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Belial – EPIC HERO - -**Leader:** -Can lead: Terminator Squad, Deathwatch Terminator Squad, Terminator Squad, Relic Terminator Squad, Deathwing Knights, Deathwing Command Squad, Deathwing Terminator Squad, Terminator Assault Squad - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/bike-squad.md b/cogitator/factions/space-marines/datasheets/bike-squad.md deleted file mode 100644 index a352549..0000000 --- a/cogitator/factions/space-marines/datasheets/bike-squad.md +++ /dev/null @@ -1,90 +0,0 @@ -# Bike Squad - -**Role:** Other - -*Deployed in rapid assault missions based on intelligence gathered by Scouts and Vanguard forces, Bikers can smash through enemy lines, battlefield obstacles and even ferrocrete walls due to the raw fury of their mounts’ engines. Their sheer bulk belies their phenomenal power, speed and manoeuvrability.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| SPACE MARINE BIKE | 12" | 5 | 3+ | 3 | 6+ | 2 | -| ATTACK BIKE | 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Biker Sergeant and every Space Marine Biker is equipped with:** bolt pistol; twin boltgun; close combat weapon. - -**An Attack Bike is equipped with:** bolt pistol; heavy bolter; twin boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Flamer | 12 | D6 | N/A | 4 | -0 | 1 | IGNORES COVER, TORRENT | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | ANTI-VEHICLE 2+ | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Turbo-boost** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Outrider Squad, it can also be attached to this unit. - -**Keywords:** Mounted, Grenades, Imperium, Ravenwing, Bike Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Biker Sergeant -- 2-5 Space Marine Bikers -- 0-1 Attack Bike - -**Wargear Options:** -- The Biker Sergeant’s bolt pistol can be replaced with one of the following:- 1 Astartes chainsword -- 1 boltgun -- 1 combi-weapon -- 1 hand flamer -- 1 grav-pistol -- 1 inferno pistol -- 1 plasma pistol -- 1 storm bolter -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- Any number of Space Marine Bikers can each have their bolt pistol replaced with 1 Astartes chainsword. -- Up to 2 Space Marine Bikers can each have their bolt pistol replaced with one of the following:- 1 flamer -- 1 grav-gun -- 1 meltagun -- 1 plasma gun -- 1 plasma pistol -- An Attack Bike’s heavy bolter can be replaced with 1 multi-melta. - -**Leader:** -Led By: Librarian on Bike, Sammael, Techmarine on Bike, Sanguinary Priest on Bike, Company Champion On Bike, Ancient on Bike, Apothecary on Bike, Captain on Bike, Chaplain On Bike, Ravenwing Command Squad, Suboden Khan - -**Points:** -- 3 models: 80pts -- 6 models: 160pts -- Attack Bike: 55pts diff --git a/cogitator/factions/space-marines/datasheets/bjorn-the-fell-handed.md b/cogitator/factions/space-marines/datasheets/bjorn-the-fell-handed.md deleted file mode 100644 index a28cedf..0000000 --- a/cogitator/factions/space-marines/datasheets/bjorn-the-fell-handed.md +++ /dev/null @@ -1,59 +0,0 @@ -# Bjorn The Fell-handed - -**Role:** Characters - -*Most ancient of all Space Marines and last of the Company of Russ, Bjorn the Fell-Handed has fought for millennia within a Dreadnought’s sarcophagus. The Space Wolves revere Bjorn as a living link to their deepest past, waking him only in times of dire need, and he still fights as furiously as he did at Russ’ side.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** assault cannon; heavy flamer; Trueclaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 2 | 6 | 0 | 1 | devastating wounds | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Helfrost cannon – dispersed | 12 | D6 | N/A | 6 | -1 | 2 | torrent | -| Helfrost cannon – focused | 36 | 1 | 2 | 10 | -3 | 5 | — | -| Multi-melta | 18 | 2 | 2 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Trueclaw | Melee | 6 | 2 | 12 | -2 | 3 | lethal hits | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Legendary Tenacity** (Datasheet): Each time an attack targets this model, if the Strength characteristic of that attack is greater than this model’s Toughness characteristic, subtract 1 from the Wound roll. -- **Ancient Tactician** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. - -**Keywords:** Walker, Bjorn the Fell-handed, Dreadnought, Imperium, Epic Hero, Character, Vehicle, Smoke -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Bjorn the Fell-Handed– EPIC HERO - -**Wargear Options:** -- This model’s assault cannon can be replaced with one of the following:- Helfrost cannon -- Multi-melta - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/bladeguard-ancient.md b/cogitator/factions/space-marines/datasheets/bladeguard-ancient.md deleted file mode 100644 index c839706..0000000 --- a/cogitator/factions/space-marines/datasheets/bladeguard-ancient.md +++ /dev/null @@ -1,61 +0,0 @@ -# Bladeguard Ancient - -**Role:** Characters - -*Bladeguard Ancients bear the honour of carrying their Chapter’s precious standards into battle. The most revered of these incorporate the remains of fallen heroes of the Chapter; in their presence, battle-brothers are inspired to emulate the legendary deeds of these paragons of old.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Banner** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Deeds of Heroism** (Datasheet): Once per battle, when this model is selected to fight, it can use this ability. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in this model’s unit. - -**Keywords:** Character, Deathwing, Infantry, Grenades, Imperium, Tacticus, Ancient, Bladeguard Ancient -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Bladeguard Ancient - -**Leader:** -Can lead: Bladeguard Veteran Squad - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/space-marines/datasheets/bladeguard-veteran-squad.md b/cogitator/factions/space-marines/datasheets/bladeguard-veteran-squad.md deleted file mode 100644 index d4753bd..0000000 --- a/cogitator/factions/space-marines/datasheets/bladeguard-veteran-squad.md +++ /dev/null @@ -1,53 +0,0 @@ -# Bladeguard Veteran Squad - -**Role:** Other - -*Bladeguard Veterans are inexorable warriors, advancing relentlessly with blades held high – the very image of noble knights of myth. Members of their Chapter’s elite 1st Company of Veterans, each of these vastly experienced Space Marines has fought to preserve the Imperium across uncounted worlds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** heavy bolt pistol; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Neo-volkite pistol | 12 | 1 | 3 | 5 | 0 | 2 | devastating wounds, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Bladeguard** (Datasheet): At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase: -- **Swords of the Chapter:** Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. -- **Shields of the Chapter:** Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1. - -**Keywords:** Imperium, Grenades, Deathwing, Bladeguard Veteran Squad, Tacticus, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Bladeguard Veteran Sergeant -- 2-5 Bladeguard Veterans - -**Wargear Options:** -- The Bladeguard Veteran Sergeant’s heavy bolt pistol can be replaced with one of the following:- 1 neo-volkite pistol -- 1 plasma pistol - -**Leader:** -Led By: Chief Librarian Tigurius, Primaris Company Champion, Captain Tycho, Gabriel Seth, Azrael, Lazarus, Bladeguard Ancient, Chaplain, Adrax Agatone, Captain, Captain Sicarius, Uriel Ventris, Sanguinary Priest, Ezekiel, Asmodai, Judiciar, Lieutenant, Marneus Calgar, Pedro Kantor, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Kor’sarro Khan, Captain Titus, Ferren Areios - -**Points:** -- 3 models: 80pts -- 6 models: 170pts diff --git a/cogitator/factions/space-marines/datasheets/blood-angels-captain.md b/cogitator/factions/space-marines/datasheets/blood-angels-captain.md deleted file mode 100644 index 1535896..0000000 --- a/cogitator/factions/space-marines/datasheets/blood-angels-captain.md +++ /dev/null @@ -1,70 +0,0 @@ -# Blood Angels Captain - -**Role:** Characters - -*The Captains of the Blood Angels Chapter are mighty warriors possessed of tactical and strategic genius. In keeping with their Chapter’s culture, they go to war clad in finely wrought artificer armour and wielding an array of deadly relic weapons drawn from the Chapter’s Armoury.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; master-crafted chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | -| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted chainsword | Melee | 7 | 2 | 4 | -1 | 2 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Finest Hour** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. - -**Keywords:** Captain, Tacticus, Imperium, Grenades, Character, Infantry -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Blood Angels Captain - -**Wargear Options:** -- This model's heavy bolt pistol can be replaced with 1 inferno pistol. -- This model’s master-crafted chainsword can be replaced with one of the following: -- 1 relic weapon -- 1 power fist - -**Leader:** -Can lead: Infernus Squad, Sword Brethren Squad, Intercessor Squad, Deathwatch Veterans, Company Heroes, Crusader Squad, Inner Circle Companions, Decimus Kill Team, Wolf Guard, Vanguard Veteran Squad, Fortis Kill Team, Victrix Honour Guard, Sternguard Veteran Squad, Tactical Squad, Crusader Squad (Legendary), Sternguard Veteran Squad, Assault Squad, Command Squad, Assault Intercessor Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/blood-claws.md b/cogitator/factions/space-marines/datasheets/blood-claws.md deleted file mode 100644 index a73f881..0000000 --- a/cogitator/factions/space-marines/datasheets/blood-claws.md +++ /dev/null @@ -1,51 +0,0 @@ -# Blood Claws - -**Role:** Battleline - -*Young and fiery warriors full of belligerent enthusiasm, Blood Claws hunger to prove themselves in savage battle. With relentless exuberance they plunge headlong into the foe, straddling the line between sheer heroism and recklessness. Many great sagas start with the Blood Claws’ glory hunts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Berserk Charge** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Imperium, Tacticus, Blood Claws, Battleline, Grenades, Infantry -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Blood Claw Pack Leader -- 9-19 Blood Claws - -**Wargear Options:** -- The Blood Claw Pack Leader’s bolt pistol can be replaced with 1 plasma pistol. -- The Blood Claw Pack Leader’s Astartes chainsword can be replaced with 1 power weapon. - -**Leader:** -Led By: Inquisitor Draxus, Iron Priest, Inquisitor In Terminator Armour, Ragnar Blackmane, Njal Stormcaller, Ulrik The Slayer, Wolf Priest, Wolf Guard Battle Leader, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Lukas The Trickster, Wolf Guard Pack Leader, Wolf Guard Pack Leader In Terminator Armour, Krom Dragongaze, Inquisitor Ostromandeus - -**Points:** -- 10 models: 135pts -- 20 models: 285pts diff --git a/cogitator/factions/space-marines/datasheets/brother-corbulo.md b/cogitator/factions/space-marines/datasheets/brother-corbulo.md deleted file mode 100644 index f011cae..0000000 --- a/cogitator/factions/space-marines/datasheets/brother-corbulo.md +++ /dev/null @@ -1,64 +0,0 @@ -# Brother Corbulo - -**Role:** Characters - -*The Sanguinary High Priest, Brother Corbulo, is held in high regard for his commitment to the Chapter, his nobility and his gift of foresight – an ability many believe Sanguinius shared. On the battlefield he races to wounded brothers, hacking down any foes in his path with powerful sweeps of Heaven’s Teeth.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Heaven’s Teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heaven’s Teeth | Melee | 6 | 2 | 5 | -1 | 1 | sustained hits 1 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **The Red Grail** (Datasheet): While this model is leading a unit, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. - -**Keywords:** Brother Corbulo, Sanguinary Priest, Infantry, Epic Hero, Imperium, Grenades, Character -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Brother Corbulo – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Fortis Kill Team, Intercessor Squad, Vanguard Veteran Squad With Jump Packs, Sternguard Veteran Squad, Sternguard Veteran Squad, Deathwatch Veterans, Inner Circle Companions, Assault Squad, Hellblaster Squad, Vanguard Veteran Squad, Infernus Squad, Assault Intercessor Squad, Desolation Squad, Crusader Squad (Legendary), Devastator Squad, Decimus Kill Team, Crusader Squad, Long Fangs, Tactical Squad, Sword Brethren Squad, Wolf Guard - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/brutalis-dreadnought.md b/cogitator/factions/space-marines/datasheets/brutalis-dreadnought.md deleted file mode 100644 index 25c8968..0000000 --- a/cogitator/factions/space-marines/datasheets/brutalis-dreadnought.md +++ /dev/null @@ -1,58 +0,0 @@ -# Brutalis Dreadnought - -**Role:** Other - -*The Brutalis Dreadnought is a line-breaker and a terror weapon. As it storms towards the enemy lines it lays down a hail of anti-personnel fire. Yet the greatest threat lies in its massive ceramite-sheathed fists or talons, which can crush an armoured warrior like spoiled fruit or punch through a bunker wall like parchment.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin Icarus ironhail heavy stubber; twin heavy bolter; Brutalis bolt rifles; Brutalis fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutalis bolt rifles | 24 | 4 | 3 | 4 | -1 | 1 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin Icarus ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | anti-fly 4+, rapid fire 3, twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Brutalis fists | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | -| Brutalis talons – strike | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | -| Brutalis talons – sweep | Melee | 10 | 3 | 7 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Brutalis Charge** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Vehicle, Walker, Imperium, Dreadnought, Brutalis Dreadnought, Deathwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Brutalis Dreadnought - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with 1 twin multi-melta. -- This model’s Brutalis fists and Brutalis bolt rifles can be replaced with 1 Brutalis talons. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/caanok-var.md b/cogitator/factions/space-marines/datasheets/caanok-var.md deleted file mode 100644 index aecfcb8..0000000 --- a/cogitator/factions/space-marines/datasheets/caanok-var.md +++ /dev/null @@ -1,73 +0,0 @@ -# Caanok Var - -**Role:** Characters - -*Iron Captain of Clan Company Avernii, Caanok Var is a consummate leader and warrior champion. Whilst in command, he demonstrates a cold and calculating precision, yet a burning rage remains, and in battle he crushes the enemy with punishing blows from his power maul, Axiom.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 storm bolter; 1 Axiom - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axiom – strike | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Axiom – sweep | Melee | 10 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Cold and Calculating** (Datasheet): Each time a model in this model’s unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. Each time a model in this model’s unit makes an attack that targets any other unit, that attack has the [SUSTAINED HITS 1] ability. -- **Cerebrex Logic Engine** (Datasheet): - At the start of the Declare Battle Formations step, you can select one Adeptus Astartes Infantry unit from your army. Until the end of the battle, that unit gains the Scouts 6" ability. -- After both players have deployed their armies, you can select one ADEPTUS ASTARTES unit from your army and redeploy it. When doing so, you can set that unit up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Imperium, Infantry, Character, Epic Hero, Terminator, Captain, Caanok Var -**Faction Keywords:** Iron Hands, Adeptus Astartes - -**Unit Composition:** -- 1 Caanok Var – EPIC HERO - -**Leader:** -Can lead: Terminator Assault Squad, Deathwing Terminator Squad, Terminator Squad, Deathwing Knights, Deathwatch Terminator Squad, Terminator Squad, Deathwing Command Squad, Relic Terminator Squad - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/caestus-assault-ram.md b/cogitator/factions/space-marines/datasheets/caestus-assault-ram.md deleted file mode 100644 index 7ae9fd8..0000000 --- a/cogitator/factions/space-marines/datasheets/caestus-assault-ram.md +++ /dev/null @@ -1,59 +0,0 @@ -# Caestus Assault Ram - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** firefury missile batteries; twin magna-melta; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Firefury missile batteries | 36 | 2D6 | 3 | 6 | -1 | 1 | blast, ignores cover | -| Twin magna-melta | 18 | 2 | 3 | 12 | -4 | D6 | melta 4, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | lance | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Into the Foe** (Datasheet): If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. - -**Keywords:** Ravenwing, Aircraft, Transport, Fly, Caestus Assault Ram, Imperium, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Caestus Assault Ram - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 215pts diff --git a/cogitator/factions/space-marines/datasheets/canis-wolfborn.md b/cogitator/factions/space-marines/datasheets/canis-wolfborn.md deleted file mode 100644 index 381da75..0000000 --- a/cogitator/factions/space-marines/datasheets/canis-wolfborn.md +++ /dev/null @@ -1,65 +0,0 @@ -# Canis Wolfborn - -**Role:** Characters - -*The most feral of Harald Deathwolf’s veterans, Canis Wolfborn moves with animalistic assurance. Believed to have been raised by a she-wolf, Canis speaks to his brothers in snarls and growls, and on the battlefield his frenzied rages, slashing claws and Thunderwolf’s jaws are all the communication he needs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; crushing teeth and jaws; Wolf claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 5 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | -| Wolf claws | Melee | 8 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Born of Wolves** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Alpha Predator** (Datasheet): Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy units suffers D3+3 mortal wounds. - -**Keywords:** Canis Wolfborn, Imperium, Character, Epic Hero, Mounted -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Canis Wolfborn – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Fenrisian Wolves, Thunderwolf Cavalry - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/captain-in-gravis-armour.md b/cogitator/factions/space-marines/datasheets/captain-in-gravis-armour.md deleted file mode 100644 index cf5d9f6..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-in-gravis-armour.md +++ /dev/null @@ -1,71 +0,0 @@ -# Captain In Gravis Armour - -**Role:** Characters - -*Clad in a suit of indomitable Gravis armour, a Space Marine Captain can fearlessly stride into the very fiercest battlefield firestorms. To don Gravis armour is to demonstrate the greatest determination to crush the enemy, no matter how deeply they are entrenched.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** master-crafted heavy bolt rifle; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltstorm gauntlet | 12 | 3 | 2 | 4 | -1 | 1 | pistol | -| Master-crafted heavy bolt rifle | 30 | 2 | 2 | 5 | -1 | 3 | assault, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic blade | Melee | 2 | 2 | 5 | -2 | 2 | extra attacks | -| Relic chainsword | Melee | 3 | 2 | 4 | -1 | 2 | extra attacks | -| Relic fist | Melee | 1 | 2 | 8 | -2 | 2 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Refuse to Yield** (Datasheet): Each time an attack is allocated to this model, halve the Damage characteristic of that attack. - -**Keywords:** Infantry, Character, Grenades, Gravis, Captain, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Captain in Gravis Armour - -**Wargear Options:** -- This model’s master-crafted heavy bolt rifle and master-crafted power weapon can be replaced with:- 1 boltstorm gauntlet, 1 power fist and 1 relic chainsword -- 1 boltstorm gauntlet, 1 power fist and 1 relic blade -- 1 boltstorm gauntlet, 1 power fist and 1 relic fist - -**Leader:** -Can lead: Eradicator Squad, Indomitor Kill Team, Aggressor Squad, Heavy Intercessor Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/captain-in-phobos-armour.md b/cogitator/factions/space-marines/datasheets/captain-in-phobos-armour.md deleted file mode 100644 index 294f0cb..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-in-phobos-armour.md +++ /dev/null @@ -1,68 +0,0 @@ -# Captain In Phobos Armour - -**Role:** Characters - -*All Primaris Space Marines are trained in reconnaissance, stealth and sabotage while in the 10th Company. Donning his Phobos armour, a Captain will combine these skills with his incredible martial prowess and hard-won strategic expertise to lead strike forces of Vanguard warriors on dangerous covert missions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; instigator bolt carbine; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Instigator bolt carbine | 24 | 1 | 2 | 4 | -2 | 2 | precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combat knife | Melee | 6 | 2 | 4 | -1 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Master of Deceit** (Datasheet): After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly Adeptus Astartes Infantry units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Imperium, Captain, Phobos, Infantry, Character, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Captain in Phobos Armour - -**Leader:** -Can lead: Spectrus Kill Team, Wolf Scouts, Reiver Squad, Hounds Of Morkai, Infiltrator Squad, Eliminator Squad, Scout Squad, Incursor Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/captain-in-terminator-armour.md b/cogitator/factions/space-marines/datasheets/captain-in-terminator-armour.md deleted file mode 100644 index 8300c3a..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-in-terminator-armour.md +++ /dev/null @@ -1,72 +0,0 @@ -# Captain In Terminator Armour - -**Role:** Characters - -*Space Marine Captains are expected to fight from the front, and few kinds of armour enable them to do so as effectively as Terminator plate. Formidably resilient, such a suit protects the Captain against all but the most devastating enemy fire and enables him to deploy by teleport strike right into the heart of the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; relic weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Relic fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **The Imperium’s Sword** (Datasheet): You can re-roll Charge rolls made for this model’s unit. - -**Keywords:** Deathwing, Captain, Terminator, Imperium, Character, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Captain in Terminator Armour - -**Wargear Options:** -- This model’s storm bolter can be replaced with 1 combi-weapon -- This model’s relic weapon can be replaced with 1 relic fist - -**Leader:** -Can lead: Terminator Squad, Terminator Squad, Deathwatch Terminator Squad, Deathwing Knights, Deathwing Command Squad, Terminator Assault Squad, Deathwing Terminator Squad, Relic Terminator Squad - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/captain-on-bike.md b/cogitator/factions/space-marines/datasheets/captain-on-bike.md deleted file mode 100644 index 8925975..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-on-bike.md +++ /dev/null @@ -1,93 +0,0 @@ -# Captain on Bike - -**Role:** Characters - -*When a Captain thunders to war on a Space Marine bike, he can race to the most critical locations on the battlefield. He smashes foes aside, cuts down countless fleeing enemies, or joins his Outriders to carry out reconnaissance missions in person so as to best develop his battle plans with first-hand knowledge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Grav-pistol | 12 | 1 | 2 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | -| Master-crafted boltgun | 24 | 2 | 2 | 4 | 0 | 2 | — | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Twin boltgun | 24 | 2 | 2 | 4 | 0 | 1 | twin-linked | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | RAPID FIRE 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | -| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 7. -- **Swift Assault** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. - -**Keywords:** Ravenwing, Grenades, Character, Mounted, Imperium, Captain -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Captain on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 combi-weapon -- 1 hand flamer -- 1 inferno pistol -- 1 master-crafted boltgun -- 1 plasma pistol -- 1 storm bolter -- 1 relic shield* -- 1 relic weapon -- 1 power fist -- 1 thunder hammer -- This model’s Astartes chainsword can be replaced with one of the following:- 1 close combat weapon and 1 relic shield* -- 1 power fist -- 1 relic weapon -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws. -- * Maximum one per model. - -**Leader:** -Can lead: Company Veterans On Bikes, Outrider Squad, Bike Squad, Ravenwing Black Knights - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/captain-sicarius.md b/cogitator/factions/space-marines/datasheets/captain-sicarius.md deleted file mode 100644 index a9c2f5d..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-sicarius.md +++ /dev/null @@ -1,61 +0,0 @@ -# Captain Sicarius - -**Role:** Characters - -*Sicarius is a swordsman without equal, whipping his Tempest Blade through the air in a shimmering blur of thrusts and parries. He is also the undisputed master of the lightning assault, capable of appraising the most complex tactical situation with little more than a glance and deploying his warriors with absolute confidence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** artisan plasma pistol; Talassarian Tempest Blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artisan plasma pistol | 12 | 1 | 2 | 8 | -3 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Talassarian Tempest Blade | Melee | 6 | 2 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Lead From the Front** (Datasheet): While this model is leading a unit, models in that unit have the Scouts 6" ability and ranged weapons equipped by models in that unit have the [ASSAULT] ability. -- **Lightning Assault** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -**Keywords:** Imperium, Infantry, Character, Epic Hero, Tacticus, Captain, Sicarius -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Captain Sicarius – EPIC HERO - -**Leader:** -Can lead: Deathwatch Veterans, Bladeguard Veteran Squad, Company Heroes, Victrix Honour Guard, Vanguard Veteran Squad, Wolf Guard, Crusader Squad (Legendary), Tactical Squad, Sternguard Veteran Squad, Assault Intercessor Squad, Command Squad, Assault Squad, Sternguard Veteran Squad, Inner Circle Companions - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/captain-titus.md b/cogitator/factions/space-marines/datasheets/captain-titus.md deleted file mode 100644 index 18f45c1..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-titus.md +++ /dev/null @@ -1,68 +0,0 @@ -# Captain Titus - -**Role:** Characters - -*A relentless champion of Ultramar with a will of unyielding adamant, Captain Demetrian Titus has won countless battles against seemingly impossible odds. While possessed of lauded command abilities, Titus is truly at home in the press of battle where he fights relentlessly and refuses to yield even to grievous wounds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted bolter; master-crafted chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Master-crafted bolter | 24 | 2 | 2 | 4 | -1 | 2 | assault, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted chainsword | Melee | 8 | 2 | 5 | -1 | 2 | ANTI-INFANTRY 2+ | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Press the Attack** (Datasheet): Weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability. -- **Honour of Ultramar** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. This model can fight after the attacking unit has finished making its attacks. If one or more enemy models are destroyed as a result of those attacks, this model regains D3 lost wounds and is not destroyed; otherwise, it is removed from play. -- **DEMETRIAN TITUS** (Fortification (левая колонка)): Your army cannot include more than one Titus unit. - -**Keywords:** Titus, Infantry, Character, Epic Hero, Imperium, Tacticus, Grenades, Captain -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Captain Titus – EPIC HERO - -**Leader:** -Can lead: Command Squad, Company Heroes, Intercessor Squad, Inner Circle Companions, Victrix Honour Guard, Bladeguard Veteran Squad, Assault Intercessor Squad, Wolf Guard, Sternguard Veteran Squad, Assault Squad, Infernus Squad, Sternguard Veteran Squad, Wardens of Ultramar, Hellblaster Squad, Deathwatch Veterans, Vanguard Veteran Squad, Sword Brethren Squad, Crusader Squad, Decimus Kill Team, Fortis Kill Team - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/captain-tycho.md b/cogitator/factions/space-marines/datasheets/captain-tycho.md deleted file mode 100644 index 1a0f980..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-tycho.md +++ /dev/null @@ -1,69 +0,0 @@ -# Captain Tycho - -**Role:** Characters - -*Captain Tycho was once one of the Blood Angels’ most gifted commanders, a paragon of every ideal his Chapter held to. It was while fighting countless battles against the Orks on Armageddon that he earned fame and renown, and there that he suffered the wound that changed his life forever.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Blood Song; bolt pistol; Dead Man’s Hand. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood Song | 24 | 2 | 2 | 4 | -1 | 2 | anti-infantry 4+, devastating wounds, melta 2 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dead Man’s Hand | Melee | 6 | 2 | 4 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Gifted Commander** (Datasheet): While this model is leading a unit, each time that unit is selected to shoot, select one of the following abilities to apply to ranged weapons equipped by models in that unit until the end of the phase: -- [ASSAULT] -- [HEAVY] -- [RAPID FIRE 1] -- **Embittered** (Datasheet): The first time an attack is allocated to this model, after the attacking unit has finished making its attacks, until the end of the battle, change the Attacks characteristic of this model’s Dead Man’s Hand to 12. -- **TYCHO** (Special (правая колонка)): Your army cannot contain both CAPTAIN TYCHO and Tycho the Lost. - -**Keywords:** Epic Hero, Character, Infantry, Tycho, Captain, Imperium, Grenades -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Captain Tycho – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Command Squad, Wolf Guard, Fortis Kill Team, Infernus Squad, Sternguard Veteran Squad, Tactical Squad, Bladeguard Veteran Squad, Sternguard Veteran Squad, Hellblaster Squad, Deathwatch Veterans, Vanguard Veteran Squad With Jump Packs, Assault Squad, Inner Circle Companions, Company Heroes, Crusader Squad, Vanguard Veteran Squad, Crusader Squad (Legendary), Intercessor Squad, Assault Intercessor Squad, Decimus Kill Team, Sword Brethren Squad, Victrix Honour Guard - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/captain-with-jump-pack.md b/cogitator/factions/space-marines/datasheets/captain-with-jump-pack.md deleted file mode 100644 index ad51226..0000000 --- a/cogitator/factions/space-marines/datasheets/captain-with-jump-pack.md +++ /dev/null @@ -1,83 +0,0 @@ -# Captain With Jump Pack - -**Role:** Characters - -*Many a Space Marine Captain favours fury and speed, and devises ingenious strategies to use these to devastating effect against their enemies. Being superlative warriors and inspiring leaders, they have no place but at the very forefront of battle. With a jump pack, Captains can lead their warriors as speartips for their assaults.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | PISTOL | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | -| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Angel’s Wrath** (Datasheet): While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. - -**Keywords:** Captain, Infantry, Fly, Imperium, Character, Jump Pack, Grenades, Tacticus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Captain with Jump Pack - -**Wargear Options:** -- This model’s heavy bolt pistol can be replaced with one of the following: -- 1 plasma pistol -- 1 hand flamer -- This model’s Astartes chainsword can be replaced with one of the following: -- 1 power fist -- 1 relic weapon -- This model’s heavy bolt pistol and Astartes chainsword can be replaced with 1 thunder hammer and 1 relic shield. -- If this model is equipped with a heavy bolt pistol and an Astartes chainsword, it can be equipped with 1 relic shield. This model’s heavy bolt pistol and Astartes chainsword cannot be replaced. - -**Leader:** -Can lead: Skyclaws, Talonstrike Kill Team, Vanguard Veteran Squad With Jump Packs, Assault Intercessors With Jump Packs, Wolf Guard, Sanguinary Guard, Assault Squad with Jump Packs - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/captain.md b/cogitator/factions/space-marines/datasheets/captain.md deleted file mode 100644 index f95ff7c..0000000 --- a/cogitator/factions/space-marines/datasheets/captain.md +++ /dev/null @@ -1,82 +0,0 @@ -# Captain - -**Role:** Characters - -*Leading strikeforces ofSpace Marinesfrom thefront lines, Captains exemplify the strength and skill of the warriors under their command. They are paragons of strategic genius with centuries ofbattlefield experience, and their great deeds are often rewarded with ancient artefacts drawnfrom the Chapter’s vaults.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | -| Master-crafted bolter | 24 | 2 | 2 | 4 | -1 | 2 | — | -| Neo-volkite pistol | 12 | 1 | 2 | 5 | 0 | 2 | DEVASTATING WOUNDS,PISTOl | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol - supercharge | 12 | 1 | 2 | 8 | -3 | 2 | HAZARDOUS,PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Finest Hour** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. - -**Keywords:** Infantry, Captain, Grenades, Imperium, Character, Tacticus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Captain - -**Wargear Options:** -- This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following: -- 1 heavy bolt pistol and 1 power fist -- 1 heavy bolt pistol and 1 master-crafted power weapon -- 1 neo-volkite pistol and 1 power fist -- 1 neo-volkite pistol and 1 master-crafted power weapon -- 1 plasma pistol and 1 power fist -- 1 plasma pistol and 1 master-crafted power weapon -- 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield -- This model’s close combat weapon can be replaced with one of the following: -- 1 master-crafted power weapon -- 1 power fist - -**Leader:** -Can lead: Bladeguard Veteran Squad, Tactical Squad, Assault Squad, Wolf Guard, Intercessor Squad, Sternguard Veteran Squad, Deathwatch Veterans, Hellblaster Squad, Assault Intercessor Squad, Decimus Kill Team, Sword Brethren Squad, Company Heroes, Infernus Squad, Command Squad, Vanguard Veteran Squad, Sternguard Veteran Squad, Fortis Kill Team, Crusader Squad (Legendary), Victrix Honour Guard, Crusader Squad, Inner Circle Companions - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/carab-culln-the-risen.md b/cogitator/factions/space-marines/datasheets/carab-culln-the-risen.md deleted file mode 100644 index b0095e1..0000000 --- a/cogitator/factions/space-marines/datasheets/carab-culln-the-risen.md +++ /dev/null @@ -1,55 +0,0 @@ -# Carab Culln The Risen - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** heavy bolter; 2 heavy flamers; 3 hunter-killer missiles; twin assault cannon; Tarsus Scorpii. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tarsus Scorpii | Melee | 5 | 3 | 12 | -3 | 4 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Death-hold** (Datasheet): When making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Walker, Imperium, Smoke, Character, Dreadnought, Carab Culln the Risen, Deathwing, Epic Hero, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Carab Culln the Risen – EPIC HERO - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/space-marines/datasheets/castellan.md b/cogitator/factions/space-marines/datasheets/castellan.md deleted file mode 100644 index 0fc0c00..0000000 --- a/cogitator/factions/space-marines/datasheets/castellan.md +++ /dev/null @@ -1,83 +0,0 @@ -# Castellan - -**Role:** Characters - -*A Castellan leads each of a crusade’s fighting companies and acts as a conduit for their Marshal’s will. Charged with the physical and spiritual purity of active Chapter Keeps, they have honed a patient wisdom that they draw upon in battle, alongside their tactical precision and close-quarters ferocity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** combi-weapon; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | sustained hits 1 | -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Vehement Aggression** (Datasheet): While this model is leading a unit, each time that unit is selected to fight, take a Leadership test for that unit: if passed, until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll; if failed, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1. -- **Prioritised Eradication** (Datasheet): Each time a model in this model’s unit makes a melee attack that destroys one or more enemy units, roll one D6: on a 4+, you gain 1CP. - -**Keywords:** Infantry, Character, Grenades, Imperium, Tacticus, Lieutenant, Castellan -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Castellan - -**Wargear Options:** -- This model’s combi-weapon can be replaced with 1 heavy bolt pistol. -- This model’s master-crafted power weapon can be replaced with 1 Astartes chainsword. - -**Leader:** -Can lead: Deathwatch Veterans, Fortis Kill Team, Sternguard Veteran Squad, Assault Squad, Vanguard Veteran Squad, Intercessor Squad, Sword Brethren Squad, Wolf Guard, Assault Intercessor Squad, Decimus Kill Team, Sternguard Veteran Squad, Crusader Squad, Crusader Squad (Legendary), Infernus Squad, Inner Circle Companions - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/cato-sicarius.md b/cogitator/factions/space-marines/datasheets/cato-sicarius.md deleted file mode 100644 index 201d3b4..0000000 --- a/cogitator/factions/space-marines/datasheets/cato-sicarius.md +++ /dev/null @@ -1,64 +0,0 @@ -# Cato Sicarius - -**Role:** Characters - -*A noble scion of Talassar, Cato Sicarius is amongst the most accomplished of the Ultramarines champions. As Captain of the Victrix Honour Guard, Sicarius demonstrates superior swordsmanship and is a true master of the lightning assault, deploying his warriors with a decisiveness and speed born of absolute confidence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 artisan plasma pistol; 1 Talassarian tempest blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artisan plasma pistol | 12 | 1 | 2 | 8 | -3 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Talassarian tempest blade – strike | Melee | 4 | 2 | 6 | -3 | 3 | devastating wounds | -| Talassarian tempest blade – sweep | Melee | 9 | 2 | 5 | -2 | 1 | sustained hits 1 | -| Talassarian tempest blade – coup de grace | Melee | 6 | 2 | 5 | -2 | 2 | precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Knight Champion of Macragge** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". -- **Honour or Death** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. -- **CAPTAIN OF THE HONOUR GUARD** (Fortification (левая колонка)): Your army cannot include more than one Captain Sicarius unit. - -**Keywords:** Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Cato, Sicarius -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Cato Sicarius – EPIC HERO - -**Leader:** -Can lead: Victrix Honour Guard - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/centurion-assault-squad.md b/cogitator/factions/space-marines/datasheets/centurion-assault-squad.md deleted file mode 100644 index 831ff7f..0000000 --- a/cogitator/factions/space-marines/datasheets/centurion-assault-squad.md +++ /dev/null @@ -1,48 +0,0 @@ -# Centurion Assault Squad - -**Role:** Other - -*There are few technologies better adapted for siege warfare than the Centurion Warsuit. Wading into thunderous storms of enemy fire, Centurion Assault Squads use their roaring siege drills to crack open armoured bunkers and tear apart tanks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 2+ | 4 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin flamer; siege drills; Centurion bolters. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Centurion bolters | 24 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Twin flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | -| Twin meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Siege drills | Melee | 3 | 3 | 10 | -2 | 3 | twin-linked | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Annihilator Protocols** (Datasheet): Melee weapons equipped by models in this unit have the [SUSTAINED HITS 2] ability when targeting MONSTER, VEHICLE or FORTIFICATION units. -- **Centurion Assault Launcher** (Wargear): The bearer has the Grenades keyword. - -**Keywords:** Infantry, Imperium, Centurion, Centurion Assault Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Assault Centurion Sergeant -- 2-5 Assault Centurions - -**Wargear Options:** -- Any number of models can each have their twin flamer replaced with 1 twin meltagun. -- Any number of models can each have their Centurion bolters replaced with 1 Centurion assault launcher. - -**Points:** -- 3 models: 150pts -- 6 models: 300pts diff --git a/cogitator/factions/space-marines/datasheets/centurion-devastator-squad.md b/cogitator/factions/space-marines/datasheets/centurion-devastator-squad.md deleted file mode 100644 index aa7674d..0000000 --- a/cogitator/factions/space-marines/datasheets/centurion-devastator-squad.md +++ /dev/null @@ -1,50 +0,0 @@ -# Centurion Devastator Squad - -**Role:** Other - -*Centurion Devastator Squads dominate the field of battle, their presence dictating the flow of action. They frequently operate with Stormraven Gunships, which transport the Space Marines inside their bulky warsuits to the next position, where they function as an armoured firebase to clear enemy-held positions of all opposition.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 7 | 2+ | 4 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** grav-cannon; Centurion bolters; Centurion fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Centurion bolters | 24 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | -| Centurion missile launcher | 36 | D3 | 3 | 9 | -2 | D3 | blast | -| Grav-cannon | 24 | 3 | 3 | 6 | -1 | 3 | anti-vehicle 2+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Centurion fists | Melee | 3 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Decimator Protocols** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Hit roll instead. - -**Keywords:** Centurion Devastator Squad, Centurion, Imperium, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Devastator Centurion Sergeant -- 2-5 Devastator Centurions - -**Wargear Options:** -- Any number of models can each have their Centurion bolters replaced with 1 Centurion missile launcher. -- Any number of models can each have their grav-cannon replaced with one of the following:- 1 twin heavy bolter -- 1 twin lascannon - -**Points:** -- 3 models: 175pts -- 6 models: 350pts diff --git a/cogitator/factions/space-marines/datasheets/cerberus.md b/cogitator/factions/space-marines/datasheets/cerberus.md deleted file mode 100644 index 76b9253..0000000 --- a/cogitator/factions/space-marines/datasheets/cerberus.md +++ /dev/null @@ -1,62 +0,0 @@ -# Cerberus - -**Role:** Other - -*The primary weapon of the Cerberus is the neutron pulse array, whose systems pre-date even the Great Crusade. Powered by an atomantic arc-reactor, this enormous anti-tank gun fires a pulsed beam of intense radiation that scythes straight through even the thickest armour and wreaks havoc on delicate systems within.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. - -**Keywords:** Cerberus, Smoke, Imperium, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Cerberus - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-cassius.md b/cogitator/factions/space-marines/datasheets/chaplain-cassius.md deleted file mode 100644 index efe3e30..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-cassius.md +++ /dev/null @@ -1,69 +0,0 @@ -# Chaplain Cassius - -**Role:** Characters - -*The fiery zeal of ancient Chaplain Cassius has inspired generations of Ultramarines towards victory. Several centuries of battle have only seen it blaze hotter than ever. On the battlefield he smites foes with furious blows of his crozius arcanum, or gouts of flame and salvoes of hellfire rounds from his combi-flamer, Infernus.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Infernus; artificer crozius. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernus | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Catechism of Death** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **Inspired Retribution** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -**Keywords:** Infantry, Character, Epic Hero, Chaplain Cassius, Imperium -**Faction Keywords:** Adeptus Astartes, Ultramarines - -**Unit Composition:** -- 1 Chaplain Cassius – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Wolf Guard, Sternguard Veteran Squad, Tactical Squad, Inner Circle Companions, Command Squad, Tyrannic War Veterans, Vanguard Veteran Squad With Jump Packs, Sternguard Veteran Squad, Crusader Squad (Legendary), Assault Squad, Deathwatch Veterans, Vanguard Veteran Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-grimaldus.md b/cogitator/factions/space-marines/datasheets/chaplain-grimaldus.md deleted file mode 100644 index cd28d5c..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-grimaldus.md +++ /dev/null @@ -1,93 +0,0 @@ -# Chaplain Grimaldus - -**Role:** Characters - -*High Chaplain Grimaldus is a beacon of Imperial faith. His fortitude is such that many of his brothers believe him invincible. His will is singular, his zeal coldly furious, and his martial skill attested by the trail of broken foes laid at his heels. His Cenobyte Servitors lurch to war at his side, bearing with them holy relics of the faith.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| GRIMALDUS | 6" | 4 | 3+ | 4 | 5+ | 1 | -| CENOBYTE SERVITOR | 6" | 4 | 3+ | 1 | 8+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -** If this unit’s Chaplain Grimaldus model is ever destroyed, all of this unit’s remaining Cenobyte Servitor models are also destroyed. While embarking within a Transport and while embarked within a TRANSPORT, each Cenobyte Servitor model in this unit takes up the space of 0 models.* - -**Chaplain Grimaldus is equipped with:** plasma pistol; artificer crozius. - -**Every Cenobyte Servitor is equipped with:** close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer crozius | Melee | 6 | 2 | 6 | -2 | 2 | — | -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Litanies of the Devout** (Datasheet): While this unit is leading a unit and contains a Chaplain Grimaldus model, each time a model in that unit makes a melee attack, you can re-roll the Hit roll. -- **Temple Relics** (Datasheet): In your Command phase, if this unit contains one or more Cenobyte Servitor models, select one Temple Relics ability (see left). Until the start of your next Command phase, this unit’s Chaplain Grimaldus model has that ability. -- **Banner of the Emperor Victorious** (Primarch): Add 1 to Advance and Charge rolls made for this unit. -- **Column from the Major Altar** (Primarch): Add 1 to the Toughness characteristic of models in this unit. -- **Water from the Stoup of Elucidation** (Primarch): Improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1. - -**Keywords:** Epic Hero, Tacticus, Imperium, Infantry, Character, Grenades, Chaplain Grimaldus -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain Grimaldus – EPIC HERO -- 3 Cenobyte Servitors* - -**Leader:** -Can lead: Infernus Squad, Assault Intercessor Squad, Crusader Squad (Legendary), Intercessor Squad, Fortis Kill Team, Vanguard Veteran Squad, Crusader Squad, Sword Brethren Squad, Assault Squad, Decimus Kill Team - -**Points:** -- 4 models: 110pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-in-terminator-armour.md b/cogitator/factions/space-marines/datasheets/chaplain-in-terminator-armour.md deleted file mode 100644 index 382b0a5..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-in-terminator-armour.md +++ /dev/null @@ -1,70 +0,0 @@ -# Chaplain In Terminator Armour - -**Role:** Characters - -*Every Space Marine is roused to war by the litanies of their Chaplains, and never is this spiritual fortification more vital than amidst the blood and horror of boarding actions and beachhead strikes. Thus, Chaplains are trained to wear formidable Terminator armour so they can fight alongside Veteran battle-brothers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Recitation of Faith** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds. -- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. - -**Keywords:** Imperium, Terminator, Chaplain, Deathwing, Infantry, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain in Terminator Armour - -**Wargear Options:** -- This model’s storm bolter can be replaced with 1 relic shield. - -**Leader:** -Can lead: Terminator Squad, Terminator Squad, Deathwatch Terminator Squad, Deathwing Knights, Deathwing Command Squad, Terminator Assault Squad, Deathwing Terminator Squad, Relic Terminator Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-kastiel.md b/cogitator/factions/space-marines/datasheets/chaplain-kastiel.md deleted file mode 100644 index c13f9a4..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-kastiel.md +++ /dev/null @@ -1,66 +0,0 @@ -# Chaplain Kastiel - -**Role:** Characters - -*Driven by a zealot’s fervour, Kastiel sets about his enemies with fury. Wielding his crozius arcanum, both a powerful weapon and symbol of office, he prosecutes his duties as Chaplain with vigour. Hurling litanies of hatred against his foes, he inspires his fellow Blood Ravens to even greater acts of heroism and honour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Zealot’s Fervour** (Datasheet): This model’s unit is eligible to charge in a turn in which it Fell Back. - -**Keywords:** Grenades, Epic Hero, Tacticus, Chaplain, Kastiel, Infantry, Character, Imperium -**Faction Keywords:** Blood Ravens, Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain Kastiel – EPIC HERO - -**Leader:** -Can lead: Infernus Squad, Intercessor Squad, Sternguard Veteran Squad, Fortis Kill Team, Sword Brethren Squad, Crusader Squad (Legendary), Bladeguard Veteran Squad, Vanguard Veteran Squad, Assault Intercessor Squad, Assault Squad, Tactical Squad, Deathwatch Veterans, Death Company Marines, Decimus Kill Team, Hellblaster Squad, Crusader Squad, Sternguard Veteran Squad, Death Company Marines with Bolt Rifles, Death Company Marines with Boltguns, Wolf Guard, Inner Circle Companions - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-on-bike.md b/cogitator/factions/space-marines/datasheets/chaplain-on-bike.md deleted file mode 100644 index 79468d0..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-on-bike.md +++ /dev/null @@ -1,62 +0,0 @@ -# Chaplain On Bike - -**Role:** Characters - -*When a Chaplain takes to the field on a Raider-pattern bike, he is able to keep pace with even the swiftest armoured advance or spearhead breakthrough. Fighting in such an action, he will urge his brothers to victory as he bellows his catechisms and charges headlong into the foe, crozius arcanum swinging.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; twin bolt rifle; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | -| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Catechism of Fire** (Datasheet): Each time this model’s unit is selected to shoot, you can select one enemy unit within 12" of and visible to this model. Until the end of the phase, ranged weapons equipped by models in this model’s unit have the [DEVASTATING WOUNDS] ability when targeting that enemy unit. - -**Keywords:** Mounted, Chaplain, Ravenwing, Imperium, Grenades, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain on Bike - -**Leader:** -Can lead: Outrider Squad, Ravenwing Black Knights, Bike Squad, Company Veterans On Bikes - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-venerable-dreadnought.md b/cogitator/factions/space-marines/datasheets/chaplain-venerable-dreadnought.md deleted file mode 100644 index faa952f..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-venerable-dreadnought.md +++ /dev/null @@ -1,65 +0,0 @@ -# Chaplain Venerable Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Dreadnought inferno cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Spiritual Leader** (Datasheet): Once per battle, at the start of any phase, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Deathwing, Dreadnought, Imperium, Walker, Vehicle, Chaplain Venerable Dreadnought -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain Venerable Dreadnought - -**Wargear Options:** -- This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 heavy flamer and 1 Dreadnought combat weapon -- 1 assault cannon -- 1 Dreadnought inferno cannon -- 1 heavy plasma cannon -- 1 multi-melta -- 1 twin lascannon -- This model’s assault cannon can be replaced with one of the following:- 1 Dreadnought inferno cannon -- 1 heavy plasma cannon -- 1 multi-melta -- 1 storm bolter and 1 Dreadnought combat weapon -- 1 heavy flamer and 1 Dreadnought combat weapon -- 1 twin lascannon - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain-with-jump-pack.md b/cogitator/factions/space-marines/datasheets/chaplain-with-jump-pack.md deleted file mode 100644 index cf812fd..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain-with-jump-pack.md +++ /dev/null @@ -1,85 +0,0 @@ -# Chaplain With Jump Pack - -**Role:** Characters - -*Ever are the roared litanies of the Chaplains needed all over the battlefield, to stir the hearts of battle-brothers and drive fear into the enemy. With a jump pack a Chaplain can thunder to wherever he is most needed, or spearhead furious assaults into the enemy’s positions himself.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | -| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Exhortation of Rage** (Datasheet): Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. - -**Keywords:** Jump Pack, Fly, Imperium, Chaplain, Infantry, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain with Jump Pack - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- 1 storm bolter -- 1 power fist - -**Leader:** -Can lead: Talonstrike Kill Team, Assault Squad with Jump Packs, Death Company Marines With Jump Packs, Vanguard Veteran Squad With Jump Packs, Assault Intercessors With Jump Packs, Wolf Guard, Death Company Marines with Boltguns and Jump Packs, Skyclaws - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/chaplain.md b/cogitator/factions/space-marines/datasheets/chaplain.md deleted file mode 100644 index 3577d8d..0000000 --- a/cogitator/factions/space-marines/datasheets/chaplain.md +++ /dev/null @@ -1,61 +0,0 @@ -# Chaplain - -**Role:** Characters - -*Cloak billowing in the heat of battle and absolvor pistol flaring, Chaplains stride purposefully into battle, the boom of their oration audible even over the furious din of conflict. Without rest they exhort their brothers to victory, steeling their hearts, minds and souls no matter the savagery of the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | Pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. -- **Spiritual Leader** (Datasheet): Once per battle, at the start of any phase, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Chaplain, Tacticus, Imperium, Grenades, Character, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Chaplain - -**Leader:** -Can lead: Death Company Marines, Assault Intercessor Squad, Deathwatch Veterans, Crusader Squad, Bladeguard Veteran Squad, Inner Circle Companions, Wolf Guard, Vanguard Veteran Squad, Death Company Marines with Boltguns, Infernus Squad, Sword Brethren Squad, Decimus Kill Team, Assault Squad, Fortis Kill Team, Tactical Squad, Death Company Marines with Bolt Rifles, Sternguard Veteran Squad, Intercessor Squad, Hellblaster Squad, Sternguard Veteran Squad, Crusader Squad (Legendary) - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/space-marines/datasheets/chief-librarian-mephiston.md b/cogitator/factions/space-marines/datasheets/chief-librarian-mephiston.md deleted file mode 100644 index e0727fc..0000000 --- a/cogitator/factions/space-marines/datasheets/chief-librarian-mephiston.md +++ /dev/null @@ -1,54 +0,0 @@ -# Chief Librarian Mephiston - -**Role:** Characters - -*Mephiston is an enormously powerful warrior and psyker. He is the only Blood Angel known to have suppressed the Black Rage, resurrecting from near death with exceptional strength, vigour and speed. Many whisper behind his back, asking what price he paid for such a transformation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 5 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; Fury of the Ancients; Vitarus. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fury of the Ancients – witchfire | 18 | 3 | 2 | 4 | -1 | D3 | pistol, psychic, sustained hits 1 | -| Fury of the Ancients – focused witchfire | 18 | 3 | 2 | 5 | -2 | D3 | hazardous, pistol, psychic, sustained hits 3 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vitarus | Melee | 6 | 2 | 9 | -3 | D3 | lethal hits, psychic | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **The Quickening (Psychic)** (Datasheet): This model is eligible to declare a charge in a turn in which it Advanced. -- **Transfixing Gaze (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. - -**Keywords:** Tacticus, Imperium, Psyker, Epic Hero, Character, Infantry, Chief Librarian Mephiston, Grenades -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Chief Librarian Mephiston – EPIC HERO - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/space-marines/datasheets/chief-librarian-tigurius.md b/cogitator/factions/space-marines/datasheets/chief-librarian-tigurius.md deleted file mode 100644 index fb12410..0000000 --- a/cogitator/factions/space-marines/datasheets/chief-librarian-tigurius.md +++ /dev/null @@ -1,63 +0,0 @@ -# Chief Librarian Tigurius - -**Role:** Characters - -*As Tigurius charges into battle, he assails the enemy with a tempest of psychic fury. Blasts of energy leap from his staff, hurling foes through the air and burning their souls to ash. It is the Chief Librarian’s acute foresight that is most valuable to his Chapter – his merest intuition is worth more than the predictions of an army of strategists and spies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Storm of the Emperor’s Wrath; Rod of Tigurius. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Storm of the Emperor’s Wrath – witchfire | 18 | D6 | 2 | 6 | -2 | 2 | blast, psychic | -| Storm of the Emperor’s Wrath – focused witchfire | 18 | 2D6 | 2 | 6 | -2 | 2 | blast, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rod of Tigurius | Melee | 5 | 3 | 7 | -2 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Hood of Hellfire** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds. -- **Master of Prescience (Psychic)** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. In addition, once per battle round, you can target that unit with one of the following Stratagems for OCP: Counter-offensive; Fire Overwatch; Go to Ground; Heroic Intervention - -**Keywords:** Tacticus, Chief Librarian Tigurius, Infantry, Character, Epic Hero, Psyker, Imperium -**Faction Keywords:** Adeptus Astartes, Ultramarines - -**Unit Composition:** -- 1 Chief Librarian Tigurius – EPIC HERO - -**Leader:** -Can lead: Devastator Squad, Deathwatch Veterans, Desolation Squad, Long Fangs, Crusader Squad, Sword Brethren Squad, Wolf Guard, Crusader Squad (Legendary), Bladeguard Veteran Squad, Assault Squad, Intercessor Squad, Sternguard Veteran Squad, Inner Circle Companions, Decimus Kill Team, Fortis Kill Team, Tactical Squad, Vanguard Veteran Squad, Assault Intercessor Squad, Sternguard Veteran Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/command-squad.md b/cogitator/factions/space-marines/datasheets/command-squad.md deleted file mode 100644 index 1dcf3b8..0000000 --- a/cogitator/factions/space-marines/datasheets/command-squad.md +++ /dev/null @@ -1,111 +0,0 @@ -# Command Squad - -**Role:** Other - -*Command Squads accompany a Chapter’s high-ranking officers. These veterans and specialists serve as honour guards and provide vital support to a commander. Champions defend their Company with martial excellence, Ancients guard its inspirational relic banners and Apothecaries tend to injuries or preserve the gene-seed of the fallen.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Apothecary is equipped with: **bolt pistol; Astartes chainsword. - -**The Company Ancient is equipped with:** bolt pistol; close combat weapon. - -**The Company Champion is equipped with:** bolt pistol; Champion’s blade; Astartes shield. - -**Each Company Veteran is equipped with:** bolt pistol; boltgun, close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | ANTI-VEHICLE 2+, HEAVY | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+ | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | HEAVY, MELTA 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Champion’s blade | Melee | 4 | 3 | 5 | -2 | 2 | precision | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 4 | 3 | 4 | -2 | 1 | twin-linked | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Narthecium** (Datasheet): While this unit contains an APOTHECARY, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to this unit. -- **Astartes Banner** (Datasheet): While this unit contains a Company Ancient, add 1 to the Objective Control characteristic of models in this unit. -- **Honour or Death** (Datasheet): While this unit contains a Company Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. -- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Company Heroes unit, it can also be attached to this unit. - -**Keywords:** Grenades, Imperium, Command Squad, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Apothecary -- 1 Company Ancient -- 1 Company Champion -- 2 Company Veterans - -**Wargear Options:** -- Any number of models can each have their bolt pistol replaced with one of the following:- 1 hand flamer -- 1 grav-pistol -- 1 inferno pistol -- 1 plasma pistol -- Any number of Company Veterans can each have their bolt pistol replaced with 1 Astartes shield. -- Any number of Company Veterans can each have their bolt pistol and boltgun replaced with 1 twin lightning claws. -- The Company Ancient’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- Any number of Company Veterans can each have their boltgun replaced with one of the following:- 1 Astartes chainsword -- 1 Astartes shield -- 1 combi-weapon -- 1 flamer -- 1 heavy bolter -- 1 heavy flamer -- 1 grav-cannon -- 1 grav-gun -- 1 lascannon -- 1 meltagun -- 1 missile launcher -- 1 multi-melta -- 1 plasma cannon -- 1 plasma gun -- 1 storm bolter -- 1 power fist -- 1 power weapon -- 1 thunder hammer - -**Leader:** -Led By: Marneus Calgar, Lieutenant, Captain Tycho, Gabriel Seth, Adrax Agatone, Captain, Kor’sarro Khan, Pedro Kantor, Vulkan He’stan, Captain Titus, Chaplain Cassius, Uriel Ventris, Captain Sicarius, Imperial Space Marine, Marneus Calgar in Armour of Antilochus, Blood Angels Captain, Ferren Areios - -**Points:** -- 5 models: 165pts diff --git a/cogitator/factions/space-marines/datasheets/commander-dante.md b/cogitator/factions/space-marines/datasheets/commander-dante.md deleted file mode 100644 index 71f9f2f..0000000 --- a/cogitator/factions/space-marines/datasheets/commander-dante.md +++ /dev/null @@ -1,66 +0,0 @@ -# Commander Dante - -**Role:** Characters - -*Dante soars over the battlefield, gleaming in his golden armour, before roaring into bloody battle on trails of fire. Once in the fray, the piercing gaze of his death mask freezes enemies in fright, while his perfectly placed strikes with the Axe Mortalis cut down foe after foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Perdition; the Axe Mortalis. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Perdition Pistol | 6 | 1 | 2 | 9 | -4 | D6 | melta 2, pistol, sustained hits d3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Axe Mortalis | Melee | 8 | 2 | 8 | -3 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Warden of the Imperium Nihilus** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Death Mask of Sanguinius** (Datasheet): At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test, subtracting 1 from that test when they do. - -**Keywords:** Commander Dante, Chapter Master, Tacticus, Imperium, Grenades, Fly, Epic Hero, Character, Infantry, Jump Pack -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Commander Dante – EPIC HERO - -**Leader:** -Can lead: Sanguinary Guard, Wolf Guard, Talonstrike Kill Team, Vanguard Veteran Squad, Assault Intercessors With Jump Packs, Assault Squad with Jump Packs, Vanguard Veteran Squad With Jump Packs, Skyclaws - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/space-marines/datasheets/company-champion-on-bike.md b/cogitator/factions/space-marines/datasheets/company-champion-on-bike.md deleted file mode 100644 index 51fb28b..0000000 --- a/cogitator/factions/space-marines/datasheets/company-champion-on-bike.md +++ /dev/null @@ -1,63 +0,0 @@ -# Company Champion On Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 4 | 2 | 5 | -2 | 2 | precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Honour or Death** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and you can target that unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. -- **Martial Superiority** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Company Champion, Imperium, Grenades, Character, Mounted, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Company Champion on Bike - -**Wargear Options:** -- None - -**Leader:** -Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/space-marines/datasheets/company-heroes.md b/cogitator/factions/space-marines/datasheets/company-heroes.md deleted file mode 100644 index 338b9b9..0000000 --- a/cogitator/factions/space-marines/datasheets/company-heroes.md +++ /dev/null @@ -1,56 +0,0 @@ -# Company Heroes - -**Role:** Other - -*A company’s most heroic battle-brothers fight alongside a Chapter’s high-ranking officers. These veterans and specialists serve as honour guards and provide vital support to a commander. Company Champions defend their Company’s honour with martial excellence, Ancients guard its inspirational banners and Company Veterans lay down hails o ffire from relic bolt weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Ancient is equipped with:** bolt pistol; bolt rifle; close combat weapon. - -**The Company Champion is equipped with:** bolt pistol; master-crafted power weapon. - -**One Company Veteran is equipped with:** bolt pistol; master-crafted heavy bolter; close combat weapon. - -**One Company Veteran is equipped with:** bolt pistol; master-crafted bolt rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt Pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | — | -| Master-crafted bolt rifle | 24 | 2 | 2 | 4 | -1 | 2 | DEVASTATING WOUNDS, RAPID FIRE 1 | -| Master-crafted heavy bolter | 36 | 3 | 3 | 5 | -1 | 3 | HEAVY, SUSTAINED HITS 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | PRECISION | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Astartes Banner** (Datasheet): While this unit contains an Ancient, add 1 to the Objective Control characteristic of models in this unit. -- **Command Squad** (Datasheet): While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. -- **COMPANY HEROES** (Special (правая колонка)): *You must attach one CAPTAIN or CHAPTER MASTER model to this unit. If this is not possible, this unit does not take part in the battle and counts as having been destroyed.* - -**Keywords:** Imperium, Infantry, Grenades, Ancient, Company Heroes, Tacticus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ancient -- 1 Company Champion -- 2 Company Veterans - -**Leader:** -Led By: Lieutenant, Captain Tycho, Gabriel Seth, Captain, Kor’sarro Khan, Pedro Kantor, Vulkan He’stan, Captain Sicarius, Marneus Calgar, Blood Angels Captain, Marneus Calgar in Armour of Antilochus, Adrax Agatone, Uriel Ventris, Captain Titus, Ferren Areios - -**Points:** -- 4 models: 105pts diff --git a/cogitator/factions/space-marines/datasheets/company-veterans-on-bikes.md b/cogitator/factions/space-marines/datasheets/company-veterans-on-bikes.md deleted file mode 100644 index b74ca2b..0000000 --- a/cogitator/factions/space-marines/datasheets/company-veterans-on-bikes.md +++ /dev/null @@ -1,85 +0,0 @@ -# Company Veterans On Bikes - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 2 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Vanguard Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **COMMAND SQUAD BODYGUARD** (Special (правая колонка)): If a Character model from your army with the Leader ability can be attached to a Bike Squad (Outrider Squad), it can be attached to this unit instead. - -**Keywords:** Ravenwing, Imperium, Mounted, Grenades, Company Veterans -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Veteran Biker Sergeant -- 1-4 Veteran Bikers - -**Wargear Options:** -- The Veteran Biker Sergeant’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 plasma pistol -- 1 storm bolter -- The Veteran Biker Sergeant’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- 1 thunder hammer -- Any number of Veteran Bikers’ bolt pistols can each be replaced with one of the following:- 1 grav-pistol -- 1 plasma pistol -- 1 thunder hammer -- 1 power fist -- 1 power weapon -- 1 storm shield -- Any number of Veteran Bikers’ Astartes chainswords can each be replaced with one of the following:- 1 flamer -- 1 grav-gun -- 1 grav-pistol -- 1 meltagun -- 1 plasma gun -- 1 plasma pistol -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- 1 storm shield - -**Leader:** -Led By: Sammael, Ancient on Bike, Captain on Bike, Ravenwing Command Squad, Librarian on Bike, Techmarine on Bike, Company Champion On Bike, Apothecary on Bike, Chaplain On Bike, Sanguinary Priest on Bike, Suboden Khan - -**Points:** -- 2 models: 110pts -- 5 models: 275pts diff --git a/cogitator/factions/space-marines/datasheets/corvus-blackstar.md b/cogitator/factions/space-marines/datasheets/corvus-blackstar.md deleted file mode 100644 index 40755b7..0000000 --- a/cogitator/factions/space-marines/datasheets/corvus-blackstar.md +++ /dev/null @@ -1,90 +0,0 @@ -# Corvus Blackstar - -**Role:** Other - -*Corvus Blackstars are sleek and shrouded aircraft used to insert kill teams into heavily infested landing zones or even xenos strongholds. With a barrage of missiles, Blackstars secure aerial supremacy and sweep the target site clear before firing their hover jets and delivering their deadly payload of elite warriors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 Blackstar rocket launchers; twin assault cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blackstar rocket launcher | 30 | D6+1 | 3 | 5 | 0 | 1 | blast | -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | — | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Blackstar Cluster Launcher** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 5+, that unit suffers 1 mortal wound. -- **Auspex Array** (Wargear): Ranged weapons equipped by the bearer have the [IGNORES COVER] ability. -- **Infernum Halo-launcher** (Wargear): The bearer has the SMOKE keyword. - -**Keywords:** Transport, Vehicle, Fly, Imperium, Corvus Blackstar, Aircraft -**Faction Keywords:** Adeptus Astartes, Deathwatch - -**Unit Composition:** -- 1 Corvus Blackstar - -**Wargear Options:** -- This model’s twin assault cannon can be replaced with 1 twin lascannon. -- This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers. -- This model can be equipped with 1 hurricane bolter. -- This model can be equipped with one of the following:- 1 auspex array -- 1 infernum halo-launcher - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry or Kill Team models. Each Jump Pack, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/space-marines/datasheets/crusade-ancient.md b/cogitator/factions/space-marines/datasheets/crusade-ancient.md deleted file mode 100644 index d863c14..0000000 --- a/cogitator/factions/space-marines/datasheets/crusade-ancient.md +++ /dev/null @@ -1,77 +0,0 @@ -# Crusade Ancient - -**Role:** Characters - -*Carrying their crusade’s icons and sacred standards, these veteran wardens are honoured warriors of exceptional resolve and determination. They raise high the tapestries depicting the crusade’s victories and the God-Emperor’s glory, exhorting their fellow Black Templars to greater heights of weaponised hate.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Vengeful Exhortation** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Martial Honour** (Datasheet): The first time a model in this model’s unit makes a melee attack that destroys one or more enemy units, until the end of the battle, while this model’s unit is not Battle-shocked, add 5 to this model’s Objective Control characteristic. - -**Keywords:** Imperium, Infantry, Character, Grenades, Crusade Ancient, Ancient, Tacticus -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Crusade Ancient - -**Leader:** -Can lead: Crusader Squad (Legendary), Crusader Squad, Sword Brethren Squad - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/crusader-squad-legendary.md b/cogitator/factions/space-marines/datasheets/crusader-squad-legendary.md deleted file mode 100644 index 87f1c6a..0000000 --- a/cogitator/factions/space-marines/datasheets/crusader-squad-legendary.md +++ /dev/null @@ -1,129 +0,0 @@ -# Crusader Squad (Legendary) - -**Role:** Battleline - -*Crusader Squads storm into battle with bolt rifles blazing and chainswords howling. Initiates aim jets of fire from their pyreblasters or swing crackling power fists into their foes, while hard-eyed Neophytes fight furiously to prove their martial worth under the stem gaze of their mentors.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NEOPHYTES | 6" | 4 | 4+ | 2 | 6+ | 2 | -| OTHER MODELS | 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; bolt pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes shotgun | 18 | 2 | 3 | 4 | 0 | 1 | assault | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | — | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | ANTI-VEHICLE 2+, HEAVY | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | -| Grav-pistol | 12 | 1 | 3 | 5 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | IGNORES COVER, PISTOL, TORRENT | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | MELTA 2, PISTOL | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | HEAVY, MELTA 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Storm bolter | 24 | 2 | 4 | 4 | 0 | 1 | RAPID FIRE 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Combat knife | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 3 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Righteous Zeal** (Datasheet): You can re-roll Advance and Charge rolls made for this unit. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Tactical Squad, it can be attached to this unit instead. - -**Keywords:** Infantry, Battleline, Imperium, Crusader Squad, Grenades -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Sword Brother -- 4-9 Initiates -- 0-10 Neophytes - -**Wargear Options:** -- The Sword Brother’s bolt pistol and boltgun can be replaced with 1 twin lightning claws or two different weapons from the following list*: -- 1 Astartes chainsword -- 1 bolt pistol -- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- 1 power fist -- 1 power weapon -- 1 storm bolter -- 1 thunder hammer -- Any number of Neophytes can each have their boltgun replaced with one of the following: -- 1 Astartes shotgun -- 1 combat knife -- Any number of Initiates can each have their boltgun replaced with 1 Astartes chainsword. -- 1 Initiate’s boltgun can be replaced with one of the following: -- 1 flamer -- 1 plasma gun -- 1 meltagun -- 1 grav-gun -- 1 Initiate’s boltgun can be replaced with one of the following: -- 1 power weapon -- 1 power fist -- 1 heavy bolter -- 1 heavy flamer -- 1 grav-cannon -- 1 lascannon -- 1 missile launcher -- 1 multi-melta -- 1 plasma cannon -- *This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). - -**Leader:** -Led By: Chief Librarian Tigurius, Marneus Calgar, Inquisitor Draxus, Lieutenant, Librarian, Captain Tycho, Brother Corbulo, Azrael, Ezekiel, Marshal, Inquisitor In Terminator Armour, Lazarus, Adrax Agatone, Judiciar, Pedro Kantor, Crusade Ancient, Chaplain Grimaldus, Execrator, High Marshal Helbrecht, Emperor’s Champion, Chaplain Cassius, Captain Sicarius, Imperial Space Marine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Inquisitor Eisenhorn, Asmodai, Vulkan He’stan, Blood Angels Captain, Gabriel Seth, Captain, Castellan, Sanguinary Priest, Techmarine, Uriel Ventris, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Kor’sarro Khan, Chaplain, Ferren Areios - -**Points:** -- 1 Sword Brother and 4 Initiates: 85pts -- 1 Sword Brother and 9 Initiates: 150pts -- 1 Sword Brother, 4 Initiates and 5 Neophytes: 135pts -- 1 Sword Brother, 9 Initiates and 10 Neophytes: 290pts diff --git a/cogitator/factions/space-marines/datasheets/crusader-squad.md b/cogitator/factions/space-marines/datasheets/crusader-squad.md deleted file mode 100644 index 1079e87..0000000 --- a/cogitator/factions/space-marines/datasheets/crusader-squad.md +++ /dev/null @@ -1,83 +0,0 @@ -# Crusader Squad - -**Role:** Battleline - -*Crusader Squads storm into battle with bolt rifles blazing and chainswords howling. Initiates aim jets of fire from their pyreblasters or swing crackling power fists into their foes, while hard-eyed Neophytes fight furiously to prove their martial worth under the stem gaze of their mentors.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| NEOPHYTES | 6" | 4 | 4+ | 2 | 6+ | 2 | -| OTHER MODELS | 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Sword Brother is equipped with:** heavy bolt pistol; master-crafted power weapon. - -**Every Initiate is equipped with:** bolt pistol; bolt rifle; close combat weapon. - -**Every Neophyte is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Neophyte firearm | 18 | 2 | 3 | 4 | 0 | 1 | assault | -| Pyre pistol | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | -| Pyreblaster | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | sustained hits 1 | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Master-crafted power weapon | Melee | 3 | 2 | 5 | -2 | 2 | lethal hits | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Righteous Zeal** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models in this unit were destroyed as a result of those attacks, this unit can make a Righteous Zeal move. To do so, roll one D6 and add 2 to the result: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Righteous Zeal move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Righteous Zeal move per phase. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. - -**Keywords:** Imperium, Crusader Squad, Infantry, Battleline, Grenades, Tacticus -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Sword Brother -- 5-11 Initiates -- 4-8 Neophytes - -**Wargear Options:** -- The Sword Brother’s heavy bolt pistol can be replaced with 1 pyre pistol. -- Any number of Neophytes can each have their bolt pistol and Astartes chainsword replaced with 1 Neophyte firearm and 1 close combat weapon. -- Any number of Initiates can each have their bolt rifle replaced with 1 heavy bolt pistol and 1 Astartes chainsword. -- For every 10 models in this unit, up to 2 Initiates can each have their bolt rifle replaced with one of the following: -- 1 heavy bolt pistol and 1 power fist -- 1 pyreblaster - -**Leader:** -Led By: Chief Librarian Tigurius, Marneus Calgar, Inquisitor Draxus, Lieutenant, Primaris Company Champion, Librarian, Captain Tycho, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, High Marshal Helbrecht, Inquisitor In Terminator Armour, Chaplain, Kor’sarro Khan, Techmarine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Blood Angels Captain, Inquisitor Eisenhorn, Uriel Ventris, Execrator, Crusade Ancient, Adrax Agatone, Judiciar, Chaplain Grimaldus, Castellan, Marshal, Emperor’s Champion, Lazarus, Sanguinary Priest, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Captain, Marneus Calgar in Armour of Antilochus, Captain Titus, Ferren Areios - -**Points:** -- 1 Sword Brother, 5 Initiates and 4 Neophytes: 150pts -- 1 Sword Brother, 11 Initiates and 8 Neophytes: 300pts diff --git a/cogitator/factions/space-marines/datasheets/cyberwolf.md b/cogitator/factions/space-marines/datasheets/cyberwolf.md deleted file mode 100644 index 9056ff8..0000000 --- a/cogitator/factions/space-marines/datasheets/cyberwolf.md +++ /dev/null @@ -1,60 +0,0 @@ -# Cyberwolf - -**Role:** Characters - -*If critically injured, the largest and most ferocious Fenrisian Wolves are rebuilt, mechanically augmented by the Chapter’s Iron Priests. These Cyberwolves may return to their old pack, to lead their kin and hunt with bionically enhanced muscles and steel fangs. Exhibiting such strength, flesh-and-blood wolves instinctively follow them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 6+ | 2 | 7+ | 0 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**This model is equipped with:** teeth and claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Teeth and claws | Melee | 4 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Close In for the Kill** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll. -- **Alpha Hunter** (Datasheet): While this model is leading a unit, models in that unit have the Scouts 6" ability. -- **WOLFKIN** (Special (правая колонка)): This model cannot be your Warlord and cannot be given Enhancements. - -**Keywords:** Character, Beast, Cyberwolf, Imperium -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Cyberwolf - -**Wargear Options:** -- None - -**Leader:** -Can lead: Fenrisian Wolves - -**Points:** -- 1 model: 20pts diff --git a/cogitator/factions/space-marines/datasheets/darnath-lysander.md b/cogitator/factions/space-marines/datasheets/darnath-lysander.md deleted file mode 100644 index 88d5736..0000000 --- a/cogitator/factions/space-marines/datasheets/darnath-lysander.md +++ /dev/null @@ -1,62 +0,0 @@ -# Darnath Lysander - -**Role:** Characters - -*Raising high his storm shield, Rampart, as he swings the Fist of Dorn, Lysander wades through his foes like a warship smashing through stormy seas. Each hammer blow reduces enemies to bloody ruin, sweeping whole ranks of warriors from their feet. All the while, Lysander’s obstinate scowl never wavers, his determination absolute.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 7 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 Fist of Dorn. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fist of Dorn | Melee | 5 | 2 | 10 | -3 | 3 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Icon of Obstinacy** (Datasheet): Each time an attack targets this model’s unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll. -- **Rampart** (Datasheet): Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save. -- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Terminator Assault Squad and Terminator Squad units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked. - -**Keywords:** Character, Epic Hero, Darnath Lysander, Captain, Imperium, Terminator, Infantry -**Faction Keywords:** Adeptus Astartes, Imperial Fists - -**Unit Composition:** -- 1 Darnath Lysander – EPIC HERO - -**Leader:** -Can lead: Terminator Squad, Deathwing Terminator Squad, Terminator Squad, Relic Terminator Squad, Deathwatch Terminator Squad, Terminator Assault Squad, Deathwing Command Squad, Deathwing Knights - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-captain-with-jump-pack.md b/cogitator/factions/space-marines/datasheets/death-company-captain-with-jump-pack.md deleted file mode 100644 index 6ff8440..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-captain-with-jump-pack.md +++ /dev/null @@ -1,85 +0,0 @@ -# Death Company Captain with Jump Pack - -**Role:** Characters - -*None of Sanguinius’sone are immune to the effects of the Black Rage. Should a Captain succumb to the Flaw, he will don the black and be outfitted with relic weapons for one final battle. Empowered by the depths of their madness, Death Company Captains slaughter their foes with violent fury as they seek absolution in death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | -| Plasma pistol - standard | 12 | 1 | 2 | 7 | -2 | 1 | Pistol | -| Plasma pistol - supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Lost to Fury** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Death Vision of Sanguinius** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Jump Pack, Fly, Infantry, Character, Captain, Death Company, Tacticus, Imperium, Grenades -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Death Company Captain with Jump Pack - -**Wargear Options:** -- This model’s heavy bolt pistol can be replaced with one of the following: -- 1 plasma pistol -- 1 hand flamer -- This model’s Astartes chainsword can be replaced with one of the following: -- 1 relic weapon -- 1 power fist - -**Leader:** -Can lead: Death Company Marines With Jump Packs - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-captain.md b/cogitator/factions/space-marines/datasheets/death-company-captain.md deleted file mode 100644 index 769d62b..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-captain.md +++ /dev/null @@ -1,76 +0,0 @@ -# Death Company Captain - -**Role:** Characters - -*None of Sanguinius’sone are immune to the effects of the Black Rage. Should a Captain succumb to the Flaw, he will don the black and be outfitted with relic weapons for one final battle. Empowered by the depths of their madness, Death Company Captains slaughter their foes with violent fury as they seek absolution in death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; master-crafted chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | -| Inferno pistol | 6 | 1 | 2 | 8 | -4 | D3 | melta 2, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted chainsword | Melee | 7 | 2 | 4 | -1 | 2 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Forlorn Hero** (Datasheet): While this model is leading a unit, unless that unit starts the battle embarked within a Transport, models in that unit have the Scouts 6" ability. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Death Vision of Sanguinius** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Captain, Death Company, Grenades, Tacticus, Imperium, Character, Infantry -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Death Company Captain - -**Wargear Options:** -- This model’s heavy bolt pistol can be replaced with 1 inferno pistol. -- This model’s master-crafted chainsword can be replaced with one of the following: -- 1 relic weapon -- 1 power fist - -**Leader:** -Can lead: Death Company Marines, Death Company Marines with Bolt Rifles - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-dreadnought-with-magna-grapple.md b/cogitator/factions/space-marines/datasheets/death-company-dreadnought-with-magna-grapple.md deleted file mode 100644 index f93c25d..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-dreadnought-with-magna-grapple.md +++ /dev/null @@ -1,62 +0,0 @@ -# Death Company Dreadnought with Magna-grapple - -**Role:** Other - -*Even being interred in a Dreadnought’s sarcophagus is insufficient to keep the Black Rage at bay. Death Company Dreadnoughts are like furious battering rams, desperate to smash into the enemy and tear them apart. They are potent terror weapons, unleashed to inflict as much damage as possible.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** meltagun; storm bolter; twin Furioso fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood talons | Melee | 7 | 3 | 8 | -2 | 3 | twin-linked | -| Twin Furioso fists | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Frenzied Reprisal** (Datasheet): Each time an enemy unit targets this model, after that unit has finished making its attacks, this model can either shoot as if it were your Shooting phase or fight as if it were the Fight phase. -- **Magna-grapple** (Datasheet): Add 2 to Charge rolls made for this model if one or more of the targets of that charge is a MONSTER or VEHICLE unit. -- **Smoke Launchers** (Wargear): The bearer loses the Magna-grapple ability and gains the SMOKE keyword. - -**Keywords:** Walker, Dreadnought, Death Company Dreadnought, Imperium, Vehicle -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Death Company Dreadnought - -**Wargear Options:** -- This model’s storm bolter can be replaced with 1 heavy flamer. -- This model’s meltagun can be replaced with 1 heavy flamer. -- This model’s Furioso fists can be replaced with 1 blood talons. -- This model can be equipped with 1 smoke launchers. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-dreadnought.md b/cogitator/factions/space-marines/datasheets/death-company-dreadnought.md deleted file mode 100644 index c7919a2..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-dreadnought.md +++ /dev/null @@ -1,64 +0,0 @@ -# Death Company Dreadnought - -**Role:** Other - -*Even being interred in a Dreadnought’s sarcophagus is insufficient to keep the Black Rage at bay. Death Company Dreadnoughts are like furious battering rams, desperate to smash into the enemy and tear them apart. They are potent terror weapons, unleashed to inflict as much damage as possible.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin Icarus ironhail heavy stubber; twin heavy bolter; blood fist bolt rifles; blood fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood fist bolt rifles | 24 | 4 | 3 | 4 | -1 | 1 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin Icarus ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | ANTI-FLY 4+, RAPID FIRE 3, TWIN-LINKED | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood fists | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | -| Blood talons - strike | Melee | 6 | 3 | 12 | -2 | 3 | twin-linked | -| Blood talons - sweep | Melee | 10 | 3 | 7 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Driven by Fury** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if this model was hit by one or more of those attacks, it can make a Driven by Fury move. To do so, roll one D6 and add 2 to the roll: this model moves a number of inches up to the result, but must finish as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, this model can be moved within Engagement Range of that enemy unit. A model cannot make a Driven by Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Driven by Fury move per phase. - -**Keywords:** Vehicle, Death Company Dreadnought, Dreadnought, Death Company, Imperium, Walker -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Death Company Dreadnought - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with 1 twin multi-melta. -- This model's blood fists and blood fist bolt rifles can be replaced with 1 blood talons. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-marines-with-bolt-rifles.md b/cogitator/factions/space-marines/datasheets/death-company-marines-with-bolt-rifles.md deleted file mode 100644 index 9282051..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-marines-with-bolt-rifles.md +++ /dev/null @@ -1,74 +0,0 @@ -# Death Company Marines with Bolt Rifles - -**Role:** Other - -*Every Blood Angel felt their hopes dashed when the first of the Primaris Space Marines brought to the Chapter by Roboute Guilliman fell to the Black Rage. With great solemnity were these brothers inducted into the Death Company. Their strength, combined with the fury of the Black Rage, is a terrifying sight to behold.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; bolt rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher - frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher - krak | 24 | 1 | 3 | 9 | -1 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Eviscerator | Melee | 3 | 3 | 7 | -2 | 2 | sustained hits 1 | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Visions of Heresy** (Datasheet): Once per turn, you can target this unit with the Fire Overwatch or the Heroic Intervention Stratagem for 0CP. While resolving that Stratagem, each time a model in this unit makes a ranged attack you can re-roll the Hit roll, or you can re-roll the Charge roll made for this unit (whichever applies). -- **ATTACHED UNIT** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to an Intercessor Squad unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Death Company Marines with Bolt Rifles, Death Company, Tacticus, Imperium, Grenades -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 5-10 Death Company Marines with Bolt Rifles - -**Wargear Options:** -- 1 model’s bolt rifle can be replaced with one of the following:- 1 Astartes chainsword -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- For every 5 models in this unit, 1 model's bolt rifle and close combat weapon can be replaced with 1 eviscerator. -- For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher. -- 1 model’s close combat weapon can be replaced with one of the following:- 1 Astartes chainsword -- 1 power fist -- 1 power weapon -- 1 thunder hammer - -**Leader:** -Led By: Tycho The Lost, Asmodai, Chaplain, Death Company Captain, Chaplain Kastiel - -**Points:** -- 5 models: 85pts -- 10 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-marines-with-boltguns-and-jump-packs.md b/cogitator/factions/space-marines/datasheets/death-company-marines-with-boltguns-and-jump-packs.md deleted file mode 100644 index 060f6ef..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-marines-with-boltguns-and-jump-packs.md +++ /dev/null @@ -1,75 +0,0 @@ -# Death Company Marines with Boltguns and Jump Packs - -**Role:** Other - -*Possessed of a near peerless ferocity and berserk fury created by horrific hallucinations, Death Company warriors are living weapons. When equipped with jump packs they are more lethal still, capable of bringing their terrible wrath upon the enemy that much more quickly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Berserk Fury** (Datasheet): You can re-roll Charge rolls made for this unit. -- **DEATH COMPANY** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs or an Assault Squad with Jump Packs, it can be attached to this unit instead. - -If a Character unit from your army with the Leader ability can be attached to a Death Company Marines with Jump Packs unit, it can be attached to this unit instead. - -**Keywords:** Fly, Jump Pack, Grenades, Death Company, Infantry, Death Company Marines with boltguns and Jump Packs, Imperium -**Faction Keywords:** Blood Angels, Adeptus Astartes - -**Unit Composition:** -- 5-10 Death Company Marines with Jump Packs - -**Wargear Options:** -- Any number of models can each have their boltgun and close combat weapon replaced with one of the following:- 1 Astartes chainsword and 1 bolt pistol -- 1 thunder hammer -- Any number of models can each have their bolt pistol replaced with one of the following:- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- Any number of models can each have their Astartes chainsword replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Led By: Astorath, Lemartes, Chaplain With Jump Pack - -**Points:** -- 5 models: 140pts -- 10 models: 280pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-marines-with-boltguns.md b/cogitator/factions/space-marines/datasheets/death-company-marines-with-boltguns.md deleted file mode 100644 index 362412f..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-marines-with-boltguns.md +++ /dev/null @@ -1,70 +0,0 @@ -# Death Company Marines with Boltguns - -**Role:** Other - -*Members of the Death Company are possessed of a berserk fury, driven insane by terrible visions and hallucinations. They seek nothing but death in battle, and such is their ferocity that they barely flinch at even the most grievous of injuries, thinking of nothing but the destruction of their enemies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **An Honourable Death in Combat** (Datasheet): Each time a model in this unit makes an attack, that attack has the [SUSTAINED HITS 1] ability if this unit is below its Starting Strength, or the [SUSTAINED HITS 2] ability if this unit is Below Half-strength. -- **DEATH COMPANY** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to a Tactical Squad, it can be attached to this unit instead. - -If a Character unit from your army with the Leader ability can be attached to a Death Company Marines unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Grenades, Imperium, Death Company, Death Company Marines with Boltguns -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 5-10 Death Company Marines - -**Wargear Options:** -- Any number of models can each have their boltgun and close combat weapon replaced with one of the following:- 1 Astartes chainsword and 1 bolt pistol -- 1 thunder hammer -- Any number of models can each have their bolt pistol replaced with one of the following:- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- Any number of models can each have their Astartes chainsword replaced with one of the following:- 1 power fist -- 1 power weapon - -**Leader:** -Led By: Tycho The Lost, Chaplain, Asmodai, Chaplain Kastiel - -**Points:** -- 5 models: 125pts -- 10 models: 250pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-marines-with-jump-packs.md b/cogitator/factions/space-marines/datasheets/death-company-marines-with-jump-packs.md deleted file mode 100644 index 123b485..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-marines-with-jump-packs.md +++ /dev/null @@ -1,79 +0,0 @@ -# Death Company Marines With Jump Packs - -**Role:** Other - -*The savagery induced by the Black Rage cannot be cured and so must be utilised to its fullest extent. When equipped with jump packs, Death Company Marines are lent great speed and mobility that, when allied to their vengeful rage, renders them lethal shock troops.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Savage Fury** (Datasheet): You can re-roll Charge rolls made for this unit. -- **ATTACHED UNIT** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs, it can be attached to this unit instead. - -**Keywords:** Infantry, Tacticus, Death Company, Death Company Marines with Jump Packs, Imperium, Grenades, Jump Pack, Fly -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 5-10 Death Company Marines with Jump Packs - -**Wargear Options:** -- For every 5 models in this unit, 1 model’s heavy bolt pistol can be replaced with 1 plasma pistol. -- For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator. -- 1 model’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- For every 5 models in this unit, 1 model’s heavy bolt pistol and Astartes chainsword can be replaced with one of the following:- 1 hand flamer and 1 Astartes chainsword -- 1 hand flamer and 1 power fist -- 1 hand flamer and 1 power weapon -- 1 heavy bolt pistol and 1 power fist -- 1 heavy bolt pistol and 1 power weapon -- 1 inferno pistol and 1 Astartes chainsword -- 1 inferno pistol and 1 power fist -- 1 inferno pistol and 1 power weapon -- 1 plasma pistol and 1 Astartes chainsword -- 1 plasma pistol and 1 power fist -- 1 plasma pistol and 1 power weapon - -**Leader:** -Led By: Astorath, Lemartes, Chaplain With Jump Pack, Death Company Captain with Jump Pack - -**Points:** -- 5 models: 120pts -- 10 models: 230pts diff --git a/cogitator/factions/space-marines/datasheets/death-company-marines.md b/cogitator/factions/space-marines/datasheets/death-company-marines.md deleted file mode 100644 index 74996d6..0000000 --- a/cogitator/factions/space-marines/datasheets/death-company-marines.md +++ /dev/null @@ -1,67 +0,0 @@ -# Death Company Marines - -**Role:** Other - -*Members of the Death Company are possessed of a berserk fury, driven insane by terrible visions and hallucinations. They seek nothing but death in battle, and such is their ferocity that they barely flinch at even the most grievous of Injuries, thinking of nothing but the destruction of their enemies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | pistol, melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Eviscerator | Melee | 3 | 4 | 7 | -2 | 2 | sustained hits 1 | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **An Honourable Death in Combat** (Datasheet): Each time a model in this unit makes an attack, that attack has the [SUSTAINED HITS 1] ability if this unit is below its Starting Strength, or the [SUSTAINED HITS 2] ability if this unit is Below Half-strength. -- **ATTACHED UNIT** (Special (правая колонка)): If a Chaplain model from your army with the Leader ability can be attached to an Assault Intercessor Squad unit, it can be attached to this unit instead. - -**Keywords:** Grenades, Infantry, Imperium, Tacticus, Death Company, Death Company Marines -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 5-10 Death Company Marines - -**Wargear Options:** -- 1 model's heavy bolt pistol can be replaced with one of the following:- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- For every 5 models in this unit, 1 model's Astartes chainsword can be replaced with equipped with 1 eviscerator. -- 1 model’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- 1 thunder hammer - -**Leader:** -Led By: Tycho The Lost, Asmodai, Chaplain, Death Company Captain, Chaplain Kastiel - -**Points:** -- 5 models: 85pts -- 10 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/deathstorm-drop-pod.md b/cogitator/factions/space-marines/datasheets/deathstorm-drop-pod.md deleted file mode 100644 index 34f045c..0000000 --- a/cogitator/factions/space-marines/datasheets/deathstorm-drop-pod.md +++ /dev/null @@ -1,49 +0,0 @@ -# Deathstorm Drop Pod - -**Role:** Other - -*Deathstorm Drop Pods act as a battlefield delivery method not for troops or vehicles, but instead for automated weapons systems such as Whirlwind missile launchers or assault cannons. Once in place, these potent weapons unleash a massive volley of firepower, clearing the way for a full-scale ground assault.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 7 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** deathstorm cannon array. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deathstorm cannon array | 18 | 12 | 4 | 6 | 0 | 1 | sustained hits 2 | -| Deathstorm missile array | 18 | 2D6 | 4 | 8 | -2 | 2 | blast | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Deathstorm Assault** (Datasheet): This model must start the battle in Reserves, but it is not counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Imperium, Deathstorm Drop Pod, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Deathstorm Drop Pod - -**Wargear Options:** -- This model’s deathstorm cannon array can be replaced with 1 deathstorm missile array - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/deathwatch-terminator-squad.md b/cogitator/factions/space-marines/datasheets/deathwatch-terminator-squad.md deleted file mode 100644 index 6c01423..0000000 --- a/cogitator/factions/space-marines/datasheets/deathwatch-terminator-squad.md +++ /dev/null @@ -1,89 +0,0 @@ -# Deathwatch Terminator Squad - -**Role:** Other - -*The indomitable warriors honoured to wear hulking suits of Terminator armour are an inspiring sight to their brethren. Deathwatch Terminators carry the most powerful close combat weapons, and the strength and durability of their armour allows them to take the heaviest firepower directly into hidden xenos lairs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** power fist; storm bolter. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Terminatus Assault** (Datasheet): You can re-roll Charge rolls made for this unit. Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test. If that enemy unit does not have the IMPERIUM or CHAOS keywords, subtract 1 from that test. -- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not within your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" horizontally of one or more enemy units. That token is then removed. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. - -**Keywords:** Deathwatch Terminator Squad, Infantry, Imperium, Terminator, Kill Team -**Faction Keywords:** Deathwatch, Adeptus Astartes - -**Unit Composition:** -- 1 Deathwatch Terminator Sergeant -- 4-9 Deathwatch Terminators - -**Wargear Options:** -- Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following:- 1 assault cannon -- 1 heavy flamer -- 1 plasma cannon -- 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced) -- Any number of models can each have their power fist and storm bolter replaced with one of the following:- 1 storm bolter and 1 power weapon -- 1 storm bolter and 1 chainfist -- 1 thunder hammer and 1 storm shield -- 1 twin lightning claws - -**Leader:** -Led By: Deathwing Strikemaster, Belial, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 190pts -- 10 models: 350pts diff --git a/cogitator/factions/space-marines/datasheets/deathwatch-veterans.md b/cogitator/factions/space-marines/datasheets/deathwatch-veterans.md deleted file mode 100644 index ecddcb1..0000000 --- a/cogitator/factions/space-marines/datasheets/deathwatch-veterans.md +++ /dev/null @@ -1,86 +0,0 @@ -# Deathwatch Veterans - -**Role:** Battleline - -*Deathwatch Veterans’ skills have been honed in their former Chapter for decades, sometimes centuries. Throughout their long vigil against the manifold xenos threats, each Veteran learns to arm himself so as to best contribute to the mission at hand, and squads carry an array of weapons to fell any foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Deathwatch shotgun | 24 | 2 | 3 | 4 | 0 | 2 | assault | -| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | -| Infernus heavy bolter – heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Stalker-pattern boltgun | 24 | 1 | 3 | 4 | -1 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Shield blades | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Deathwatch thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to a Sternguard Veteran Squad, it can be attached to this unit instead. - -**Keywords:** Infantry, Battleline, Grenades, Imperium, Kill Team, Deathwatch Veterans -**Faction Keywords:** Deathwatch, Adeptus Astartes - -**Unit Composition:** -- 1 Watch Sergeant -- 4-9 Deathwatch Veterans - -**Wargear Options:** -- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following: -- 1 boltgun, 1 Astartes shield and 1 close combat weapon -- 1 power weapon and 1 Astartes shield -- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer. -- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 stalker-pattern boltgun and 1 close combat weapon. -- For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon. -- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon. -- For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon. -- 1 model’s boltgun and power weapon can be replaced with 1 Black Shield blades. -- The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade. -- The Watch Sergeant’s boltgun can be replaced with 1 combi-weapon. - -**Leader:** -Led By: Chief Librarian Tigurius, Inquisitor Draxus, Lieutenant, Librarian, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Inquisitor In Terminator Armour, Lazarus, Chaplain, Captain, Judiciar, Pedro Kantor, Castellan, Emperor’s Champion, Watch Master, Watch Captain Artemis, Captain Sicarius, Inquisitor Greyfax, Inquisitor Coteaz, Blood Angels Captain, Inquisitor Eisenhorn, Adrax Agatone, Kor’sarro Khan, Marshal, Primaris Company Champion, Chaplain Cassius, Marneus Calgar, Uriel Ventris, Inquisitor Ostromandeus, Inquisitor, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Apothecary, Ancient, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 100pts -- 10 models: 190pts diff --git a/cogitator/factions/space-marines/datasheets/deathwing-command-squad.md b/cogitator/factions/space-marines/datasheets/deathwing-command-squad.md deleted file mode 100644 index a9a5ed6..0000000 --- a/cogitator/factions/space-marines/datasheets/deathwing-command-squad.md +++ /dev/null @@ -1,84 +0,0 @@ -# Deathwing Command Squad - -**Role:** Other - -*On occasion a Deathwing squad will be formed into an honour guard to accompany high-ranking members of the Inner Circle, such as Librarians, Interrogator-Chaplains and even Company Masters. Together, they will lead their brothers straight into the heart of battle, where their skills are most needed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Deathwing Ancient is equipped with:** storm bolter; power fist. - -**The Deathwing Apothecary is equipped with:** storm bolter; chainfist. - -**The Deathwing Champion is equipped with:** halberd of Caliban. - -**Every Deathwing Command Terminator is equipped with:** storm bolter; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Halberd of Caliban | Melee | 5 | 3 | 6 | -2 | 2 | precision | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. -- **Narthecium** (Datasheet): While this unit contains an Apothecary, in your Command phase, you can return 1 destroyed model (excluding Character models) to this unit. -- **Astartes Banner** (Datasheet): While this unit contains an Ancient, add 1 to the Objective Control characteristic of its models. -- **Honour or Death** (Datasheet): While this unit contains a Company Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. - -**Keywords:** Infantry, Terminator, Imperium, Deathwing Command Squad, Deathwing -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 1 Deathwing Ancient -- 1 Deathwing Apothecary -- 1 Deathwing Champion -- 2-7 Deathwing Command Terminators - -**Wargear Options:** -- Any number of Deathwing Command Terminators can each have their storm bolter and power fist replaced with one of the following:- 1 twin lightning claws -- 1 thunder hammer and 1 storm shield -- Any number of Deathwing Command Terminators can each have their power fist replaced with 1 chainfist. -- 1 Deathwing Command Terminator’s power fist can be replaced with 1 power weapon. -- For every 5 models in this unit, 1 Deathwing Command Terminator can replace its storm bolter with one of the following:- 1 assault cannon -- 1 heavy flamer -- 1 plasma cannon -- 1 storm bolter and 1 cyclone missile launcher (this model’s storm bolter cannot be replaced) -- This unit can be equipped with 1 Watcher in the Dark.* -- * The rules for a Watcher in the Dark can be found on the Deathwing Knights datasheet. - -**Leader:** -Led By: Deathwing Strikemaster, Belial, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Darnath Lysander, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 200pts -- 10 models: 400pts diff --git a/cogitator/factions/space-marines/datasheets/deathwing-knights.md b/cogitator/factions/space-marines/datasheets/deathwing-knights.md deleted file mode 100644 index fed3c07..0000000 --- a/cogitator/factions/space-marines/datasheets/deathwing-knights.md +++ /dev/null @@ -1,58 +0,0 @@ -# Deathwing Knights - -**Role:** Other - -*Deathwing Knights are the Chapter’s ultimate death-dealers, their strikes breaking the enemy’s back in one fell swoop. Equipped with heirloom wargear, they teleport into the heart of the thickest fighting, led by Knight Masters who are whirlwinds of deathly destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Knight Master is equipped with:** great weapon of the Unforgiven. - -**Every Deathwing Knight is equipped with:** mace of absolution. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Great weapon of the Unforgiven | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, sustained hits 1 | -| Mace of absolution | Melee | 4 | 2 | 6 | -2 | 2 | ANTI-MONSTER 4+, ANTI-VEHICLE 4+ | -| Power weapon | Melee | 5 | 2 | 6 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 7 | -2 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed. -- **Inner Circle** (Datasheet): Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack. -- **Watcher in the Dark** (Wargear): Once per battle, in any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES model in this unit, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability against mortal wounds. - -**Designer’s Note:** *Place a Watcher in the Dark token next to the unit, removing it when this ability has been used.* -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. - -**Keywords:** Deathwing, Imperium, Infantry, Terminator, Deathwing Knights -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Knight Master -- 4 Deathwing Knights - -**Wargear Options:** -- The Knight Master’s great weapon of the Unforgiven can be replaced with 1 relic weapon. -- All Deathwing Knights in this unit can each have their mace of absolution replaced with 1 power weapon. -- This unit can be equipped with 1 Watcher in the Dark. - -**Leader:** -Led By: Deathwing Strikemaster, Belial, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Ancient In Terminator Armour, Darnath Lysander, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 250pts diff --git a/cogitator/factions/space-marines/datasheets/deathwing-strikemaster.md b/cogitator/factions/space-marines/datasheets/deathwing-strikemaster.md deleted file mode 100644 index fe934b0..0000000 --- a/cogitator/factions/space-marines/datasheets/deathwing-strikemaster.md +++ /dev/null @@ -1,80 +0,0 @@ -# Deathwing Strikemaster - -**Role:** Characters - -*Deathwing Strikemasters serve as the Deathwing’s Lieutenants. To earn such an esteemed rank they have carried out deeds of enormous bravery on countless battlefields, honing their skills as warriors and leaders. In battle they guide their Deathwing brethren with skill and pride, bringing death to the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 4 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | -| Mace of absolution | Melee | 5 | 2 | 6 | -1 | 3 | — | -| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | -| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | -| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 6. -- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Vanquish the Foe** (Datasheet): Each time this model makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Imperium, Terminator, Character, Infantry, Deathwing, Deathwing Strikemaster, Lieutenant -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Deathwing Strikemaster - -**Wargear Options:** -- This model’s storm bolter and master-crafted power weapon can be replaced with either 1 twin lightning claws, or two different weapons from the following list:- 1 storm bolter -- 1 chainfist -- 1 mace of absolution -- 1 power fist -- 1 thunder hammer -- 1 storm shield - -**Leader:** -Can lead: Deathwatch Terminator Squad, Deathwing Knights, Deathwing Terminator Squad, Terminator Squad, Deathwing Command Squad, Relic Terminator Squad, Terminator Assault Squad, Terminator Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/deathwing-terminator-squad.md b/cogitator/factions/space-marines/datasheets/deathwing-terminator-squad.md deleted file mode 100644 index be12e0c..0000000 --- a/cogitator/factions/space-marines/datasheets/deathwing-terminator-squad.md +++ /dev/null @@ -1,72 +0,0 @@ -# Deathwing Terminator Squad - -**Role:** Other - -*Deploying rapidly onto the battlefield via blazing teleport strike or within the armoured hull of a large transport, Deathwing Terminator Squads pour heavy fire into their enemies or engage them in brutal melee, smashing them apart with thunder hammers or cutting them to ribbons with lightning claws.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Deathwing Sergeant is equipped with:** storm bolter; power weapon. - -**Every Deathwing Terminator is equipped with:** storm bolter; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 1 | blast | -| Plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 2 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed. -- **Deathwing** (Datasheet): Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or to the Hit roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected at the start of your Command phase for the Oath of Moment ability, add 1 to the Hit roll. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can be attached to this unit instead. -- **Watcher in the Dark** (Wargear): Once per battle, in any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES model in this unit, this unit can summon a Watcher in the Dark. When it does, until the end of the phase, models in this unit have the Feel No Pain 4+ ability against mortal wounds. - -**Designer’s Note:** *Place a Watcher in the Dark token next to the unit, removing it when this ability has been used.* - -**Keywords:** Deathwing, Imperium, Deathwing Terminator Squad, Terminator, Infantry -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 1 Deathwing Sergeant -- 4-9 Deathwing Terminators - -**Wargear Options:** -- Any number of Deathwing Terminators can each have their power fist replaced with 1 chainfist. -- For every 5 models in this unit, 1 Deathwing Terminator can replace its storm bolter with one of the following:- 1 assault cannon -- 1 heavy flamer -- 1 plasma cannon -- 1 storm bolter and 1 cyclone missile launcher (this model’s storm bolter cannot be replaced) -- This unit can be equipped with 1 Watcher in the Dark. - -**Leader:** -Led By: Deathwing Strikemaster, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Belial, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 180pts -- 10 models: 360pts diff --git a/cogitator/factions/space-marines/datasheets/decimus-kill-team.md b/cogitator/factions/space-marines/datasheets/decimus-kill-team.md deleted file mode 100644 index fe01777..0000000 --- a/cogitator/factions/space-marines/datasheets/decimus-kill-team.md +++ /dev/null @@ -1,103 +0,0 @@ -# Decimus Kill Team - -**Role:** Battleline - -*The Decimus Kill Team provides a force-appropriate response to any alien threat at a squad-based level. Every warrior in this hand-picked squad possesses their own specialisms and an array of potent armaments that make them the bane of not only xenos foes but any enemy unlucky enough to bar their path.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM SERGEANT, DEATHWATCH VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | -| GRAVIS VETERAN | 5" | 6 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kill Team Sergeant is equipped with:** plasma pistol; power weapon. - -**Each Gravis Veteran is equipped with:** infernus heavy bolter; bolt pistol; close combat weapon. - -**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** stalker bolt rifle; bolt pistol; close combat weapon. - -**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** bolt pistol; heavy thunder hammer. - -**For every 5 models in the unit, 1 Deathwatch Veteran is equipped with:** Deathwatch marksman bolt carbine; special-issue bolt pistol; close combat weapon. - -**If the unit contains 10 models, 1 Deathwatch Veteran is equipped with:** special-issue bolt pistol; xenophase blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol, lethal hits | -| Deathwatch marksman bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | heavy, lethal hits | -| Frag cannon | 18 | D3 | 3 | 7 | -2 | 2 | blast, heavy, lethal hits, rapid fire d3 | -| Hellstorm bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | assault, heavy, lethal hits | -| Infernus heavy bolter – heavy bolter | 36 | 3 | 3 | 5 | -2 | 3 | SUSTAINED HITS 1 | -| Infernus heavy bolter – heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | -| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Special-issue bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol, precision, lethal hits | -| Stalker bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | heavy, lethal hits, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | -| Heavy thunder hammer | Melee | 3 | 4 | 10 | -2 | 3 | devastating wounds | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 2 | sustained hits 1 | -| Xenophase blade | Melee | 4 | 3 | 5 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Death to the Alien** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead. -- **Astartes Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. - -**Keywords:** Tacticus, Gravis, Infantry, Battleline, Grenades, Imperium, Kill Team, Decimus Kill Team -**Faction Keywords:** Adeptus Astartes, Deathwatch - -**Unit Composition:** -- 1 Kill Team Sergeant -- 1 Gravis Veteran -- 3 Deathwatch Veterans -- OR -- 1 Kill Team Sergeant -- 2 Gravis Veterans -- 7 Deathwatch Veterans - -**Wargear Options:** -- For every 5 models in the unit, up to 1 model’s infernus heavy bolter can be replaced with one of the following:- 1 frag cannon. -- 1 hellstorm bolt rifle and 1 Astartes grenade launcher. -- For every 5 models in the unit, up to 1 model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield. -- For every 5 models in the unit, up to 1 model’s stalker bolt rifle can be replaced with 1 plasma incinerator. -- For every 5 models in the unit, up to 1 model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife. - -**Leader:** -Led By: Marneus Calgar, Chief Librarian Tigurius, Inquisitor Draxus, Lieutenant, Librarian, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Inquisitor In Terminator Armour, Chaplain, Adrax Agatone, Captain, Judiciar, Emperor’s Champion, Marshal, Techmarine, Inquisitor Greyfax, Inquisitor, Apothecary, Ancient, Blood Angels Captain, Inquisitor Eisenhorn, Uriel Ventris, Castellan, Kor’sarro Khan, Captain Tycho, Inquisitor Coteaz, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Primaris Company Champion, Ezekiel, Lazarus, Chaplain Grimaldus, High Marshal Helbrecht, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/deimos-predator.md b/cogitator/factions/space-marines/datasheets/deimos-predator.md deleted file mode 100644 index ef6807b..0000000 --- a/cogitator/factions/space-marines/datasheets/deimos-predator.md +++ /dev/null @@ -1,68 +0,0 @@ -# Deimos Predator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasma destroyer; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Infernus cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Magna-melta cannon | 18 | 2 | 3 | 12 | -4 | D6 | melta 4 | -| Plasma destroyer – standard | 36 | D3 | 3 | 8 | -2 | 2 | blast | -| Plasma destroyer – supercharge | 36 | D3 | 3 | 9 | -3 | 3 | blast, hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Imperium, Deimos Predator -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Deimos Predator - -**Wargear Options:** -- This model’s plasma destroyer can be replaced with one of the following:- 1 conversion beam cannon -- 1 infernus cannon -- 1 magna-melta cannon -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 lascannons -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/space-marines/datasheets/deredeo-dreadnought.md b/cogitator/factions/space-marines/datasheets/deredeo-dreadnought.md deleted file mode 100644 index 951d607..0000000 --- a/cogitator/factions/space-marines/datasheets/deredeo-dreadnought.md +++ /dev/null @@ -1,65 +0,0 @@ -# Deredeo Dreadnought - -**Role:** Other - -*While the Deredeo Dreadnought shares many core systems with the famed Contemptor class, it was expressly designed as a heavy weapons platform, combining superior firepower with the flexibility of a walker. Now rare, Deredeos are treasured assets whose survivability and killing power have proved decisive on countless battlefields.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | -| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | -| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | -| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Deathwing, Vehicle, Walker, Smoke, Dreadnought, Deredeo Dreadnought, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Deredeo Dreadnought - -**Wargear Options:** -- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery -- 1 hellfire plasma carronade -- 1 volkite falconet battery -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with one of the following:- 1 aiolos missile launcher -- 1 boreas air defence missiles - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/desolation-squad.md b/cogitator/factions/space-marines/datasheets/desolation-squad.md deleted file mode 100644 index f08477b..0000000 --- a/cogitator/factions/space-marines/datasheets/desolation-squad.md +++ /dev/null @@ -1,51 +0,0 @@ -# Desolation Squad - -**Role:** Other - -*Desolation Marines specialise in unleashing widespread devastation throughout the enemy ranks. Whether direct-firing warheads into massed infantry or enemy armour, or raining salvoes down upon the enemy with their castellan launchers, these warriors reap a grievous toll amongst the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; castellan launcher; superfrag rocket launcher; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Castellan launcher | 36 | D3 | 3 | 4 | 0 | 1 | blast, indirect fire | -| Superfrag rocket launcher | 48 | D6+1 | 4 | 5 | 0 | 1 | blast, heavy | -| Superkrak rocket launcher | 48 | 1 | 4 | 10 | -2 | D6+1 | heavy | -| Vengor launcher | 48 | D6 | 2 | 7 | -1 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Targeter Optics** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. - -**Keywords:** Desolation Squad, Imperium, Grenades, Infantry, Tacticus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Desolation Sergeant -- 4 Desolation Marines - -**Wargear Options:** -- All of the models in this unit can each have their superfrag rocket launcher replaced with 1 superkrak rocket launcher. -- The Desolation Sergeant’s superfrag rocket launcher or superkrak rocket launcher can be replaced with 1 vengor launcher. - -**Leader:** -Led By: Chief Librarian Tigurius, Sanguinary Priest, Brother Corbulo, Techmarine, Apothecary, Ancient, Librarian - -**Points:** -- 5 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/devastator-squad.md b/cogitator/factions/space-marines/datasheets/devastator-squad.md deleted file mode 100644 index c6fc4dd..0000000 --- a/cogitator/factions/space-marines/datasheets/devastator-squad.md +++ /dev/null @@ -1,84 +0,0 @@ -# Devastator Squad - -**Role:** Other - -*Devastator Squads pound the enemy at long range with overwhelming heavy weapons fire, annihilating any caught in the ferocious blasts. Once they have secured the perfect firing position, they hold it firmly, providing their battle-brothers with intense covering fire as they advance.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | anti-vehicle 2+, heavy | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | heavy | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HAZARDOUS, HEAVY | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Signum** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. -- **Armorium Cherub** (Datasheet): Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6. -- **Designer’s Note** (Datasheet): *Place an Armorium Cherub token next to the unit, removing it once this ability has been used.* - -**Keywords:** Grenades, Infantry, Devastator Squad, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Devastator Sergeant -- 4-9 Devastator Marines - -**Wargear Options:** -- Up to 4 Devastator Marines can each have their boltgun replaced with one of the following: -- 1 grav-cannon -- 1 heavy bolter -- 1 lascannon -- 1 missile launcher -- 1 multi-melta -- 1 plasma cannon -- The Devastator Sergeant’s bolt pistol and boltgun can be replaced with two different weapons from the following list:* -- 1 Astartes chain sword -- 1 bolt pistol -- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 plasma pistol -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol) - -**Leader:** -Led By: Chief Librarian Tigurius, Librarian, Sanguinary Priest, Brother Corbulo, Techmarine, Imperial Space Marine, Apothecary, Ancient - -**Points:** -- 5 models: 120pts -- 10 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/dreadnought-drop-pod.md b/cogitator/factions/space-marines/datasheets/dreadnought-drop-pod.md deleted file mode 100644 index c4bf09f..0000000 --- a/cogitator/factions/space-marines/datasheets/dreadnought-drop-pod.md +++ /dev/null @@ -1,51 +0,0 @@ -# Dreadnought Drop Pod - -**Role:** Other - -*Larger and more robust than the infantry equivalents, Dreadnought Drop Pods give Space Marine commanders the option of deploying armoured walkers directly into the theatre of battle. Still hot from its meteoric descent through the atmosphere, a Drop Pod’s ramps slam open to disgorge its deadly cargo into the enemy’s midst.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 7 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Drop Pod Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it. - -**Keywords:** Imperium, Transport, Dreadnought Drop Pod, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Dreadnought Drop Pod - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 1 Dreadnought model. - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/dreadnought.md b/cogitator/factions/space-marines/datasheets/dreadnought.md deleted file mode 100644 index 880fef4..0000000 --- a/cogitator/factions/space-marines/datasheets/dreadnought.md +++ /dev/null @@ -1,61 +0,0 @@ -# Dreadnought - -**Role:** Other - -*Dreadnoughts are bipedal combat walkers piloted by centuries-old fallen heroes of the Chapter, kept alive by esoteric technologies in an ancient sarcophagus at the Dreadnought’s heart. Equipped with devastating heavy weapons, they can annihilate the enemy from afar or crush them to paste in brutal melee.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Wisdom of the Ancients (Aura)** (Datasheet): While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1. - -**Keywords:** Dreadnought, Imperium, Smoke, Walker, Vehicle, Deathwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Dreadnought - -**Wargear Options:** -- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon -- 1 multi-melta -- 1 twin lascannon -- This model’s Dreadnought combat weapon and storm bolter can be replaced with one of the following:- 1 missile launcher and 1 close combat weapon -- 1 heavy flamer and 1 Dreadnought combat weapon - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/space-marines/datasheets/drop-pod.md b/cogitator/factions/space-marines/datasheets/drop-pod.md deleted file mode 100644 index 177a1de..0000000 --- a/cogitator/factions/space-marines/datasheets/drop-pod.md +++ /dev/null @@ -1,50 +0,0 @@ -# Drop Pod - -**Role:** Dedicated Transports - -*Launched from ships in low orbit, Drop Pods full of Space Marines slam into the battlefield, their hatches blowing open upon the violent impact. Within seconds, the squad bursts out with weapons firing. Such deadly strikes send the foe into disarray as their lines are torn apart in the furious assault.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 7 | 3+ | 8 | 6+ | 0 | - -**Invulnerable Save:** - - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Drop Pod Assault** (Datasheet): This model must start the battle in Reserves and can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. -- **Combat Disembarkation** (Datasheet): Each time a unit disembarks from this model after it has been set up on the battlefield, that unit is still eligible to declare a charge this turn. -- **Deployment Complete** (Datasheet): Once this unit is set up on the battlefield and all units within it have disembarked, until the end of the battle, units cannot embark within this TRANSPORT. -- **Designer’s Note** (Без заголовка): *The highlighted portions of this model are the only parts that are considered to make up its hull. Models can be set up or end a move on any part of this model that is not highlighted in red. If any models are on non-highlighted sections of this model when it is destroyed, place those models as close to their original position as possible, on the battlefield, after removing this model.* - -$000003426 - -**Keywords:** Vehicle, Transport, Dedicated Transport, Imperium, Drop Pod -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Drop Pod - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. It cannot transport Centurion, Gravis, Jump Pack, Wulfen or Terminator models. - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/eliminator-squad.md b/cogitator/factions/space-marines/datasheets/eliminator-squad.md deleted file mode 100644 index 07b4518..0000000 --- a/cogitator/factions/space-marines/datasheets/eliminator-squad.md +++ /dev/null @@ -1,58 +0,0 @@ -# Eliminator Squad - -**Role:** Other - -*Eliminator Squads are peerless assassins, deadly marksmen who haunt the shadows of the battlefield unseen by the enemy. For hours they will lie in wait to take the perfect shot, their sophisticated scopes feeding them essential data to ensure they never fail to make the kill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; bolt sniper rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | -| Instigator bolt carbine | 24 | 1 | 3 | 4 | -2 | 2 | precision | -| Las fusil | 36 | 1 | 3 | 9 | -3 | D6 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Reposition Under Covering Fire** (Datasheet): In your Shooting phase, after this unit has shot, if it contains an Eliminator Sergeant equipped with an instigator bolt carbine, this unit can make a Normal move. If it does so, until the end of the turn, this unit is not eligible to declare a charge. -- **Mark the Target** (Datasheet): Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. - -**Keywords:** Eliminator Squad, Infantry, Grenades, Imperium, Phobos -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Eliminator Sergeant -- 2 Eliminators - -**Wargear Options:** -- The Eliminator Sergeant’s bolt sniper rifle can be replaced with one of the following:- 1 instigator bolt carbine -- 1 las fusil -- All Eliminators in this unit can each have their bolt sniper rifle replaced with 1 las fusil. - -**Leader:** -Led By: Captain In Phobos Armour, Librarian In Phobos Armour - -**Points:** -- 3 models: 85pts diff --git a/cogitator/factions/space-marines/datasheets/emperors-champion.md b/cogitator/factions/space-marines/datasheets/emperors-champion.md deleted file mode 100644 index 506b74f..0000000 --- a/cogitator/factions/space-marines/datasheets/emperors-champion.md +++ /dev/null @@ -1,82 +0,0 @@ -# Emperor’s Champion - -**Role:** Characters - -*A humble warrior touched by greatness, the Emperor’s Champion strides to battle wreathed in divine light. The furious blows of the enemy ring from his nigh-impenetrable Armour of Faith. In return, the Emperor’s Champion seeks out the leaders of the foe and, with sweeping blows from his Black Sword, strikes them down.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Black Sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Sword – strike | Melee | 6 | 2 | 8 | -3 | 3 | anti-character 5+, precision | -| Black Sword – sweep | Melee | 10 | 2 | 6 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Armour of Faith** (Datasheet): Once per phase, when an attack is allocated to this model and the saving throw is failed, you can change the Damage characteristic of that attack to 0. -- **Sigismund’s Heir** (Datasheet): Each time this model’s unit declares a charge, if one or more targets of that charge have the CHARACTER keyword, add 2 to the Charge roll. Once per battle, when this model’s unit is selected to fight, if that unit is within Engagement Range of one or more enemy CHARACTER units, this model can use this ability. If it does, until the end of the phase, melee weapons equipped by this model have the [DEVASTATING WOUNDS] ability. -- **CHOSEN OF THE EMPEROR** (Fortification (левая колонка)): You cannot include more than one EMPEROR’S CHAMPION model in your army. - -**Keywords:** Imperium, Emperor’s Champion, Character, Infantry, Tacticus, Grenades -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Emperor’s Champion - -**Leader:** -Can lead: Intercessor Squad, Decimus Kill Team, Assault Squad, Deathwatch Veterans, Crusader Squad (Legendary), Inner Circle Companions, Wolf Guard, Assault Intercessor Squad, Fortis Kill Team, Sternguard Veteran Squad, Vanguard Veteran Squad, Crusader Squad, Sword Brethren Squad, Sternguard Veteran Squad - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/eradicator-squad.md b/cogitator/factions/space-marines/datasheets/eradicator-squad.md deleted file mode 100644 index 69b629b..0000000 --- a/cogitator/factions/space-marines/datasheets/eradicator-squad.md +++ /dev/null @@ -1,49 +0,0 @@ -# Eradicator Squad - -**Role:** Other - -*Before the molten ire of an Eradicator Squad, heavy armour and defended positions stand little chance. Eradicators wear the heavier Gravis-pattern of Mk X power armour, allowing them to stride unharmed through waves of incoming fire before bringing their own destructive weaponry to bear at close range.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; melta rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Melta rifle | 18 | 1 | 3 | 9 | -4 | D6 | heavy, melta 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Total Obliteration** (Datasheet): Each time a ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll. - -**Keywords:** Imperium, Infantry, Grenades, Gravis, Eradicator Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Eradicator Sergeant -- 2-5 Eradicators - -**Wargear Options:** -- For every 3 models in this unit, 1 Eradicator’s melta rifle can be replaced with 1 multi-melta. - -**Leader:** -Led By: Tor Garadon, Captain In Gravis Armour, Iron Father Feirros, Apothecary Biologis, Marneus Calgar in Armour of Antilochus, Marneus Calgar - -**Points:** -- 3 models: 90pts -- 6 models: 180pts diff --git a/cogitator/factions/space-marines/datasheets/example-wargear.md b/cogitator/factions/space-marines/datasheets/example-wargear.md deleted file mode 100644 index 4496f71..0000000 --- a/cogitator/factions/space-marines/datasheets/example-wargear.md +++ /dev/null @@ -1,13 +0,0 @@ -# Example Wargear (Summoned) - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | - -**Faction Keywords:** Adeptus Astartes diff --git a/cogitator/factions/space-marines/datasheets/execrator.md b/cogitator/factions/space-marines/datasheets/execrator.md deleted file mode 100644 index 9ae1cf6..0000000 --- a/cogitator/factions/space-marines/datasheets/execrator.md +++ /dev/null @@ -1,83 +0,0 @@ -# Execrator - -**Role:** Characters - -*Execrators are living exemplars of their battle-brothers’ oaths, ferocious warrior priests who lead the Black Templars in lethal rampages. They teach that waris the most worthy chapel for warriors, every bludgeoning blow of their crozius arcanum punctuated with zealous invective and roared sermons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | -| Pyre pistol | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | -| Master-crafted power weapon | Melee | 3 | 2 | 5 | -2 | 2 | extra attacks, lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Remorseless Persecution** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. -- **Condemnatory Annihilation** (Datasheet): Each time this model’s unit has fought, if one or more enemy units were destroyed as a result of those attacks, each enemy unit within 6" of this model must take a Battle-shock test. - -**Keywords:** Chaplain, Tacticus, Imperium, Grenades, Character, Infantry, Execrator -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Execrator - -**Wargear Options:** -- This model’s absolvor bolt pistol can be replaced with 1 pyre pistol. -- If this model is equipped with an absolvor bolt pistol, it can be equipped with 1 master-crafted power weapon (this model’s absolvor bolt pistol cannot be replaced). - -**Leader:** -Can lead: Crusader Squad (Legendary), Crusader Squad, Sword Brethren Squad - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/space-marines/datasheets/ezekiel.md b/cogitator/factions/space-marines/datasheets/ezekiel.md deleted file mode 100644 index 3611574..0000000 --- a/cogitator/factions/space-marines/datasheets/ezekiel.md +++ /dev/null @@ -1,64 +0,0 @@ -# Ezekiel - -**Role:** Characters - -*Ezekiel is Grand Master of Librarians. /4s a master of Interromancy, his warp-whispers shred the sanity of his enemies. His blade, known as Traitor’s Bane, was forged to slay those who turn against the Emperor. It is a formidable force weapon rumoured to entrap forever the souls of the Fallen.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** the Deliverer; Mind Wipe; Traitor’s Bane; Book of Salvation. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Deliverer | 12 | 1 | 2 | 4 | -1 | 2 | pistol, precision | -| Mind Wipe – witchfire | 12 | 1 | 2 | 6 | -2 | D6 | devastating wounds, precision, psychic | -| Mind Wipe – focused witchfire | 12 | 1 | 2 | 6 | -2 | D6 | anti-character 4+, devastating wounds, hazardous, precision, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Traitor’s Bane | Melee | 4 | 2 | 6 | -2 | D3 | anti-chaos 2+, psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Engulfing Fear (Psychic)** (Datasheet): In your Shooting phase, you can select one enemy unit within 18" of this model. That enemy unit must take a Battle-shock test. -- **Book of Salvation** (Wargear): While this model is leading a unit, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. When this model is destroyed, each friendly ADEPTUS ASTARTES unit within 6" of this model must take a Battle-shock test. - -**Keywords:** Grenades, Psyker, Epic Hero, Character, Infantry, Ezekiel, Librarian, Deathwing, Imperium -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Ezekiel – EPIC HERO - -**Leader:** -Can lead: Tactical Squad, Sternguard Veteran Squad, Inner Circle Companions, Fortis Kill Team, Infernus Squad, Crusader Squad, Hellblaster Squad, Crusader Squad (Legendary), Assault Squad, Intercessor Squad, Deathwatch Veterans, Wolf Guard, Vanguard Veteran Squad, Bladeguard Veteran Squad, Sternguard Veteran Squad, Sword Brethren Squad, Assault Intercessor Squad, Decimus Kill Team - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/falchion.md b/cogitator/factions/space-marines/datasheets/falchion.md deleted file mode 100644 index 8ab905c..0000000 --- a/cogitator/factions/space-marines/datasheets/falchion.md +++ /dev/null @@ -1,65 +0,0 @@ -# Falchion - -**Role:** Other - -*The Falchion was developed to arm the Legiones Astartes with a superlative tank destroyer, and the apocalyptic power of its twin volcano cannon soon became a thing of legend. True to its name, the volcano cannon can turn rock and metal into fiery magma, and a direct hit from the weapon can be fatal to even titanic war machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Smoke, Falchion, Imperium, Vehicle, Titanic -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Falchion - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/space-marines/datasheets/fellblade.md b/cogitator/factions/space-marines/datasheets/fellblade.md deleted file mode 100644 index f4b1c2f..0000000 --- a/cogitator/factions/space-marines/datasheets/fellblade.md +++ /dev/null @@ -1,73 +0,0 @@ -# Fellblade - -**Role:** Other - -*Now a rare jewel in loyalist or traitor arsenals, the Fellblade is a legendary war machine equipped with a panoply of weapons all but unknown in the 41st Millennium. Foremost of these is the accelerator cannon, which uses complex vacuum technologies to fire high-velocity shells that few targets can withstand.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | -| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. - -**Keywords:** Fellblade, Smoke, Vehicle, Imperium, Titanic -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Fellblade - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers -- 2 quad heavy bolters -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/space-marines/datasheets/fenrisian-wolves.md b/cogitator/factions/space-marines/datasheets/fenrisian-wolves.md deleted file mode 100644 index bd33523..0000000 --- a/cogitator/factions/space-marines/datasheets/fenrisian-wolves.md +++ /dev/null @@ -1,39 +0,0 @@ -# Fenrisian Wolves - -**Role:** Other - -*Amongst the most vicious and intelligent predators in the galaxy, Fenrisian Wolves accompany the sons of Russ to battle, following them as the pack follows the alpha. Even the sleekest are as big as a Human, yet they prowl silently before pouncing in a swift and coordinated flurry of razor-sharp teeth and claws.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 6+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** teeth and claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Teeth and claws | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Predatory Instinct** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6". -- **Hunting Hounds** (Datasheet): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models), if this unit is not Battle-shocked, models in it have an Objective Control characteristic of 1. - -**Keywords:** Fenrisian Wolves, Imperium, Beasts -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 5-10 Fenrisian Wolves - -**Leader:** -Led By: Canis Wolfborn, Cyberwolf - -**Points:** -- 5 models: 40pts -- 10 models: 80pts diff --git a/cogitator/factions/space-marines/datasheets/ferren-areios.md b/cogitator/factions/space-marines/datasheets/ferren-areios.md deleted file mode 100644 index 9bd2361..0000000 --- a/cogitator/factions/space-marines/datasheets/ferren-areios.md +++ /dev/null @@ -1,64 +0,0 @@ -# Ferren Areios - -**Role:** Characters - -*Ferren Areios is a formidable battle leader who earned the trust and respect of his Primarch in the bloody fighting of the Indomitus Crusade. Now elevated to the rank of Captain of the 6th Company, he leads his battle-brothers with courage and honour, wading into the thick of the fight with thunder hammer in hand.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy bolt pistol; relic thunder hammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | Pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Relic thunder hammer | Melee | 5 | 2 | 8 | -2 | 3 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Master of Rites** (Datasheet): In your Command phase, select one of the following to apply to this model’s unit until the end of the turn: -- This model’s unit is eligible to shoot in a turn in which it Advanced. -- This model’s unit is eligible to declare a charge in a turn in it which it Advanced. -- This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. -- **Unrelenting and Uncompromising** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or all modifiers to the Hit roll. - -**Keywords:** Infantry, Imperium, Character, Grenades, Epic Hero, Tacticus, Captain, Ferren Areios -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ferren Areios – EPIC HERO - -**Leader:** -Can lead: Decimus Kill Team, Wolf Guard, Assault Squad, Command Squad, Company Heroes, Infernus Squad, Intercessor Squad, Crusader Squad, Crusader Squad (Legendary), Deathwatch Veterans, Sternguard Veteran Squad, Sternguard Veteran Squad, Tactical Squad, Inner Circle Companions, Vanguard Veteran Squad, Assault Intercessor Squad, Bladeguard Veteran Squad, Victrix Honour Guard, Fortis Kill Team, Sword Brethren Squad, Hellblaster Squad - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/fire-raptor-gunship.md b/cogitator/factions/space-marines/datasheets/fire-raptor-gunship.md deleted file mode 100644 index 4cf14ae..0000000 --- a/cogitator/factions/space-marines/datasheets/fire-raptor-gunship.md +++ /dev/null @@ -1,62 +0,0 @@ -# Fire Raptor Gunship - -**Role:** Other - -*A variant of the Storm Eagle, the Fire Raptor was created to provide overwhelming aerial firepower to Legiones Astartes assault forces. The craft soon gained renown for the devastating rain of bolts and rockets it could produce, and the few operational specimens that still survive are viewed as invaluable assets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. - -**Keywords:** Imperium, Fire Raptor Gunship, Fly, Vehicle, Ravenwing, Aircraft -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Fire Raptor Gunship - -**Wargear Options:** -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons -- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/space-marines/datasheets/firestrike-servo-turrets.md b/cogitator/factions/space-marines/datasheets/firestrike-servo-turrets.md deleted file mode 100644 index b0d347b..0000000 --- a/cogitator/factions/space-marines/datasheets/firestrike-servo-turrets.md +++ /dev/null @@ -1,44 +0,0 @@ -# Firestrike Servo-turrets - -**Role:** Other - -*Primarily a defensive weapon, the Firestrike Servo-turret lays down withering volleys of fire to secure flanks or the Space Marines’ base of operations. Mounted on gravitic ventral plates, they can hover across the battlefield to ideal firing positions from which to slaughter attacking enemies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin Firestrike las-talon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin Firestrike autocannon | 48 | 3 | 2 | 9 | -1 | 3 | twin-linked | -| Twin Firestrike las-talon | 36 | 2 | 2 | 10 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sentinel Protocols** (Datasheet): Each time you select this unit for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem. - -**Keywords:** Artillery, Vehicle, Imperium, Firestrike Servo-turrets -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1-2 Firestrike Servo-turrets - -**Wargear Options:** -- Any number of models can each have their twin Firestrike las-talon replaced with 1 twin Firestrike autocannon. - -**Points:** -- 1 model: 75pts -- 2 models: 150pts diff --git a/cogitator/factions/space-marines/datasheets/fortis-kill-team.md b/cogitator/factions/space-marines/datasheets/fortis-kill-team.md deleted file mode 100644 index 6bad257..0000000 --- a/cogitator/factions/space-marines/datasheets/fortis-kill-team.md +++ /dev/null @@ -1,107 +0,0 @@ -# Fortis Kill Team - -**Role:** Other - -*Further refined from Watch Master Mordelai’s original concept, Fortis Kill Teams exemplify the supreme adaptability of the Tacticus variant of Mk X power armour, seamlessly merging a variety of close support roles and deadly firepower.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kill Team Sergeant and every Kill Team Intercessor is equipped with:** bolt pistol; Deathwatch bolt rifle; close combat weapon. - -**Every Kill Team Intercessor with plasma incinerator is equipped with:** bolt pistol; plasma incinerator; close combat weapon. - -**Every Kill Team Intercessor with heavy bolt pistol is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Every Kill Team Intercessor with pyreblaster is equipped with:** bolt pistol; pyreblaster; close combat weapon. - -**Every Kill Team Intercessor with superfrag rocket launcher is equipped with:** bolt pistol; castellan launcher; superfrag rocket launcher; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Castellan launcher | 36 | D3 | 3 | 4 | 0 | 1 | blast, indirect fire | -| Deathwatch bolt rifle | 24 | 2 | 3 | 5 | -2 | 1 | assault, heavy, lethal hits | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | -| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Pyreblaster | 12 | D6 | N/A | 5 | 0 | 1 | ignores cover, torrent | -| Superfrag rocket launcher | 48 | D6+1 | 4 | 5 | 0 | 1 | blast, heavy | -| Superkrak rocket launcher | 48 | 1 | 4 | 10 | -2 | D6+1 | heavy | -| Vengor launcher | 48 | D6 | 2 | 7 | -1 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fortis Doctrines** (Datasheet): Each time a model in this unit makes an attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that attack targets a unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll instead. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. - -**Keywords:** Fortis Kill Team, Kill Team, Tacticus, Imperium, Grenades, Infantry -**Faction Keywords:** Adeptus Astartes, Deathwatch - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 1 Kill Team Sergeant -- 2-9 Kill Team Intercessors -- 0-4 Kill Team Intercessors with plasma incinerators -- 0-4 Kill Team Intercessors with heavy bolt pistols -- 0‑4 Kill Team Intercessors with pyreblasters -- 0‑2 Kill Team Intercessors with superfrag rocket launchers - -**Wargear Options:** -- The Kill Team Sergeant can replace its Deathwatch bolt rifle with one of the following:- 1 Astartes chainsword -- 1 hand flamer -- 1 plasma pistol -- 1 power weapon -- The Kill Team Sergeant can replace its close combat weapon with one of the following: -- 1 Astartes chainsword -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- For every 5 models in this unit, 1 model equipped with a Deathwatch bolt rifle can be equipped with 1 Astartes grenade launcher. -- One model equipped with a plasma incinerator can replace its bolt pistol with 1 plasma pistol. -- 1 model can replace its superfrag rocket launcher with 1 vengor launcher. -- Any number of models can each replace their superfrag rocket launcher with 1 superkrak rocket launcher. - -**Leader:** -Led By: Marneus Calgar, Primaris Company Champion, Librarian, Captain Tycho, Sanguinary Priest, Ancient, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Chaplain, Adrax Agatone, Kor’sarro Khan, Chaplain Grimaldus, Castellan, Emperor’s Champion, Marshal, Chief Librarian Tigurius, Blood Angels Captain, Uriel Ventris, Lieutenant, Captain, Judiciar, Apothecary, High Marshal Helbrecht, Lazarus, Techmarine, Watch Captain Artemis, Watch Master, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Titus, Ferren Areios - -**Points:** -- 10 models: 180pts diff --git a/cogitator/factions/space-marines/datasheets/furioso-dreadnought.md b/cogitator/factions/space-marines/datasheets/furioso-dreadnought.md deleted file mode 100644 index 0521b0a..0000000 --- a/cogitator/factions/space-marines/datasheets/furioso-dreadnought.md +++ /dev/null @@ -1,58 +0,0 @@ -# Furioso Dreadnought - -**Role:** Other - -*Unique to the Chapter, Furiosos are frequently fitted with armaments only the Blood Angels have, from the infantry-shredding heavy frag cannon to the magna-grapple. The latter weapon’s bolts, attached to adamantine chains, pierce armour, enabling Furiosos to drag enemies into their reach.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy frag cannon; Furioso fist; storm bolter. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy frag cannon | 18 | D6 | 3 | 7 | -1 | 2 | blast, rapid fire d6 | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood talons | Melee | 7 | 3 | 8 | -2 | 3 | twin-linked | -| Furioso fist | Melee | 5 | 3 | 12 | -3 | 3 | — | -| Twin Furioso fists | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Wrathful Rampage** (Datasheet): Each time this model is selected to fight, you can select one enemy unit within Engagement Range of it and roll one D6, adding 2 to the result if this model made a Charge move this turn: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6+, that enemy unit suffers 3 mortal wounds. -- **Magna-grapple** (Wargear): The bearer loses the SMOKE keyword, but add 2 to Charge rolls made for the bearer if one or more of the targets of that charge is a MONSTER or VEHICLE unit. - -**Keywords:** Imperium, Walker, Vehicle, Furioso Dreadnought, Dreadnought -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Furioso Dreadnought - -**Wargear Options:** -- This model’s heavy frag cannon and Furioso fist can be replaced with one of the following:- 1 Blood Talons and 1 meltagun -- 1 twin Furioso fist and 1 meltagun -- This model’s storm bolter can be replaced with 1 heavy flamer. -- This model’s meltagun can be replaced with 1 heavy flamer. -- This model can be equipped with 1 magna-grapple. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/space-marines/datasheets/gabriel-seth.md b/cogitator/factions/space-marines/datasheets/gabriel-seth.md deleted file mode 100644 index 1316ab6..0000000 --- a/cogitator/factions/space-marines/datasheets/gabriel-seth.md +++ /dev/null @@ -1,65 +0,0 @@ -# Gabriel Seth - -**Role:** Characters - -*Gabriel Seth is a terrifyingly violent warrior, fearlessly charging headlong into the fray in a whirlwind of fury and savagery. He wields Blood Reaver, an enormous two-handed chainsword, with which he is capable of hacking apart even the most monstrous foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Blood Reaver. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood Reaver | Melee | 6 | 2 | 8 | -2 | 3 | sustained hits 1 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Lord of Slaughter** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. -- **Whirlwind of Gore** (Datasheet): Each time this model fights, until that fight is resolved, add 1 to the Attacks characteristic of this model’s Blood Reaver for every 5 enemy models within 6" of this model. -- **FLESH TEARERS** (Fortification (левая колонка)): This model is from the Flesh Tearers Chapter, a successor of the Blood Angels. For all rules purposes, it is treated as a BLOOD ANGELS model, but cannot be included in an army that includes any other Blood Angels Epic Hero models. - -**Keywords:** Imperium, Epic Hero, Character, Grenades, Chapter Master, Gabriel Seth, Infantry -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Gabriel Seth – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Command Squad, Hellblaster Squad, Bladeguard Veteran Squad, Company Heroes, Assault Squad, Crusader Squad, Tactical Squad, Wolf Guard, Infernus Squad, Vanguard Veteran Squad, Inner Circle Companions, Decimus Kill Team, Sword Brethren Squad, Vanguard Veteran Squad With Jump Packs, Intercessor Squad, Fortis Kill Team, Deathwatch Veterans, Assault Intercessor Squad, Sternguard Veteran Squad, Crusader Squad (Legendary), Sternguard Veteran Squad - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/gladiator-lancer.md b/cogitator/factions/space-marines/datasheets/gladiator-lancer.md deleted file mode 100644 index 3079f64..0000000 --- a/cogitator/factions/space-marines/datasheets/gladiator-lancer.md +++ /dev/null @@ -1,76 +0,0 @@ -# Gladiator Lancer - -**Role:** Other - -*With pinpoint accuracy, Gladiator Lancer crews use this battle tank’s laser destroyer to spear through the heaviest enemy armour and punch smouldering holes in the flesh ofxenos monstrosities. Such is the range of its heavy cannon that it can eliminate threats to the Black Templars before their battle-brothers encounter them, storming past their wrecks to seek the next affront to the Emperor.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Lancer laser destroyer; 2 storm bolters; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | -| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | -| Lancer laser destroyer | 72 | 2 | 3 | 14 | -4 | D6+3 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Aquilon Optics** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can re-roll one Damage roll when resolving its attacks. - -**Keywords:** Vehicle, Smoke, Imperium, Gladiator Lancer -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Gladiator Lancer - -**Wargear Options:** -- This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers. -- This model can be equipped with one of the following:- 1 ironhail heavy stubber -- 1 multi-melta -- This model can be equipped with 1 Icarus rocket pod. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/gladiator-reaper.md b/cogitator/factions/space-marines/datasheets/gladiator-reaper.md deleted file mode 100644 index 50f011b..0000000 --- a/cogitator/factions/space-marines/datasheets/gladiator-reaper.md +++ /dev/null @@ -1,74 +0,0 @@ -# Gladiator Reaper - -**Role:** Other - -*When the cannons of the Gladiator Reaper spin to full pitch, the whining drone is likened to the sharpening of the Emperor’s just blade and a sensation which only truly discomforts the blasphemous. Within seconds, thousands of spent casings pour over the battle tank’s armoured hide as enemies are erased from existence by the storm offire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 tempest bolters; twin heavy onslaught gatling cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | -| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Tempest bolter | 24 | 4 | 3 | 4 | -1 | 1 | rapid fire 4 | -| Twin heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Reaping Tally** (Datasheet): This model’s twin heavy onslaught gatling cannon has the [SUSTAINED HITS 2] ability while targeting INFANTRY units. - -**Keywords:** Imperium, Gladiator Reaper, Smoke, Vehicle -**Faction Keywords:** Adeptus Astartes, Black Templars - -**Unit Composition:** -- 1 Gladiator Reaper - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 ironhail heavy stubber -- 1 multi-melta -- This model can be equipped with 1 Icarus rocket pod. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/gladiator-valiant.md b/cogitator/factions/space-marines/datasheets/gladiator-valiant.md deleted file mode 100644 index bcd212d..0000000 --- a/cogitator/factions/space-marines/datasheets/gladiator-valiant.md +++ /dev/null @@ -1,73 +0,0 @@ -# Gladiator Valiant - -**Role:** Other - -*The Valiant lays down blistering volleys of holy fire as it escorts transports or supports infantry in ferocious fighting, executing singular threats and vaporising squads of heavily armoured heretics with equal ease. Its twin las-talons spit vindicated death at the foe, making short work of enemy armour, while its hissing multi-meltas turn fortified positions into bubbling slag.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 multi-meltas; twin las-talon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | -| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Twin las-talon | 36 | 2 | 3 | 10 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Priority Target Acquisition** (Datasheet): Each time this model makes an attack with its twin las-talon that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. - -**Keywords:** Gladiator Valiant, Vehicle, Imperium, Smoke -**Faction Keywords:** Adeptus Astartes, Black Templars - -**Unit Composition:** -- 1 Gladiator Valiant - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 ironhail heavy stubber -- 1 multi-melta -- This model can be equipped with 1 Icarus rocket pod. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/space-marines/datasheets/grey-hunters.md b/cogitator/factions/space-marines/datasheets/grey-hunters.md deleted file mode 100644 index 6adb9a1..0000000 --- a/cogitator/factions/space-marines/datasheets/grey-hunters.md +++ /dev/null @@ -1,53 +0,0 @@ -# Grey Hunters - -**Role:** Battleline - -*With their instinctive raw aggression tempered – but never quashed – by countless battlefield victories, Grey Hunters are patient, cunning and adaptable. Some packs take and hold ground, unleashing volleys of disciplined firepower, while others stalk the flanks. When the trap is set, Grey Hunters leap in for the kill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 2 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt carbine; bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 1 | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Cunning Hunters** (Datasheet): Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead. - -**Keywords:** Infantry, Battleline, Grenades, Tacticus, Grey Hunters, Imperium -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Grey Hunter Pack Leader -- 9 Grey Hunters - -**Wargear Options:** -- The Grey Hunter Pack Leader’s bolt carbine can be replaced with 1 plasma pistol. -- The Grey Hunter Pack Leader’s Astartes chainsword can be replaced with one of the following- 1 power fist -- 1 power weapon - -**Leader:** -Led By: Iron Priest, Inquisitor In Terminator Armour, Njal Stormcaller, Ulrik The Slayer, Wolf Priest, Wolf Guard Battle Leader, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Krom Dragongaze, Wolf Guard Pack Leader, Wolf Guard Pack Leader In Terminator Armour, Inquisitor Draxus, Inquisitor Ostromandeus - -**Points:** -- 10 models: 165pts diff --git a/cogitator/factions/space-marines/datasheets/hammerfall-bunker.md b/cogitator/factions/space-marines/datasheets/hammerfall-bunker.md deleted file mode 100644 index 494c900..0000000 --- a/cogitator/factions/space-marines/datasheets/hammerfall-bunker.md +++ /dev/null @@ -1,54 +0,0 @@ -# Hammerfall Bunker - -**Role:** Fortifications - -*Hammerfall Bunkers are launched from Space Marine warships in the same manner as Drop Pods. Automated area-denial assets crewed by hard-wired servitors, they have all kinds of battlefield roles, including securing beachheads, hampering enemy assaults and wreaking havoc behind the foe’s lines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 2+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Hammerfall heavy bolter array; Hammerfall missile launcher. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hammerfall heavy bolter array | 36 | 6 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Hammerfall heavy flamer array | 12 | 2D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Hammerfall missile launcher – superfrag | 48 | 2D6+2 | 4 | 5 | 0 | 1 | blast | -| Hammerfall missile launcher – superkrak | 48 | 2 | 4 | 10 | -2 | D6+1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **Ceramite Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Defensive Array** (Datasheet): You can target this FORTIFICATION with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted another unit with that Stratagem this turn. This FORTIFICATION can only be targeted with that Stratagem once per turn. - -**Keywords:** Fortification, Hammerfall Bunker, Imperium, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Hammerfall Bunker - -**Wargear Options:** -- This model’s Hammerfall heavy bolter array can be replaced with 1 Hammerfall heavy flamer array. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 175pts diff --git a/cogitator/factions/space-marines/datasheets/harald-deathwolf.md b/cogitator/factions/space-marines/datasheets/harald-deathwolf.md deleted file mode 100644 index 660ebe0..0000000 --- a/cogitator/factions/space-marines/datasheets/harald-deathwolf.md +++ /dev/null @@ -1,65 +0,0 @@ -# Harald Deathwolf - -**Role:** Characters - -*Harald Deathwolf is attuned to the lupine beasts of Fenris as few others are. The lair of his Great Company resounds to their howls, and many of these wolves fight with his warriors. A peerless hunter, Harald tracks his prey with speed and stealth, launching his ferocious strikes from atop his giant Thunderwolf, Icetooth.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; crushing teeth and claws; Glacius. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing teeth and claws | Melee | 3 | 3 | 5 | -1 | 1 | extra attacks | -| Glacius | Melee | 6 | 2 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Lord of the Wolfkin** (Datasheet): While this model is leading a unit, each time that unit makes a Charge move, until the end of the turn, crushing teeth and claws equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **Mantle of the Troll King** (Datasheet): Once per phase, when resolving an attack made against this model, after you make a saving throw for this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Harald Deathwolf, Captain, Imperium, Grenades, Epic Hero, Character, Mounted -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Harald Deathwolf – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Thunderwolf Cavalry - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/heavy-intercessor-squad.md b/cogitator/factions/space-marines/datasheets/heavy-intercessor-squad.md deleted file mode 100644 index 61a200c..0000000 --- a/cogitator/factions/space-marines/datasheets/heavy-intercessor-squad.md +++ /dev/null @@ -1,49 +0,0 @@ -# Heavy Intercessor Squad - -**Role:** Battleline - -*Clad in thick Gravis armour, Heavy Intercessors secure ground and are immovable in the defence. Always ready for any sign of enemy counter-attack, they stand firm, laying down volleys of heavy fire that keep all but the most determined or foolhardy enemies at bay.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; heavy bolt rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Heavy bolt rifle | 30 | 2 | 3 | 5 | -1 | 2 | assault, heavy | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | assault, heavy, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Unyielding in the Face of the Foe** (Datasheet): While this unit is within range of an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack. - -**Keywords:** Imperium, Grenades, Battleline, Infantry, Heavy Intercessor Squad, Gravis -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Heavy Intercessor Sergeant -- 4-9 Heavy Intercessors - -**Wargear Options:** -- For every 5 models in this unit, 1 Heavy Intercessor’s heavy bolt rifle can be replaced with 1 heavy bolter. - -**Leader:** -Led By: Marneus Calgar, Inquisitor Draxus, Tor Garadon, Captain In Gravis Armour, Inquisitor Coteaz, Inquisitor, Inquisitor Eisenhorn, Iron Father Feirros, Apothecary Biologis, Inquisitor Ostromandeus, Inquisitor In Terminator Armour, Inquisitor Greyfax, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/hellblaster-squad.md b/cogitator/factions/space-marines/datasheets/hellblaster-squad.md deleted file mode 100644 index 7434e9f..0000000 --- a/cogitator/factions/space-marines/datasheets/hellblaster-squad.md +++ /dev/null @@ -1,52 +0,0 @@ -# Hellblaster Squad - -**Role:** Other - -*Few foes can survive the incandescent fury of a Hellblaster Squad. Whether they be Tyranid Hive Tyrant, Ork Warboss or Heretic Astartes battle tank, all are reduced to ash and slag by searing, well-aimed plasma fire pouring from the Hellblasters’ ferocious weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; plasma incinerator; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma incinerator – standard | 24 | 2 | 3 | 7 | -2 | 1 | assault, heavy | -| Plasma incinerator – supercharge | 24 | 2 | 3 | 8 | -3 | 2 | assault, hazardous, heavy | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **For the Chapter!** (Datasheet): Each time a model in this unit is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. When resolving these attacks, any Hazardous tests taken for that attack are automatically passed. -- **Designer’s Note** (Datasheet): *This ability is triggered even when a model in this unit is destroyed as the result of failing a Hazardous test, meaning such a model may be able to shoot twice in the same phase* - -**Keywords:** Grenades, Infantry, Hellblaster Squad, Tacticus, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Hellblaster Sergeant -- 4-9 Hellblasters - -**Wargear Options:** -- The Hellblaster Sergeant’s bolt pistol can be replaced with 1 plasma pistol. - -**Leader:** -Led By: Lieutenant, Captain Tycho, Ancient, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Captain, Apothecary, Chaplain, Librarian, Sanguinary Priest, Chaplain Kastiel, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 110pts -- 10 models: 220pts diff --git a/cogitator/factions/space-marines/datasheets/high-marshal-helbrecht.md b/cogitator/factions/space-marines/datasheets/high-marshal-helbrecht.md deleted file mode 100644 index 9794a0e..0000000 --- a/cogitator/factions/space-marines/datasheets/high-marshal-helbrecht.md +++ /dev/null @@ -1,81 +0,0 @@ -# High Marshal Helbrecht - -**Role:** Characters - -*Helbrecht is the living embodiment of his Chapter’s warrior spirit. Wielding the Sword of the High Marshals, he storms into the fray, bellowing oaths of vengeance as he leads the unstoppable charge. His battle-brothers follow him without question, for they believe where High Marshal Helbrecht treads, so too walks the Emperor himself.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 6 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Ferocity; Sword of the High Marshals. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ferocity | 24 | 2 | 2 | 5 | -1 | 2 | anti-infantry 4+, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sword of the High Marshals – strike | Melee | 6 | 2 | 8 | -3 | 3 | — | -| Sword of the High Marshals – sweep | Melee | 12 | 2 | 6 | -3 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Crusade of Wrath** (Datasheet): While this model is leading a unit, add 1 to the Attacks and Strength characteristics of melee weapons equipped by models in that unit. -- **High Marshal** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model’s unit and roll one D6, adding 1 to the result for every five models in this model’s unit: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Infantry, Character, Tacticus, Epic Hero, Imperium, Grenades, High Marshal Helbrecht, Chapter Master -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 High Marshal Helbrecht – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Crusader Squad, Sword Brethren Squad, Assault Intercessor Squad, Intercessor Squad, Crusader Squad (Legendary), Vanguard Veteran Squad, Assault Squad, Fortis Kill Team, Decimus Kill Team - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/space-marines/datasheets/hounds-of-morkai.md b/cogitator/factions/space-marines/datasheets/hounds-of-morkai.md deleted file mode 100644 index 9f79440..0000000 --- a/cogitator/factions/space-marines/datasheets/hounds-of-morkai.md +++ /dev/null @@ -1,61 +0,0 @@ -# Hounds Of Morkai - -**Role:** Other - -*Daubed beneath their Phobos armour with runes of warding and abjuration, Hounds of Morkai are hunters of psykers. Sniffing them out with psycept detectors, these obsessed warriors emit uniquely pitched howls. Runic circuitry augments their hunting call, disrupting their prey’s powers and sowing fear before the kill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** 6 -** This invulnerable save is improved to 4+ against Psychic Attacks.* - -**Default Wargear:** -**Every model is equipped with:** Morkai bolt pistol; Morkai combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Morkai bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | anti-psyker 4+, devastating wounds, pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Morkai combat knife | Melee | 4 | 3 | 4 | 0 | 1 | anti-psyker 4+, devastating wounds, precision | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Morkai’s Howl** (Datasheet): In your Shooting phase, you can select one enemy unit within 12" of this unit (if a Lieutenant in Reiver Armour is leading this unit, you can select one enemy unit within 18" instead). That unit must take a Battle-shock test, subtracting 1 from the result if it is a PSYKER unit. If that test is failed, in addition to being Battle-shocked, that unit is Stunned until the start of your next Shooting phase. While a unit is Stunned, each time a model in that unit makes a Psychic Attack, subtract 1 from the Hit roll. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Reiver Squad, it can instead be attached to this unit. - -**Keywords:** Imperium, Grenades, Infantry, Phobos, Smoke, Hounds of Morkai -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Hound of Morkai Pack Leader -- 4-9 Hound of Morkai - -**Wargear Options:** -- None - -**Leader:** -Led By: Lieutenant In Phobos Armour, Captain In Phobos Armour, Librarian In Phobos Armour, Lieutenant In Reiver Armour - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/hunter.md b/cogitator/factions/space-marines/datasheets/hunter.md deleted file mode 100644 index 298388c..0000000 --- a/cogitator/factions/space-marines/datasheets/hunter.md +++ /dev/null @@ -1,56 +0,0 @@ -# Hunter - -**Role:** Other - -*The Adeptus Astartes’ foremost anti-air vehicle, few foes can evade the missiles of the Hunter’s skyspear missile launcher. Its deadly payload homes in on its target and can change direction with preternatural ease, guided as it is by the interred servitor-mummy of one of the Chapter’s honoured ballistic serfs.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 11 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** skyspear missile launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Skyspear missile launcher | 36 | 1 | 2 | 10 | -3 | D6+2 | anti-fly 3+, devastating wounds, heavy | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Hunter Missile Targeting** (Datasheet): Each time this model makes an attack with its skyspear missile launcher that targets a MONSTER or VEHICLE unit, that attack scores a hit on an unmodified Hit roll of 2+. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Hunter, Imperium, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Hunter - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/imperial-space-marine.md b/cogitator/factions/space-marines/datasheets/imperial-space-marine.md deleted file mode 100644 index 7257a92..0000000 --- a/cogitator/factions/space-marines/datasheets/imperial-space-marine.md +++ /dev/null @@ -1,63 +0,0 @@ -# Imperial Space Marine - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** disintegration combi-gun; disintegration pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Disintegration combi-gun | 24 | 1 | 4 | 5 | -1 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Disintegration pistol | 12 | 1 | 3 | 5 | -1 | 1 | anti-infantry 4+, devastating wounds, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Swift Assault** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability. -- **Unbreakable Duty** (Datasheet): While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability. - -**Keywords:** Character, Imperial Space Marine, Grenades, Imperium, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Imperial Space Marine - -**Wargear Options:** -- None - -**Leader:** -Can lead: Tactical Squad, Long Fangs, Assault Squad, Vanguard Veteran Squad With Jump Packs, Crusader Squad (Legendary), Devastator Squad, Command Squad, Wolf Guard, Vanguard Veteran Squad - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/space-marines/datasheets/impulsor.md b/cogitator/factions/space-marines/datasheets/impulsor.md deleted file mode 100644 index 58181c6..0000000 --- a/cogitator/factions/space-marines/datasheets/impulsor.md +++ /dev/null @@ -1,87 +0,0 @@ -# Impulsor - -**Role:** Dedicated Transports - -*Equipped with vectored thrusters that grant it high speed, the Impulsor is a highly adaptable transport ideal for rapid insertion and flanking manoeuvres. The zealous vanguard forces of the Black Templars particularly favour it. The tank’s array of offensive and defensive systems enables it to support fiery purges, aggressive reconnaissance and oathsworn spearheads.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 11 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 storm bolters; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bellicatus missile array – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Bellicatus missile array – Icarus | 48 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | -| Bellicatus missile array – krak | 48 | 1 | 3 | 8 | -2 | D6 | — | -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | -| Ironhail skytalon array | 36 | 8 | 3 | 4 | 0 | 1 | anti-fly 4+, sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Assault Vehicle** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn. -- **Orbital Comms Array (Aura)** (Wargear): While a friendly ADEPTUS ASTARTES unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Shield Dome** (Wargear): The bearer has a 5+ invulnerable save. - -**Keywords:** Transport, Dedicated Transport, Impulsor, Vehicle, Imperium -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Impulsor - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 ironhail heavy stubber -- 1 multi-melta -- This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers. -- This model can be equipped with one of the following:- 1 bellicatus missile array -- 1 ironhail skytalon array -- 1 orbital comms array -- 1 shield dome - -**Transport:** -This model has a transport capacity of 7 Tacticus or Phobos Infantry models. It cannot transport Jump Pack models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/inceptor-squad.md b/cogitator/factions/space-marines/datasheets/inceptor-squad.md deleted file mode 100644 index d52155e..0000000 --- a/cogitator/factions/space-marines/datasheets/inceptor-squad.md +++ /dev/null @@ -1,51 +0,0 @@ -# Inceptor Squad - -**Role:** Other - -*Equipped with heavy jump packs, Inceptor Squads are superb spearhead troops that deliver overwhelming blows to the enemy. Plummeting to the surface from the very edge of a world’s atmosphere, they strike with devastating force, unleashing a hurricane of fire that turns whole squads of enemy infantry to bloody mist.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** assault bolters; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault bolters | 18 | 3 | 3 | 5 | -1 | 2 | assault, pistol, sustained hits 2, twin-linked | -| Plasma exterminators – standard | 18 | 2 | 3 | 7 | -2 | 2 | assault, pistol, twin-linked | -| Plasma exterminators – supercharge | 18 | 2 | 3 | 8 | -3 | 3 | assault, pistol, hazardous, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Meteoric Descent** (Datasheet): In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. - -**Keywords:** Gravis, Inceptor Squad, Infantry, Jump Pack, Fly, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Inceptor Sergeant -- 2-5 Inceptors - -**Wargear Options:** -- All models in this unit can each have their assault bolters replaced with 1 plasma exterminators. - -**Points:** -- 3 models: 120pts -- 6 models: 240pts diff --git a/cogitator/factions/space-marines/datasheets/incursor-squad.md b/cogitator/factions/space-marines/datasheets/incursor-squad.md deleted file mode 100644 index 9f5b356..0000000 --- a/cogitator/factions/space-marines/datasheets/incursor-squad.md +++ /dev/null @@ -1,61 +0,0 @@ -# Incursor Squad - -**Role:** Other - -*Aggressive light infantry, Incursors specialise in storming enemy defences and destroying essential assets. With a formidable array of auspexes and sensory equipment, they can see their enemies through walls and predict their movements – and with a burst of carbine fire or knife thrusts, cut them down.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; occulus bolt carbine; paired combat blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Occulus bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | assault, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired combat blades | Melee | 3 | 3 | 4 | -1 | 1 | sustained hits 1 | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Multi-spectrum Array** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes an attack that targets that enemy unit, add 1 to the Hit roll. -- **Haywire Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a Vehicle unit. - -**Keywords:** Phobos, Incursor Squad, Infantry, Imperium, Smoke, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Incursor Sergeant -- 4-9 Incursors - -**Wargear Options:** -- One Incursor can be equipped with 1 haywire mine. - -**Leader:** -Led By: Lieutenant In Phobos Armour, Librarian In Phobos Armour, Captain In Phobos Armour - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/indomitor-kill-team.md b/cogitator/factions/space-marines/datasheets/indomitor-kill-team.md deleted file mode 100644 index d682550..0000000 --- a/cogitator/factions/space-marines/datasheets/indomitor-kill-team.md +++ /dev/null @@ -1,80 +0,0 @@ -# Indomitor Kill Team - -**Role:** Other - -*Comprising warriors wearing the heavier Gravis variant of Mk X armour, Indomitor Kill Teams are mobile bastions capable of unleashing the firepower of a squadron of battle tanks. Before them, hordes of xenos and monstrous beasts alike are torn apart.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Kill Team Heavy Intercessor is equipped with:** bolt pistol; Deathwatch heavy bolt rifle; close combat weapon. - -**Every Kill Team Heavy Intercessor with power fists is equipped with:** flamestorm gauntlets; twin power fists. - -**Every Kill Team Heavy Intercessor with melta rifle is equipped with:** bolt pistol; melta rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Auto boltstorm gauntlets | 18 | 3 | 3 | 4 | 0 | 1 | twin-linked | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Deathwatch heavy bolt rifle | 30 | 2 | 3 | 5 | -2 | 2 | assault, heavy, lethal hits | -| Deathwatch heavy bolter | 36 | 3 | 3 | 5 | -2 | 3 | assault, heavy, lethal hits, sustained hits 1 | -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Flamestorm gauntlets | 12 | D6+1 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | -| Melta rifle | 18 | 1 | 3 | 9 | -4 | D6 | heavy, melta 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Twin power fists | Melee | 3 | 3 | 8 | -2 | 2 | twin-linked | - -**Abilities:** -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Indomitor Doctrines** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, or makes a melee attack in a turn in which it made a Charge move, improve the Strength characteristic of that attack by 2. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army can be attached to a Heavy Intercessor Squad, it can be attached to this unit instead. - -**Keywords:** Kill Team, Gravis, Grenades, Infantry, Imperium, Indomitor Kill Team -**Faction Keywords:** Deathwatch, Adeptus Astartes - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 3‑10 Kill Team Heavy Intercessors -- 0‑3 Kill Team Heavy Intercessors with power fists -- 0‑3 Kill Team Heavy Intercessors with melta rifles - -**Wargear Options:** -- For every 5 models in this unit, 1 model can replace its Deathwatch heavy bolt rifle with 1 Deathwatch heavy bolter. -- 1 model can replace its melta rifle with 1 multi-melta. -- Any number of models can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher. - -**Leader:** -Led By: Marneus Calgar, Tor Garadon, Captain In Gravis Armour, Iron Father Feirros, Apothecary Biologis, Marneus Calgar in Armour of Antilochus - -**Points:** -- 10 models: 265pts diff --git a/cogitator/factions/space-marines/datasheets/infernus-squad.md b/cogitator/factions/space-marines/datasheets/infernus-squad.md deleted file mode 100644 index 5bca6a6..0000000 --- a/cogitator/factions/space-marines/datasheets/infernus-squad.md +++ /dev/null @@ -1,45 +0,0 @@ -# Infernus Squad - -**Role:** Other - -*Infernus Squads purge swathes of the enemy ranks with the incandescent firestorms they unleash from their pyreblasters. They are close assault specialists, sending jets of burning promethium into enemy trench lines and bunkers and through dense ruins and concealing vegetation, ensuring no foe escapes their fiery wrath.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; pyreblaster; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Pyreblaster | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Incendiary Terror** (Datasheet): In your Shooting phase, after this unit has shot, you can select one enemy INFANTRY unit hit by one or more of those attacks made with a pyreblaster. That enemy unit must take a Battle-shock test, subtracting 1 from that test. - -**Keywords:** Tacticus, Imperium, Grenades, Infantry, Infernus Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Infernus Sergeant -- 4-9 Infernus Marines - -**Leader:** -Led By: Marneus Calgar, Lieutenant, Primaris Company Champion, Librarian, Captain Tycho, Brother Corbulo, Gabriel Seth, Asmodai, Ezekiel, Chaplain Grimaldus, Lazarus, Chaplain, Adrax Agatone, Captain, Judiciar, Vulkan He’stan, Chaplain Kastiel, Apothecary, Ancient, Blood Angels Captain, Azrael, Castellan, Marshal, Judiciar Xacharus, Marneus Calgar in Armour of Antilochus, Sanguinary Priest, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 90pts -- 10 models: 180pts diff --git a/cogitator/factions/space-marines/datasheets/infiltrator-squad.md b/cogitator/factions/space-marines/datasheets/infiltrator-squad.md deleted file mode 100644 index 68d15ad..0000000 --- a/cogitator/factions/space-marines/datasheets/infiltrator-squad.md +++ /dev/null @@ -1,55 +0,0 @@ -# Infiltrator Squad - -**Role:** Other - -*Infiltrator Squads are experts in covert operations and are drilled extensively in self-sufficiency and survival skills. Equipped with omni-scramblers that cripple enemy communications, they wreak havoc amongst their foes before cutting them down with hails of accurate bolt fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; marksman bolt carbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Marksman bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Omni-scramblers** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit. -- **Helix Gauntlet** (Wargear): Models in the bearer’s unit have the Feel No Pain 6+ ability. -- **Infiltrator Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. - -**Keywords:** Infiltrator Squad, Phobos, Imperium, Infantry, Grenades, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Infiltrator Sergeant -- 4-9 Infiltrators - -**Wargear Options:** -- 1 Infiltrator can be equipped with 1 helix gauntlet.* -- 1 Infiltrator can be equipped with 1 Infiltrator comms array.* -- * These options cannot be taken on the same model. - -**Leader:** -Led By: Captain In Phobos Armour, Librarian In Phobos Armour, Lieutenant In Phobos Armour - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/inner-circle-companions.md b/cogitator/factions/space-marines/datasheets/inner-circle-companions.md deleted file mode 100644 index 2d123e8..0000000 --- a/cogitator/factions/space-marines/datasheets/inner-circle-companions.md +++ /dev/null @@ -1,46 +0,0 @@ -# Inner Circle Companions - -**Role:** Other - -*Wielding Calibanite greatswords with breathtaking skill, wreathed in the incense smoke of their braziers of judgement, the Inner Circle Companions cut a crimson path through their foes. They are sinister warriors whether battling as ally or enemy, for they fight in silence save for the whine of their armour servos and the crunch of their blades through flesh and bone.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Inner Circle Companion is equipped with:** heavy bolt pistol; Calibanite greatsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | Pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Calibanite greatsword - strike | Melee | 4 | 3 | 6 | -2 | 2 | lethal hits | -| Calibanite greatsword - sweep | Melee | 5 | 3 | 6 | -2 | 1 | sustained hits 2 | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Braziers of Judgement** (Datasheet): While a Character model is leading this unit, each time an attack targets this unit, subtract 1 from the Hit roll. -- **Enmity for the Unworthy** (Datasheet): Each time a model in this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll. -- **Attached Unit** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Sternguard Veteran Squad, it can be attached to this unit instead. - -**Keywords:** Inner Circle Companions, Tacticus, Deathwing, Imperium, Infantry -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 3-6 Inner Circle Companions - -**Leader:** -Led By: Chief Librarian Tigurius, Lieutenant, Librarian, Captain Tycho, Brother Corbulo, Gabriel Seth, Ezekiel, Lazarus, Chaplain, Adrax Agatone, Judiciar, Kor’sarro Khan, Pedro Kantor, Emperor’s Champion, Chaplain Cassius, Marneus Calgar, Apothecary, Ancient, Blood Angels Captain, Primaris Company Champion, Azrael, Uriel Ventris, Asmodai, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Sicarius, Captain, Castellan, Marshal, Captain Titus, Sanguinary Priest, Ferren Areios - -**Points:** -- 3 models: 90pts -- 6 models: 180pts diff --git a/cogitator/factions/space-marines/datasheets/intercessor-squad.md b/cogitator/factions/space-marines/datasheets/intercessor-squad.md deleted file mode 100644 index 6f05220..0000000 --- a/cogitator/factions/space-marines/datasheets/intercessor-squad.md +++ /dev/null @@ -1,66 +0,0 @@ -# Intercessor Squad - -**Role:** Battleline - -*Intercessor Squads are capable of laying down punishing fire while advancing or holding ground against the enemy. They have access to a range of bolt weaponry suited to varied battlefield assignments, from engaging enemies at long range to cleansing bunker complexes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; bolt rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Objective Secured** (Datasheet): If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **Target Elimination** (Datasheet): Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of bolt rifles equipped by models in this unit and you can only select one enemy unit as the target of all of this unit’s attacks. - -**Keywords:** Intercessor Squad, Tacticus, Imperium, Grenades, Battleline, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Intercessor Sergeant -- 4-9 Intercessors - -**Wargear Options:** -- The Intercessor Sergeant’s bolt rifle can be replaced with one of the following:- 1 Astartes chainsword -- 1 hand flamer -- 1 plasma pistol -- 1 power weapon -- The Intercessor Sergeant’s close combat weapon can be replaced with one of the following:- 1 Astartes chainsword -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher. - -**Leader:** -Led By: Chief Librarian Tigurius, Inquisitor Draxus, Lieutenant, Primaris Company Champion, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Emperor’s Champion, Inquisitor In Terminator Armour, Adrax Agatone, Captain, Judiciar, Kor’sarro Khan, Chaplain Grimaldus, Castellan, High Marshal Helbrecht, Marshal, Techmarine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Blood Angels Captain, Inquisitor Eisenhorn, Uriel Ventris, Lazarus, Chaplain, Ancient, Librarian, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Marneus Calgar, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/invader-atv.md b/cogitator/factions/space-marines/datasheets/invader-atv.md deleted file mode 100644 index 387443d..0000000 --- a/cogitator/factions/space-marines/datasheets/invader-atv.md +++ /dev/null @@ -1,45 +0,0 @@ -# Invader ATV - -**Role:** Other - -*The Invader is a highly flexible all-terrain vehicle, perfectly adapted to an aggressive reconnaissance role. Outfitted with either a multi-melta or onslaught gatling cannon, it can rapidly deliver punishing fire against vulnerable parts of the enemy line, or swiftly engage and destroy scouting elements of opposing forces.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol, twin bolt rifle; onslaught gatling cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | -| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Outrider Escort** (Datasheet): Once per turn, in your opponent’s Shooting phase, when another friendly ADEPTUS ASTARTES MOUNTED unit within 6" of this model is selected as the target of an attack, one model from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -**Keywords:** Grenades, Imperium, Ravenwing, Invader ATV, Mounted -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Invader ATV - -**Wargear Options:** -- This model’s onslaught gatling cannon can be replaced with 1 multi-melta. - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/space-marines/datasheets/invictor-tactical-warsuit.md b/cogitator/factions/space-marines/datasheets/invictor-tactical-warsuit.md deleted file mode 100644 index 9c88e4e..0000000 --- a/cogitator/factions/space-marines/datasheets/invictor-tactical-warsuit.md +++ /dev/null @@ -1,68 +0,0 @@ -# Invictor Tactical Warsuit - -**Role:** Other - -*Outfitted with silent reactors and servos, the Invictor Tactical Warsuit is a combat walker ideally suited to supporting Vanguard operations and functioning independently from a main Space Marine strike force. In battle they are piloted by hand-picked warriors dedicated to defending their battle-brothers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 8 | 3+ | 12 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** fragstorm grenade launcher; heavy bolter; incendium cannon; twin ironhail heavy stubber; Invictor fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Incendium cannon | 12 | D6+3 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Twin ironhail autocannon | 48 | 3 | 3 | 9 | -1 | 3 | twin-linked | -| Twin ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Invictor fist | Melee | 5 | 3 | 14 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Combat Support** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Phobos Infantry unit within 6" of this model is selected as the target of an attack, one model from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit [and only if it is an eligible target). - -**Keywords:** Vehicle, Walker, Invictor Tactical Warsuit, Phobos, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Invictor Tactical Warsuit - -**Wargear Options:** -- This model’s incendium cannon can be replaced with 1 twin ironhail autocannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/space-marines/datasheets/iron-father-feirros.md b/cogitator/factions/space-marines/datasheets/iron-father-feirros.md deleted file mode 100644 index f46bfac..0000000 --- a/cogitator/factions/space-marines/datasheets/iron-father-feirros.md +++ /dev/null @@ -1,65 +0,0 @@ -# Iron Father Feirros - -**Role:** Characters - -*Malkaan Feirros is amongst the oldest and wisest of the Iron Fathers. Yet his radical beliefs and wry humour leaven his arcane technological pronouncements. He is the Iron Hands Master of the Forge, guiding the Chapter’s battle-brothers and the machine spirits of its war engines to unleash precise destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Gorgon’s Wrath; Harrowhand; Medusan manipuli. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Gorgon’s Wrath | 36 | 3 | 2 | 5 | -1 | 2 | sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Harrowhand | Melee | 6 | 3 | 7 | -2 | 2 | — | -| Medusan Manipuli | Melee | 2 | 3 | 8 | -2 | 3 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Tempering** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Iron Father** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, it has the Lone Operative ability. -- **Master of the Forge** (Datasheet): In your Command phase, select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to 3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. You cannot select a unit for this ability that has already been selected for the Blessing of the Omnissiah ability this phase, and vice versa. -- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Heavy Intercessor Squad units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked. - -**Keywords:** Iron Father Feirros, Epic Hero, Infantry, Imperium, Gravis, Character -**Faction Keywords:** Adeptus Astartes, Iron Hands - -**Unit Composition:** -- 1 Iron Father Feirros – EPIC HERO - -**Leader:** -Can lead: Aggressor Squad, Eradicator Squad, Heavy Intercessor Squad, Indomitor Kill Team - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/iron-priest-on-thunderwolf.md b/cogitator/factions/space-marines/datasheets/iron-priest-on-thunderwolf.md deleted file mode 100644 index 4e8011a..0000000 --- a/cogitator/factions/space-marines/datasheets/iron-priest-on-thunderwolf.md +++ /dev/null @@ -1,69 +0,0 @@ -# Iron Priest On Thunderwolf - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 2+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; crushing teeth and claws; Iron Priest hammer; servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Helfrost pistol – dispersed | 12 | D3 | N/A | 3 | -1 | 1 | pistol, torrent | -| Helfrost pistol – focused | 12 | 1 | 2 | 6 | -3 | 3 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | -| Iron Priest hammer | Melee | 3 | 4 | 8 | -2 | 3 | — | -| Servo arm | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Iron Priest** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. -- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. -- **Vengeance of the Omnissiah** (Datasheet): If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Iron Priest hammer has an Attacks characteristic of 6. - -**Keywords:** Character, Mounted, Imperium, Iron Priest, Grenades -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Iron Priest on Thunderwolf - -**Wargear Options:** -- This model’s boltgun can be replaced with one of the following:- 1 bolt pistol -- 1 helfrost pistol - -**Leader:** -Can lead: Thunderwolf Cavalry - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/iron-priest.md b/cogitator/factions/space-marines/datasheets/iron-priest.md deleted file mode 100644 index 69de0a8..0000000 --- a/cogitator/factions/space-marines/datasheets/iron-priest.md +++ /dev/null @@ -1,63 +0,0 @@ -# Iron Priest - -**Role:** Characters - -*Space Wolves Techmarines – the Iron Priests – are holders of arcane technological lore that they use to repair the Chapter’s damaged war engines and soothe their affronted machine spirits. Warriors of Fenris first and foremost, Iron Priests will not hesitate to bring their own esoteric weapons to bear on the foe if needed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** helfrost pistol; tempest hammer and servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Helfrost pistol – dispersed | 12 | D6 | N/A | 4 | -1 | 1 | pistol, torrent | -| Helfrost pistol – focused | 12 | 1 | 2 | 6 | -3 | 3 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tempest hammer and servo-arm | Melee | 4 | 4 | 8 | -2 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Iron Priest** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. -- **Gift of the Iron Wolf** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, select one ranged weapon equipped by that model to have the [RAPID FIRE 1] ability. Each model can only be selected for this ability or the Blessing of the Omnissiah ability once per turn. -- **Judgement of the Omnissiah** (Datasheet): Each time this model makes an attack that targets an enemy unit within Engagement Range of one or more friendly Adeptus Astartes Vehicle units, you can re-roll the Wound roll. - -**Keywords:** Iron Priest, Techmarine, Imperium, Character, Infantry -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Iron Priest - -**Leader:** -Can lead: Wolf Guard Headtakers, Grey Hunters, Blood Claws - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/ironclad-dreadnought.md b/cogitator/factions/space-marines/datasheets/ironclad-dreadnought.md deleted file mode 100644 index e2ddfca..0000000 --- a/cogitator/factions/space-marines/datasheets/ironclad-dreadnought.md +++ /dev/null @@ -1,61 +0,0 @@ -# Ironclad Dreadnought - -**Role:** Other - -*Clad with slabs of ceramite plating and equipped to rend ferrocrete or reduce thick walls to rubble, the Ironclad Dreadnought has been perfected for siege warfare. It is akin to a giant battering ram, pummelling through enemy positions while flooding them with burning promethium and torrents of mass-reactive bolts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 10 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** meltagun; storm bolter; Dreadnought combat weapon; seismic hammer. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Seismic hammer | Melee | 3 | 3 | 14 | -3 | D6+2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Ironclad Assault Launchers** (Wargear): The bearer has the GRENADES keyword. -- **Siege-breaker Protocols** (Datasheet): Each time this model makes a melee attack that targets a VEHICLE or FORTIFICATION unit, add 1 to the Hit roll and add 1 to the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Walker, Smoke, Dreadnought, Ironclad Dreadnought, Deathwing, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Ironclad Dreadnought - -**Wargear Options:** -- This model’s seismic hammer can be replaced with 1 Dreadnought chainfist. -- This model’s Dreadnought combat weapon and storm bolter can be replaced with 1 hurricane bolter. -- This model’s storm bolter can be replaced with 1 heavy flamer. -- This model’s meltagun can be replaced with 1 heavy flamer. -- This model can be equipped with up to 2 hunter-killer missiles. -- This model can be equipped with 1 Ironclad assault launchers. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/space-marines/datasheets/javelin-attack-speeder.md b/cogitator/factions/space-marines/datasheets/javelin-attack-speeder.md deleted file mode 100644 index 9abb366..0000000 --- a/cogitator/factions/space-marines/datasheets/javelin-attack-speeder.md +++ /dev/null @@ -1,61 +0,0 @@ -# Javelin Attack Speeder - -**Role:** Other - -*The Javelin Attack Speeder is a highly durable reconnaissance and strike craft once used widely by the Legiones Astartes, but now almost absent from the war zones of the 41st Millennium. Irreplaceable though they are, Javelins are sometimes entrusted to the very best pilots, who use the vehicles’ extended range to inflict decisive damage behind enemy lines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 3+ | 9 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Javelin missile launcher; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Javelin missile launcher – frag | 36 | 3D6 | 3 | 4 | 0 | 1 | blast | -| Javelin missile launcher – krak | 36 | 3 | 3 | 9 | -2 | D6 | — | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fire and Redeploy** (Datasheet): In your Shooting phase, each time this model has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this model is not eligible to declare a charge. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Fly, Imperium, Javelin Attack Speeder, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Javelin Attack Speeder - -**Wargear Options:** -- This model’s javelin missile launcher can be replaced with 2 lascannons -- This model’s heavy bolter can be replaced with 1 multi-melta. -- This model can be equipped with up to 2 hunter-killer missiles. - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/space-marines/datasheets/judiciar-xacharus.md b/cogitator/factions/space-marines/datasheets/judiciar-xacharus.md deleted file mode 100644 index 2439cf6..0000000 --- a/cogitator/factions/space-marines/datasheets/judiciar-xacharus.md +++ /dev/null @@ -1,61 +0,0 @@ -# Judiciar Xacharus - -**Role:** Characters - -*A forbidding figure garbed in black, Xacharus has sworn a vow of silence to better contemplate his duty to the Emperor. In battle, he is a lethal executioner who hews his foes with his relic blade and leads the battle line with unswerving resolve.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; executioner relic blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner relic blade | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tempormortis** (Datasheet): While this model is leading a unit, that unit has the Fights First ability. -- **Indomitable Assault** (Datasheet): Each time a model in this unit makes a Consolidation move, it can move up to 6" instead of up to 3". - -**Keywords:** Imperium, Epic Hero, Tacticus, Judiciar, Xacharus, Infantry, Character -**Faction Keywords:** Adeptus Astartes, Blood Ravens - -**Unit Composition:** -- 1 Judiciar Xacharus – EPIC HERO - -**Leader:** -Can lead: Vanguard Veteran Squad, Decimus Kill Team, Sternguard Veteran Squad, Tactical Squad, Intercessor Squad, Fortis Kill Team, Assault Intercessor Squad, Sternguard Veteran Squad, Crusader Squad, Wolf Guard, Bladeguard Veteran Squad, Inner Circle Companions, Crusader Squad (Legendary), Sword Brethren Squad, Deathwatch Veterans, Assault Squad, Infernus Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/judiciar.md b/cogitator/factions/space-marines/datasheets/judiciar.md deleted file mode 100644 index 7ecd841..0000000 --- a/cogitator/factions/space-marines/datasheets/judiciar.md +++ /dev/null @@ -1,62 +0,0 @@ -# Judiciar - -**Role:** Characters - -*Sworn to silence, Judiciars do not preach aloud, but instead their deeds are a litany of fury. Wielding a tempormortis in one hand and an immense blade in the other, they must prove their worth in battle to join the Chaplaincy proper, doing so through acts of devotion and the slaying of enemies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 -** This model has a 4+ invulnerable save against melee attacks.* - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; executioner relic blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Executioner relic blade | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tempormortis** (Datasheet): While this model is leading a unit, that unit has the Fights First ability. -- **Silent Fury** (Datasheet): Each time this model destroys an enemy CHARACTER model, until the end of the battle, add 1 to the Attacks characteristic of its executioner relic blade. - -**Keywords:** Character, Infantry, Judiciar, Tacticus, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Judiciar - -**Leader:** -Can lead: Sternguard Veteran Squad, Deathwatch Veterans, Assault Intercessor Squad, Sword Brethren Squad, Decimus Kill Team, Inner Circle Companions, Sternguard Veteran Squad, Wolf Guard, Infernus Squad, Crusader Squad (Legendary), Intercessor Squad, Assault Squad, Crusader Squad, Fortis Kill Team, Bladeguard Veteran Squad, Vanguard Veteran Squad, Tactical Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/kayvaan-shrike.md b/cogitator/factions/space-marines/datasheets/kayvaan-shrike.md deleted file mode 100644 index 13ceb4c..0000000 --- a/cogitator/factions/space-marines/datasheets/kayvaan-shrike.md +++ /dev/null @@ -1,73 +0,0 @@ -# Kayvaan Shrike - -**Role:** Characters - -*Kayvaan Shrike is the Raven Guard Chapter’s foremost warrior and an exemplar of Corax’s teachings. A master of ambush, stealth and vigilance, he leads his warriors in daring raids, guerrilla campaigns and precision strikes, dropping silently from the skies before tearing his foes apart with savage slashes from the Raven’s Talons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Blackout; the Raven’s Talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blackout | 18 | 2 | 2 | 5 | -1 | 2 | pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Raven’s Talons | Melee | 7 | 2 | 5 | -2 | 2 | precision, twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Shadowmaster** (Datasheet): While this model is leading a unit, models in this unit cannot be targeted by ranged attacks unless the attacking model is within 12". -- **Echo of the Ravenspire** (Datasheet): At the end of your opponent’s turn, if this model’s unit is not within Engagement Range of any enemy models, you can remove it from the battlefield and place it into Strategic Reserves. -- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Assault Intercessors with Jump Packs units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked. - -**Keywords:** Kayvaan Shrike, Fly, Epic Hero, Character, Infantry, Phobos, Chapter Master, Jump Pack, Imperium -**Faction Keywords:** Raven Guard, Adeptus Astartes - -**Unit Composition:** -- 1 Kayvaan Shrike – EPIC HERO - -**Leader:** -Can lead: Talonstrike Kill Team, Vanguard Veteran Squad With Jump Packs, Assault Intercessors With Jump Packs, Skyclaws, Wolf Guard, Assault Squad with Jump Packs - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/kill-team-cassius.md b/cogitator/factions/space-marines/datasheets/kill-team-cassius.md deleted file mode 100644 index b2b3f32..0000000 --- a/cogitator/factions/space-marines/datasheets/kill-team-cassius.md +++ /dev/null @@ -1,94 +0,0 @@ -# Kill Team Cassius - -**Role:** Characters - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM VETERAN | 6" | 4 | 3+ | 2 | 6+ | 2 | -| KILL TEAM BIKER | 12" | 5 | 3+ | 3 | 6+ | 2 | -| CHAPLAIN CASSIUS | 6" | 4 | 3+ | 4 | 5+ | 2 | -| KILL TEAM TERMINATOR | 5" | 5 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save (KILL TEAM VETERAN: -)** -**Invulnerable Save (KILL TEAM BIKER: -)** -**Invulnerable Save (CHAPLAIN CASSIUS: 4)** -**Invulnerable Save (KILL TEAM TERMINATOR: 4)** - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Deathwatch twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | TWIN-LINKED | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Long Vigil ranged weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Frag cannon | 18 | D3 | 4 | 7 | -1 | 2 | blast, heavy, rapid fire d3 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Psychic Cleanse | 24 | D6 | 3 | 5 | -1 | D3 | psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 5 | 2 | 5 | -3 | D3 | psychic | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Long Vigil melee weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | -| Artificer crozius | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Assigned Agents** (Faction): If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. - -If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below. - -BATTLE SIZE**RETINUE UNITS****CHARACTER UNITS****REQUISITIONED UNITS**Incursion**1****1****1**Strike Force**2****2****1**Onslaught**3****3****2** -Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round. -- **Kill Team** (Faction): Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value. - -For the purposes of determining which models in this unit can embark within a Transport, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the Terminator, Mounted or Jump Pack keywords. - -For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords. - -**Designer’s Note:** *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.* -- **Catechism of Death** (Datasheet): While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability. -- **Unflinching** (Datasheet): You can re-roll Battle-shock tests for this unit. -- **Jump Pack** (Wargear): The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there. -- **Psychic Hood** (Wargear): Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **CASSIUS** (Special (правая колонка)): Your army cannot contain both Chaplain Cassius and KILL TEAM CASSIUS. - -**Keywords:** Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Grenades, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Grenades, Imperium, Ordo Xenos, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Imperium, Ordo Xenos, Imperium, Ordo Xenos, Kill Team Cassius, Character, Infantry, Kill Team, Grenades, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Epic Hero, Infantry, Kill Team, Infantry, Kill Team, Grenades, Imperium, Ordo Xenos, Kill Team Cassius, Character, Infantry, Epic Hero, Kill Team Cassius, Epic Hero, Kill Team -**Faction Keywords:** Agents of the Imperium, Adeptus Astartes, Deathwatch - -**Unit Composition:** -- 1 Chaplain Cassius – EPIC HERO -- 8 Kill Team Veterans: -- Vael Donatus -- Zameon Gydrael -- Rodricus Grytt -- Antor Delassio -- Edryc Setorax -- Jensus Natorian -- Drenn Redblade -- Ennox Sorrlock -- 1 Kill Team Terminator (Garran Branatar) -- 1 Kill Team Biker (Jetek Suberei) - -**Wargear Options:** -- Chaplain Cassius is equipped with: artificer crozius; bolt pistol. -- Vael Donatus is equipped with: boltgun; bolt pistol; close combat weapon. -- Zameon Gydrael is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon. -- Rodricus Grytt is equipped with: frag cannon; bolt pistol; close combat weapon. -- Antor Delassio is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon, jump pack. -- Edryc Setorax is equipped with: twin lightning claws, jump pack. -- Jensus Natorian is equipped with: psychic Cleanse; bolt pistol; force weapon; psychic hood. -- Drenn Redblade is equipped with: Long Vigil melee weapon; boltgun. -- Garran Branatar is equipped with: heavy flamer; Long Vigil ranged weapon; power fist. -- Ennox Sorrlock is equipped with: Long Vigil ranged weapon; close combat weapon. -- Jetek Suberei is equipped with: Deathwatch twin boltgun; Long Vigil melee weapon. - -**Points:** -- 11 models: 220pts diff --git a/cogitator/factions/space-marines/datasheets/korsarro-khan.md b/cogitator/factions/space-marines/datasheets/korsarro-khan.md deleted file mode 100644 index d416753..0000000 --- a/cogitator/factions/space-marines/datasheets/korsarro-khan.md +++ /dev/null @@ -1,62 +0,0 @@ -# Kor’sarro Khan - -**Role:** Characters - -*As Captain of the White Scars’ 3rd Company and Master of the Hunt, Kor’sarro Khan pursues and executes the Chapter’s greatest living foes. He is an indefatigable huntsman, tracking his quarry across the stars before running them to ground and taking their head with a masterful sweep of his deadly blade, Moonfang.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Moonfang. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Moonfang | Melee | 6 | 2 | 5 | -2 | 2 | devastating wounds, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **For the Khan!** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability and melee weapons equipped by models in that unit have the [LANCE] ability. -- **Trophy Taker** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Outrider Squad units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked. - -**Keywords:** Imperium, Infantry, Character, Kor’sarro Khan, Captain, Tacticus, Epic Hero -**Faction Keywords:** White Scars, Adeptus Astartes - -**Unit Composition:** -- 1 Kor’sarro Khan – EPIC HERO - -**Leader:** -Can lead: Intercessor Squad, Sternguard Veteran Squad, Crusader Squad, Vanguard Veteran Squad, Victrix Honour Guard, Sword Brethren Squad, Command Squad, Fortis Kill Team, Inner Circle Companions, Assault Intercessor Squad, Company Heroes, Wolf Guard, Decimus Kill Team, Deathwatch Veterans, Tactical Squad, Assault Squad, Sternguard Veteran Squad, Crusader Squad (Legendary), Bladeguard Veteran Squad - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/space-marines/datasheets/kratos.md b/cogitator/factions/space-marines/datasheets/kratos.md deleted file mode 100644 index 6928886..0000000 --- a/cogitator/factions/space-marines/datasheets/kratos.md +++ /dev/null @@ -1,81 +0,0 @@ -# Kratos - -**Role:** Other - -*Boasting an impressive array of weapon loadouts and a formidably armoured hull, the Kratos is a venerable assault tank that has earned well its reputation amongst the hosts of both loyalist and heretic commanders alike. Advancing alongside formations of armoured infantry, the vehicle provides punishing fire support that can turn the tide of entire battles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | -| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | -| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | -| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | -| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vehicle, Kratos, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Kratos - -**Wargear Options:** -- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun -- 1 volkite cardanelle -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- 2 volkite calivers -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers -- 2 lascannons -- 2 volkite culverins -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 havoc launcher -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 twin boltgun -- This model can be equipped with 1 hunter killer missile - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/space-marines/datasheets/krom-dragongaze.md b/cogitator/factions/space-marines/datasheets/krom-dragongaze.md deleted file mode 100644 index f5ee086..0000000 --- a/cogitator/factions/space-marines/datasheets/krom-dragongaze.md +++ /dev/null @@ -1,64 +0,0 @@ -# Krom Dragongaze - -**Role:** Characters - -*Belligerent, violent and seldom suffering anyone gainsaying his bloodthirsty tactics, Krom Dragongaze is notoriously short of temper. His fierce gaze is petrifying to lesser men, yet his critical eye seeks deeds of valour and his Great Company boasts many veteran Wolf Guard. Wildly competitive, Krom refuses to accept defeat.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Wyrmclaw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wyrmclaw | Melee | 6 | 2 | 7 | -2 | 2 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Refuse to Accept Defeat** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. -- **The Fierce Eye** (Datasheet): In your Shooting phase, you can select one enemy INFANTRY unit within 12" of and visible to this model. That enemy unit must take a Battle-shock test. - -**Keywords:** Captain, Imperium, Grenades, Character, Infantry, Epic Hero, Krom Dragongaze -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Krom Dragongaze - -**Wargear Options:** -- None - -**Leader:** -Can lead: Wolf Guard Battle Leader, Grey Hunters, Wolf Guard Headtakers, Wolf Guard Terminators, Wolf Guard, Blood Claws - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-achilles.md b/cogitator/factions/space-marines/datasheets/land-raider-achilles.md deleted file mode 100644 index dcaabd0..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-achilles.md +++ /dev/null @@ -1,63 +0,0 @@ -# Land Raider Achilles - -**Role:** Other - -*The Achilles is considered one of the rarest of all Land Raider variants, each one individually wrought under the scrupulous gaze of senior adepts of the Omnissiah. The result is an assault vehicle that is exceptionally resistant to energy-based weaponry. Roaring forward with impunity, the Achilles uses its thunderfire cannon and multi-meltas to suppress a wide range of foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Land Raider Achilles, Imperium, Smoke, Transport, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider Achilles - -**Wargear Options:** -- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-crusader.md b/cogitator/factions/space-marines/datasheets/land-raider-crusader.md deleted file mode 100644 index f48ea0e..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-crusader.md +++ /dev/null @@ -1,79 +0,0 @@ -# Land Raider Crusader - -**Role:** Other - -*Developed from sacred archeotech and deployed by the Black Templars during the Jerulas Crusade, the Land Raider Crusader is a superlative assault tank. Its bulk can crush enemy defences, and its prodigious firepower cuts their guardians apart. Once it has stormed a position, Black Templars pour from its hatches to slaughter any who remain.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 hurricane bolters; twin assault cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **Legacy of Jerulas** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Land Raider Crusader, Grenades, Transport, Imperium, Land Raider, Vehicle, Smoke -**Faction Keywords:** Adeptus Astartes, Black Templars - -**Unit Composition:** -- 1 Land Raider Crusader - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 16 Adeptus Astartes Infantry models. Each Jump Pack, Gravis or TERMiNATOR model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-excelsior.md b/cogitator/factions/space-marines/datasheets/land-raider-excelsior.md deleted file mode 100644 index a7d2f2a..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-excelsior.md +++ /dev/null @@ -1,63 +0,0 @@ -# Land Raider Excelsior - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** grav-cannon; 2 Godhammer lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Godhammer lascannons | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Grav-cannon | 24 | 3 | 3 | 6 | -1 | 3 | anti-vehicle 2+ | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Transport, Smoke, Vehicle, Imperium, Land Raider Excelsior -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider Excelsior - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 combi-weapon. - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-helios.md b/cogitator/factions/space-marines/datasheets/land-raider-helios.md deleted file mode 100644 index ca9c9d9..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-helios.md +++ /dev/null @@ -1,58 +0,0 @@ -# Land Raider Helios - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 godhammer lascannons; Helios launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Godhammer lascannons | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Helios launcher | 48 | 3 | 3 | 9 | -1 | 3 | anti-fly 3+ | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Land Raider Helios, Imperium, Transport, Smoke, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider Helios - -**Wargear Options:** -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-prometheus.md b/cogitator/factions/space-marines/datasheets/land-raider-prometheus.md deleted file mode 100644 index ea0d9b3..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-prometheus.md +++ /dev/null @@ -1,59 +0,0 @@ -# Land Raider Prometheus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Land Raider Prometheus, Imperium, Transport, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider Prometheus - -**Wargear Options:** -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-proteus.md b/cogitator/factions/space-marines/datasheets/land-raider-proteus.md deleted file mode 100644 index 9d4092a..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-proteus.md +++ /dev/null @@ -1,69 +0,0 @@ -# Land Raider Proteus - -**Role:** Other - -*The ancient and venerable Land Raider has served the Space Marines since their earliest beginnings, and the oldest variants are known as Proteus patterns. These heavily armoured bastions once acted as forward assault vehicles in Explorator missions, and rare survivals still serve the Imperium as relic vehicles of highest regard.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Transport, Imperium, Land Raider Proteus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider Proteus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 twin heavy bolter -- 1 twin heavy flamer -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 explorator augury web. - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider-redeemer.md b/cogitator/factions/space-marines/datasheets/land-raider-redeemer.md deleted file mode 100644 index 02c9891..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider-redeemer.md +++ /dev/null @@ -1,62 +0,0 @@ -# Land Raider Redeemer - -**Role:** Other - -*In brutal urban combat, it can be impossible to root out entrenched foes. Not so for the Land Raider Redeemer. When it engages its flamestorm cannons, any caught in the raging inferno of burning promethium that follows are doomed, and bunkers, pill boxes, ruined factorums and shattered hab-blocks are cleansed of the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 flamestorm cannons; twin assault cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamestorm cannon | 12 | D6+3 | N/A | 6 | -2 | 2 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Vehicle, Grenades, Transport, Imperium, Land Raider, Land Raider Redeemer, Deathwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider Redeemer - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 14 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/space-marines/datasheets/land-raider.md b/cogitator/factions/space-marines/datasheets/land-raider.md deleted file mode 100644 index 44922b5..0000000 --- a/cogitator/factions/space-marines/datasheets/land-raider.md +++ /dev/null @@ -1,62 +0,0 @@ -# Land Raider - -**Role:** Other - -*Land Raiders are mobile fortresses that bear squads of Space Marines through the most furious firestorms without so much as a scratch. Their machine spirits are so potent that if the crew are slain they will take over, making the tank a truly formidable asset.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; 2 godhammer lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Godhammer lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Land Raider, Deathwing, Transport, Smoke, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Raider - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/space-marines/datasheets/land-speeder-storm.md b/cogitator/factions/space-marines/datasheets/land-speeder-storm.md deleted file mode 100644 index 68b385f..0000000 --- a/cogitator/factions/space-marines/datasheets/land-speeder-storm.md +++ /dev/null @@ -1,57 +0,0 @@ -# Land Speeder Storm - -**Role:** Dedicated Transports - -*The Land Speeder Storm is equipped with additional sensor arrays and baffled engines to make it the perfect transport for Scout Squads being secretly inserted into enemy territory. Countless victories in the annals of many Chapters can be attributed to the surprise attacks carried out by this vehicle and its occupants.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 4+ | 7 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Cerberus launcher; heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerberus launcher | 18 | D6+3 | 3 | 4 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Assault** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Dedicated Transport, Transport, Land Speeder Storm, Ravenwing, Vehicle, Imperium, Fly -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Speeder Storm - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 6 models. It can only transport Scout Squad, Scout Sniper Squad and Sergeant Telion models. - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/land-speeder-tempest.md b/cogitator/factions/space-marines/datasheets/land-speeder-tempest.md deleted file mode 100644 index 2ff29ba..0000000 --- a/cogitator/factions/space-marines/datasheets/land-speeder-tempest.md +++ /dev/null @@ -1,53 +0,0 @@ -# Land Speeder Tempest - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; Tempest salvo launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Tempest salvo launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Tempest salvo launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Isolate and Destroy** (Datasheet): Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll. - -**Keywords:** Imperium, Fly, Vehicle, Ravenwing, Land Speeder Tempest -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Speeder Tempest - -**Wargear Options:** -- None - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/land-speeder-tornado.md b/cogitator/factions/space-marines/datasheets/land-speeder-tornado.md deleted file mode 100644 index 53cbae8..0000000 --- a/cogitator/factions/space-marines/datasheets/land-speeder-tornado.md +++ /dev/null @@ -1,57 +0,0 @@ -# Land Speeder Tornado - -**Role:** Other - -*The Land Speeder Tornado is a highly mobile, multi-threat skimmer that can deal far more death and destruction than its relatively small profile suggests. In battle it serves as a mobile firebase, able to bring multiple heavy weapons to bear wherever the need is greatest.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Strafing Enfilade** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Vehicle, Land Speeder Tornado, Fly, Imperium, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Speeder Tornado - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 multi-melta. -- This model’s assault cannon can be replaced with 1 heavy flamer. - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/land-speeder-typhoon.md b/cogitator/factions/space-marines/datasheets/land-speeder-typhoon.md deleted file mode 100644 index b428ad7..0000000 --- a/cogitator/factions/space-marines/datasheets/land-speeder-typhoon.md +++ /dev/null @@ -1,56 +0,0 @@ -# Land Speeder Typhoon - -**Role:** Other - -*Mounting a formidable multi-missile launcher, the Land Speeder Typhoon launches flurries of projectiles at its targets. Such a barrage shatters order in infantry assaults as formations are broken up. Nor is enemy armour safe, for the Typhoon’s armour-piercing warheads allow it to pick off battle tanks and transports.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Typhoon missile launcher; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fire and Redeploy** (Datasheet): In your Shooting phase, each time this model has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to D6". If it does, until the end of the turn, this model is not eligible to declare a charge. - -**Keywords:** Fly, Vehicle, Imperium, Ravenwing, Land Speeder Typhoon -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Speeder Typhoon - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 multi-melta. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/land-speeder-vengeance.md b/cogitator/factions/space-marines/datasheets/land-speeder-vengeance.md deleted file mode 100644 index 1333f2f..0000000 --- a/cogitator/factions/space-marines/datasheets/land-speeder-vengeance.md +++ /dev/null @@ -1,51 +0,0 @@ -# Land Speeder Vengeance - -**Role:** Other - -*Boasting a larger chassis and anti-gravity engines, the Land Speeder Vengeance mounts heavier weaponry than other Land Speeders, and is thus fitted with a plasma storm battery. In battle, its crew use this potent weapon to deliver devastating firepower while keeping pace with the swift hunt of the Ravenwing.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** heavy bolter; plasma storm battery; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Plasma storm battery – standard | 36 | D6+1 | 3 | 8 | -2 | 2 | blast, twin-linked | -| Plasma storm battery – supercharge | 36 | D6+1 | 3 | 9 | -3 | 3 | blast, hazardous, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm of Vengeance** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly **Adeptus Astartes** unit within 6" of this model is destroyed, this model can use this ability (it cannot use this ability when it is itself destroyed). If it does, after the attacking unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -**Keywords:** Ravenwing, Fly, Vehicle, Imperium, Land Speeder Vengeance -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Land Speeder Vengeance - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 assault cannon. - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/space-marines/datasheets/land-speeder.md b/cogitator/factions/space-marines/datasheets/land-speeder.md deleted file mode 100644 index 4def62a..0000000 --- a/cogitator/factions/space-marines/datasheets/land-speeder.md +++ /dev/null @@ -1,54 +0,0 @@ -# Land Speeder - -**Role:** Other - -*The remarkable grav-drives utilised by Land Speeders enable them to perform seemingly impossible feats of manoeuvrability even as they strike against the enemy. Such adaptability makes them ideal for a variety of tasks, including scouting and counter-reconnaissance.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Target Sighted** (Datasheet): At the start of your Shooting phase, select one enemy unit that is visible to this model. Until the end of the phase, each time a friendly Adeptus Astartes model makes an attack with a Blast weapon that targets that enemy unit, add 1 to the Hit roll and that attack has the [IGNORES COVER] ability. - -**Keywords:** Ravenwing, Land Speeder, Vehicle, Fly, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Land Speeder - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 multi-melta. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/lazarus.md b/cogitator/factions/space-marines/datasheets/lazarus.md deleted file mode 100644 index 4c03e8c..0000000 --- a/cogitator/factions/space-marines/datasheets/lazarus.md +++ /dev/null @@ -1,61 +0,0 @@ -# Lazarus - -**Role:** Characters - -*Master Lazarus wields his sword, Enmity’s Edge, with all the martial skill expected of a Dark Angels Company Master. In even the most ferocious fighting he exhibits a calm demeanour, maintaining composure while giving masterful orders that have yielded great victories.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Enmity’s Edge. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enmity’s Edge | Melee | 6 | 2 | 6 | -3 | 2 | anti-psyker 2+ | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Intractable Will** (Datasheet): While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. -- **The Spiritshield Helm** (Datasheet): This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds. - -**Keywords:** Imperium, Grenades, Epic Hero, Character, Infantry, Deathwing, Tacticus, Lazarus, Captain -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 1 Lazarus – EPIC HERO - -**Leader:** -Can lead: Sternguard Veteran Squad, Tactical Squad, Infernus Squad, Deathwatch Veterans, Crusader Squad (Legendary), Inner Circle Companions, Vanguard Veteran Squad, Wolf Guard, Assault Squad, Sword Brethren Squad, Sternguard Veteran Squad, Bladeguard Veteran Squad, Assault Intercessor Squad, Intercessor Squad, Crusader Squad, Fortis Kill Team, Decimus Kill Team - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/lemartes.md b/cogitator/factions/space-marines/datasheets/lemartes.md deleted file mode 100644 index f5b65c1..0000000 --- a/cogitator/factions/space-marines/datasheets/lemartes.md +++ /dev/null @@ -1,71 +0,0 @@ -# Lemartes - -**Role:** Characters - -*Lemartes’ life is one of constant battle. A warrior of iron will, somehow he retains lucidity despite having succumbed to the Black Rage. He leads the Blood Angels’ Death Company as Guardian of the Lost, wielding the ancient weapon known as the Blood Crozius. His inspiration has only made the Death Company even more potent.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; the Blood Crozius. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 2 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Blood Crozius | Melee | 5 | 2 | 6 | -2 | 2 | lethal hits | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Guardian of the Lost** (Datasheet): While this model is leading a unit, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack. -- **Fury Unbound** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability - -**Keywords:** Infantry, Character, Jump Pack, Grenades, Imperium, Tacticus, Chaplain, Lemartes, Fly, Epic Hero -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Lemartes – EPIC HERO - -**Leader:** -Can lead: Death Company Marines with Boltguns and Jump Packs, Death Company Marines With Jump Packs - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/leviathan-dreadnought.md b/cogitator/factions/space-marines/datasheets/leviathan-dreadnought.md deleted file mode 100644 index bd2b1c3..0000000 --- a/cogitator/factions/space-marines/datasheets/leviathan-dreadnought.md +++ /dev/null @@ -1,66 +0,0 @@ -# Leviathan Dreadnought - -**Role:** Other - -*The Leviathan Dreadnought was the product of a secret development programme on Terra itself, which combined ancient technologies to create a savagely powerful siege and hunter-killer machine. Leviathans proved as costly as they were deadly, however, and of the limited quantities manufactured, only a handful now remain.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | -| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Deathwing, Imperium, Vehicle, Smoke, Walker, Dreadnought, Leviathan Dreadnought -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Leviathan Dreadnought - -**Wargear Options:** -- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance -- 1 storm cannon -- 1 meltagun and 1 Leviathan siege claw -- 1 meltagun and 1 Leviathan siege drill -- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. -- This model can be equipped with 3 hunter-killer missiles. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/librarian-dreadnought.md b/cogitator/factions/space-marines/datasheets/librarian-dreadnought.md deleted file mode 100644 index f40ded9..0000000 --- a/cogitator/factions/space-marines/datasheets/librarian-dreadnought.md +++ /dev/null @@ -1,55 +0,0 @@ -# Librarian Dreadnought - -**Role:** Other - -*Such is the Blood Angels’ connection to the warp that those Librarians interred in Dreadnoughts retain their link to it. They are dangerous enemies to face, with all the adamantine strength of a Dreadnought as well as the ability to boil an enemy’s blood in their veins, or blast foes apart with beams of energy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Blood Lance; storm bolter; Furioso fist, Furioso force halberd. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood Lance – witchfire | 18 | 1 | 3 | 10 | -3 | D6 | psychic, sustained hits d3 | -| Blood Lance – focused witchfire | 18 | 1 | 3 | 12 | -3 | D6+3 | hazardous, psychic, sustained hits d3 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Furioso fist | Melee | 5 | 3 | 12 | -3 | 3 | — | -| Furioso force halberd | Melee | 1 | 2 | 9 | -3 | D6+3 | extra attacks, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Shield of Sanguinius (Aura, Psychic)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks. -- **Wings of Sanguinius (Psychic)** (Datasheet): Once per turn, at the end of your Movement phase, one Psyker from your army with this ability can use it. If it does, roll one D6: on a 1, that PSYKER suffers D3 mortal wounds; on a 2+, select one friendly Adeptus Astartes Infantry unit within 12" of that PSYKER and remove the selected unit from the battlefield, then set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models. - -**Keywords:** Librarian Dreadnought, Dreadnought, Imperium, Psyker, Smoke, Walker, Vehicle -**Faction Keywords:** Blood Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Librarian Dreadnought - -**Wargear Options:** -- This model’s storm bolter can be replaced with one of the following:- 1 heavy flamer -- 1 meltagun - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/space-marines/datasheets/librarian-in-phobos-armour.md b/cogitator/factions/space-marines/datasheets/librarian-in-phobos-armour.md deleted file mode 100644 index ba235cc..0000000 --- a/cogitator/factions/space-marines/datasheets/librarian-in-phobos-armour.md +++ /dev/null @@ -1,66 +0,0 @@ -# Librarian In Phobos Armour - -**Role:** Characters - -*Many Librarians learn the arcane arts of obscuration and illusion as part of their long and dangerous training. Donning Phobos armour, they take to the field and use these skills to fog the minds of their enemies, prise vital battle plans from their foes’ minds and turn the enemy’s shadows against them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Smite; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Shrouding (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have the Stealth ability and that unit cannot be targeted by ranged attacks unless the attacking model is within 12". - -**Keywords:** Infantry, Character, Grenades, Psyker, Imperium, Phobos, Librarian -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Librarian in Phobos Armour - -**Leader:** -Can lead: Infiltrator Squad, Hounds Of Morkai, Incursor Squad, Spectrus Kill Team, Eliminator Squad, Reiver Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/librarian-in-terminator-armour.md b/cogitator/factions/space-marines/datasheets/librarian-in-terminator-armour.md deleted file mode 100644 index 30d3913..0000000 --- a/cogitator/factions/space-marines/datasheets/librarian-in-terminator-armour.md +++ /dev/null @@ -1,73 +0,0 @@ -# Librarian In Terminator Armour - -**Role:** Characters - -*The powers of a Chapter’s Librarians lend a lethal psychic edge to its elite infantry spearheads. Whether it be gruelling boarding actions, ferocious urban combat or on the front line against overwhelming enemy numbers, Librarians in Terminator armour blast at the foe with their powerful psychic energies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Smite; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Veil of Time (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. - -**Keywords:** Psyker, Imperium, Terminator, Librarian, Deathwing, Infantry, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Librarian in Terminator Armour - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 storm bolter - -**Leader:** -Can lead: Terminator Squad, Deathwing Terminator Squad, Deathwing Knights, Deathwatch Terminator Squad, Deathwing Command Squad, Terminator Assault Squad, Terminator Squad, Relic Terminator Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/librarian-on-bike.md b/cogitator/factions/space-marines/datasheets/librarian-on-bike.md deleted file mode 100644 index 7d0fc80..0000000 --- a/cogitator/factions/space-marines/datasheets/librarian-on-bike.md +++ /dev/null @@ -1,75 +0,0 @@ -# Librarian on Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Mental Fortress (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. - -**Keywords:** Grenades, Imperium, Librarian, Ravenwing, Psyker, Mounted, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Librarian on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 plasma pistol -- 1 storm bolter - -**Leader:** -Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/librarian-with-jump-pack.md b/cogitator/factions/space-marines/datasheets/librarian-with-jump-pack.md deleted file mode 100644 index 1989343..0000000 --- a/cogitator/factions/space-marines/datasheets/librarian-with-jump-pack.md +++ /dev/null @@ -1,85 +0,0 @@ -# Librarian with Jump Pack - -**Role:** Characters - -*Librarians are skilled warriors possessed of esoteric powers, and will not hesitate to launch themselves into danger to root out empyric threats. With a jump pack, there are few secrets beyond a Librarian’s reach, and by drawing on the immaterium’s power he can grant his battle-brothers the strength to crush the foe wherever they hide.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Smite; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Might of Heroes (Psychic)** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. - -**Keywords:** Character, Infantry, Psyker, Grenades, Librarian, Imperium, Fly, Jump Pack -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Librarian with Jump Pack - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- 1 storm bolter - -**Leader:** -Can lead: Vanguard Veteran Squad With Jump Packs, Assault Squad with Jump Packs, Skyclaws, Wolf Guard - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/librarian.md b/cogitator/factions/space-marines/datasheets/librarian.md deleted file mode 100644 index 25d1c5c..0000000 --- a/cogitator/factions/space-marines/datasheets/librarian.md +++ /dev/null @@ -1,63 +0,0 @@ -# Librarian - -**Role:** Characters - -*Librarians are the Space Marines’ battle-psykers and keepers of lore. Wielding terrifying empyric energies, with but a thought they can crush a foe’s skull, throw up force shields to protect their brethren from incoming fire, and hurl blasts of psychic power.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Smite; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Smite – witchfire | 24 | D6 | 3 | 5 | -1 | D3 | psychic | -| Smite – focused witchfire | 24 | D6 | 3 | 6 | -2 | D3 | devastating wounds, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Psychic Hood** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks. -- **Mental Fortress (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. - -**Keywords:** Infantry, Character, Librarian, Grenades, Psyker, Imperium, Tacticus -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Librarian - -**Leader:** -Can lead: Sternguard Veteran Squad, Assault Squad, Infernus Squad, Tactical Squad, Fortis Kill Team, Devastator Squad, Crusader Squad (Legendary), Sword Brethren Squad, Vanguard Veteran Squad, Decimus Kill Team, Deathwatch Veterans, Assault Intercessor Squad, Inner Circle Companions, Crusader Squad, Desolation Squad, Wolf Guard, Intercessor Squad, Long Fangs, Hellblaster Squad, Sternguard Veteran Squad - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/space-marines/datasheets/lieutenant-in-phobos-armour.md b/cogitator/factions/space-marines/datasheets/lieutenant-in-phobos-armour.md deleted file mode 100644 index c36b1a2..0000000 --- a/cogitator/factions/space-marines/datasheets/lieutenant-in-phobos-armour.md +++ /dev/null @@ -1,82 +0,0 @@ -# Lieutenant In Phobos Armour - -**Role:** Characters - -*Highly capable combat commanders, Lieutenants can lead independent reconnaissance, sabotage and assassination forces far beyond Imperial lines. They are deadly warriors, and the last sensation of countless foes has been the cold press of a Space Marine Lieutenant’s knife to their neck.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted scoped bolt carbine; paired combat blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Master-crafted scoped bolt carbine | 24 | 2 | 2 | 4 | 0 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired combat blades | Melee | 5 | 2 | 4 | -1 | 1 | sustained hits 1 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Strategic Dispersal** (Datasheet): In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. - -**Keywords:** Grenades, Character, Infantry, Imperium, Phobos, Lieutenant -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Lieutenant in Phobos Armour - -**Leader:** -Can lead: Incursor Squad, Spectrus Kill Team, Reiver Squad, Hounds Of Morkai, Infiltrator Squad - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/lieutenant-in-reiver-armour.md b/cogitator/factions/space-marines/datasheets/lieutenant-in-reiver-armour.md deleted file mode 100644 index 9c00854..0000000 --- a/cogitator/factions/space-marines/datasheets/lieutenant-in-reiver-armour.md +++ /dev/null @@ -1,73 +0,0 @@ -# Lieutenant In Reiver Armour - -**Role:** Characters - -*When a Space Marine commander needs the enemy broken in terror, he unleashes detachments led by Lieutenants clad in the wargear of the Reiver Squads. With the masterful leadership of the Lieutenant, these forces become more powerful than the sum of their parts, and drive contingents of the foe to flight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** master-crafted special issue bolt pistol; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted special issue bolt pistol | 12 | 1 | 2 | 4 | -1 | 2 | pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combat knife | Melee | 6 | 2 | 4 | -1 | 1 | precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Deadly Terror** (Datasheet): While this model is leading a unit, increase the range of that unit’s Terror Troops ability by 3". - -**Keywords:** Lieutenant in Reiver Armour, Lieutenant, Phobos, Imperium, Grenades, Infantry, Smoke, Character -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Lieutenant in Reiver Armour - -**Leader:** -Can lead: Reiver Squad, Hounds Of Morkai - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/lieutenant-with-combi-weapon.md b/cogitator/factions/space-marines/datasheets/lieutenant-with-combi-weapon.md deleted file mode 100644 index 245287b..0000000 --- a/cogitator/factions/space-marines/datasheets/lieutenant-with-combi-weapon.md +++ /dev/null @@ -1,55 +0,0 @@ -# Lieutenant With Combi-weapon - -**Role:** Characters - -*Some Lieutenants in Phobos armour are tasked with operating behind enemy lines, acting as skilled assassins and intelligence gatherers. By the time the main Space Marine task force has arrived they have cast the enemy into disarray and collected incredible tactical data that will all but guarantee the assault’s success.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** combi-weapon; paired combat blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Paired combat blades | Melee | 5 | 2 | 4 | -1 | 1 | anti-infantry 4+, sustained hits 1 | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Priority Objective Identified** (Datasheet): At the start of the first battle round, if your army includes one or more models with this ability, you can select one objective marker on the battlefield. Until the end of the battle, while one or more models with this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1. -- **Evade and Survive** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move. -- **LAST SURVIVOR** (Special (правая колонка)): This model cannot be selected as your Warlord. - -**Keywords:** Lieutenant, Phobos, Imperium, Grenades, Character, Infantry, Lieutenant with Combi-weapon -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Lieutenant with Combi-weapon - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/lieutenant.md b/cogitator/factions/space-marines/datasheets/lieutenant.md deleted file mode 100644 index 7349402..0000000 --- a/cogitator/factions/space-marines/datasheets/lieutenant.md +++ /dev/null @@ -1,80 +0,0 @@ -# Lieutenant - -**Role:** Characters - -*Lieutenants, in addition to being extremely able tacticians and strategists, are highly skilled warriors. Experts in all the lethal weaponry of the battle-brothers they so often command and fight alongside, they bellow orders and coordinate their brothers’ attacks even as they strike at the foe with their own arsenal of powerful weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Master-crafted bolter | 24 | 2 | 2 | 4 | -1 | 2 | — | -| Neo-volkite pistol | 12 | 1 | 2 | 5 | 0 | 2 | DEVASTATING WOUNDS, PISTOL | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 2 | 4 | 0 | 1 | — | -| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | -| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Target Priority** (Datasheet): This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Grenades, Lieutenant, Tacticus, Imperium, Character, Infantry -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Lieutenant - -**Wargear Options:** -- This model’s master-crafted bolter can be replaced with one of the following: -- 1 plasma pistol -- 1 master-crafted power weapon -- 1 power fist -- This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with 1 neo volkite pistol, 1 master-crafted power weapon and 1 storm shield. -- This model’s bolt pistol can be replaced with 1 heavy bolt pistol. -- This model’s close combat weapon can be replaced with one of the following: -- 1 master-crafted power weapon -- 1 power fist - -**Leader:** -Can lead: Hellblaster Squad, Inner Circle Companions, Sternguard Veteran Squad, Crusader Squad (Legendary), Deathwatch Veterans, Intercessor Squad, Company Heroes, Command Squad, Crusader Squad, Decimus Kill Team, Wolf Guard, Assault Intercessor Squad, Infernus Squad, Tactical Squad, Assault Squad, Sternguard Veteran Squad, Fortis Kill Team, Bladeguard Veteran Squad, Vanguard Veteran Squad, Sword Brethren Squad - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/lion-eljonson.md b/cogitator/factions/space-marines/datasheets/lion-eljonson.md deleted file mode 100644 index a918117..0000000 --- a/cogitator/factions/space-marines/datasheets/lion-eljonson.md +++ /dev/null @@ -1,58 +0,0 @@ -# Lion El’jonson - -**Role:** Characters - -*Lion El’Jonson stalks from mist-wreathed shadow realms like an ancient questing knight hunting down the galaxy’s terrors. With the immense blade, Fealty, the Primarch cleaves apart the most heinous of monstrosities, while the Emperor’s Shield erupts in blazes of light and force in response to his foes’ savage blows.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 10 | 5+ | 4 | - -**Invulnerable Save:** 3 - -**Default Wargear:** -**This model is equipped with:** Arma Luminis; Fealty. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arma Luminis – bolt | 12 | 4 | 2 | 4 | -1 | 2 | pistol | -| Arma Luminis – plasma | 12 | 2 | 2 | 8 | -3 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fealty – strike | Melee | 8 | 2 | 12 | -4 | 4 | lethal hits | -| Fealty – sweep | Melee | 16 | 2 | 6 | -3 | 2 | sustained hits 1 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Primarch of the First Legion** (Datasheet): At the start of your Command phase, select two Primarch of the First Legion abilities. Until the start of your next Command phase, this model has those abilities. -- **The Emperor’s Shield** (Datasheet): Each time an attack is allocated to this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll. -- **Dark Angels Bodyguard** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Infantry units, this model has the Lone Operative ability. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. -- **Mist-wreathed Shadow Realms** (Primarch): In your Command phase, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. -- **Martial Exemplar (Aura)** (Primarch): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **No Hiding From the Watchers (Aura)** (Primarch): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Feel No Pain 4+ ability against mortal wounds. - -**Keywords:** Imperium, Lion El’Jonson, Monster, Primarch, Character, Epic Hero -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Lion El’Jonson – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 315pts diff --git a/cogitator/factions/space-marines/datasheets/logan-grimnar-on-stormrider.md b/cogitator/factions/space-marines/datasheets/logan-grimnar-on-stormrider.md deleted file mode 100644 index 0e2d099..0000000 --- a/cogitator/factions/space-marines/datasheets/logan-grimnar-on-stormrider.md +++ /dev/null @@ -1,73 +0,0 @@ -# Logan Grimnar On Stormrider - -**Role:** Characters - -*When riding to battle upon his ornate anti-grav chariot, Stormrider, Logan Grimnar is a destructive and swift tempest of war. Drawn by a pair of giant and ferocious Thunderwolves, Stormrider’s saga-inscribed hull bears the grizzled leader into the heart of the enemy, there to reap a fell tally with the Axe Morkai.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; the Axe of Morkai; flurry of teeth and claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Axe Morkai – one-handed | Melee | 10 | 2 | 6 | -2 | 1 | — | -| The Axe Morkai – two-handed | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Flurry of teeth and claws | Melee | 6 | 4 | 5 | -1 | 1 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **High King of Fenris** (Datasheet): Once per battle, in your Charge phase, this model can use this ability. If it does, until the end of the turn, you can re-roll Charge rolls made for ADEPTUS ASTARTES units from your army and, until the end of the turn, each time an ADEPTUS ASTARTES model from your army makes a melee attack, you can re-roll the Hit roll. -- **The Great Wolf** (Datasheet): Each time this model destroys an enemy unit, you gain 1CP. -- **LOGAN GRIMNAR** (Special (правая колонка)): Your army cannot contain both Logan Grimnar and LOGAN GRIMNAR ON STORMRIDER. - -**Keywords:** Chapter Master, Logan Grimnar on Stormrider, Imperium, Epic Hero, Character, Mounted -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Logan Grimnar on Stormrider – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Thunderwolf Cavalry - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/space-marines/datasheets/logan-grimnar.md b/cogitator/factions/space-marines/datasheets/logan-grimnar.md deleted file mode 100644 index d3add51..0000000 --- a/cogitator/factions/space-marines/datasheets/logan-grimnar.md +++ /dev/null @@ -1,69 +0,0 @@ -# Logan Grimnar - -**Role:** Characters - -*Logan Grimnar – Great Wolf and High King of Fenris – is one of the longest serving Chapter Masters. Waging war against any who threaten the Space Wolves or the Imperium, Grimnar’s charisma and centuries of heroic victories have immortalised him as one of the most lauded warriors in the galaxy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 2+ | 8 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; Axe Morkai; Tyrnak and Fenrir. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe Morkai – strike | Melee | 6 | 2 | 8 | -2 | 3 | — | -| Axe Morkai – sweep | Melee | 10 | 2 | 6 | -2 | 1 | — | -| Tyrnak and Fenrir | Melee | 6 | 2 | 5 | -1 | 1 | extra attacks | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **High King of Fenris** (Datasheet): Once per battle round, in your Movement phase, you can select one friendly Space Wolves unit that is in Reserves. If you do, until the end of the phase, for the purpose of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. -- **Guile of the Wolf (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that usage of that Stratagem by 1CP (this is not cumulative with any other rules that increase the CP cost of that Stratagem). -- **EMBARKING WITHIN TRANSPORTS** (Fortification (левая колонка)): This model can embark within friendly Adeptus Astartes Transport models that can transport Terminator models. When doing so, it takes up the space of 4 Infantry models. - -**Keywords:** Chapter Master, Logan Grimnar, Infantry, Character, Epic Hero, Imperium, Terminator -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Logan Grimnar – EPIC HERO - -**Leader:** -Can lead: Wolf Guard Terminators - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/space-marines/datasheets/long-fangs.md b/cogitator/factions/space-marines/datasheets/long-fangs.md deleted file mode 100644 index 65f217a..0000000 --- a/cogitator/factions/space-marines/datasheets/long-fangs.md +++ /dev/null @@ -1,85 +0,0 @@ -# Long Fangs - -**Role:** Other - -*Dour and grizzled veterans, Long Fangs are steady of hand and temperament, hoary with wisdom and literally long of fang. To these patient warriors are granted some of the Great Company’s most devastating ranged weapons. Keen of eye, Long Fangs hunt the monstrous beasts and battle tanks of the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** boltgun; bolt pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | anti-vehicle 2+, heavy | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | ANTI-VEHICLE 2+ | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | heavy | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | MELTA 2 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | heavy, melta 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | blast, heavy | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | blast, hazardous, heavy | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | RAPID FIRE 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, RAPID FIRE 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 2 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fire Discipline** (Datasheet): Each time this unit Remains Stationary, if it includes a Long Fang Pack Leader, you can select one enemy unit that is visible to that model. Until the end of the turn, each time a model in this unit makes a ranged attack that targets that enemy unit, re-roll a Hit roll of 1. -- **Armorium Cherub** (Datasheet): Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6. - -**Designer’s Note:** *Place an Armorium Cherub token next to the unit, removing it once this ability has been used.* -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Devastator Squad, it can instead be attached to this unit. - -**Keywords:** Long Fangs, Imperium, Grenades, Infantry -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Long Fang Pack Leader -- 4-5 Long Fangs - -**Wargear Options:** -- Any number of Long Fangs can each have their boltgun replaced with one of the following:- 1 grav-cannon -- 1 heavy bolter -- 1 heavy flamer -- 1 lascannon -- 1 missile launcher -- 1 multi-melta -- 1 plasma cannon -- The Long Fang Pack Leader’s boltgun can be replace with one of the following- 1 flamer -- 1 grav-gun -- 1 meltagun -- 1 plasma gun -- 1 plasma pistol -- The Long Fang Pack Leader’s close combat weapon can be replaced with one of the following:- 1 Astartes chainsword -- 1 power fist -- 1 power weapon - -**Leader:** -Led By: Chief Librarian Tigurius, Sanguinary Priest, Imperial Space Marine, Apothecary, Ancient, Wolf Guard Pack Leader, Wolf Guard Pack Leader In Terminator Armour, Brother Corbulo, Librarian, Techmarine - -**Points:** -- 5 models: 120pts -- 6 models: 145pts diff --git a/cogitator/factions/space-marines/datasheets/lukas-the-trickster.md b/cogitator/factions/space-marines/datasheets/lukas-the-trickster.md deleted file mode 100644 index 8b53674..0000000 --- a/cogitator/factions/space-marines/datasheets/lukas-the-trickster.md +++ /dev/null @@ -1,66 +0,0 @@ -# Lukas The Trickster - -**Role:** Characters - -*A legend amongst impulsive warriors, Lukas – called the Trickster by his many detractors – is synonymous with the irreverence and spirit of youth. His inventive sabotages and murderous jests rank him as one of the most cunning in the Chapter. A dirty fighter, rebel and rogue, Lukas’ skills are as deadly as they are mischievous.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasma pistol; Claw of the Jackalwolf. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Claw of the Jackalwolf | Melee | 6 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Pelt of the Doppegangrel** (Datasheet): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. -- **Last Laugh** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, roll one D6: on a 4+, the attacking unit suffers D6 mortal wounds and is Battle-shocked. -- **MASTER OF MISCHIEF** (Special (правая колонка)): This model cannot be your Warlord. - -**Keywords:** Grenades, Epic Hero, Character, Infantry, Lukas the Trickster, Imperium -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Lukas the Trickster – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Blood Claws - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/space-marines/datasheets/marneus-calgar-in-armour-of-antilochus.md b/cogitator/factions/space-marines/datasheets/marneus-calgar-in-armour-of-antilochus.md deleted file mode 100644 index 88dc0d6..0000000 --- a/cogitator/factions/space-marines/datasheets/marneus-calgar-in-armour-of-antilochus.md +++ /dev/null @@ -1,67 +0,0 @@ -# Marneus Calgar in Armour of Antilochus - -**Role:** Characters - -*Inspiring leader and superlative warrior both, Marneus Calgar goes to battle clad in the Armour of Antilochus. Obliterating swathes of enemies with volleys of bolt shells from the Gauntlets of Ultramar and tearing apart any foes foolish enough to stand before him, he is an architect of destruction whose gift for grand strategy is without question.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 6 | 2+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 Gauntlets of Ultramar. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauntlets of Ultramar | 18 | 4 | 2 | 4 | -1 | 2 | pistol, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauntlets of Ultramar | Melee | 6 | 2 | 8 | -3 | 3 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Inspiring Leader** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. -- **Master Tactician** (Datasheet): At the start of your Command phase, if this model is your WARLORD and is on the battlefield, you gain 1CP. -- **LORD CALGAR** (Fortification (левая колонка)): Your army cannot include more than one Marneus Calgar unit. - -**Keywords:** Chapter Master, Terminator, Epic Hero, Character, Infantry, Imperium, Marneus Calgar -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Marneus Calgar in Armour of Antilochus – EPIC HERO - -**Leader:** -Can lead: Relic Terminator Squad, Bladeguard Veteran Squad, Infernus Squad, Command Squad, Deathwing Knights, Indomitor Kill Team, Assault Squad, Decimus Kill Team, Sword Brethren Squad, Eradicator Squad, Inner Circle Companions, Sternguard Veteran Squad, Tactical Squad, Terminator Squad, Fortis Kill Team, Deathwing Command Squad, Vanguard Veteran Squad, Deathwing Terminator Squad, Wolf Guard, Assault Intercessor Squad, Aggressor Squad, Heavy Intercessor Squad, Intercessor Squad, Terminator Squad, Sternguard Veteran Squad, Deathwatch Veterans, Company Heroes, Victrix Honour Guard, Crusader Squad (Legendary), Deathwatch Terminator Squad, Terminator Assault Squad, Crusader Squad - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/space-marines/datasheets/marneus-calgar.md b/cogitator/factions/space-marines/datasheets/marneus-calgar.md deleted file mode 100644 index 5a43d9e..0000000 --- a/cogitator/factions/space-marines/datasheets/marneus-calgar.md +++ /dev/null @@ -1,67 +0,0 @@ -# Marneus Calgar - -**Role:** Characters - -*On the battlefield, Marneus Calgar is an inspiring leader and superlative warrior. He heralds his advance with thunderous volleys of bolt shells from the Gauntlets of Ultramar before tearing apart anything in his grip. When he judges the endgame of his strategy to be imminent, he leads his Ultramarines into the heart of enemy lines.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| MARNEUS CALGAR | 6" | 6 | 2+ | 6 | 6+ | 1 | -| VICTRIX HONOUR GUARD | 6" | 4 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Marneus Calgar is equipped with:** Gauntlets of Ultramar. - -**Every Victrix Honour Guard is equipped with:** Victrix power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauntlets of Ultramar | 18 | 4 | 2 | 4 | -1 | 2 | pistol, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gauntlets of Ultramar | Melee | 6 | 2 | 8 | -3 | 3 | twin-linked | -| Victrix power sword | Melee | 5 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Inspiring Leader** (Datasheet): While this unit is leading a unit and contains a MARNEUS CALGAR model, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back -- **Master Tactician** (Datasheet): At the start of your Command phase, if this unit’s Marneus Calgar model is your WARLORD and is on the battlefield, you gain 1CP. -- **Honour Guard of Macragge** (Datasheet): While this unit contains one or more Victrix Honour Guard models, this unit’s MARNEUS CALGAR model has the Feel No Pain 4+ ability. - -**Keywords:** Chapter Master, Marneus Calgar, Infantry, Imperium, Character, Epic Hero, Gravis -**Faction Keywords:** Adeptus Astartes, Ultramarines - -**Unit Composition:** -- 1 Marneus Calgar – EPIC HERO -- 2 Victrix Honour Guard - -**Leader:** -Can lead: Indomitor Kill Team, Crusader Squad (Legendary), Aggressor Squad, Sword Brethren Squad, Command Squad, Assault Squad, Wolf Guard, Heavy Intercessor Squad, Decimus Kill Team, Sternguard Veteran Squad, Assault Intercessor Squad, Victrix Honour Guard, Fortis Kill Team, Sternguard Veteran Squad, Infernus Squad, Crusader Squad, Tactical Squad, Vanguard Veteran Squad, Inner Circle Companions, Company Heroes, Deathwatch Veterans, Bladeguard Veteran Squad, Eradicator Squad, Intercessor Squad - -**Points:** -- 3 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/marshal.md b/cogitator/factions/space-marines/datasheets/marshal.md deleted file mode 100644 index 1a7f20b..0000000 --- a/cogitator/factions/space-marines/datasheets/marshal.md +++ /dev/null @@ -1,82 +0,0 @@ -# Marshal - -**Role:** Characters - -*Each Black Templars crusade is led by a Marshal. Similar in rank to the Captains of other Chapters, Marshals are fearsome combatants and paragons of strategic acumen. Ensuring a crusade’s purity and success is a sacred duty, and Marshals fight with sanctified relic weapons while acting as beacons of pious fervour for their warriors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 7 | 2 | 5 | -2 | 2 | lethal hits | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Inspirational Exemplar** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. -- **Pious Fervour** (Datasheet): Each time this model’s unit is selected to fight, until the end of the phase, add 1 to the Attacks characteristic of this model’s master-crafted power weapon for each enemy unit within 6" of this model (to a maximum of +3). - -**Keywords:** Captain, Marshal, Tacticus, Imperium, Grenades, Character, Infantry -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Marshal - -**Wargear Options:** -- This model’s plasma pistol can be replaced with one combi-weapon. - -**Leader:** -Can lead: Crusader Squad (Legendary), Assault Intercessor Squad, Fortis Kill Team, Sternguard Veteran Squad, Sword Brethren Squad, Vanguard Veteran Squad, Intercessor Squad, Decimus Kill Team, Wolf Guard, Sternguard Veteran Squad, Deathwatch Veterans, Crusader Squad, Assault Squad, Infernus Squad, Inner Circle Companions - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/mastodon.md b/cogitator/factions/space-marines/datasheets/mastodon.md deleted file mode 100644 index d268e0a..0000000 --- a/cogitator/factions/space-marines/datasheets/mastodon.md +++ /dev/null @@ -1,65 +0,0 @@ -# Mastodon - -**Role:** Other - -*The Mastodon is one of the heaviest assault transports ever fielded by the Space Marines, reserved for use against the most heavily fortified positions. Several times the size of a Land Raider, the Mastodon’s primary role is to deliver armoured warriors directly into the breach created with the siege melta array mounted on the vehicle’s armoured prow.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 14 | 2+ | 30 | 6+ | 12 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | -| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Transport, Vehicle, Titanic, Imperium, Mastodon, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Mastodon - -**Wargear Options:** -- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters -- 2 lascannons -- 2 volkite culverins -- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 volkite culverins - -**Transport:** -This model has a transport capacity of 45 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A DREADNOUGHT with a Wounds characteristic of 8 would take up the space of 8 models). - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 540pts diff --git a/cogitator/factions/space-marines/datasheets/mortis-dreadnought.md b/cogitator/factions/space-marines/datasheets/mortis-dreadnought.md deleted file mode 100644 index c6566fb..0000000 --- a/cogitator/factions/space-marines/datasheets/mortis-dreadnought.md +++ /dev/null @@ -1,61 +0,0 @@ -# Mortis Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin heavy bolters; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Dreadnought inferno cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Mortis Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Vehicle, Walker, Imperium, Mortis Dreadnought, Deathwing, Dreadnought -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Mortis Dreadnought - -**Wargear Options:** -- This model’s 2 twin heavy bolters can be replaced with one of the following:- 2 assault cannons -- 2 Dreadnought inferno cannons -- 2 heavy plasma cannons -- 2 missile launchers -- 2 multi-meltas -- 2 twin autocannons -- 2 twin lascannons - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/space-marines/datasheets/murderfang.md b/cogitator/factions/space-marines/datasheets/murderfang.md deleted file mode 100644 index c6f5271..0000000 --- a/cogitator/factions/space-marines/datasheets/murderfang.md +++ /dev/null @@ -1,54 +0,0 @@ -# Murderfang - -**Role:** Characters - -*A stampeding mechanical beast is unleashed from beneath the Fang in times of need, its massively brutal claws tearing its foes limb from bloody limb. The Chapter names it Murderfang. Its true identity is unknown for its insensate snarling rages are bereft of speech; it is known now only as a force of untamed destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 9 | 2+ | 8 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy flamer; storm bolter; Murderclaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Murderclaws | Melee | 8 | 3 | 14 | -2 | 3 | sustained hits 1, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Murder-maker (Aura)** (Datasheet): In the Fight phase, each time an attack targets a friendly Wulfen unit within 6" of this model, if a model in that unit is destroyed as a result of that attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Bestial Fury** (Datasheet): You can re-roll Advance and Charge rolls made for this model. -- **FORCE OF UNTAMED DESTRUCTION** (Fortification (левая колонка)): This model cannot be your WARLORD. - -**Keywords:** Murderfang, Wulfen, Dreadnought, Imperium, Character, Walker, Vehicle, Epic Hero -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Murderfang – EPIC HERO - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/space-marines/datasheets/nephilim-jetfighter.md b/cogitator/factions/space-marines/datasheets/nephilim-jetfighter.md deleted file mode 100644 index b145a44..0000000 --- a/cogitator/factions/space-marines/datasheets/nephilim-jetfighter.md +++ /dev/null @@ -1,60 +0,0 @@ -# Nephilim Jetfighter - -**Role:** Other - -*Sleek air-to-air interceptors, Nephilim Jetfighters perform lightning-fast manoeuvres in high-speed warfare. These pilots continually push the Techmarines for enhancements and modification to their craft to make them faster and deadlier – the results have proven truly substantial.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 11 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** avenger mega bolter; blacksword missiles; twin heavy bolter; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Avenger mega bolter | 36 | 10 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Blacksword missiles | 36 | 2 | 3 | 8 | -2 | D6 | anti-fly 2+ | -| Nephilim lascannons | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Lightning-fast Manoeuvres** (Datasheet): Each time a ranged attack targets this model, subtract 1 from the Hit roll. If that attack was made by a model that can Fly, subtract 1 from the Wound roll as well. - -**Keywords:** Imperium, Ravenwing, Nephilim Jetfighter, Vehicle, Fly, Aircraft -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 1 Nephilim Jetfighter - -**Wargear Options:** -- This model’s avenger mega bolter can be replaced with 1 Nephilim lascannons. - -**Damaged Profile:** -Remaining Wounds: 1-3 -While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 195pts diff --git a/cogitator/factions/space-marines/datasheets/njal-stormcaller.md b/cogitator/factions/space-marines/datasheets/njal-stormcaller.md deleted file mode 100644 index 71ff24f..0000000 --- a/cogitator/factions/space-marines/datasheets/njal-stormcaller.md +++ /dev/null @@ -1,63 +0,0 @@ -# Njal Stormcaller - -**Role:** Characters - -*Summoning ice-toothed blizzards to scatter his foes, Njal Stormcaller is an elemental focus of psychic fury. He is High Rune Priest of the Space Wolves and wields a crackling staff by which he nullifies enemy sorceries.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Living Lightning; Staff of the Stormcaller. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Living Lightning – witchfire | 24 | D6 | 3 | 7 | -1 | 1 | psychic, sustained hits 2 | -| Living Lightning – focused witchfire | 24 | 2D6 | 3 | 7 | -1 | 1 | hazardous, psychic, sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of the Stormcaller | Melee | 4 | 3 | 7 | -1 | D3 | psychic, sustained hits 2 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Wind Walker (Psychic)** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability and each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **Tempest’s Wrath (Psychic)** (Datasheet): In your Shooting phase, after this model’s unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with this model’s Living Lightning weapon. Until the start of your next turn, that enemy unit is stormwracked. While a unit is stormwracked, subtract 6" from the Range characteristic of ranged weapons equipped by models in that unit (to a minimum of 12"). - -**Keywords:** Imperium, Psyker, Epic Hero, Infantry, Character, Njal Stormcaller, Tacticus -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Njal Stormcaller – EPIC HERO - -**Leader:** -Can lead: Wolf Guard Headtakers, Grey Hunters, Blood Claws - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/space-marines/datasheets/outrider-squad.md b/cogitator/factions/space-marines/datasheets/outrider-squad.md deleted file mode 100644 index b60b43a..0000000 --- a/cogitator/factions/space-marines/datasheets/outrider-squad.md +++ /dev/null @@ -1,57 +0,0 @@ -# Outrider Squad - -**Role:** Other - -*Outrider Squads advance ahead of the main Space Marine lines, guard flanks of larger formations and hunt down enemy infiltrators. When battle is joined, they conduct lightning-fast hit-and-run attacks on defended positions, and run down those who would try to escape the vengeance of the Chapter.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| OUTRIDER | 12" | 5 | 3+ | 4 | 6+ | 2 | -| INVADER ATV | 12" | 5 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Outrider Sergeant and every Outrider is equipped with:** heavy bolt pistol; twin bolt rifle; Astartes chainsword. - -**An Invader ATV is equipped with:** bolt pistol; twin bolt rifle; onslaught gatling cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | PISTOL | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | -| Twin bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Thunderous Impact** (Datasheet): Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that attack by 1. - -**Keywords:** Ravenwing, Outrider Squad, Imperium, Grenades, Mounted -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Outrider Sergeant -- 2-5 Outriders -- 0-1 Invader ATV - -**Wargear Options:** -- An Invader ATV’s onslaught gatling cannon can be replaced with 1 multi-melta. - -**Leader:** -Led By: Librarian on Bike, Techmarine on Bike, Sammael, Sanguinary Priest on Bike, Company Champion On Bike, Ancient on Bike, Apothecary on Bike, Captain on Bike, Ravenwing Command Squad, Chaplain On Bike, Suboden Khan - -**Points:** -- 3 models: 80pts -- 6 models: 160pts -- Invader ATV: 60pts diff --git a/cogitator/factions/space-marines/datasheets/pedro-kantor.md b/cogitator/factions/space-marines/datasheets/pedro-kantor.md deleted file mode 100644 index e7fa21d..0000000 --- a/cogitator/factions/space-marines/datasheets/pedro-kantor.md +++ /dev/null @@ -1,68 +0,0 @@ -# Pedro Kantor - -**Role:** Characters - -*Pedro Kantor is a superb combatant and an inspiring leader. The Chapter Master of the Crimson fists mows down enemy infantry with Dorn’s Arrow, blasting them apart with hails of mass-reactive bolts. Those who make the mistake ofgetting too close - whether battle tank or foot soldier - he crushes with thunderous blowsfrom the Fist of Retribution.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Dorn’s Arrow; Fist of Retribution. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dorn’s Arrow | 24 | 2 | 2 | 5 | -1 | 2 | rapid fire 2, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fist of Retribution | Melee | 5 | 2 | 8 | -3 | 3 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Oath of Rynn** (Datasheet): Once per battle, at the start of either player’s Command phase, this model can use this ability. When it does, until the end of the turn, add 1 to the Attacks characteristic of weapons equipped by models in this model’s unit. -- **To the Last** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength. -- **CRIMSON FISTS** (Fortification (левая колонка)): This model is from the Crimson Fists Chapter, a successor of the Imperial Fists. For all rules purposes, it is treated as an Imperial Fists model, but it cannot be included in an army that includes any other Imperial Fists Epic Hero models. -- **INSPIRING COMMANDER** (Fortification (левая колонка)): If you include this model in your army, until the end of the battle, non-CHARACTER models in Sternguard Veteran Squad units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked. - -**Keywords:** Grenades, Chapter Master, Imperium, Epic Hero, Tacticus, Pedro Kantor, Infantry, Character -**Faction Keywords:** Imperial Fists, Adeptus Astartes - -**Unit Composition:** -- 1 Pedro Kantor – EPIC HERO - -**Leader:** -Can lead: Sternguard Veteran Squad, Command Squad, Inner Circle Companions, Deathwatch Veterans, Crusader Squad (Legendary), Company Heroes, Wolf Guard, Tactical Squad, Sternguard Veteran Squad, Bladeguard Veteran Squad - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/predator-annihilator.md b/cogitator/factions/space-marines/datasheets/predator-annihilator.md deleted file mode 100644 index a95c865..0000000 --- a/cogitator/factions/space-marines/datasheets/predator-annihilator.md +++ /dev/null @@ -1,60 +0,0 @@ -# Predator Annihilator - -**Role:** Other - -*Predator Annihilators excel at leading armoured spearheads, moving at high speed and firing all the while. Their crews take pride in their particularly ferocious machine spirits, and gladly thunder into the fiercest fighting to blow apart enemy armoured columns and dense bunker complexes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Annihilator** (Datasheet): Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Vehicle, Predator Annihilator, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Predator Annihilator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/space-marines/datasheets/predator-destructor.md b/cogitator/factions/space-marines/datasheets/predator-destructor.md deleted file mode 100644 index 22df227..0000000 --- a/cogitator/factions/space-marines/datasheets/predator-destructor.md +++ /dev/null @@ -1,60 +0,0 @@ -# Predator Destructor - -**Role:** Other - -*Predator Destructors have served the Emperor for more than ten thousand years with resolute steadfastness, proving themselves by slaughtering hordes of enemy infantry, shattering assaults and laying waste to light vehicles. To the always-outnumbered Space Marines, their firepower has long been vital.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Destructor** (Datasheet): Each time this model makes a ranged attack that targets an INFANTRY unit, improve the Armour Penetration characteristic of that attack by 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Imperium, Vehicle, Predator Destructor -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Predator Destructor - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/space-marines/datasheets/primaris-company-champion.md b/cogitator/factions/space-marines/datasheets/primaris-company-champion.md deleted file mode 100644 index 1a2ada8..0000000 --- a/cogitator/factions/space-marines/datasheets/primaris-company-champion.md +++ /dev/null @@ -1,64 +0,0 @@ -# Primaris Company Champion - -**Role:** Characters - -*Tasked with upholding the martial honour of their battle-brothers, Primaris Company Champions are bladesmen supreme. They are veteran combatants and peerless duellists, cleaving apart lesser foes to reach the enemy’s greatest champions face to face, there to humble them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Honour or Death** (Datasheet): While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit and you can target that unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that Stratagem on a different unit this phase. -- **Martial Superiority** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -**Keywords:** Character, Infantry, Imperium, Primaris Company Champion, Tacticus, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Primaris Company Champion - -**Wargear Options:** -- None - -**Leader:** -Can lead: Sternguard Veteran Squad, Crusader Squad, Bladeguard Veteran Squad, Sternguard Veteran Squad, Sword Brethren Squad, Infernus Squad, Fortis Kill Team, Intercessor Squad, Assault Intercessor Squad, Vanguard Veteran Squad, Wolf Guard, Inner Circle Companions, Assault Squad, Deathwatch Veterans, Decimus Kill Team - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/ragnar-blackmane.md b/cogitator/factions/space-marines/datasheets/ragnar-blackmane.md deleted file mode 100644 index eabd961..0000000 --- a/cogitator/factions/space-marines/datasheets/ragnar-blackmane.md +++ /dev/null @@ -1,61 +0,0 @@ -# Ragnar Blackmane - -**Role:** Characters - -*Supremely confident and eager always to be first into the fray, Wolf Lord Ragnar Blackmane regularly leads his Great Company in devastating planetary invasions. No longer as headstrong as in his youth, Ragnar’s berserk rages are still furious hurricanes of violence, and his terrifying howls freeze the blood of his foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Frostfang. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Frostfang | Melee | 8 | 2 | 6 | -3 | 2 | sustained hits 1 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **War Howl** (Datasheet): While this model is leading a Blood Claws unit, each time a model in that unit makes a melee attack, you can re-roll the Wound roll. While this model is leading a Wolf Guard Headtakers unit, that unit is eligible to declare a charge in a turn in which it Advanced. -- **Battle-lust** (Datasheet): Each time this model ends a Charge move, until the end of the turn, add 2 to the Attacks characteristic of this model’s Frostfang weapon. - -**Keywords:** Infantry, Character, Epic Hero, Ragnar Blackmane, Captain, Tacticus, Grenades, Imperium -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Ragnar Blackmane – EPIC HERO - -**Leader:** -Can lead: Wolf Guard Headtakers, Blood Claws - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/rapier-carrier.md b/cogitator/factions/space-marines/datasheets/rapier-carrier.md deleted file mode 100644 index 19910c3..0000000 --- a/cogitator/factions/space-marines/datasheets/rapier-carrier.md +++ /dev/null @@ -1,49 +0,0 @@ -# Rapier Carrier - -**Role:** Other - -*The Rapier Armoured Carrier is a bulky, tracked device that traces its origin to the dawn of Mankind’s stellar empire. Compatible with various heavy weapons, the Rapier is most commonly fitted with a powerful quad lascannon known as a laser destroyer, making it a compact but potent anti-armour asset.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Rapier Carrier, Vehicle, Imperium, Artillery -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Rapier Carrier - -**Wargear Options:** -- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon -- 1 laser destroyer -- 1 quad launcher - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/ravenwing-black-knights.md b/cogitator/factions/space-marines/datasheets/ravenwing-black-knights.md deleted file mode 100644 index aa821fd..0000000 --- a/cogitator/factions/space-marines/datasheets/ravenwing-black-knights.md +++ /dev/null @@ -1,52 +0,0 @@ -# Ravenwing Black Knights - -**Role:** Other - -*The Ravenwing Black Knights are the 2nd Company’s greatest warriors, elite fighters who style themselves after the monster-hunting knights of old Caliban. They speed towards the foe, swinging their corvus hammers with such force that the spiked end punctures even the thickest armour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; plasma talon; Black Knight combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma talon – standard | 18 | 2 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma talon – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Knight combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | devastating wounds | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Knights of Caliban** (Datasheet): Each time this unit is selected to fight, if it made a Charge move this turn, until the end of the phase, melee weapons equipped by models in this unit have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Outrider Squad, it can be attached to this unit instead. - -**Keywords:** Imperium, Grenades, Mounted, Ravenwing, Ravenwing Black Knights -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Ravenwing Huntmaster -- 2-5 Ravenwing Black Knights - -**Wargear Options:** -- For every 3 models in this unit, 1 model can replace its plasma talon with 1 Astartes grenade launcher. - -**Leader:** -Led By: Librarian on Bike, Techmarine on Bike, Sammael, Company Champion On Bike, Apothecary on Bike, Ravenwing Command Squad, Chaplain On Bike, Ancient on Bike, Captain on Bike, Sanguinary Priest on Bike, Suboden Khan - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/ravenwing-command-squad.md b/cogitator/factions/space-marines/datasheets/ravenwing-command-squad.md deleted file mode 100644 index 449cb36..0000000 --- a/cogitator/factions/space-marines/datasheets/ravenwing-command-squad.md +++ /dev/null @@ -1,74 +0,0 @@ -# Ravenwing Command Squad - -**Role:** Characters - -*Ravenwing Command Squads speed into battle at the very head of the hunt. With their champion ready to duel for the honour of the Company, the Ancient’s banner fluttering in the wind like a knightly pennant, and the Apothecary on hand to heal the most grievous injuries, these formidable warriors aid their comrades in running down even the most dangerous quarry.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 4 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Ravenwing Champion is equipped with:** bolt pistol; plasma talon; master-crafted power weapon. - -**Every other model is equipped with:** bolt pistol; plasma talon; Black Knight combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Plasma talon – standard | 18 | 2 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma talon – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Knight combat weapon | Melee | 3 | 3 | 5 | -2 | 1 | devastating wounds | -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Narthecium** (Datasheet): While this unit contains a Ravenwing Apothecary, in your Command phase, you can return 1 destroyed model (excluding Character and Invader ATV models) to this unit. -- **Astartes Banner** (Datasheet): While this unit contains an Ravenwing Ancient, add 1 to the Objective Control characteristic of models in this unit. -- **Honour or Death** (Datasheet): While this unit contains a Ravenwing Champion, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP. - -**Keywords:** Ravenwing Command Squad, Mounted, Grenades, Ravenwing, Imperium, Character -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 1 Ravenwing Champion -- 1 Ravenwing Apothecary -- 1 Ravenwing Ancient - -**Wargear Options:** -- For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade launcher. - -**Leader:** -Can lead: Company Veterans On Bikes, Outrider Squad, Ravenwing Black Knights, Bike Squad - -**Points:** -- 3 models: 120pts diff --git a/cogitator/factions/space-marines/datasheets/ravenwing-dark-talon.md b/cogitator/factions/space-marines/datasheets/ravenwing-dark-talon.md deleted file mode 100644 index 7dbd2e4..0000000 --- a/cogitator/factions/space-marines/datasheets/ravenwing-dark-talon.md +++ /dev/null @@ -1,55 +0,0 @@ -# Ravenwing Dark Talon - -**Role:** Other - -*The Dark Talon is a close-attack aircraft designed to help the Rovenwing snatch up their most tenacious or troublesome prey. It is aided in this role by armaments doting bock to the Dark Age of Technology, such os the empirically charged rift cannon and the sinister stasis bomb, that trammels victims in o rone of slowed time.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 11 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** rift cannon; 2 hurricane bolters; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Rift cannon | 18 | D3+1 | 3 | 16 | -4 | 3 | blast, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Stasis Bomb** (Datasheet): Once per turn, one model from your army with this ability can use it after it ends a Normal move. If it does, you can select one enemy unit (excluding AIRCRAFT) that model moved over this phase. That unit suffers D3 mortal wounds and you must roll one D6: on a 1-3, that unit cannot Advance or Fall Back in your opponent’s next Movement phase; on a 4-6, that unit must Remain Stationary in your opponent’s next Movement phase. Each model can only use this ability once per battle. - -**Keywords:** Vehicle, Dark Talon, Ravenwing, Imperium, Fly, Aircraft -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Ravenwing Dark Talon - -**Damaged Profile:** -Remaining Wounds: 1-3 -While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/space-marines/datasheets/ravenwing-darkshroud.md b/cogitator/factions/space-marines/datasheets/ravenwing-darkshroud.md deleted file mode 100644 index 0653750..0000000 --- a/cogitator/factions/space-marines/datasheets/ravenwing-darkshroud.md +++ /dev/null @@ -1,49 +0,0 @@ -# Ravenwing Darkshroud - -**Role:** Other - -*Mounted upon each Darkshroud is a mysterious statue that survived Caliban’s destruction and became imbued with the energies released by that cataclysmic event. Through the artifi ce of the Dark Angels, these energies are amplified and used to obscure those battle-brothers near to the Darkshroud from enemy sight.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 8 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Icon of Old Caliban (Aura)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Stealth ability and each time a ranged attack targets that unit, that unit has the Benefit of Cover against that attack. - -**Keywords:** Vehicle, Imperium, Ravenwing Darkshroud, Ravenwing, Fly -**Faction Keywords:** Adeptus Astartes, Dark Angels - -**Unit Composition:** -- 1 Ravenwing Darkshroud - -**Wargear Options:** -- This model’s heavy bolter can be replaced with 1 assault cannon. - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/ravenwing-talonmaster.md b/cogitator/factions/space-marines/datasheets/ravenwing-talonmaster.md deleted file mode 100644 index 9ab67ec..0000000 --- a/cogitator/factions/space-marines/datasheets/ravenwing-talonmaster.md +++ /dev/null @@ -1,51 +0,0 @@ -# Ravenwing Talonmaster - -**Role:** Characters - -*Mounted in a Land Speeder outfitted with additional auspex scanners and vox-casters, it is a Talonmaster’s role to direct the Ravenwing’s fire, using his equipment to ensure no quarry can hide from them. They even identify foes seeking temporary refuge in dense terrain, revealing their location to all Ravenwing warriors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 7 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** twin assault cannon; twin heavy bolter; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 5 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Talonmaster** (Datasheet): While this model is within 3" of one or more other friendly Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle units, this model has the Lone Operative ability. -- **Nowhere to Hide** (Datasheet): While a friendly Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit is within 6" of this model, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. -- **Master of Manoeuvre** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, this model can make a Normal move of up to 6". - -**Keywords:** Character, Vehicle, Fly, Ravenwing, Ravenwing Talonmaster, Imperium -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Ravenwing Talonmaster - -**Wargear Options:** -- None - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/space-marines/datasheets/razorback.md b/cogitator/factions/space-marines/datasheets/razorback.md deleted file mode 100644 index b2369e0..0000000 --- a/cogitator/factions/space-marines/datasheets/razorback.md +++ /dev/null @@ -1,57 +0,0 @@ -# Razorback - -**Role:** Dedicated Transports - -*The Razorback replaces some of the Rhino’s transport capacity with a heavy weapon turret, and provides fire support for armoured infantry assaults while delivering its own cargo of warriors to battle. Such is its success that for many Chapters it performs additional functions, notably as a mobile command centre.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks, Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Smoke, Transport, Dedicated Transport, Razorback, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Razorback - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with 1 twin lascannon. -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 6 ADEPTUS ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR or TACTicus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/redemptor-dreadnought.md b/cogitator/factions/space-marines/datasheets/redemptor-dreadnought.md deleted file mode 100644 index 55b1d04..0000000 --- a/cogitator/factions/space-marines/datasheets/redemptor-dreadnought.md +++ /dev/null @@ -1,62 +0,0 @@ -# Redemptor Dreadnought - -**Role:** Other - -*Redemptor Dreadnoughts are some of the largest of their kind ever fielded by the Adeptus Astartes. Armed to the teeth, they can be equipped to utterly destroy virtually any kind of battlefield target with hails of solid shot or super-heated plasma.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Twin fragstorm grenade launcher; heavy flamer; heavy onslaught gatling cannon; Redemptor fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds | -| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | -| Macro plasma incinerator – standard | 36 | D6+1 | 3 | 8 | -3 | 2 | blast | -| Macro plasma incinerator – supercharge | 36 | D6+1 | 3 | 9 | -4 | 3 | blast, hazardous | -| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | -| Twin fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast, twin-linked | -| Twin storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Redemptor fist | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Deathwing, Imperium, Redemptor Dreadnought, Dreadnought, Walker, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Redemptor Dreadnought - -**Wargear Options:** -- This model can be equipped with 1 Icarus rocket pod. -- This model’s heavy flamer can be replaced with 1 onslaught gatling cannon. -- This model’s heavy onslaught gatling cannon can be replaced with 1 macro plasma incinerator. -- This model’s twin fragstorm grenade launcher can be replaced with 1 twin storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 205pts diff --git a/cogitator/factions/space-marines/datasheets/reiver-squad.md b/cogitator/factions/space-marines/datasheets/reiver-squad.md deleted file mode 100644 index bbdf9b8..0000000 --- a/cogitator/factions/space-marines/datasheets/reiver-squad.md +++ /dev/null @@ -1,67 +0,0 @@ -# Reiver Squad - -**Role:** Other - -*Rapid-insertion terror troops, Reiver Squads often deploy using grav-chutes and directional fins to land with pinpoint accuracy. Operating with near perfect stealth to reach the optimum location to strike from, when ready they unleash their fury, surging forward with augmented guttural roars and blasts of weapons fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** special issue bolt pistol; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt carbine | 24 | 2 | 3 | 4 | 0 | 1 | precision | -| Special issue bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fearsome Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test, subtracting 1 from that test. -- **Terror Troops (Aura)** (Datasheet): While an enemy unit (excluding MONSTERS and VEHICLES) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit. -- **Grapnel Launcher** (Wargear): Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move. -- **Reiver Grav-chute** (Wargear): The bearer has the Deep Strike ability. - -**Keywords:** Infantry, Smoke, Reiver Squad, Phobos, Imperium, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Reiver Sergeant -- 4-9 Reivers - -**Wargear Options:** -- All models in this unit can each have their combat knife replaced with 1 bolt carbine and 1 close combat weapon. -- If the Reiver Sergeant is equipped with 1 bolt carbine, it can be equipped with 1 combat knife. -- All models in this unit can each be equipped with 1 Reiver grav-chute. -- All models in this unit can each be equipped with 1 grapnel launcher. - -**Leader:** -Led By: Lieutenant In Phobos Armour, Lieutenant In Reiver Armour, Captain In Phobos Armour, Librarian In Phobos Armour - -**Points:** -- 5 models: 80pts -- 10 models: 160pts diff --git a/cogitator/factions/space-marines/datasheets/relic-contemptor-dreadnought.md b/cogitator/factions/space-marines/datasheets/relic-contemptor-dreadnought.md deleted file mode 100644 index 1a33d16..0000000 --- a/cogitator/factions/space-marines/datasheets/relic-contemptor-dreadnought.md +++ /dev/null @@ -1,78 +0,0 @@ -# Relic Contemptor Dreadnought - -**Role:** Other - -*As relics of a lost age of martial design, Contemptor Dreadnoughts are exemplars of combat versatility. The best demonstration of this is the wide array of weapon arms compatible with the Contemptor chassis, ranging from conventional heavy weapons and power fists to some of the most esoteric firearms still in use on the battlefields of the 41st Millennium.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy plasma cannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | -| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Vehicle, Walker, Imperium, Relic Contemptor Dreadnought, Deathwing, Dreadnought -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Relic Contemptor Dreadnought - -**Wargear Options:** -- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon -- 1 kheres-pattern assault cannon -- 1 multi-melta -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 twin volkite culverin -- 1 Dreadnought chainfist and 1 combi-bolter -- 1 Dreadnought combat weapon and 1 combi-bolter -- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster -- 1 heavy flamer -- 1 plasma blaster -- This model can be equipped with 1 cyclone missile launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/space-marines/datasheets/relic-razorback.md b/cogitator/factions/space-marines/datasheets/relic-razorback.md deleted file mode 100644 index f5c582f..0000000 --- a/cogitator/factions/space-marines/datasheets/relic-razorback.md +++ /dev/null @@ -1,59 +0,0 @@ -# Relic Razorback - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fire Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Dedicated Transport, Transport, Vehicle, Smoke, Imperium, Relic Razorback -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Relic Razorback - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with one of the following:- 1 multi-melta -- 1 twin assault cannon -- 1 twin lascannon -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 6 Adeptus Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator or Tacticus models (except for Tacticus Character models that begin the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/space-marines/datasheets/relic-terminator-squad.md b/cogitator/factions/space-marines/datasheets/relic-terminator-squad.md deleted file mode 100644 index c1f0133..0000000 --- a/cogitator/factions/space-marines/datasheets/relic-terminator-squad.md +++ /dev/null @@ -1,69 +0,0 @@ -# Relic Terminator Squad - -**Role:** Other - -*Many Chapters possess suits of Terminator armour – such as those of the Cataphractii or Tartaros variety – that date back to the Great Crusade. Each is revered as a relic of the Chapter, and those privileged enough to wear them fight all the harder knowing the legacy of glory and sacrifice they bear.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** combi-bolter; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | -| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | hazardous | -| Reaper autocannon | 36 | 4 | 3 | 7 | -1 | 1 | devastating wounds, sustained hits 1 | -| Volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fury of the First** (Datasheet): Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristic and/or to the Hit roll. In addition, each time a model in this unit makes an attack that targets the enemy unit you selected for the Oath of Moment ability this turn, add 1 to the Hit roll. -- **Grenade Harness** (Wargear): The bearer has the GRENADES keyword. -- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Terminator Squad, it can also be attached to this unit. - -**Keywords:** Terminator, Relic Terminator Squad, Infantry, Imperium, Deathwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Relic Terminator Sergeant -- 4-9 Relic Terminators - -**Wargear Options:** -- The Relic Terminator Sergeant’s combi-bolter can be replaced with one of the following:- 1 plasma blaster -- 1 volkite charger -- For every 5 models in this unit, 1 Relic Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer -- 1 reaper autocannon -- For every 5 models in this unit, 1 model can be equipped with 1 grenade harness. -- Any number of models can each have their power fist replaced with 1 power weapon. -- Any number of models can each have their power fist replaced with one 1 chainfist. -- Any number of models can each have their combi-bolter and power fist replaced with 1 twin lightning claws. - -**Leader:** -Led By: Deathwing Strikemaster, Belial, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 200pts -- 10 models: 400pts diff --git a/cogitator/factions/space-marines/datasheets/repulsor-executioner.md b/cogitator/factions/space-marines/datasheets/repulsor-executioner.md deleted file mode 100644 index ea7ba8e..0000000 --- a/cogitator/factions/space-marines/datasheets/repulsor-executioner.md +++ /dev/null @@ -1,83 +0,0 @@ -# Repulsor Executioner - -**Role:** Other - -*The Repulsor Executioner sacrifices some transport capacity to carry far more powerful weaponry. Armed with a blessed heavy laser destroyer, it can cripple enemy tanks, while the macro plasma incinerator can incinerate infantry formations. The Executioner’s crew are skilled in close-range support, combating threats to the rest of their fighting company with pinpoint interception strikes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy onslaught gatling cannon; macro plasma incinerator; Repulsor Executioner defensive array; twin heavy bolter; twin Icarus ironhail heavy stubber; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy laser destroyer | 72 | 2 | 3 | 16 | -4 | D6+4 | heavy | -| Heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds | -| Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+ | -| Ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3 | -| Macro plasma incinerator – standard | 36 | D6+1 | 3 | 8 | -3 | 2 | blast | -| Macro plasma incinerator – supercharge | 36 | D6+1 | 3 | 9 | -4 | 3 | blast, hazardous | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Repulsor Executioner defensive array | 24 | 10 | 3 | 4 | 0 | 1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin Icarus ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | anti-fly 4+, rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Interception Strike** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit within 12" of one or more ADEPTUS ASTARTES units from your army, you can re-roll the Hit roll. - -**Keywords:** Smoke, Vehicle, Transport, Imperium, Repulsor Executioner -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Repulsor Executioner - -**Wargear Options:** -- This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer. -- This model can be equipped with one of the following:- 1 ironhail heavy stubber -- 1 multi-melta -- This model can be equipped with 1 Icarus rocket pod. - -**Transport:** -This model has a transport capacity of 7 Adeptus Astartes Infantry models. Each Jump Pack, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 235pts diff --git a/cogitator/factions/space-marines/datasheets/repulsor.md b/cogitator/factions/space-marines/datasheets/repulsor.md deleted file mode 100644 index 03899fa..0000000 --- a/cogitator/factions/space-marines/datasheets/repulsor.md +++ /dev/null @@ -1,80 +0,0 @@ -# Repulsor - -**Role:** Other - -*Clad in advanced armour plating etched with the vows of its crew and armed for any battlefield situation, the Repulsor transports its vow-sworn occupants safely and provides deadly fire support. The tank’s ventral plates channel gravitic energies that crush obstacles and anchor its position, providing a stable disembarkation for those inside, even amidst heavy fire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy onslaught gatling cannon; hunter-slayer missile; Repulsor defensive array; twin heavy bolter; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy onslaught gatling cannon | 24 | 12 | 3 | 6 | 0 | 1 | devastating wounds | -| Hunter-slayer missile | 48 | 1 | 2 | 14 | -3 | D6 | indirect fire, one shot | -| Las-talon | 36 | 2 | 3 | 10 | -3 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Repulsor defensive array | 24 | 18 | 3 | 4 | 0 | 1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Stabilised Disembarkation** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if any of those attacks targeted this TRANSPORT, it can use this ability. If it does, any units embarked within it can disembark. When doing so, models in those units can be set up anywhere on the battlefield wholly within 6" of this TRANSPORT and not within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Repulsor, Imperium, Transport, Smoke, Vehicle -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Repulsor - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with 1 twin lascannon. -- This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon. -- This model can be equipped with 1 multi-melta. - -**Transport:** -This model has a transport capacity of 14 Adeptus Astartes Infantry models. Each Jump Pack, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/space-marines/datasheets/rhino-primaris.md b/cogitator/factions/space-marines/datasheets/rhino-primaris.md deleted file mode 100644 index 311c64a..0000000 --- a/cogitator/factions/space-marines/datasheets/rhino-primaris.md +++ /dev/null @@ -1,53 +0,0 @@ -# Rhino Primaris - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin plasma gun; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Twin plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1, twin-linked | -| Twin plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Self Repair** (Datasheet): At the end of your Command phase, this model regains 1 lost wound. -- **Orbital Comms Array (Aura)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Rhino Primaris, Transport, Smoke, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Rhino Primaris - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 6 Adeptus Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator or Tacticus models (except for Tacticus Character models that begin the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/rhino.md b/cogitator/factions/space-marines/datasheets/rhino.md deleted file mode 100644 index ed85960..0000000 --- a/cogitator/factions/space-marines/datasheets/rhino.md +++ /dev/null @@ -1,58 +0,0 @@ -# Rhino - -**Role:** Dedicated Transports - -*The Rhino transport has served the Space Marines for ten thousand years, and forms a part of many of their strike forces. With robust self-repair systems, the Rhino is a rugged vehicle that can swiftly navigate nightmare battlefields to deliver its deadly cargo of Space Marines into the heart of battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Self Repair** (Datasheet): At the end of your Command phase, this model regains 1 lost wound. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Rhino, Vehicle, Smoke, Transport, Dedicated Transport, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Rhino - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Transport:** -This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/roboute-guilliman.md b/cogitator/factions/space-marines/datasheets/roboute-guilliman.md deleted file mode 100644 index d192599..0000000 --- a/cogitator/factions/space-marines/datasheets/roboute-guilliman.md +++ /dev/null @@ -1,46 +0,0 @@ -# Roboute Guilliman - -**Role:** Characters - -*In one of Guilliman’s hands blazes the burning Emperor’s Sword. The other is clad in the Hand of Dominion, a gauntlet with which Guilliman can tear apart tanks. The Primarch’s strategic brilliance is his greatest weapon however, his enemies outmanoeuvred and out-thought before the battle has even begun.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 10 | 5+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Hand of Dominion; Emperor’s Sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand of Dominion | 30 | 2 | 2 | 6 | -2 | 2 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Emperor’s Sword | Melee | 14 | 2 | 8 | -3 | 2 | devastating wounds | -| Hand of Dominion | Melee | 7 | 2 | 14 | -4 | 4 | lethal hits | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Author of the Codex** (Datasheet): At the Start of your Command phase, select two Author of the Codex abilities (see left). Until the start of your next Command phase, this model has those abilities. -- **Ultramarines Bodyguard** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Infantry units, this model has the Lone Operative ability. -- **Armour of Fate** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with 6 wounds remaining. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. -- **Primarch of the XIII (Aura)** (Primarch): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit and you can re-roll Battle-shock and Leadership tests taken for that unit. -- **Master of Battle** (Primarch): At the start of your Command phase, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, if your Oath of Moment target is destroyed, that second enemy unit becomes your Oath of Moment target until you select a new one. -- **Supreme Strategist** (Primarch): Once per battle round, one unit from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. - -**Keywords:** Character, Monster, Primarch, Roboute Guilliman, Epic Hero, Imperium -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Roboute Guilliman – EPIC HERO - -**Points:** -- 1 model: 340pts diff --git a/cogitator/factions/space-marines/datasheets/sammael.md b/cogitator/factions/space-marines/datasheets/sammael.md deleted file mode 100644 index 70930b6..0000000 --- a/cogitator/factions/space-marines/datasheets/sammael.md +++ /dev/null @@ -1,63 +0,0 @@ -# Sammael - -**Role:** Characters - -*Sammael rides to war on the jetbike Corvex, a relic from the Dark Age of Technology. Upon this ancient mount, the Ravenwing’s commander charges into the fray, storm bolters and plasma cannon causing hideous damage before he moves in for the kill with the Raven Sword, an heirloom with a razor edge that can never dull.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; master-crafted plasma cannon; twin storm bolter; the Raven Sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Master-crafted plasma cannon | 36 | D3 | 2 | 8 | -3 | 2 | blast | -| Twin storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| The Raven Sword | Melee | 6 | 2 | 6 | -3 | 2 | sustained hits 2 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Grand Master of the Ravenwing** (Datasheet): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced. If that unit is already eligible to shoot and declare a charge in a turn in which it Advanced, add 1 to Advance and Charge rolls made for that unit instead. -- **Cut Off Their Escape** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this model’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -**Keywords:** Mounted, Character, Epic Hero, Fly, Imperium, Grenades, Sammael, Captain, Ravenwing -**Faction Keywords:** Dark Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Sammael – EPIC HERO - -**Leader:** -Can lead: Bike Squad, Outrider Squad, Company Veterans On Bikes, Ravenwing Black Knights - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/space-marines/datasheets/sanguinary-guard.md b/cogitator/factions/space-marines/datasheets/sanguinary-guard.md deleted file mode 100644 index 4988339..0000000 --- a/cogitator/factions/space-marines/datasheets/sanguinary-guard.md +++ /dev/null @@ -1,58 +0,0 @@ -# Sanguinary Guard - -**Role:** Other - -*Sanguinary Guard are proven in mind, body and spirit in a way few of their brothers can match. Clad in irreplaceable golden armour believed to date back to the Horus Heresy and armed with the traditional relic weapons of their position, few embody the ideal of the wrathful angel more than they.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Angelus boltgun; encarmine blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Angelus boltgun | 12 | 2 | 3 | 4 | 0 | 1 | pistol | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Encarmine blade | Melee | 4 | 2 | 6 | -3 | 2 | — | -| Encarmine spear | Melee | 4 | 2 | 6 | -2 | 2 | Lance | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Angelic Visage** (Datasheet): Each time a melee attack targets this unit, subtract 1 from the Hit roll. -- **Heirs of Azkaellon** (Datasheet): While a Character model is leading this unit, each time a melee attack targets this unit, subtract 1 from the Wound roll. -- **Sanguinary Banner** (Wargear): Add 1 to the Objective Control characteristic of models in the bearer’s unit. -- **ATTACHED UNIT** (Special (правая колонка)): If a Captain model from your army with the Leader ability can be attached to an Assault Intercessors with Jump Packs unit, it can be attached to this unit instead. - -**Keywords:** Sanguinary Guard, Infantry, Fly, Jump Pack, Grenades, Imperium, Tacticus -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 3-6 Sanguinary Guard - -**Wargear Options:** -- Any number of models can each have their encarmine blade replaced with 1 encarmine spear. -- For every 3 models in this unit, 1 model’s Angelus boltgun can be replaced with 1 inferno pistol. -- One model can be equipped with 1 Sanguinary banner. - -**Leader:** -Led By: Commander Dante, Captain With Jump Pack - -**Points:** -- 3 models: 125pts -- 6 models: 260pts diff --git a/cogitator/factions/space-marines/datasheets/sanguinary-priest-on-bike.md b/cogitator/factions/space-marines/datasheets/sanguinary-priest-on-bike.md deleted file mode 100644 index 9816557..0000000 --- a/cogitator/factions/space-marines/datasheets/sanguinary-priest-on-bike.md +++ /dev/null @@ -1,83 +0,0 @@ -# Sanguinary Priest on Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Blood Chalice** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. - -**Keywords:** Mounted, Character, Grenades, Imperium, Sanguinary Priest -**Faction Keywords:** Blood Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Sanguinary Priest on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol -- 1 storm bolter -- This model’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- 1 thunder hammer - -**Leader:** -Can lead: Outrider Squad, Bike Squad, Ravenwing Black Knights, Company Veterans On Bikes - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/space-marines/datasheets/sanguinary-priest-with-jump-pack.md b/cogitator/factions/space-marines/datasheets/sanguinary-priest-with-jump-pack.md deleted file mode 100644 index a9966cd..0000000 --- a/cogitator/factions/space-marines/datasheets/sanguinary-priest-with-jump-pack.md +++ /dev/null @@ -1,69 +0,0 @@ -# Sanguinary Priest With Jump Pack - -**Role:** Characters - -*The Sanguinary Priests are the Blood Angels’ Apothecaries, and hold responsibility for the Chapter’s soul as well as its body. Through their ministrations and ceremonies do they call upon the Blood Angels to embrace the Red Thirst, control it and unleash their rage upon the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 2 | 4 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Blood Chalice** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. - -**Keywords:** Infantry, Character, Grenades, Sanguinary Priest, Jump Pack, Fly, Imperium -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Sanguinary Priest - -**Wargear Options:** -- None - -**Leader:** -Can lead: Vanguard Veteran Squad With Jump Packs, Assault Squad with Jump Packs, Wolf Guard, Assault Intercessors With Jump Packs, Talonstrike Kill Team, Skyclaws - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/sanguinary-priest.md b/cogitator/factions/space-marines/datasheets/sanguinary-priest.md deleted file mode 100644 index a8cf532..0000000 --- a/cogitator/factions/space-marines/datasheets/sanguinary-priest.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sanguinary Priest - -**Role:** Characters - -*The Sanguinary Priests are the Blood Angels’ Apothecaries, and hold responsibility for the Chapter’s soul as well as its body. Through their ministrations and ceremonies do they call upon the Blood Angels to embrace the Red Thirst, control it and unleash their rage upon the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sanguinary Priest** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Blood Chalice** (Datasheet): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. - -**Keywords:** Character, Infantry, Sanguinary Priest, Grenades, Imperium, Tacticus -**Faction Keywords:** Blood Angels, Adeptus Astartes - -**Unit Composition:** -- 1 Sanguinary Priest - -**Leader:** -Can lead: Deathwatch Veterans, Intercessor Squad, Assault Squad, Sternguard Veteran Squad, Tactical Squad, Decimus Kill Team, Assault Intercessor Squad, Fortis Kill Team, Desolation Squad, Long Fangs, Devastator Squad, Vanguard Veteran Squad, Wolf Guard, Sternguard Veteran Squad, Sword Brethren Squad, Bladeguard Veteran Squad, Crusader Squad, Hellblaster Squad, Crusader Squad (Legendary), Infernus Squad, Inner Circle Companions - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/scout-bike-squad.md b/cogitator/factions/space-marines/datasheets/scout-bike-squad.md deleted file mode 100644 index 6e0d21c..0000000 --- a/cogitator/factions/space-marines/datasheets/scout-bike-squad.md +++ /dev/null @@ -1,83 +0,0 @@ -# Scout Bike Squad - -**Role:** Other - -*Fast-moving recon and disruption units, Scout Bike Squads operate far beyond friendly lines. They booby trap neutral ground, sever the foe’s communications links, burn enemy supplies, seek out weaknesses in defences and set up locator beacons to draw down the Space Marines’ fearsome orbital strikes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Astartes shotgun; bolt pistol; twin boltgun; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes grenade launcher – frag | 24 | D3 | 3 | 4 | 0 | 1 | blast | -| Astartes grenade launcher – krak | 24 | 1 | 3 | 9 | -2 | D3 | — | -| Astartes shotgun | 18 | 2 | 3 | 4 | 0 | 1 | assault | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Combat knife | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Outflank** (Datasheet): When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). - -**Keywords:** Ravenwing, Scout Bike Squad, Imperium, Smoke, Grenades, Mounted -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Scout Biker Sergeant -- 2-5 Scout Bikers - -**Wargear Options:** -- The Scout Biker Sergeant’s bolt pistol can be replaced with one of the following:- 1 Astartes chainsword -- 1 boltgun -- 1 combi-weapon -- 1 hand flamer -- 1 grav-pistol -- 1 inferno pistol -- 1 plasma pistol -- 1 storm bolter -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- Any number of models can each have their twin boltgun replaced with 1 Astartes grenade launcher. - -**Points:** -- 3 models: 75pts -- 6 models: 150pts diff --git a/cogitator/factions/space-marines/datasheets/scout-sniper-squad.md b/cogitator/factions/space-marines/datasheets/scout-sniper-squad.md deleted file mode 100644 index bee9649..0000000 --- a/cogitator/factions/space-marines/datasheets/scout-sniper-squad.md +++ /dev/null @@ -1,56 +0,0 @@ -# Scout Sniper Squad - -**Role:** Other - -*Combining their skills in covert operations and infiltration with advanced marksmanship taught to them by wise Veteran Sergeants, Scout Squads equipped with sniper rifles are capable battlefield assassins. With precision fire they can kill opposing commanders or detonate vehicle fuel cells to wreak havoc amongst the enemy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; sniper rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Scout sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Concealed Positions** (Datasheet): This unit can only be selected as the target of a ranged attack if the attacking model is within 12". - -**Keywords:** Imperium, Smoke, Grenades, Infantry, Scout Sniper Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Scout Sniper Sergeant -- 4-9 Scout Snipers - -**Wargear Options:** -- 1 Scout Sniper’s scout sniper rifle can be replaced with 1 missile launcher. - -**Leader:** -Led By: Sergeant Telion - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/space-marines/datasheets/scout-squad.md b/cogitator/factions/space-marines/datasheets/scout-squad.md deleted file mode 100644 index a6e1d7c..0000000 --- a/cogitator/factions/space-marines/datasheets/scout-squad.md +++ /dev/null @@ -1,77 +0,0 @@ -# Scout Squad - -**Role:** Other - -*Space Marine neophytes, Scouts learn their deadly craft in daring missions independent of the main force. Led by seasoned Veteran Sergeants, they infiltrate enemy positions, clear potential drop zones, set ambushes, sabotage supply lines and complete all manner of other objectives to weaken the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes shotgun | 18 | 2 | 3 | 4 | 0 | 1 | assault | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | heavy, sustained hits 1 | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, heavy | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | heavy | -| Scout sniper rifle | 36 | 1 | 3 | 4 | -2 | 2 | HEAVY, PRECISION | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Combat knife | Melee | 3 | 3 | 4 | -1 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Guerrilla Tactics** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into Strategic Reserves. - -**Keywords:** Scout Squad, Imperium, Smoke, Infantry, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Scout Sergeant -- 4-9 Scouts - -**Wargear Options:** -- The Scout Sergeant's boltgun can be replaced with 1 Astartes chainsword. -- Any number of models can each have their boltgun replaced with one of the following: -- 1 Astartes shotgun -- 1 combat knife -- For every 5 models in this unit, 1 Scout’s boltgun can be replaced with 1 Scout sniper rifle. -- For every 5 models in this unit, 1 Scout’s boltgun can be replaced with one of the following: -- 1 heavy bolter -- 1 missile launcher - -**Leader:** -Led By: Sergeant Telion, Captain In Phobos Armour - -**Points:** -- 5 models: 70pts -- 10 models: 140pts diff --git a/cogitator/factions/space-marines/datasheets/sergeant-chronus.md b/cogitator/factions/space-marines/datasheets/sergeant-chronus.md deleted file mode 100644 index 55a4d75..0000000 --- a/cogitator/factions/space-marines/datasheets/sergeant-chronus.md +++ /dev/null @@ -1,55 +0,0 @@ -# Sergeant Chronus - -**Role:** Characters - -*The roar of engines and the thunder of heavy weaponry herald Sergeant Chronus’ arrival on the battlefield. Enemy gunners watch aghast as Chronus’ tank shrugs off damage that should have seen it destroyed several times over, before it swings its turret round to blast them apart with unerring volleys.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Chronus’ servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chronus’ servo-arm | Melee | 3 | 3 | 8 | -2 | 3 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tank Commander** (Datasheet): While this model is commanding a VEHICLE model (see below): -- Ranged weapons equipped by that VEHICLE model have a Ballistic Skill characteristic of 2+. -- Each time that VEHICLE model is selected to shoot, you can re-roll one Wound roll when resolving those attacks. -- **Chronus** (Datasheet): When this model disembarks from a VEHICLE model it was commanding, it has the Lone Operative ability until the end of the battle. -- **TANK COMMANDER** (Special (правая колонка)): If your army includes one or more of the VEHICLE models listed below, Sergeant Chronus must start the battle embarked within one of those models as if it were a Transport. Sergeant Chronus can only disembark from that VEHICLE if it is destroyed. While embarked in this way, Sergeant Chronus is said to be commanding that VEHICLE. -- Hunter -- Predator Annihilator -- Land Raider -- Predator Destructor -- Land Raider Crusader -- Stalker -- Land Raider Redeemer -- Vindicator -- Whirlwind - -**Keywords:** Epic Hero, Sergeant Chronus, Infantry, Character, Imperium -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Sergeant Chronus – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/sergeant-telion.md b/cogitator/factions/space-marines/datasheets/sergeant-telion.md deleted file mode 100644 index 21e59ec..0000000 --- a/cogitator/factions/space-marines/datasheets/sergeant-telion.md +++ /dev/null @@ -1,86 +0,0 @@ -# Sergeant Telion - -**Role:** Characters - -*Delivering death from afar is Sergeant Telion’s gift. His talents for reading atmospherics, gravitic disturbance and the movement patterns of his foes allow him to place perfect kill-shots at a range far beyond that officially recognised for the Stalker-pattern boltgun he wields in battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Quietus; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Quietus | 36 | 2 | 2 | 4 | -2 | 3 | precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combat knife | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Voice of Experience** (Datasheet): While this model is leading a unit, improve the Objective Control characteristic of models in that unit by 1 and each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Guiding Hand** (Datasheet): While this model is leading a unit, each time that unit is selected to shoot or fight, select one of the following abilities to apply to weapons equipped by models in that unit until the end of the phase: -- [LETHAL HITS] -- [PRECISION] -- [SUSTAINED HITS 1] - -**Keywords:** Sergeant Telion, Imperium, Infantry, Character, Epic Hero -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Sergeant Telion – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Scout Sniper Squad, Wolf Scouts, Scout Squad - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/sicaran-arcus.md b/cogitator/factions/space-marines/datasheets/sicaran-arcus.md deleted file mode 100644 index 5f58ada..0000000 --- a/cogitator/factions/space-marines/datasheets/sicaran-arcus.md +++ /dev/null @@ -1,60 +0,0 @@ -# Sicaran Arcus - -**Role:** Other - -*The Sicaran Arcus was originally conceived to supply small, unsupported Astartes forces with highly specialised weapon systems, and combines the powerful Sicaran chassis with an Arcus launcher capable of firing a wide range of warheads. Despite the mysterious censure of the Adeptus Mechanicus, surviving examples of the tank continue to serve in battle with great honour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Arcus multi-launcher; heavy bolter, armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arcus multi-launcher | 48 | 2D6 | 3 | 6 | 0 | 2 | indirect fire | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Specialised Weapon System** (Datasheet): Each time this model makes an attack that targets the enemy unit you selected for the Oath of Moment ability that attack has the [IGNORES COVER] ability and can ignore the penalty to their Hit rolls when making attacks with Indirect Fire weapons against targets that are not visible to them. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Smoke, Sicaran Arcus, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Sicaran Arcus - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/sicaran-battle-tank.md b/cogitator/factions/space-marines/datasheets/sicaran-battle-tank.md deleted file mode 100644 index 8eb71ba..0000000 --- a/cogitator/factions/space-marines/datasheets/sicaran-battle-tank.md +++ /dev/null @@ -1,60 +0,0 @@ -# Sicaran Battle Tank - -**Role:** Other - -*The Sicaran is one of the rarest relic tanks seen on the battlefields of the 41st Millennium. Its unique design dates back to the Great Crusade. The most potent of the Sicaran’s distinctive systems is the twin accelerator cannon, whose accuracy and rate of fire are far in excess of other weapons of its class.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Sicaran Battle Tank, Vehicle, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Sicaran Battle Tank - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/sicaran-omega.md b/cogitator/factions/space-marines/datasheets/sicaran-omega.md deleted file mode 100644 index 7b69bea..0000000 --- a/cogitator/factions/space-marines/datasheets/sicaran-omega.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sicaran Omega - -**Role:** Other - -*Retrofitted to allow the Sicaran hull to carry heavier firepower, the Omega is a formidable tank-hunter with countless victories to its name. The design utilises the speed provided by the Sicaran’s engines to apply overwhelming short-range firepower in battle, racing forwards to ambush and obliterate the lumbering siege tanks of enemy columns.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; omega plasma array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Omega plasma array – standard | 36 | 6 | 3 | 9 | -3 | 2 | — | -| Omega plasma array – supercharge | 36 | 6 | 3 | 10 | -3 | 3 | hazardous | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Overwhelming Short-range Firepower** (Datasheet): Each time this model makes an attack that targets the closest eligible enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll or 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Imperium, Vehicle, Sicaran Omega -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Sicaran Omega - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/space-marines/datasheets/sicaran-punisher.md b/cogitator/factions/space-marines/datasheets/sicaran-punisher.md deleted file mode 100644 index e21a04b..0000000 --- a/cogitator/factions/space-marines/datasheets/sicaran-punisher.md +++ /dev/null @@ -1,60 +0,0 @@ -# Sicaran Punisher - -**Role:** Other - -*In the final days of the Great Crusade, the punisher rotary cannon was fitted to the versatile hull of the Sicaran Punisher: a formidable war machine capable of obliterating massed infantry and light vehicles with a storm of high-calibre shells.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Imperium, Sicaran Punisher, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Sicaran Punisher - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/space-marines/datasheets/sicaran-venator.md b/cogitator/factions/space-marines/datasheets/sicaran-venator.md deleted file mode 100644 index 82b3664..0000000 --- a/cogitator/factions/space-marines/datasheets/sicaran-venator.md +++ /dev/null @@ -1,60 +0,0 @@ -# Sicaran Venator - -**Role:** Other - -*Built on the lauded Sicaran chassis, the Venator is an ancient breed of tank destroyer fitted with a neutron laser system. The Venator’s combination of mobility, protection and anti-armour firepower ensures that those surviving are highly prized by any force fortunate enough to possess them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Sicaran Venator, Vehicle, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Sicaran Venator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/space-marines/datasheets/skyclaws.md b/cogitator/factions/space-marines/datasheets/skyclaws.md deleted file mode 100644 index c967eea..0000000 --- a/cogitator/factions/space-marines/datasheets/skyclaws.md +++ /dev/null @@ -1,71 +0,0 @@ -# Skyclaws - -**Role:** Other - -*Especially headstrong Blood Claws are reassigned to jump pack wearing Skyclaw packs. Rebellious and free-spirited, Skyclaws seize any opportunity to push their luck. They rocket forward fearlessly in great loping bounds, chainswords roaring as they slay, plunging into the enemy’s heart with reckless fury.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 3 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Headstrong** (Datasheet): You can re-roll Charge rolls made for this unit. Each time this unit makes a Charge move, until the end of the turn, each time a model in this unit makes a melee attack, add 1 to the Hit roll. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to Assault Intercessors with Jump Packs or an Assault Squad with Jump Packs, it can instead be attached to this unit instead. - -**Keywords:** Imperium, Grenades, Jump Pack, Infantry, Skyclaws, Fly -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Skyclaw Pack Leader -- 4-14 Skyclaws - -**Wargear Options:** -- The Skyclaw Pack Leader’s Astartes chainsword can be replaced with one of the following:- 1 power fist -- 1 power weapon -- The Skyclaw Pack Leader’s bolt pistol can be replaced with 1 plasma pistol. -- Up to 2 Skyclaws can each have their bolt pistol and Astartes chainsword replaced with one of the following:- 1 plasma pistol and 1 Astartes chainsword -- 1 flamer and 1 close combat weapon -- 1 grav-gun and 1 close combat weapon -- 1 meltagun and 1 close combat weapon -- 1 plasma gun and 1 close combat weapon - -**Leader:** -Led By: Captain With Jump Pack, Kayvaan Shrike, Wolf Guard Pack Leader With Jump Pack, Librarian with Jump Pack, Sanguinary Priest With Jump Pack, Chaplain With Jump Pack, Commander Dante - -**Points:** -- 5 models: 90pts -- 10 models: 165pts -- 15 models: 240pts diff --git a/cogitator/factions/space-marines/datasheets/sokar-pattern-stormbird.md b/cogitator/factions/space-marines/datasheets/sokar-pattern-stormbird.md deleted file mode 100644 index 94f9c27..0000000 --- a/cogitator/factions/space-marines/datasheets/sokar-pattern-stormbird.md +++ /dev/null @@ -1,63 +0,0 @@ -# Sokar-pattern Stormbird - -**Role:** Other - -*The Stormbird was the design precursor to the Thunderhawk Gunship, conceived as a specialised, high-durability orbital assault craft that could land a Space Marine strike force in the face of heavy ground fire. Though largely superseded by the Thunderhawk, the Stormbird’s capabilities as a mobile bastion and firebase are never overlooked by those factions who still possess it.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 13 | 2+ | 40 | 6+ | 0 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Fly, Aircraft, Transport, Imperium, Titanic, Vehicle, Ravenwing, Sokar-pattern Stormbird -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Sokar-pattern Stormbird - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 55 Adeptus Astartes Infantry or Adeptus Astartes Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). - -**Damaged Profile:** -Remaining Wounds: 1-13 -While this model has 1-13 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 900pts diff --git a/cogitator/factions/space-marines/datasheets/spartan.md b/cogitator/factions/space-marines/datasheets/spartan.md deleted file mode 100644 index c5122b1..0000000 --- a/cogitator/factions/space-marines/datasheets/spartan.md +++ /dev/null @@ -1,67 +0,0 @@ -# Spartan - -**Role:** Other - -*An armoured transport of truly massive proportions, the Spartan is a heavy assault tank created to carry large numbers of troops into the very heart of enemy territory, shrugging off weapons fire that would annihilate lesser vehicles while its quad lascannons claim victims of their own.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Spartan, Imperium, Transport, Vehicle, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Spartan - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 28 ADEPTUS ASTARTES INFANTRY models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/space-marines/datasheets/spectrus-kill-team.md b/cogitator/factions/space-marines/datasheets/spectrus-kill-team.md deleted file mode 100644 index c4888e6..0000000 --- a/cogitator/factions/space-marines/datasheets/spectrus-kill-team.md +++ /dev/null @@ -1,107 +0,0 @@ -# Spectrus Kill Team - -**Role:** Other - -*Sinister, silent and all but invisible until they strike, Spectrus Kill Teams are adept in inflicting death from both near and far. Clad in close-fitting Mk X Phobos battle plate, they specialise in battlefield control and enemy destabilisation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Kill Team Infiltrator is equipped with:** bolt pistol; Deathwatch marksman bolt carbine; close combat weapon. - -**Every Kill Team Infiltrator with bolt sniper rifle is equipped with:** bolt pistol; bolt sniper rifle; close combat weapon. - -**Every Kill Team Infiltrator with Deathwatch occulus bolt carbine is equipped with:** bolt pistol; Deathwatch occulus bolt carbine; paired combat blades. - -**Every Kill Team Infiltrator with combat knife is equipped with:** special-issue bolt pistol; combat knife. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Bolt sniper rifle | 36 | 1 | 3 | 5 | -2 | 3 | heavy, precision | -| Deathwatch bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | lethal hits, precision | -| Deathwatch marksman bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | heavy, lethal hits | -| Deathwatch occulus bolt carbine | 24 | 2 | 3 | 5 | -1 | 1 | assault, ignores cover, lethal hits | -| Instigator bolt carbine | 24 | 1 | 3 | 4 | -2 | 2 | heavy | -| Las fusil | 36 | 1 | 3 | 9 | -3 | D6 | heavy | -| Special-issue bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Combat knife | Melee | 4 | 3 | 4 | -1 | 1 | precision | -| Paired combat blades | Melee | 3 | 3 | 4 | -1 | 1 | sustained hits 1 | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Spectrus Doctrines** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. -- **Helix Gauntlet** (Wargear): Models in the bearer’s unit have the Feel No Pain 6+ ability. -- **Infiltrator Comms Array** (Wargear): Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Instigator Bolt Carbine** (Wargear): In your Shooting phase, after the bearer’s unit has shot, the bearer’s unit can make a Normal move. If it does, until the end of the turn, the bearer’s unit is not eligible to declare a charge. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Infiltrator Squad, it can be attached to this unit instead. - -If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Infiltrators and Scouts 6" abilities. - -**Keywords:** Grenades, Imperium, Phobos, Infantry, Smoke, Spectrus Kill Team, Kill Team -**Faction Keywords:** Deathwatch, Adeptus Astartes - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 3‑10 Kill Team Infiltrators -- 0‑3 Kill Team Infiltrators with bolt sniper rifles -- 0‑4 Kill Team Infiltrators with Deathwatch occulus bolt carbines -- 0‑4 Kill Team Infiltrators with combat knives - -**Wargear Options:** -- One model equipped with a Deathwatch marksman bolt carbine can be equipped with one of -the following:- 1 helix gauntlet -- 1 Infiltrator comms array -- One model can replace its bolt sniper rifle with 1 instigator bolt carbine. -- Any number of models can each replace their bolt sniper rifle with 1 las fusil. -- Any number of models can each replace their combat knife with 1 Deathwatch bolt carbine and 1 close combat weapon. - -**Leader:** -Led By: Lieutenant In Phobos Armour, Captain In Phobos Armour, Librarian In Phobos Armour - -**Points:** -- 10 models: 180pts diff --git a/cogitator/factions/space-marines/datasheets/stalker.md b/cogitator/factions/space-marines/datasheets/stalker.md deleted file mode 100644 index ce984c7..0000000 --- a/cogitator/factions/space-marines/datasheets/stalker.md +++ /dev/null @@ -1,56 +0,0 @@ -# Stalker - -**Role:** Other - -*The Stalker’s phenomenal anti-air kill rate is achieved by a pair of independently targeting repeating cannons. These are tethered to a servo-mind conclave that cogitates reams of trajectory data to ensure the Stalker’s weapons fire exactly where they should, enabling it to cleanse skies darkened by enemy flyers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 11 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 Icarus stormcannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Icarus stormcannon | 48 | 6 | 3 | 7 | -1 | 2 | anti-fly 2+ | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Skyfire Protocols** (Datasheet): Each time you target this model with the Overwatch Stratagem just after an enemy unit that can Fly starts or ends a Normal, Advance or Fall Back move, when resolving that Stratagem, in addition to shooting that enemy unit, you can select up to three additional enemy units within 24" of this model that can FLY; this model can also shoot at each of those units with its Icarus stormcannons (provided each one is an eligible target), but when doing so, an unmodified Hit roll of 6 is required to score a hit. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Stalker, Vehicle, Smoke, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Stalker - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/space-marines/datasheets/sternguard-veteran-squad.md b/cogitator/factions/space-marines/datasheets/sternguard-veteran-squad.md deleted file mode 100644 index 0e8d960..0000000 --- a/cogitator/factions/space-marines/datasheets/sternguard-veteran-squad.md +++ /dev/null @@ -1,82 +0,0 @@ -# Sternguard Veteran Squad - -**Role:** Other - -*A crusade’s Stemguard Veterans possess an unshakeable calm and are renowned for their unflinching marksmanship under extreme threat. Granted the use of a wide range of specialist ammunition and ranged relic weaponry, they unleash the God-Emperor's judgement in pinpoint volleys that unerringly exploit the blasphemous enemies' weaknesses.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Sternguard bolt pistol; Sternguard bolt rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Pyrecannon | 12 | D6+1 | N/A | 6 | -1 | 1 | ignores cover,torrent | -| Sternguard bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | devastating wounds, pistol | -| Sternguard bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, devastating wounds, heavy, rapid fire 1 | -| Sternguard heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | devastating wounds, heavy, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Virtuous Onslaught** (Datasheet): Each time a model in this unit makes an attack that targets the closest eligible target, re-roll a Wound roll of 1. - -**Keywords:** Tacticus, Sternguard Veteran Squad, Grenades, Imperium, Infantry -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 1 Sternguard Veteran Squad Leader -- 4-9 Sternguard Veterans - -**Wargear Options:** -- The Sternguard Veteran Squad Leader’s Sternguard bolt rifle can be replaced with one of the following: -- 1 Astartes chainsword -- 1 combi-weapon -- 1 power fist -- 1 power weapon -- 1 Astartes chainsword and 1 Sternguard bolt rifle* -- 1 power fist and 1 Sternguard bolt rifle* -- 1 power weapon and 1 Sternguard bolt rifle* -- Any number of Sternguard Veterans can each have their Sternguard bolt rifle replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 Sternguard Veteran’s Sternguard bolt rifle can be replaced with one of the following: -- 1 pyrecannon -- 1 Sternguard heavy bolter -- * This model's Sternguard bolt rifle cannot be replaced. - -**Leader:** -Led By: Marneus Calgar, Lieutenant, Primaris Company Champion, Captain Tycho, Sanguinary Priest, Brother Corbulo, Azrael, Asmodai, Lazarus, Adrax Agatone, Judiciar, Castellan, Marshal, Chaplain Cassius, Ancient, Uriel Ventris, Ezekiel, Chaplain, Captain, Emperor’s Champion, Captain Sicarius, Apothecary, Blood Angels Captain, Kor’sarro Khan, Pedro Kantor, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Chief Librarian Tigurius, Librarian, Gabriel Seth, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 85pts -- 10 models: 170pts diff --git a/cogitator/factions/space-marines/datasheets/storm-eagle-gunship.md b/cogitator/factions/space-marines/datasheets/storm-eagle-gunship.md deleted file mode 100644 index de4848e..0000000 --- a/cogitator/factions/space-marines/datasheets/storm-eagle-gunship.md +++ /dev/null @@ -1,68 +0,0 @@ -# Storm Eagle Gunship - -**Role:** Other - -*The Storm Eagle is a multi-purpose assault and transport vehicle capable of intra-orbital operations, combining generous troop capacity with hard- hitting firepower and excellent handling for a machine of its size. In recent years the number of Storm Eagles in active service has begun to increase, suggesting production has been restored at some as yet unknown location.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | -| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Fly, Transport, Imperium, Storm Eagle Gunship, Aircraft, Ravenwing, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Storm Eagle Gunship - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta -- 1 typhoon missile launcher -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons - -**Transport:** -This model has a transport capacity of 22 ADEPTUS ASTARTES INFANTRY models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/space-marines/datasheets/storm-speeder-hailstrike.md b/cogitator/factions/space-marines/datasheets/storm-speeder-hailstrike.md deleted file mode 100644 index ebfed5c..0000000 --- a/cogitator/factions/space-marines/datasheets/storm-speeder-hailstrike.md +++ /dev/null @@ -1,52 +0,0 @@ -# Storm Speeder Hailstrike - -**Role:** Other - -*The Hailstrike is so heavily armed that it can annihilate entire swathes of infantry in fusillades of blistering projectiles. Speeding over the battlefield, its specialised loadout shatters charging formations and shreds barricades and defences.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 fragstorm grenade launchers; onslaught gatling cannon; twin ironhail heavy stubber; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fragstorm grenade launcher | 18 | D6 | 3 | 4 | 0 | 1 | blast | -| Onslaught gatling cannon | 24 | 8 | 3 | 5 | 0 | 1 | devastating wounds | -| Twin ironhail heavy stubber | 36 | 3 | 3 | 4 | 0 | 1 | rapid fire 3, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Hailstrike** (Datasheet): Each time this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase. - -**Keywords:** Storm Speeder Hailstrike, Imperium, Ravenwing, Fly, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Storm Speeder Hailstrike - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/space-marines/datasheets/storm-speeder-hammerstrike.md b/cogitator/factions/space-marines/datasheets/storm-speeder-hammerstrike.md deleted file mode 100644 index 79e7421..0000000 --- a/cogitator/factions/space-marines/datasheets/storm-speeder-hammerstrike.md +++ /dev/null @@ -1,52 +0,0 @@ -# Storm Speeder Hammerstrike - -**Role:** Other - -*The Hammerstrike excels at rooting out enemies from trench and bunker networks. Sweeping low over the battlefield, it employs searing melta blasts and volleys of rockets to crack the foe’s defence lines wide open.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Hammerstrike missile launcher; 2 krakstorm grenade launchers; melta destroyer; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hammerstrike missile launcher | 36 | 2 | 3 | 9 | -3 | D6 | — | -| Krakstorm grenade launcher | 18 | 1 | 3 | 9 | -1 | D3 | — | -| Melta destroyer | 18 | 3 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Hammerstrike** (Datasheet): Each time this model has shot, select one enemy unit that was hit by one or more attacks made by this model this phase. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. - -**Keywords:** Fly, Storm Speeder Hammerstrike, Ravenwing, Vehicle, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Storm Speeder Hammerstrike - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/space-marines/datasheets/storm-speeder-thunderstrike.md b/cogitator/factions/space-marines/datasheets/storm-speeder-thunderstrike.md deleted file mode 100644 index b213d80..0000000 --- a/cogitator/factions/space-marines/datasheets/storm-speeder-thunderstrike.md +++ /dev/null @@ -1,52 +0,0 @@ -# Storm Speeder Thunderstrike - -**Role:** Other - -*Thunderstrikes outmanoeuvre the foe at every turn, targeting vulnerable points in armour, fuel stores and missile hoppers to turn tanks into raging fireballs. Just a single Thunderstrike is capable of destroying armoured breakthrough attempts, and when one is on the battlefield, few enemies are safe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** stormfury missiles; Thunderstrike las-talon; twin Icarus rocket pod; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stormfury missiles | 48 | 1 | 2 | 12 | -3 | D6+1 | — | -| Thunderstrike las-talon | 36 | 2 | 2 | 9 | -3 | D6+1 | — | -| Twin Icarus rocket pod | 24 | D3 | 3 | 8 | -1 | 2 | anti-fly 2+, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Thunderstrike** (Datasheet): Each time this model has shot, select one enemy MONSTER or VEHICLE unit that was hit by one or more attacks made by this model this phase. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes a ranged attack that targets that enemy unit, add 1 to the Wound roll. - -**Keywords:** Ravenwing, Storm Speeder Thunderstrike, Imperium, Fly, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Storm Speeder Thunderstrike - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/space-marines/datasheets/stormfang-gunship.md b/cogitator/factions/space-marines/datasheets/stormfang-gunship.md deleted file mode 100644 index 569b514..0000000 --- a/cogitator/factions/space-marines/datasheets/stormfang-gunship.md +++ /dev/null @@ -1,68 +0,0 @@ -# Stormfang Gunship - -**Role:** Other - -*Dominating the skies like the dread ice wyrms of myth, Stormfang Gunships are heavily armed and armoured vessels, bludgeoning their way through enemy aerial assets. Each is built around a monstrous helfrost destructor that freezes its target; even monstrous flesh is ice-burned, and unyielding tank armour swiftly cracks and shatters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** helfrost destructor; 2 skyhammer missile launchers; twin stormstrike missile launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Helfrost destructor – dispersed | 36 | D3 | 3 | 11 | -3 | 7 | sustained hits d3 | -| Helfrost destructor – focused | 12 | D6+6 | N/A | 8 | -1 | 2 | torrent | -| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Frozen Prey** (Datasheet): In your Shooting phase, after this model has shot, if an enemy MONSTER or VEHICLE unit was hit by one or more of those attacks made with this model’s helfrost destructor, until the end of your opponent’s next turn, that enemy unit is Frozen. While a unit is Frozen, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit. - -**Keywords:** Transport, Stormfang Gunship, Imperium, Fly, Aircraft, Vehicle -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Stormfang Gunship - -**Wargear Options:** -- This model’s 2 skyhammer missile launchers can be replaced with one of the following:- 2 twin multi-meltas -- 2 twin heavy bolters -- This model’s twin stormstrike missile launcher can be replaced with 1 twin lascannon. - -**Transport:** -This model has a transport capacity of 6 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/space-marines/datasheets/stormhawk-interceptor.md b/cogitator/factions/space-marines/datasheets/stormhawk-interceptor.md deleted file mode 100644 index 7089277..0000000 --- a/cogitator/factions/space-marines/datasheets/stormhawk-interceptor.md +++ /dev/null @@ -1,56 +0,0 @@ -# Stormhawk Interceptor - -**Role:** Other - -*Stormhawk Interceptors are high-altitude fighter craft designed solely for achieving aerial supremacy. Dropped from mag-cradles aboard orbiting craft, these ceramite-plated vehicles engage enemy air assets in brutal dogfights and are protected by countermeasures that launch blazing flares.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin assault cannon; skyhammer missile launcher; las-talon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icarus stormcannon | 48 | 6 | 3 | 7 | -1 | 2 | anti-fly 2+ | -| Las-talon | 36 | 2 | 3 | 10 | -3 | D6+1 | — | -| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Stormhawk Interceptor, Smoke, Imperium, Fly, Vehicle, Aircraft, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Stormhawk Interceptor - -**Wargear Options:** -- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter -- 1 typhoon missile launcher -- This model’s las-talon can be replaced with 1 Icarus stormcannon. - -**Points:** -- 1 model: 155pts diff --git a/cogitator/factions/space-marines/datasheets/stormraven-gunship.md b/cogitator/factions/space-marines/datasheets/stormraven-gunship.md deleted file mode 100644 index a227b41..0000000 --- a/cogitator/factions/space-marines/datasheets/stormraven-gunship.md +++ /dev/null @@ -1,73 +0,0 @@ -# Stormraven Gunship - -**Role:** Other - -*The Stormraven superbly combines the role of reliable combat drop-ship and deadly aerial combatant. A capacious troop bay and thick layers of armour allow it to effectively transport squads of Space Marines – and, thanks to its magna-grapples, even a Dreadnought – into the very heart of battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hurricane bolter | 24 | 6 | 3 | 4 | 0 | 1 | rapid fire 6, twin-linked | -| Stormstrike missile launcher | 48 | 1 | 3 | 10 | -2 | 3 | — | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast, twin-linked | -| Twin heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Stormraven Gunship, Imperium, Transport, Aircraft, Fly, Vehicle, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Stormraven Gunship - -**Wargear Options:** -- This model’s twin assault cannon can be replaced with one of the following:- 1 twin heavy plasma cannon -- 1 twin lascannon -- This model’s typhoon missile launcher can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin multi-melta -- This model can be equipped with 2 hurricane bolters. - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 280pts diff --git a/cogitator/factions/space-marines/datasheets/stormtalon-gunship.md b/cogitator/factions/space-marines/datasheets/stormtalon-gunship.md deleted file mode 100644 index cc1b458..0000000 --- a/cogitator/factions/space-marines/datasheets/stormtalon-gunship.md +++ /dev/null @@ -1,60 +0,0 @@ -# Stormtalon Gunship - -**Role:** Other - -*Fast and manoeuvrable, the Stormtalon is an aerial interceptor optimised for escorting Stormraven Gunships. While fast enough to engage in aerial combat, its pilot can switch on the Stormtalon’s repulsor systems, making it agile enough to closely support infantry in defence or on the attack.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** skyhammer missile launcher; twin assault cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+, twin-linked | -| Twin assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. - -**Keywords:** Ravenwing, Aircraft, Fly, Vehicle, Stormtalon Gunship, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Stormtalon Gunship - -**Wargear Options:** -- This model’s skyhammer missile launcher can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin lascannon -- 1 typhoon missile launcher - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/space-marines/datasheets/stormwolf.md b/cogitator/factions/space-marines/datasheets/stormwolf.md deleted file mode 100644 index 85d9916..0000000 --- a/cogitator/factions/space-marines/datasheets/stormwolf.md +++ /dev/null @@ -1,66 +0,0 @@ -# Stormwolf - -**Role:** Other - -*Stormwolves enable the sons of Russ to bring the fight to the enemy wherever they hide. Within their wide hold, packs of warriors are borne with incredible speed into the foe’s midst. As the packs leap out to attack, Stormwolves saturate the area with an array of heavy fire, before rising to hunt for yet more targets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 skyhammer missile launchers; twin helfrost cannon; twin lascannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Skyhammer missile launcher | 48 | 3 | 3 | 8 | -1 | D3 | anti-fly 2+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin helfrost cannon – dispersed | 12 | D6 | N/A | 6 | -1 | 2 | torrent, twin-linked | -| Twin helfrost cannon – focused | 36 | 1 | 3 | 9 | -3 | 5 | twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Into the Foe** (Datasheet): If a unit disembarks from this Transport before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced. - -**Keywords:** Vehicle, Imperium, Stormwolf, Transport, Fly, Aircraft -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Stormwolf - -**Wargear Options:** -- This model’s 2 skyhammer missile launchers can replaced with one of the following:- 2 twin heavy bolters -- 2 twin multi-meltas - -**Transport:** -This model has a transport capacity of 16 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/space-marines/datasheets/suboden-khan.md b/cogitator/factions/space-marines/datasheets/suboden-khan.md deleted file mode 100644 index 87c43b9..0000000 --- a/cogitator/factions/space-marines/datasheets/suboden-khan.md +++ /dev/null @@ -1,63 +0,0 @@ -# Suboden Khan - -**Role:** Characters - -*A true son of Chogoris, Suboden Khan commands the White Scars First Brotherhood from the saddle of his grav bike, Thunder. A master of cavalry warfare, he leads his forces in epic hunts and sweeping advances, smashing through enemy lines and ruthlessly running down fleeing foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 heavy bolt pistol; 1 onslaught gatling cannon; Stormtooth; power sword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 2 | 4 | -1 | 1 | pistol | -| Onslaught gatling cannon | 24 | 8 | 2 | 5 | 0 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stormtooth | Melee | 6 | 2 | 6 | -2 | 2 | lance, anti-monster 4+, anti-vehicle 4+ | -| Power sword | Melee | 8 | 2 | 5 | -2 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Spear of Chogoris** (Datasheet): This model’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If that unit is already eligible to shoot and declare a charge in a turn in which it Advanced, add 1 to Advance and Charge rolls made for that unit instead. -- **Skilled Riders** (Datasheet): Each time a model in this model’s unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features. - -**Keywords:** Grenades, Captain, Suboden Khan, Mounted, Character, Epic Hero, Imperium -**Faction Keywords:** Adeptus Astartes, White Scars - -**Unit Composition:** -- 1 Suboden Khan – EPIC HERO - -**Leader:** -Can lead: Outrider Squad, Ravenwing Black Knights, Company Veterans On Bikes, Bike Squad - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/space-marines/datasheets/suppressor-squad.md b/cogitator/factions/space-marines/datasheets/suppressor-squad.md deleted file mode 100644 index ffab13e..0000000 --- a/cogitator/factions/space-marines/datasheets/suppressor-squad.md +++ /dev/null @@ -1,46 +0,0 @@ -# Suppressor Squad - -**Role:** Other - -*Girded in armour that can tolerate the vicious recoil of their weapons and the terrible stresses of grav-drops, Suppressors rapidly take up key positions on the battlefield. From there, they unleash deluges of armour-piercing rounds that decimate enemy infantry and force the survivors to dive for cover.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** accelerator autocannon; bolt pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator autocannon | 48 | 3 | 4 | 8 | -1 | 2 | heavy | -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Suppression Fire** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with an accelerator autocannon. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Infantry, Grenades, Smoke, Jump Pack, Fly, Imperium, Suppressor Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Suppressor Sergeant -- 2 Suppressors - -**Points:** -- 3 models: 75pts diff --git a/cogitator/factions/space-marines/datasheets/sword-brethren-squad.md b/cogitator/factions/space-marines/datasheets/sword-brethren-squad.md deleted file mode 100644 index bf27787..0000000 --- a/cogitator/factions/space-marines/datasheets/sword-brethren-squad.md +++ /dev/null @@ -1,75 +0,0 @@ -# Sword Brethren Squad - -**Role:** Other - -*Every Sword Brother has earned their place amongst the Marshal’s household through acts of unswerving faith and spectacular violence. On the battlefield, they are reaping whirlwinds, unstoppable, uncompromising, and armed with a lethal assortment of weapons, and they turn upon the enemy in the Emperor’s name.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Pyre pistol | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 6 | 2 | 4 | -1 | 1 | sustained hits 1 | -| Master-crafted power weapon | Melee | 3 | 2 | 5 | -2 | 2 | lethal hits | -| Thunder hammer | Melee | 3 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Exploit Their Cowardice** (Datasheet): Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after it ends that Fall Back move, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character from your army with the Leader ability can be attached to an Intercessor Squad, it can be attached to this unit instead. - -**Keywords:** Sword Brethren Squad, Infantry, Grenades, Imperium, Tacticus -**Faction Keywords:** Black Templars, Adeptus Astartes - -**Unit Composition:** -- 4-10 Sword Brothers - -**Wargear Options:** -- Any number of Sword Brothers can each have their Astartes chainsword replaced with 1 master-crafted power weapon. -- For every 5 models in this unit, 1 Sword Brother’s Astartes chainsword can be replaced with 1 thunder hammer. -- For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol can be replaced with 1 plasma pistol. -- For every 5 models in this unit, up to 2 Sword Brothers can each have their heavy bolt pistol replaced with 1 pyre pistol. -- For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws. - -**Leader:** -Led By: Chief Librarian Tigurius, Marneus Calgar, Techmarine, Primaris Company Champion, Librarian, Gabriel Seth, Asmodai, Lazarus, Chaplain, Adrax Agatone, Captain, Judiciar, Kor’sarro Khan, Castellan, High Marshal Helbrecht, Marshal, Apothecary, Ancient, Blood Angels Captain, Uriel Ventris, Sanguinary Priest, Azrael, Chaplain Grimaldus, Brother Corbulo, Crusade Ancient, Emperor’s Champion, Execrator, Ezekiel, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Tycho, Lieutenant, Captain Titus, Ferren Areios - -**Points:** -- 4 models: 105pts -- 5 models: 130pts -- 9 models: 235pts -- 10 models: 260pts diff --git a/cogitator/factions/space-marines/datasheets/tactical-squad.md b/cogitator/factions/space-marines/datasheets/tactical-squad.md deleted file mode 100644 index 7153618..0000000 --- a/cogitator/factions/space-marines/datasheets/tactical-squad.md +++ /dev/null @@ -1,97 +0,0 @@ -# Tactical Squad - -**Role:** Battleline - -*Tactical Squads have formed the backbone of Space Marine Chapters for ten thousand years. With access to a wide range of weapons, they can purge swathes of enemy infantry, scour battlefields clean of heavily armoured foes or punch burning holes through tanks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Grav-cannon | 24 | 3 | 4 | 6 | -1 | 3 | ANTI-VEHICLE 2+, HEAVY | -| Grav-gun | 18 | 2 | 3 | 5 | -1 | 2 | anti-vehicle 2+ | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | ANTI-VEHICLE 2+, PISTOL | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | HEAVY, SUSTAINED HITS 1 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | HEAVY | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | BLAST, HEAVY | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | HEAVY | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | HEAVY, MELTA 2 | -| Plasma cannon – standard | 36 | D3 | 4 | 7 | -2 | 1 | BLAST, HEAVY | -| Plasma cannon – supercharge | 36 | D3 | 4 | 8 | -3 | 2 | BLAST, HEAVY, HAZARDOUS | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | RAPID FIRE 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 4 | 3 | 4 | -2 | 1 | twin-linked | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Combat Squads** (Datasheet): At the start of the Declare Battle Formations step, before any units have been set up, this unit can be split into two units, each containing five models. - -**Keywords:** Grenades, Infantry, Battleline, Imperium, Tactical Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Tactical Sergeant -- 9 Tactical Marines - -**Wargear Options:** -- 1 Tactical Marine’s boltgun can be replaced with one of the following: -- 1 flamer -- 1 heavy bolter -- 1 grav-cannon -- 1 grav-gun -- 1 lascannon -- 1 meltagun -- 1 missile launcher -- 1 multi-melta -- 1 plasma cannon -- 1 plasma gun -- 1 Tactical Marine’s boltgun can be replaced with one of the following: -- 1 flamer -- 1 grav-gun -- 1 meltagun -- 1 plasma gun -- The Tactical Sergeant’s bolt pistol and boltgun can be replaced with 1 twin lightning claws, or two different weapons from the following list:* -- 1 Astartes chainsword -- 1 bolt pistol -- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 plasma pistol -- 1 storm bolter -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). - -**Leader:** -Led By: Marneus Calgar, Inquisitor Draxus, Lieutenant, Librarian, Captain Tycho, Sanguinary Priest, Gabriel Seth, Azrael, Asmodai, Ezekiel, Inquisitor In Terminator Armour, Lazarus, Chaplain, Adrax Agatone, Captain, Chaplain Cassius, Captain Sicarius, Techmarine, Imperial Space Marine, Inquisitor Greyfax, Inquisitor Coteaz, Inquisitor, Apothecary, Ancient, Inquisitor Eisenhorn, Uriel Ventris, Kor’sarro Khan, Pedro Kantor, Blood Angels Captain, Brother Corbulo, Chief Librarian Tigurius, Vulkan He’stan, Inquisitor Ostromandeus, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Judiciar, Ferren Areios - -**Points:** -- 10 models: 140pts diff --git a/cogitator/factions/space-marines/datasheets/talonstrike-kill-team.md b/cogitator/factions/space-marines/datasheets/talonstrike-kill-team.md deleted file mode 100644 index 3d99cff..0000000 --- a/cogitator/factions/space-marines/datasheets/talonstrike-kill-team.md +++ /dev/null @@ -1,94 +0,0 @@ -# Talonstrike Kill Team - -**Role:** Other - -*Diving from gunships or advancing in powered leaps across a war zone, the battle-brothers of a Talonstrike Kill Team crush their prey in shockingly sudden assaults. They attack with howling chainswords and blasts of heavy, short-range firepower. The roar of their jump packs follows each rapid kill as they close on their next targets.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| KILL TEAM SERGEANT WITH JUMP PACK AND KILL TEAM INTERCESSORS WITH JUMP PACKS | 12" | 4 | 3+ | 2 | 6+ | 1 | -| KILL TEAM HEAVY INTERCESSORS WITH JUMP PACKS | 10" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kill Team Sergeant with Jump Pack is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Every Kill Team Intercessor with Jump Pack is equipped with:** heavy bolt pistol; Astartes chainsword. - -**Every Kill Team Heavy Intercessor with Jump Pack is equipped with:** assault bolters; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault bolters | 18 | 3 | 3 | 5 | -1 | 2 | assault, pistol, sustained hits 2, twin-linked | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | -| Plasma exterminators – standard | 18 | 2 | 3 | 7 | -2 | 2 | assault, pistol, twin-linked | -| Plasma exterminators – supercharge | 18 | 2 | 3 | 8 | -3 | 3 | assault, hazardous, pistol, twin-linked | -| Plasma pistol - standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol - supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Talonstrike Doctrines** (Datasheet): Each time this unit is set up on the battlefield, until the end of the turn: -- Improve the Armour Penetration characteristic of weapons equipped by models in this unit by 1. -- Melee weapons equipped by models in this unit have the [LANCE] ability. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Character unit from your army with the Leader ability can be attached to an Assault Intercessors with Jump Packs unit, it can be attached to this unit instead. - -**Keywords:** Kill Team, Infantry, Fly, Jump Pack, Grenades, Imperium, Talonstrike Kill Team -**Faction Keywords:** Deathwatch, Adeptus Astartes - -**Unit Composition:** -- 10 MODELS MAXIMUM -- 1 Kill Team Sergeant with Jump Pack -- 2‑9 Kill Team Intercessors with Jump Packs -- 0‑5 Kill Team Heavy Intercessors with Jump Packs - -**Wargear Options:** -- The Kill Team Sergeant with Jump Pack can replace its heavy bolt pistol with one of the following: -- 1 hand flamer -- 1 plasma pistol -- The Kill Team Sergeant with Jump Pack can replace its Astartes chainsword with one of the following: -- 1 power fist -- 1 power weapon -- For every 5 models in this unit, 1 model can replace its heavy bolt pistol with 1 plasma pistol. -- Any number of models can each have their assault bolters replaced with 1 plasma exterminators. - -**Leader:** -Led By: Commander Dante, Kayvaan Shrike, Captain With Jump Pack, Chaplain With Jump Pack, Sanguinary Priest With Jump Pack - -**Points:** -- 10 models: 275pts diff --git a/cogitator/factions/space-marines/datasheets/tarantula-air-defence-battery.md b/cogitator/factions/space-marines/datasheets/tarantula-air-defence-battery.md deleted file mode 100644 index 10df0ad..0000000 --- a/cogitator/factions/space-marines/datasheets/tarantula-air-defence-battery.md +++ /dev/null @@ -1,43 +0,0 @@ -# Tarantula Air Defence Battery - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 5 | 3+ | 4 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Tarantula air defence missiles; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tarantula air defence missiles | 48 | D6 | 4 | 7 | -1 | 1 | anti-fly 2+, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 1 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Sentry Programming** (Datasheet): You can target this model with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. This model can only be targeted with that Stratagem once per turn. - -**Keywords:** Vehicle, Imperium, Tarantula Air Defence Battery -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Tarantula Air Defence Battery - -**Wargear Options:** -- None - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/tarantula-sentry-battery.md b/cogitator/factions/space-marines/datasheets/tarantula-sentry-battery.md deleted file mode 100644 index af3f3a5..0000000 --- a/cogitator/factions/space-marines/datasheets/tarantula-sentry-battery.md +++ /dev/null @@ -1,45 +0,0 @@ -# Tarantula Sentry Battery - -**Role:** Other - -*Tarantula Sentry Guns are automated weapon systems ideally suited to area denial and deterrent roles. Equipped with simple logic engines and fitted with either lascannons or heavy bolters, they can cut down enemy troops or stop armoured vehicles in their tracks, placing minimal demand on their operators’ attention.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 6 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 1 | 6 | 3 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sentinel Protocols** (Datasheet): Each time you select this unit for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem. - -**Keywords:** Tarantula Sentry Battery, Artillery, Vehicle, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Tarantula Sentry Battery - -**Wargear Options:** -- This model’s twin heavy bolter replaced with 1 twin lascannon. - -**Points:** -- 1 model: 30pts -- 2 models: 60pts -- 3 models: 90pts diff --git a/cogitator/factions/space-marines/datasheets/techmarine-on-bike.md b/cogitator/factions/space-marines/datasheets/techmarine-on-bike.md deleted file mode 100644 index 6621761..0000000 --- a/cogitator/factions/space-marines/datasheets/techmarine-on-bike.md +++ /dev/null @@ -1,88 +0,0 @@ -# Techmarine on Bike - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; twin boltgun; Omnissian power axe. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Conversion beamer | 24 | 1 | 3 | 8 | -1 | 2 | conversion, sustained hits d3 | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | PISTOL | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | HAZARDOUS, PISTOL | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 5 | 3 | 4 | -1 | 1 | — | -| Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 | — | -| Plasma cutter | Melee | 2 | 3 | 8 | -2 | 2 | extra attacks | -| Power fist | Melee | 4 | 3 | 8 | -2 | 2 | — | -| Servo arm | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Techmarine** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. -- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. -- **Vengeance of the Omnissiah** (Datasheet): If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Imperium, Grenades, Mounted, Character, Ravenwing, Techmarine -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Techmarine on Bike - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 grav-pistol -- 1 plasma pistol -- 1 storm bolter -- This model’s Omnissian power axe can be replaced with one of the following:- 1 Astartes chainsword -- 1 power fist -- 1 thunder hammer -- This model must be equipped with one of the following:- 1 servo arm -- 1 conversion beamer -- 1 flamer, 1 plasma cutter and 2 servo-arms - -**Leader:** -Can lead: Ravenwing Black Knights, Outrider Squad, Bike Squad, Company Veterans On Bikes - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/space-marines/datasheets/techmarine.md b/cogitator/factions/space-marines/datasheets/techmarine.md deleted file mode 100644 index 6b1839d..0000000 --- a/cogitator/factions/space-marines/datasheets/techmarine.md +++ /dev/null @@ -1,64 +0,0 @@ -# Techmarine - -**Role:** Characters - -*Techmarines stride selflessly through oncoming fire to soothe the machine spirits of wounded war engines, deftly peeling back damaged armour plates to repair burnt-out cabling and bending warped panels back into shape with their servoarms and mechadendrites.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** forge bolter; grav-pistol; Omnissian power axe; servo-arm. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Forge bolter | 24 | 3 | 2 | 5 | -1 | 2 | — | -| Grav-pistol | 12 | 1 | 2 | 4 | -1 | 2 | anti-vehicle 2+, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Omnissian power axe | Melee | 4 | 3 | 6 | -2 | 2 | — | -| Servo-arm | Melee | 1 | 3 | 8 | -2 | 3 | extra attacks | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Techmarine** (Datasheet): While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the Lone Operative ability. -- **Blessing of the Omnissiah** (Datasheet): In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that Vehicle model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn. -- **Vengeance of the Omnissiah** (Datasheet): If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7. - -**Keywords:** Infantry, Character, Grenades, Imperium, Tacticus, Techmarine -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Techmarine - -**Leader:** -Can lead: Sword Brethren Squad, Vanguard Veteran Squad, Decimus Kill Team, Assault Intercessor Squad, Tactical Squad, Devastator Squad, Intercessor Squad, Desolation Squad, Crusader Squad, Assault Squad, Crusader Squad (Legendary), Fortis Kill Team, Long Fangs - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/space-marines/datasheets/terminator-assault-squad.md b/cogitator/factions/space-marines/datasheets/terminator-assault-squad.md deleted file mode 100644 index 72b2bd5..0000000 --- a/cogitator/factions/space-marines/datasheets/terminator-assault-squad.md +++ /dev/null @@ -1,50 +0,0 @@ -# Terminator Assault Squad - -**Role:** Other - -*Terminator Assault Squads are armed with devastating close-combat weaponry perfect for ferocious assaults and savage boarding actions. They rush to engage the enemy’s greatest warriors, shredding the foe with lightning claws or shattering their skulls with thunder hammers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** thunder hammer; storm shield. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Thunder hammer | Melee | 3 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 6 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed. -- **Terminatus Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of this unit must take a Battle-shock test. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. - -**Keywords:** Infantry, Terminators, Imperium, Terminator Assault Squad, Deathwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Assault Terminator Sergeant -- 4-9 Assault Terminators - -**Wargear Options:** -- Any number of models can each have their thunder hammer and storm shield replaced with 1 twin lightning claws. - -**Leader:** -Led By: Deathwing Strikemaster, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Belial, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 180pts -- 10 models: 360pts diff --git a/cogitator/factions/space-marines/datasheets/terminator-squad.md b/cogitator/factions/space-marines/datasheets/terminator-squad.md deleted file mode 100644 index 232c951..0000000 --- a/cogitator/factions/space-marines/datasheets/terminator-squad.md +++ /dev/null @@ -1,80 +0,0 @@ -# Terminator Squad - -**Role:** Other - -*Each suit of Terminator armour is a precious relic that enables a Black Templar veteran to survive anything from teleportation to the blows of hulking xenos. Shards of the Emperor’s armour set into the suit are even said to ward away malef ic witchery. So equipped, heavily armed Terminator Squads can appear amid the foe or stride openly towards them, firing their weapons all the while.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** storm bolter; power fist. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Templar Vows** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of the first battle round, select one of the following Vows to be active for ADEPTUS ASTARTES units from your army. While a Vow is active for a unit from your army, that unit has the associated ability shown below. - -Abhor the Witch, Destroy the Witch - -Each time this unit declares a charge, if one or more targets of that charge have the PSYKER keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting PSYKER units. - -Accept Any Challenge, No Matter the Odds - -Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the Wound roll. - -Suffer Not the Unclean to Live - -This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -Uphold the Honour of the Emperor - -If this unit has the INFANTRY keyword: -- At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced. -- **Teleport Homer** (Datasheet): At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed. -- **Judgement of the Weak** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -**Keywords:** Terminator Squad, Terminator, Imperium, Infantry -**Faction Keywords:** Adeptus Astartes, Black Templars - -**Unit Composition:** -- 1 Terminator Squad Leader -- 4-9 Terminators - -**Wargear Options:** -- For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following:- 1 assault cannon -- 1 heavy flamer -- 1 cyclone missile launcher and 1 storm bolter.* -- Any number of models can each have their power fist replaced with 1 chainfist. -- The Terminator Squad Leader’s power fist can be replaced with 1 power weapon. -- * This model’s storm bolter cannot be replaced. - -**Leader:** -Led By: Deathwing Strikemaster, Belial, Darnath Lysander, Ancient In Terminator Armour, Librarian In Terminator Armour, Chaplain In Terminator Armour, Captain In Terminator Armour, Wolf Guard Battle Leader In Terminator Armour, Caanok Var, Marneus Calgar in Armour of Antilochus - -**Points:** -- 5 models: 175pts -- 10 models: 330pts diff --git a/cogitator/factions/space-marines/datasheets/terminus-ultra.md b/cogitator/factions/space-marines/datasheets/terminus-ultra.md deleted file mode 100644 index 4394a64..0000000 --- a/cogitator/factions/space-marines/datasheets/terminus-ultra.md +++ /dev/null @@ -1,58 +0,0 @@ -# Terminus Ultra - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 3 Terminus lascannons; 2 lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Terminus lascannon – standard | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Terminus lascannon – overload | 48 | 1 | 3 | 14 | -3 | D6+3 | hazardous, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Terminus Ultra, Imperium, Transport, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Terminus Ultra - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 multi-melta. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/space-marines/datasheets/terrax-pattern-termite.md b/cogitator/factions/space-marines/datasheets/terrax-pattern-termite.md deleted file mode 100644 index 1ec2bb1..0000000 --- a/cogitator/factions/space-marines/datasheets/terrax-pattern-termite.md +++ /dev/null @@ -1,64 +0,0 @@ -# Terrax-pattern Termite - -**Role:** Dedicated Transports - -*Originally designed on Terra for the task of rooting out burrowing xenos species during the Great Crusade, canny commanders quickly found use for the Termite Assault Drill in tearing through the foundations of enemy bastions or emerging behind barricades or trench lines to lay waste to their defenders.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | -| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Dedicated Transport, Transport, Imperium, Vehicle, Terrax-pattern Termite -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Terrax-pattern Termite - -**Wargear Options:** -- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers -- 2 twin volkite chargers - -**Transport:** -This model has a transport capacity of 12 Adeptus Astartes Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/space-marines/datasheets/the-sanguinor.md b/cogitator/factions/space-marines/datasheets/the-sanguinor.md deleted file mode 100644 index cca3e73..0000000 --- a/cogitator/factions/space-marines/datasheets/the-sanguinor.md +++ /dev/null @@ -1,46 +0,0 @@ -# The Sanguinor - -**Role:** Characters - -*The Sanguinor is a mysterious figure who fights only on battlefields of the most paramount importance, when the Blood Angels’ need is greatest. He inspires as much courage in the sons of Sanguinius as he does fear in the enemy, and surges across the field as if he were Sanguinius’ will made manifest.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 2+ | 7 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** encarmine broadsword. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Encarmine broadsword | Melee | 8 | 2 | 6 | -3 | 2 | devastating wounds | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Aura of Fervour (Aura)** (Datasheet): While a friendly ADEPTUS ASTARTES unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit. -- **Miraculous Saviour** (Datasheet): Once per battle, at the end of your opponent’s Charge phase, if this model is still in Reserves, you can select one enemy unit that made a Charge move this phase. Set this model up on the battlefield within Engagement Range of that enemy unit. - -**Keywords:** Imperium, Tacticus, The Sanguinor, Character, Infantry, Jump Pack, Fly, Epic Hero -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 The Sanguinor – EPIC HERO - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/space-marines/datasheets/thunderfire-cannon.md b/cogitator/factions/space-marines/datasheets/thunderfire-cannon.md deleted file mode 100644 index f3b190d..0000000 --- a/cogitator/factions/space-marines/datasheets/thunderfire-cannon.md +++ /dev/null @@ -1,50 +0,0 @@ -# Thunderfire Cannon - -**Role:** Other - -*A massive, multi-barrelled artillery piece mounted on heavy, grinding tracks, the Thunderfire Cannon can tear apart the enemy’s assaults and blow huge holes in their strong-points in relentless barrages of shells. Able to traverse all kinds of difficult terrain, it excels in supporting Space Marine attacks or shoring up defences.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Techmarine Gunner is equipped with:** bolt pistol; flamer; plasma cutter; Gunner’s servo-arms; close combat weapon. - -**The Thunderfire Cannon is equipped with:** thunderfire cannon; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | -| Thunderfire cannon | 48 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Gunner’s servo-arms | Melee | 2 | 3 | 8 | -2 | 3 | extra attacks | -| Plasma cutter | Melee | 2 | 3 | 8 | -2 | 1 | extra attacks | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tremor Shells** (Datasheet): In your Shooting phase, after this unit has shot, if an enemy INFANTRY unit was hit by one or more attacks made by this unit’s thunderfire cannon this phase, until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit. -- **Crewed Artillery** (Datasheet): If one model in this unit is destroyed, the remaining model in this unit is also destroyed. - -**Keywords:** Artillery, Vehicle, Imperium, Thunderfire Cannon -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Techmarine Gunner -- 1 Thunderfire Cannon - -**Wargear Options:** -- None - -**Points:** -- 2 models: 90pts diff --git a/cogitator/factions/space-marines/datasheets/thunderhawk-gunship.md b/cogitator/factions/space-marines/datasheets/thunderhawk-gunship.md deleted file mode 100644 index ec8424c..0000000 --- a/cogitator/factions/space-marines/datasheets/thunderhawk-gunship.md +++ /dev/null @@ -1,66 +0,0 @@ -# Thunderhawk Gunship - -**Role:** Other - -*Thunderhawk Gunships have served the Space Marines with distinction since the Great Crusade, combining the roles of orbital troop lander, heavy gunship and medium bomber. Thunderhawks are formidably armed for their size, with a main gun derived from frigate-class warships and a host of additional weapons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | -| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Titanic, Thunderhawk Gunship, Vehicle, Transport, Ravenwing, Imperium, Aircraft, Fly -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Thunderhawk Gunship - -**Wargear Options:** -- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. -- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery. - -**Transport:** -This model has a transport capacity of 30 Adeptus Astartes Infantry or Adeptus Astartes Mounted models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models. Each Centurion model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 840pts diff --git a/cogitator/factions/space-marines/datasheets/thunderhawk-transporter.md b/cogitator/factions/space-marines/datasheets/thunderhawk-transporter.md deleted file mode 100644 index 91493ae..0000000 --- a/cogitator/factions/space-marines/datasheets/thunderhawk-transporter.md +++ /dev/null @@ -1,59 +0,0 @@ -# Thunderhawk Transporter - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** hellstrike missile battery; 4 twin heavy bolters; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 8 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Aerial Deployment** (Datasheet): If this model starts the game in Hover mode and in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -**Keywords:** Imperium, Thunderhawk Transporter, Transport, Aircraft, Fly, Titanic, Vehicle, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Thunderhawk Transporter - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 15 ADEPTUS ASTARTES INFANTRY or Adeptus Astartes Mounted models. Each Jump Pack, Wulfen, Gravis or Terminator model takes up the space of 2 models. Each Centurion model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. This model can also transport up to 2 Adeptus Astartes Vehicle models (excluding Aircraft and Titanic models). Models embarked within TRANSPORT VEHICLES that are themselves being transported by this model do not count towards the transport capacity of this model. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 495pts diff --git a/cogitator/factions/space-marines/datasheets/thunderwolf-cavalry.md b/cogitator/factions/space-marines/datasheets/thunderwolf-cavalry.md deleted file mode 100644 index fd6d7d4..0000000 --- a/cogitator/factions/space-marines/datasheets/thunderwolf-cavalry.md +++ /dev/null @@ -1,54 +0,0 @@ -# Thunderwolf Cavalry - -**Role:** Other - -*Thunderwolves are monstrous and solitary alpha predators, and only the most dauntless elite within the Wolf Guard have the dominance to ride them to war. When they charge, crushing jaws tear through armoured plates, flesh and bone with feral butchery, while the Thunderwolves’ riders hack down the foe with heroic ferocity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 6 | 3+ | 4 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; teeth and claws; Wolf Guard weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | -| Wolf Guard weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Thunderous Charge** (Datasheet): Each time a model in this unit makes a melee attack with its Wolf Guard weapon, if it made a Charge move this turn, add 1 to the Damage characteristic of that attack. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Thunderwolf Cavalry, Grenades, Imperium, Mounted -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Thunderwolf Cavalry Pack Leader -- 2-5 Thunderwolf Cavalry - -**Wargear Options:** -- Any number of models can each have their bolt pistol replaced with one of the following:- 1 boltgun -- 1 storm shield -- For every 3 models in this unit, one model’s bolt pistol can be replaced with 1 plasma pistol. - -**Leader:** -Led By: Canis Wolfborn, Harald Deathwolf, Logan Grimnar On Stormrider, Wolf Guard Battle Leader On Thunderwolf, Wolf Lord on Thunderwolf, Iron Priest On Thunderwolf - -**Points:** -- 3 models: 115pts -- 6 models: 230pts diff --git a/cogitator/factions/space-marines/datasheets/tor-garadon.md b/cogitator/factions/space-marines/datasheets/tor-garadon.md deleted file mode 100644 index 478bc6e..0000000 --- a/cogitator/factions/space-marines/datasheets/tor-garadon.md +++ /dev/null @@ -1,61 +0,0 @@ -# Tor Garadon - -**Role:** Characters - -*Shot after shot bounces from the indomitable plate of Tor Garadon’s Gravis armour as he advances across the battlefield. Sharp-minded and possessing a knack for improvised warfare, Garadon directs the lethal fire of his warriors through a combination of natural skill and the advanced targeting data fed to him by his signum array.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** artificer grav-gun; Hand of Defiance. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer grav-gun | 18 | 2 | 2 | 5 | -1 | 2 | anti-vehicle 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hand of Defiance | Melee | 5 | 2 | 12 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Signum Array** (Datasheet): While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. -- **Siege Captain** (Datasheet): Each time this model makes an attack that targets a MONSTER, VEHICLE, or FORTIFICATION unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 2. - -**Keywords:** Imperium, Captain, Tor Garadon, Epic Hero, Gravis, Infantry, Character -**Faction Keywords:** Adeptus Astartes, Imperial Fists - -**Unit Composition:** -- 1 Tor Garadon – EPIC HERO - -**Leader:** -Can lead: Heavy Intercessor Squad, Aggressor Squad, Indomitor Kill Team, Eradicator Squad - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/tycho-the-lost.md b/cogitator/factions/space-marines/datasheets/tycho-the-lost.md deleted file mode 100644 index db48d93..0000000 --- a/cogitator/factions/space-marines/datasheets/tycho-the-lost.md +++ /dev/null @@ -1,72 +0,0 @@ -# Tycho The Lost - -**Role:** Characters - -*It was in the Third War for Armageddon that rage finally consumed Captain Tycho, as it will consume all sons of Sanguinius, and he took his place in the Death Company. He cut down Orks with volleys from Blood Song and blasts from the digital weapons built into his left gauntlet, known as Dead Man’s Hand.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Blood Song; bolt pistol; Dead Man’s Hand. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blood Song | 24 | 2 | 2 | 4 | -1 | 2 | anti-infantry 4+, devastating wounds, melta 2 | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dead Man’s Hand | Melee | 6 | 2 | 4 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Forlorn Hero** (Datasheet): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced. -- **Black Rage** (Datasheet): Each time this model makes a melee attack, you can re-roll the Hit roll. While this model’s unit is not within 6" of one or more friendly Blood Angels Character models, or 12" of one or more friendly Chaplain models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. -- **Death Vision of Sanguinius** (Datasheet): If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2-3, that enemy unit suffers 3 mortal wounds; on a 4-5, that enemy unit suffers D3+3 mortal wounds; on a 6+, that enemy unit suffers D6+3 mortal wounds. -- **TYCHO** (Special (правая колонка)): Your army cannot contain both Captain Tycho and TYCHO THE LOST. - -**Keywords:** Epic Hero, Character, Infantry, Imperium, Captain, Tycho the Lost, Grenades -**Faction Keywords:** Adeptus Astartes, Blood Angels - -**Unit Composition:** -- 1 Tycho the Lost – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Death Company Marines with Boltguns, Death Company Marines with Bolt Rifles, Death Company Marines - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/space-marines/datasheets/typhon.md b/cogitator/factions/space-marines/datasheets/typhon.md deleted file mode 100644 index f0dcaf0..0000000 --- a/cogitator/factions/space-marines/datasheets/typhon.md +++ /dev/null @@ -1,62 +0,0 @@ -# Typhon - -**Role:** Other - -*Prior to the creation of the Typhon, the dreadhammer siege cannon had only been utilised on static super-heavy ordnance used to pound cities to dust. Mounting this mighty weapon on a tank created a mobile and heavily armoured fortress-breaker that remains unmatched by any other relics in Space Marine armouries.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** dreadhammer siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). - -**Keywords:** Typhon, Smoke, Imperium, Vehicle -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Typhon - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/space-marines/datasheets/tyrannic-war-veterans.md b/cogitator/factions/space-marines/datasheets/tyrannic-war-veterans.md deleted file mode 100644 index 662ff28..0000000 --- a/cogitator/factions/space-marines/datasheets/tyrannic-war-veterans.md +++ /dev/null @@ -1,47 +0,0 @@ -# Tyrannic War Veterans - -**Role:** Other - -*Highly skilled warriors all – proven on a multitude of battlefields – the greatest weapon of these veteran Astartes is experience. There is no Tyranid monstrosity they have not felled and no Hive Fleet they have not fought against. With each encounter they collect tactical and combat data to only further improve their lethality.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | anti-tyranids 4+, pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | anti-tyranids 4+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | anti-tyranids 4+ | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tyrannic War Veterans** (Datasheet): Weapons equipped by models in this unit are have the [DEVASTATING WOUNDS] ability when targeting TYRANIDS units. - -**Keywords:** Tyrannic War Veterans, Imperium, Grenades, Infantry -**Faction Keywords:** Adeptus Astartes, Ultramarines - -**Unit Composition:** -- 1 Veteran Sergeant -- 4 Tyrannic War Veterans - -**Wargear Options:** -- None - -**Leader:** -Led By: Chaplain Cassius - -**Points:** -- 5 models: 85pts diff --git a/cogitator/factions/space-marines/datasheets/ulrik-the-slayer.md b/cogitator/factions/space-marines/datasheets/ulrik-the-slayer.md deleted file mode 100644 index c6749d4..0000000 --- a/cogitator/factions/space-marines/datasheets/ulrik-the-slayer.md +++ /dev/null @@ -1,67 +0,0 @@ -# Ulrik The Slayer - -**Role:** Characters - -*A paragon of wisdom and experience, Ulrik the Slayer has mentored many of the Space Wolves’ greatest champions. He is the Wolf High Priest, inspiring all who fight alongside him with his aggression and martial prowess. Turning his fearsome gaze upon mighty foes, Ulrik swears weighty oaths to cut them down.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 4 | 5+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; artificer crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Artificer crozius arcanum | Melee | 5 | 2 | 6 | -2 | 2 | ANTI-MONSTER 4+, ANTI-VEHICLE 4+ | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Slayer’s Oath** (Datasheet): At the start of the battle, select one of the following keywords to be this model’s Slayer’s Oath: CHARACTER; MONSTER; VEHICLE. The first time this model’s unit destroys a unit with this model’s Slayer’s Oath keyword, if your Detachment rule has a Saga, until the end of the battle, this model’s unit receives the benefits of that Detachment rule as if that Saga had been completed. -- **Oathbound** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll. If that attack targets a unit that has this model’s Slayer’s Oath keyword (see above), add 1 to the Wound roll as well. - -**Keywords:** Ulrik the Slayer, Epic Hero, Grenades, Imperium, Wolf Priest, Infantry, Character -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Ulrik the Slayer – EPIC HERO - -**Leader:** -Can lead: Blood Claws, Grey Hunters, Wolf Guard Headtakers - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/ultramarines-honour-guard.md b/cogitator/factions/space-marines/datasheets/ultramarines-honour-guard.md deleted file mode 100644 index 2305670..0000000 --- a/cogitator/factions/space-marines/datasheets/ultramarines-honour-guard.md +++ /dev/null @@ -1,46 +0,0 @@ -# Ultramarines Honour Guard - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; boltgun; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Power weapon | Melee | 3 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Honour Guard** (Datasheet): While a Captain or Chapter Master model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. -- **Astartes Banner** (Datasheet): While this unit contains an Ancient, add 1 to the Objective Control characteristic of models in this unit. -- **Honour or Death** (Datasheet): While this unit contains a CHAPTER CHAMPION, add 1 to Advance and Charge rolls made for this unit and you can target this unit with the Heroic Intervention Stratagem for 0CP. -- **HONOUR GUARD OF MACRAGGE** (Fortification (левая колонка)): Marneus Calgar can be attached to this unit. If a Captain model from your army with the LEADER ability can be attached to a Command Squad, it can be attached to this unit instead. - -**Keywords:** Grenades, Imperium, Infantry, Honour Guard -**Faction Keywords:** Adeptus Astartes, Ultramarines - -**Unit Composition:** -- 1 Chapter Champion -- 1 Ancient -- 2 Honour Guard - -**Wargear Options:** -- None - -**Points:** -- 4 models: 155pts diff --git a/cogitator/factions/space-marines/datasheets/uriel-ventris.md b/cogitator/factions/space-marines/datasheets/uriel-ventris.md deleted file mode 100644 index f05e7f7..0000000 --- a/cogitator/factions/space-marines/datasheets/uriel-ventris.md +++ /dev/null @@ -1,62 +0,0 @@ -# Uriel Ventris - -**Role:** Characters - -*Skilled warrior and masterful leader, Uriel Ventris is one of the Ultramarines’ most capable commanders – if a maverick one. Having served in the Deathwatch before becoming Captain, he has absorbed the strategies of battle-brothers from a host of other Chapters, giving him a breadth of tactical insight exceeding that of many of his peers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Invictus; Sword of Idaeus. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Invictus | 24 | 2 | 2 | 4 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sword of Idaeus | Melee | 6 | 2 | 6 | -2 | 2 | sustained hits 1 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Unorthodox Strategist (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem). -- **Master of the Fleet** (Datasheet): During the Declare Battle Formations step, if your army includes this model, select one Phobos, Gravis or Tacticus Adeptus Astartes Infantry unit from your army. That unit gains the Deep Strike ability. - -**Keywords:** Infantry, Character, Imperium, Epic Hero, Tacticus, Captain, Uriel Ventris -**Faction Keywords:** Adeptus Astartes, Ultramarines - -**Unit Composition:** -- 1 Uriel Ventris – EPIC HERO - -**Leader:** -Can lead: Sternguard Veteran Squad, Wolf Guard, Fortis Kill Team, Crusader Squad, Command Squad, Intercessor Squad, Sword Brethren Squad, Assault Intercessor Squad, Decimus Kill Team, Tactical Squad, Vanguard Veteran Squad, Bladeguard Veteran Squad, Inner Circle Companions, Assault Squad, Victrix Honour Guard, Deathwatch Veterans, Crusader Squad (Legendary), Sternguard Veteran Squad, Company Heroes - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/vanguard-veteran-squad-with-jump-packs.md b/cogitator/factions/space-marines/datasheets/vanguard-veteran-squad-with-jump-packs.md deleted file mode 100644 index a00d09e..0000000 --- a/cogitator/factions/space-marines/datasheets/vanguard-veteran-squad-with-jump-packs.md +++ /dev/null @@ -1,62 +0,0 @@ -# Vanguard Veteran Squad With Jump Packs - -**Role:** Other - -*On the battlefield, Vanguard Veteran Squads with jump packs are peerless rapid- response troops as well as line-breakers. With great plumes of fire extending behind them they can arrive at the perfect time and place to ensure the decisiveness of an assault or utterly break an enemy incursion.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; Vanguard Veteran weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 1 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vanguard Veteran weapon | Melee | 4 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Vanguard Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Imperium, Fly, Infantry, Jump Pack, Deathwing, Vanguard Veteran Squad with Jump Packs, Vanguard Veteran Squad, Grenades -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Vanguard Veteran Sergeant with Jump Pack -- 4-9 Vanguard Veterans with Jump Packs - -**Wargear Options:** -- Any number of models can each have their bolt pistol replaced one of the following:- 1 storm shield -- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol - -**Leader:** -Led By: Librarian with Jump Pack, Captain Tycho, Brother Corbulo, Gabriel Seth, Kayvaan Shrike, Sanguinary Priest With Jump Pack, Chaplain Cassius, Captain With Jump Pack, Chaplain With Jump Pack, Imperial Space Marine, Commander Dante - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/vanguard-veteran-squad.md b/cogitator/factions/space-marines/datasheets/vanguard-veteran-squad.md deleted file mode 100644 index 3dcbd18..0000000 --- a/cogitator/factions/space-marines/datasheets/vanguard-veteran-squad.md +++ /dev/null @@ -1,70 +0,0 @@ -# Vanguard Veteran Squad - -**Role:** Other - -*Vanguard Veterans are close combat experts with decades of experience. They arm themselves with the finest melee weapons from their Chapter’s armouries. Their peerless skills and armaments make them some of the most fearsome assault specialists in the Imperium.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; heirloom weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Grav-pistol | 12 | 1 | 3 | 4 | -1 | 2 | anti-vehicle 2+, pistol | -| Hand flamer | 12 | D6 | N/A | 3 | 0 | 1 | ignores cover, pistol, torrent | -| Inferno pistol | 6 | 1 | 3 | 8 | -4 | D3 | melta 2, pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heirloom weapon | Melee | 4 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Vanguard Assault** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability. -- **ATTACHED UNITS** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to an Assault Intercessor Squad, it can also be attached to this unit. - -**Keywords:** Imperium, Grenades, Infantry, Vanguard Veteran Squad -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Vanguard Veteran Sergeant -- 4-9 Vanguard Veterans - -**Wargear Options:** -- Any number of models can each have their bolt pistol replaced one of the following:- 1 storm shield -- 1 grav-pistol -- 1 hand flamer -- 1 inferno pistol -- 1 plasma pistol - -**Leader:** -Led By: Primaris Company Champion, Librarian, Commander Dante, Captain Tycho, Sanguinary Priest, Brother Corbulo, Gabriel Seth, Azrael, Asmodai, Ezekiel, Lazarus, Chaplain, Adrax Agatone, Kor’sarro Khan, Chaplain Grimaldus, Castellan, Marshal, Judiciar Xacharus, Captain Sicarius, Techmarine, Marneus Calgar, Apothecary, Ancient, Blood Angels Captain, Uriel Ventris, Captain, Vulkan He’stan, High Marshal Helbrecht, Emperor’s Champion, Chaplain Cassius, Chief Librarian Tigurius, Imperial Space Marine, Judiciar, Lieutenant, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 120pts -- 10 models: 240pts diff --git a/cogitator/factions/space-marines/datasheets/venerable-dreadnought-legendary.md b/cogitator/factions/space-marines/datasheets/venerable-dreadnought-legendary.md deleted file mode 100644 index dc4af87..0000000 --- a/cogitator/factions/space-marines/datasheets/venerable-dreadnought-legendary.md +++ /dev/null @@ -1,68 +0,0 @@ -# Venerable Dreadnought (Legendary) - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; storm bolter; armoured feet; Dreadnought combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Dreadnought inferno cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | BLAST | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | BLAST, HAZARDOUS | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | BLAST | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Wisdom of the Ancients (Aura)** (Datasheet): While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1. - -**Keywords:** Deathwing, Walker, Imperium, Venerable, Vehicle, Dreadnought, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Venerable Dreadnought - -**Wargear Options:** -- This model’s assault cannon can be replaced with one of the following:- 1 heavy plasma cannon -- 1 multi-melta -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin heavy flamer -- 1 twin lascannon -- 1 Dreadnought inferno cannon -- This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 heavy flamer and 1 Dreadnought combat weapon -- 1 missile launcher -- 1 twin autocannon - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/space-marines/datasheets/venerable-dreadnought.md b/cogitator/factions/space-marines/datasheets/venerable-dreadnought.md deleted file mode 100644 index 47017a1..0000000 --- a/cogitator/factions/space-marines/datasheets/venerable-dreadnought.md +++ /dev/null @@ -1,60 +0,0 @@ -# Venerable Dreadnought - -**Role:** Other - -*Venerable Dreadnoughts are priceless relics steeped in centuries of battle. The ancient warriors at the heart of each are living legends of the Space Wolves, with wisdom as deep as the ocean and intuition as sharp as krakens’ teeth. Awoken from dormancy, they fight as lords of battle, seemingly stepping from the sagas to kill in the name of Russ.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** assault cannon; storm bolter; Dreadnought combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Heavy flamer | 12 | D6 | 3 | 5 | -1 | 1 | ignores cover, torrent | -| Helfrost cannon – dispersed | 12 | D6 | N/A | 6 | -1 | 2 | torrent | -| Helfrost cannon – focused | 36 | 1 | 3 | 10 | -3 | 5 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Fenrisian greataxe – strike | Melee | 6 | 3 | 10 | -2 | D6+1 | — | -| Fenrisian greataxe – sweep | Melee | 12 | 3 | 6 | -2 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Fervour of the Ancients (Aura)** (Datasheet): While a friendly Space Wolves unit is within 6" of this model, add 1 to Advance and Charge rolls made for that unit. -- **Blizzard Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Imperium, Smoke, Vehicle, Venerable Dreadnought, Walker, Dreadnought -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Venerable Dreadnought - -**Wargear Options:** -- This model’s assault cannon can be replaced with one of the following:- 1 helfrost cannon -- 1 multi-melta -- This model’s storm bolter can be replaced with 1 heavy flamer. -- This model’s assault cannon, storm bolter and Dreadnought combat weapon can be replaced with one of the following:- 1 Fenrisian greataxe, 1 blizzard shield and 1 storm bolter -- 1 Fenrisian greataxe, 1 blizzard shield and 1 heavy flamer - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/space-marines/datasheets/victrix-honour-guard.md b/cogitator/factions/space-marines/datasheets/victrix-honour-guard.md deleted file mode 100644 index f2fa3f3..0000000 --- a/cogitator/factions/space-marines/datasheets/victrix-honour-guard.md +++ /dev/null @@ -1,53 +0,0 @@ -# Victrix Honour Guard - -**Role:** Other - -*Composed of First Company veterans who demonstrate measured statecraft and peerless skill at arms, the Victrix Honour Guard serve as bodyguards for the Chapter’s senior officers. Chosen for their selflessness in battle, the warriors of the Victrix Honour Guard will gladly lay down their lives to protect their charges.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 3 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Chapter Ancient is equipped with:** 1 master-crafted power weapon; banner of Macragge. - -**The Chapter Champion is equipped with:** 1 blades of honour. - -**Each Victrix Honour Guard model is equipped with:** 1 master-crafted bolt carbine; 1 master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted bolt carbine | 24 | 2 | 2 | 4 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blades of honour | Melee | 6 | 2 | 5 | -2 | 2 | precision, twin-linked | -| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Ultramarines Honour Guard** (Datasheet): While a Captain or Chapter Master model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll. -- **Glory of Ultramar** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Surge move. To do so, roll one D6: models in this unit move a number of inches up to the result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Surge move per phase. -- **Banner of Macragge** (Wargear): Once per battle, at the start of the Fight phase, the bearer can use this ability. If it does, until the end of the phase, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in the bearer’s unit. -- **ATTACHED UNIT** (Fortification (левая колонка)): If a Captain or Chapter Master unit from your army can be attached to a Company Heroes unit, it can be attached to this unit instead. - -**Keywords:** Infantry, Imperium, Tacticus, Victrix Honour Guard, Epic Hero, Ancient, Epic Hero, Champion -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 0-1 Chapter Ancient – EPIC HERO -- 0-1 Chapter Champion – EPIC HERO -- 1-6 Victrix Honour Guard - -**Leader:** -Led By: Adrax Agatone, Marneus Calgar, Kor’sarro Khan, Captain Sicarius, Blood Angels Captain, Uriel Ventris, Captain, Marneus Calgar in Armour of Antilochus, Vulkan He’stan, Cato Sicarius, Captain Tycho, Captain Titus, Ferren Areios - -**Points:** -- 3 models: 110pts -- 6 models: 220pts diff --git a/cogitator/factions/space-marines/datasheets/vindicator-laser-destroyer.md b/cogitator/factions/space-marines/datasheets/vindicator-laser-destroyer.md deleted file mode 100644 index 7ef38c1..0000000 --- a/cogitator/factions/space-marines/datasheets/vindicator-laser-destroyer.md +++ /dev/null @@ -1,56 +0,0 @@ -# Vindicator Laser Destroyer - -**Role:** Other - -*Eschewing the more indiscriminate firepower of the demolisher cannon, Vindicators fitted with laser destroyers are specialised for the pinpoint destruction of enemy armour. This weapon was first combined with the heavily armoured Deimos chassis during the dark days of the Horus Heresy, and the Vindicator Laser Destroyer’s reputation as a deadly tank-hunter has endured ever since.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 11 | 2+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** laser volley cannon; storm bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Laser volley cannon – overcharge fire | 36 | 3 | 3 | 14 | -4 | D6+3 | hazardous | -| Laser volley cannon – volley fire | 36 | 3 | 3 | 12 | -3 | D3+3 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Annihilator** (Datasheet): Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, re-roll a Damage roll of 1. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Imperium, Vindicator Laser Destroyer -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Vindicator Laser Destroyer - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 175pts diff --git a/cogitator/factions/space-marines/datasheets/vindicator.md b/cogitator/factions/space-marines/datasheets/vindicator.md deleted file mode 100644 index 0c20c10..0000000 --- a/cogitator/factions/space-marines/datasheets/vindicator.md +++ /dev/null @@ -1,56 +0,0 @@ -# Vindicator - -**Role:** Other - -*The Vindicator is a dedicated siege tank. It can smash obstacles aside with its massive shield, rumbling into the perfect firing position to unleash its demolisher cannon, a weapon so destructive it can blow apart enemy fortifications, annihilate columns of infantry and shatter armoured tanks with terrifying ease.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 11 | 2+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Siege Shield** (Datasheet): When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Imperium, Vindicator, Vehicle, Smoke -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Vindicator - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/space-marines/datasheets/vulkan-hestan.md b/cogitator/factions/space-marines/datasheets/vulkan-hestan.md deleted file mode 100644 index cd0d5d0..0000000 --- a/cogitator/factions/space-marines/datasheets/vulkan-hestan.md +++ /dev/null @@ -1,67 +0,0 @@ -# Vulkan He’stan - -**Role:** Characters - -*Striding into battle with the weapons of his Primarch in his hands, the Forgefather lays low all who oppose him. Seeker of the lost relics of Vulkan, He’stan is relentless in his quest, willing to fight through any foe and face down any danger in order to see his oaths fulfilled.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** 1 bolt pistol; 1 Gauntlet of the Forge; 1 Spear of Vulkan. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Gauntlet of the Forge | 12 | D6+3 | N/A | 6 | -1 | 1 | ignores cover, pistol, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spear of Vulkan | Melee | 6 | 2 | 6 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Forgefather** (Datasheet): In your Shooting phase, select one enemy unit within 24" of and visible to this model. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model makes a ranged attack with a Torrent or Melta weapon that targets that enemy unit, you can re-roll the Wound roll. -- **Seeker of Lost Relics** (Datasheet): The first time this model is set up on the battlefield, select one objective marker on the battlefield. While this model is within range of that objective marker, this model has an Objective Control characteristic of 10, a Leadership characteristic of 5+ and the Feel No Pain 4+ ability. - -**Keywords:** Imperium, Grenades, Epic Hero, Character, Infantry, Tacticus, Captain, Vulkan He’stan -**Faction Keywords:** Adeptus Astartes, Salamanders - -**Unit Composition:** -- 1 Vulkan He’stan – EPIC HERO - -**Leader:** -Can lead: Company Heroes, Command Squad, Infernus Squad, Assault Squad, Assault Intercessor Squad, Vanguard Veteran Squad, Crusader Squad (Legendary), Tactical Squad, Victrix Honour Guard - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/wardens-of-ultramar.md b/cogitator/factions/space-marines/datasheets/wardens-of-ultramar.md deleted file mode 100644 index b9a5186..0000000 --- a/cogitator/factions/space-marines/datasheets/wardens-of-ultramar.md +++ /dev/null @@ -1,72 +0,0 @@ -# Wardens of Ultramar - -**Role:** Other - -*Though usually seeded through the leadership strata of Captain Titus’ armies, his closest counsellors and comrades fight by his side as one when the situation demands. At such times they combine transhuman might, inspirational magnificence, martial excellence, psychic might and sheer cunning in a potent alloy greater than the sum of its parts.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Ancient Gadriel, Veteran Sergeant Metaurus | 6" | 4 | 3+ | 4 | 6+ | 1 | -| Gaius Silva, Aemelia Minervas, Dainal Kornelius, Lucia Vestha | 6" | 3 | 4+ | 3 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Ancient Gadriel is equipped with:** bolt rifle; close combat weapon. - -**Veteran Sergeant Metaurus is equipped with:** heavy bolt pistol; master-crafted power weapon; storm shield. - -**Gaius Silva is equipped with:** archeotech laspistol; power weapon; refractor field. - -**Aemelia Minervas is equipped with:** archeotech laspistol; power weapon. - -**Dainal Kornelius is equipped with:** Astropathic Blast; force stave. - -**Lucia Vestha is equipped with:** archeotech laspistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Archeotech laspistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Astropathic Blast | 12 | D6 | 3 | 4 | -1 | 1 | blast, psychic | -| Bolt rifle | 24 | 2 | 3 | 4 | -1 | 1 | assault, heavy | -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 4 | 2 | 4 | 0 | 1 | — | -| Force stave | Melee | 1 | 2 | 5 | -2 | 2 | psychic | -| Power weapon | Melee | 4 | 2 | 4 | -2 | 1 | — | -| Master-crafted power weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Second Company Banner** (Datasheet): While this unit contains Ancient Gadriel, add 1 to the Objective Control characteristic of models in this unit. While this unit contains Ancient Gadriel and Captain Titus, improve the Leadership characteristic of models in this unit by 1 as well. -- **Strategium Command** (Datasheet): After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. -- **Refractor Field** (Wargear): The bearer has a 5+ invulnerable save. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **HEROES OF ULTRAMAR** (Fortification (левая колонка)): At the start of the Declare Battle Formations step, this unit can join one of the following units. This unit then counts as part of that unit for the rest of the battle, and that unit’s Starting Strength is increased accordingly. - -- Assault intercessor Squad, Bladeguard Veteran Squad, Intercessor Squad, Sternguard Veteran Squad - -This unit cannot join an Attached unit, and only Captain Titus can join a unit this unit has joined. - -**Keywords:** Infantry, Epic Hero, Grenades, Imperium, Tacticus, Psyker, Wardens of Ultramar -**Faction Keywords:** Ultramarines, Adeptus Astartes - -**Unit Composition:** -- 1 Ancient Gadriel – EPIC HERO -- 1 Veteran Sergeant Metaurus – EPIC HERO -- 1 Gaius Silva – EPIC HERO -- 1 Aemelia Minervas – EPIC HERO -- 1 Dainal Kornelius – EPIC HERO -- 1 Lucia Vestha – EPIC HERO - -**Leader:** -Led By: Captain Titus - -**Points:** -- 6 models: 105pts diff --git a/cogitator/factions/space-marines/datasheets/watch-captain-artemis.md b/cogitator/factions/space-marines/datasheets/watch-captain-artemis.md deleted file mode 100644 index 2963b49..0000000 --- a/cogitator/factions/space-marines/datasheets/watch-captain-artemis.md +++ /dev/null @@ -1,86 +0,0 @@ -# Watch Captain Artemis - -**Role:** Characters - -*Born survivor of a feral world and formerly of the macabre Mortifactors Chapter, Artemis leads a Watch Company of Talasa Prime. Known for his instinct for xenos trickery, he still relishes the prospect of violence, whether with his blade, the mutagenic acid-fire of Hellfire Extremis or a time-warping stasis grenade.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Hellfire Extremis; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellfire Extremis | 12 | D6 | N/A | 4 | -1 | 1 | anti-infantry 4+, devastating wounds, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Tactical Instinct** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Unstoppable Champion** (Datasheet): The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 1 wound remaining. - -**Keywords:** Imperium, Infantry, Character, Epic Hero, Grenades, Captain, Watch Captain Artemis -**Faction Keywords:** Adeptus Astartes, Deathwatch - -**Unit Composition:** -- 1 Watch Captain Artemis - -**Wargear Options:** -- None - -**Leader:** -Can lead: Deathwatch Veterans, Fortis Kill Team - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/space-marines/datasheets/watch-master.md b/cogitator/factions/space-marines/datasheets/watch-master.md deleted file mode 100644 index 28a0c38..0000000 --- a/cogitator/factions/space-marines/datasheets/watch-master.md +++ /dev/null @@ -1,81 +0,0 @@ -# Watch Master - -**Role:** Characters - -*The galaxy’s foremost xenos hunters, each Watch Master commands one of the Chapter’s vigilant fortresses. These leaders possess centuries of strategic and esoteric knowledge of the horrors assailing Mankind. In battle, the crackling blades and tailored bolts of their vigil spears destroy any xenos before them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** vigil spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vigil spear | 24 | 2 | 2 | 4 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vigil spear | Melee | 6 | 2 | 6 | -2 | D3 | lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Mission Tactics** (Faction): At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Strategic Knowledge** (Datasheet): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. -- **Watch Master** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. - -**Keywords:** Imperium, Watch Master, Grenades, Captain, Character, Infantry -**Faction Keywords:** Deathwatch, Adeptus Astartes - -**Unit Composition:** -- 1 Watch Master - -**Wargear Options:** -- None - -**Leader:** -Can lead: Deathwatch Veterans, Fortis Kill Team - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/space-marines/datasheets/whirlwind-scorpius.md b/cogitator/factions/space-marines/datasheets/whirlwind-scorpius.md deleted file mode 100644 index 795ca75..0000000 --- a/cogitator/factions/space-marines/datasheets/whirlwind-scorpius.md +++ /dev/null @@ -1,56 +0,0 @@ -# Whirlwind Scorpius - -**Role:** Other - -*The Scorpius is a Whirlwind variant designed during the Horus Heresy to engage heavily armoured infantry. As such, surviving examples are a direct and bitter reminder of the mass fratricide that consumed the Emperor’s Legions. The tank’s launch system, targeting mechanisms and ammunition feed are unlike any other model in common use in the 41st Millennium, and are therefore held in awe by Tech-Priests and Techmarines alike.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Scorpius multi-launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Whirlwind Scorpius, Imperium -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Whirlwind Scorpius - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/space-marines/datasheets/whirlwind.md b/cogitator/factions/space-marines/datasheets/whirlwind.md deleted file mode 100644 index 872352e..0000000 --- a/cogitator/factions/space-marines/datasheets/whirlwind.md +++ /dev/null @@ -1,56 +0,0 @@ -# Whirlwind - -**Role:** Other - -*Hails of missiles saturate the ground whenever a Whirlwind strikes, creating a carpet of explosions that launches deadly shrapnel or scorching flames in all directions. The Whirlwind fires from concealed positions in support of Space Marine attacks, utilising its speed to keep pace with the assault.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Whirlwind vengeance launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Whirlwind vengeance launcher | 72 | D6+3 | 3 | 8 | -2 | 2 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Whirlwind vengeance launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Smoke, Imperium, Whirlwind -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Whirlwind - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 190pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader-in-terminator-armour.md b/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader-in-terminator-armour.md deleted file mode 100644 index 13d2723..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader-in-terminator-armour.md +++ /dev/null @@ -1,85 +0,0 @@ -# Wolf Guard Battle Leader In Terminator Armour - -**Role:** Characters - -*Wolf Guard Battle Leaders possess vast experience and dominant personalities, using them to guide others in the art of war. Each combines preternatural combat prowess with the greatest relics from their lord’s armouries, the most prized of which are suits of fearsome Terminator armour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 4 | 3 | 8 | -2 | 2 | anti-vehicle 3+ | -| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | -| Power weapon | Melee | 5 | 2 | 5 | -2 | 1 | — | -| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | -| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit with have the [LETHAL HITS] ability. -- **Huskarl to the Jarl** (Datasheet): While this model is attached to a unit that contains another Character model, all CHARACTER models in that unit have the Feel No Pain 4+ ability. -- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 6. - -**Keywords:** Wolf Guard Battle Leader in Terminator Armour, Terminator, Imperium, Character, Infantry -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Guard Battle Leader in Terminator Armour - -**Wargear Options:** -- This model’s power weapon can be replaced with one of the following:- 1 chainfist -- 1 power fist -- 1 relic shield and 1 close combat weapon -- 1 thunder hammer -- This model’s storm bolter and power weapon can be replaced with 1 twin lightning claws. -- This model’s storm bolter can be replaced with one of the following:- 1 chainfist -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- 1 combi-weapon - -**Leader:** -Can lead: Terminator Assault Squad, Relic Terminator Squad, Deathwatch Terminator Squad, Deathwing Knights, Deathwing Command Squad, Wolf Guard Terminators, Terminator Squad, Terminator Squad, Deathwing Terminator Squad - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader-on-thunderwolf.md b/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader-on-thunderwolf.md deleted file mode 100644 index ec22b51..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader-on-thunderwolf.md +++ /dev/null @@ -1,86 +0,0 @@ -# Wolf Guard Battle Leader On Thunderwolf - -**Role:** Characters - -*Battle Leaders are champions possessing great tactical acumen, and are hand-picked by their lord to lead forces of their own. The most aggressive often choose to ride to war on the back of a Thunderwolf.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 5 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; crushing teeth and claws; relic weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Master-crafted boltgun | 24 | 2 | 2 | 4 | 0 | 2 | — | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 4 | 0 | 1 | — | -| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | -| Power fist | Melee | 4 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 5 | 2 | 5 | -2 | 2 | — | -| Thunder hammer | Melee | 4 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 6 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tactical Precision** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Aggressive Hunter** (Datasheet): Once per battle, in your opponent’s Shooting phase, after an enemy unit has finished making its attacks, if this model’s unit was targeted by one or more of those attacks, this model’s unit can make a Normal move of up to D6", but must end that move as close as possible to the closest enemy unit. When doing so, models in this model’s unit can be moved within Engagement Range of that enemy unit. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Grenades, Character, Mounted, Wolf Guard Battle Leader on Thunderwolf, Imperium -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Wolf Guard Battle Leader on Thunderworlf - -**Wargear Options:** -- This model’s bolt pistol and relic weapon can be replaced with 1 twin lightning claws. -- This model’s bolt pistol can be replaced with one of the following:- 1 combi-weapon -- 1 master-crafted boltgun -- 1 plasma pistol -- 1 storm bolter -- 1 power fist -- 1 relic weapon -- 1 thunder hammer -- This model’s relic weapon can be replaced with one of the following:- 1 plasma pistol -- 1 power fist -- 1 thunder hammer -- 1 storm shield and 1 close combat weapon - -**Leader:** -Can lead: Thunderwolf Cavalry - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader.md b/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader.md deleted file mode 100644 index b35b775..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-battle-leader.md +++ /dev/null @@ -1,73 +0,0 @@ -# Wolf Guard Battle Leader - -**Role:** Characters - -*Mighty champions all, these warriors are entrusted by their Wolf Lords with the responsibility of leadership and demonstrate an exceptional gift for strategic command. As members of the Wolf Guard, Battle Leaders have access to a range of relic weapons, enabling them to lead their warriors into the fray, as Fenrisian tradition demands.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** master-crafted power weapon; storm shield. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted bolt carbine | 24 | 2 | 3 | 4 | 0 | 2 | — | -| Master-crafted heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 2 | pistol | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 7 | 2 | 5 | -2 | 2 | — | -| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Tempered Ferocity** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability and, each time a model in that unit makes an attack that targets an enemy unit within 6", re-roll a Hit roll of 1. -- **Heroic Last Stand** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 6. - -**Keywords:** Imperium, Tacticus, Wolf Guard, Battle Leader, Character, Infantry -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Guard Battle Leader - -**Wargear Options:** -- This model's master-crafted power weapon can be replaced with 1 thunder hammer. -- This model’s storm shield can be replaced with one of the following:- 1 master-crafted bolt carbine -- 1 master-crafted heavy bolt pistol -- 1 plasma pistol - -**Leader:** -Can lead: Blood Claws, Grey Hunters, Wolf Guard Headtakers -Led By: Krom Dragongaze - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-headtakers.md b/cogitator/factions/space-marines/datasheets/wolf-guard-headtakers.md deleted file mode 100644 index 6059377..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-headtakers.md +++ /dev/null @@ -1,57 +0,0 @@ -# Wolf Guard Headtakers - -**Role:** Other - -*It is the duty of Wolf Guard Headtakers to break through the enemy line and hunt down commanders and champions. In this task, they are aided by packs of Fenrisian hunting wolves. These cunning beasts scatter enemy formations and harry the Headtakers’ prey, enabling their handlers to close in and dispense the Allfather’s justice with their master-crafted weapons.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Wolf Guard Headtakers | 7" | 4 | 3+ | 3 | 6+ | 1 | -| Hunting Wolves | 10" | 4 | 6+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every Wolf Guard Headtaker is equipped with:** heavy bolt pistol; master-crafted power weapon; storm shield. - -**Every Hunting Wolf is equipped with:** teeth and claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolt pistol | 18 | 1 | 3 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | -| Paired master-crafted power weapons | Melee | 6 | 3 | 5 | -2 | 2 | — | -| Teeth and claws | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Let Loose the Wolves** (Datasheet): At the start of the Declare Battle Formations step, split this unit into two units, one containing all of its HEADTAKERS models and one containing all of its HUNTING WOLVES models, with new Starting Strengths accordingly. -- **Headhunters** (Datasheet): At the start of the battle, select one unit from your opponent’s army to be this unit’s quarry. Weapons equipped by HEADTAKERS models in this unit have the [DEVASTATING WOUNDS] and [PRECISION] abilities while targeting its quarry. Each time this unit’s quarry is destroyed, select one new enemy unit to be this unit’s quarry. This ability can be used even if this unit is embarked within a Transport. -- **Hunting Hounds** (Datasheet): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models), if this unit is not Battle-shocked, HUNTING WOLVES models in it have an Objective Control characteristic of 1. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Wolf Guard, Tacticus, Imperium, Infantry, Headtakers, Beasts, Imperium, Hunting Wolves -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 3-6 Wolf Guard Headtakers -- 0-6 Hunting Wolves - -**Wargear Options:** -- All of the models in this unit can each have their master-crafted power weapon and storm shield replaced with 1 paired master-crafted power weapons. - -**Leader:** -Led By: Iron Priest, Ragnar Blackmane, Njal Stormcaller, Ulrik The Slayer, Wolf Priest, Wolf Guard Battle Leader, Krom Dragongaze - -**Points:** -- 3 Wolf Guard Headtakers: 85pts -- 3 Wolf Guard Headtakers and 3 Hunting Wolves: 110pts -- 6 Wolf Guard Headtakers: 170pts -- 6 Wolf Guard Headtakers and 6 Hunting Wolves: 220pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader-in-terminator-armour.md b/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader-in-terminator-armour.md deleted file mode 100644 index d48872e..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader-in-terminator-armour.md +++ /dev/null @@ -1,89 +0,0 @@ -# Wolf Guard Pack Leader In Terminator Armour - -**Role:** Characters - -*Those Wolf Guard granted the raw power afforded by Terminator armour bestride the battlefield as nigh-invulnerable champions. Amongst the packs they lead, they serve as indomitable anvils, anchoring their battle-brothers’ lines with their intimidating bulk and unleashing the power of their ornate weapons to destructive effect.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** storm bolter; power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 3 | 6 | 0 | 1 | devastating wounds | -| Combi-weapon | 24 | 2 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, ignores cover | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainfist | Melee | 3 | 4 | 8 | -2 | 2 | anti-vehicle 3+ | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 3 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. -- **Inspiring Leader** (Datasheet): While this model is leading a unit, once per battle, when a Battle-shock test is taken for that unit, you can re-roll that test. -- **Pack Leader** (Datasheet): This model cannot be your Warlord and cannot be given Enhancements. - -**Keywords:** Terminator, Wolf Guard Pack Leader in Terminator Armour, Pack Leader, Grenades, Character, Infantry, Imperium -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Guard Pack Leader in Terminator Armour - -**Wargear Options:** -- This model’s storm bolter and power weapon can be replaced with 1 twin lightning claws. -- This model’s storm bolter and power weapon can be replaced with two different options from the following list:*- 1 assault cannon -- 1 heavy flamer -- 1 cyclone missile launcher and 1 storm bolter -- 1 storm bolter -- 1 chainfist -- 1 power fist -- 1 thunder hammer -- 1 storm shield -- This model’s storm bolter can be replaced with 1 combi-weapon. -- * This model can only be equipped with two ranged weapons if one of them is a cyclone missile launcher and the other is either a storm bolter or a combi-weapon. - -**Leader:** -Can lead: Blood Claws, Grey Hunters, Long Fangs - -**Points:** -- 1 model: 40pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader-with-jump-pack.md b/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader-with-jump-pack.md deleted file mode 100644 index eafef26..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader-with-jump-pack.md +++ /dev/null @@ -1,88 +0,0 @@ -# Wolf Guard Pack Leader With Jump Pack - -**Role:** Characters - -*Wolf Guard entrusted with leading packs of free-spirited Skyclaws wear powerful jump packs that allow them to pounce on the foe in arcing leaps. Their stern composure reins in the reckless excesses of their headstrong wards, but in the bloodletting brutality of the charge, the Pack Leader is a blizzard of furious destruction.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Inspiring Leader** (Datasheet): While this model is leading a unit, once per battle, when a Battle-shock test is taken for that unit, you can re-roll that test. -- **Pack Leader** (Datasheet): This model cannot be your Warlord and cannot be given Enhancements. - -**Keywords:** Jump Pack, Infantry, Character, Wolf Guard Pack Leader with Jump Pack, Pack Leader, Imperium, Grenades, Fly -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Guard Pack Leader with Jump Pack - -**Wargear Options:** -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws. -- This model’s bolt pistol and Astartes chainsword can be replaced with two different weapons from the following list:*- 1 bolt pistol -- 1 combi-weapon -- 1 plasma pistol -- 1 storm bolter -- 1 Astartes chainsword -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- 1 storm shield -- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). - -**Leader:** -Can lead: Skyclaws - -**Points:** -- 1 model: 35pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader.md b/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader.md deleted file mode 100644 index 221f454..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-pack-leader.md +++ /dev/null @@ -1,86 +0,0 @@ -# Wolf Guard Pack Leader - -**Role:** Characters - -*Wolf Guard of proven leadership ability and bellicose charisma may be assigned to lead packs of battle-brothers. These warriors’ extensive battlefield wisdom and saga-worthy combat prowess are inspirational to the Space Wolves under their charge, and fighting alongside them is seen as a great honour.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Close combat weapon | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Power fist | Melee | 2 | 3 | 8 | -2 | 2 | — | -| Power weapon | Melee | 3 | 3 | 5 | -2 | 1 | — | -| Thunder hammer | Melee | 2 | 4 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 4 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **Inspiring Leader** (Datasheet): While this model is leading a unit, once per battle, when a Battle-shock test is taken for that unit, you can re-roll that test. -- **Pack Leader** (Datasheet): This model cannot be your Warlord and cannot be given Enhancements. - -**Keywords:** Grenades, Character, Infantry, Imperium, Wolf Guard Pack Leader, Pack Leader -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Wolf Guard Pack Leader - -**Wargear Options:** -- This model’s bolt pistol and boltgun can be replaced with 1 twin lightning claws. -- This model’s bolt pistol and boltgun can be replaced with two different weapons from the following list:*- 1 bolt pistol -- 1 boltgun -- 1 combi-weapon -- 1 plasma pistol -- 1 storm bolter -- 1 Astartes chainsword -- 1 power fist -- 1 power weapon -- 1 thunder hammer -- 1 storm shield -- * This model can only be equipped with two ranged weapons if one of them is a Pistol (and it can only have one Pistol). - -**Leader:** -Can lead: Blood Claws, Grey Hunters, Long Fangs - -**Points:** -- 1 model: 30pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard-terminators.md b/cogitator/factions/space-marines/datasheets/wolf-guard-terminators.md deleted file mode 100644 index cdcd209..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard-terminators.md +++ /dev/null @@ -1,62 +0,0 @@ -# Wolf Guard Terminators - -**Role:** Other - -*Wolf Guard bedeck their Terminator armour with totems, trophies and marks of honour gained over their years of battle. They fight at the spearhead of assaults, eagerly seeking glory as enemy fire deflects harmlessly from their relic armour, the earth shaking beneath their heavy tread as they slay with stunning skill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Wolf Guard Terminator Pack Leader is equipped with:** storm bolter; master-crafted power weapon. - -**Every Wolf Guard Terminator is equipped with:** storm bolter; master-crafted power weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Assault cannon | 24 | 6 | 2 | 6 | 0 | 1 | devastating wounds | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Master-crafted power weapon | Melee | 4 | 3 | 5 | -2 | 2 | — | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | -| Relic greataxe | Melee | 3 | 3 | 7 | -2 | 3 | devastating wounds | -| Twin lightning claws | Melee | 6 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rugged Resilience** (Datasheet): Each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. -- **Storm Shield** (Wargear): The bearer has a Wounds characteristic of 4. - -**Keywords:** Infantry, Terminator, Wolf Guard, Wolf Guard Terminators, Imperium -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Wolf Guard Terminator Pack Leader -- 4-9 Wolf Guard Terminators - -**Wargear Options:** -- Any number of models can each have their storm bolter replaced with 1 storm shield. -- For every 5 models in this unit, 1 Wolf Guard Terminator can replace its storm bolter and master-crafted power weapon with 1 assault cannon and 1 powerfist. -- The Wolf Guard Terminator Pack Leader’s storm bolter and master-crafted power weapon can be replaced with 1 of the following:- 1 relic greataxe -- 1 twin lightning claws - -**Leader:** -Led By: Arjac Rockfist, Logan Grimnar, Krom Dragongaze, Wolf Guard Battle Leader In Terminator Armour - -**Points:** -- 5 models: 170pts -- 10 models: 340pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-guard.md b/cogitator/factions/space-marines/datasheets/wolf-guard.md deleted file mode 100644 index c13d5ab..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-guard.md +++ /dev/null @@ -1,58 +0,0 @@ -# Wolf Guard - -**Role:** Other - -*Earning their place through exceptional feats of arms, every Wolf Guard is a heroic warrior chosen by their lord. They act as his council and household companions, and when not tearing apart foes at his side, they form bodyguards around other senior warriors or pursue dangerous missions in their own right.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 2 | 5+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; heirloom weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heirloom weapon | Melee | 4 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Chosen Companions** (Datasheet): While a Character model is leading this unit, each time a model in this unit makes an attack, add 1 to the Hit roll. -- **Storm Shield** (Wargear): The bearer has a 4+ invulnerable save. -- **ATTACHED UNIT** (Special (правая колонка)): If a Character unit from your army with the Leader ability can be attached to a Sternguard Veteran Squad or Vanguard Veteran Squad, it can instead be attached to this unit instead. - -**Keywords:** Wolf Guard, Imperium, Grenades, Infantry -**Faction Keywords:** Adeptus Astartes, Space Wolves - -**Unit Composition:** -- 1 Wolf Guard Pack Leader -- 4-9 Wolf Guard - -**Wargear Options:** -- Any number of models can have their bolt pistol replaced with one of the following:- 1 boltgun -- 1 combi-weapon -- 1 plasma pistol -- 1 storm bolter -- 1 storm shield - -**Leader:** -Led By: Chief Librarian Tigurius, Marneus Calgar, Lieutenant, Primaris Company Champion, Commander Dante, Captain Tycho, Sanguinary Priest, Gabriel Seth, Asmodai, Ezekiel, Lazarus, Chaplain, Captain, Judiciar, Kor’sarro Khan, Pedro Kantor, Sanguinary Priest With Jump Pack, Castellan, Emperor’s Champion, Marshal, Chaplain Cassius, Captain Sicarius, Ancient, Blood Angels Captain, Uriel Ventris, Librarian, Adrax Agatone, Captain With Jump Pack, Chaplain With Jump Pack, Apothecary, Krom Dragongaze, Librarian with Jump Pack, Imperial Space Marine, Azrael, Kayvaan Shrike, Judiciar Xacharus, Chaplain Kastiel, Marneus Calgar in Armour of Antilochus, Brother Corbulo, Captain Titus, Ferren Areios - -**Points:** -- 5 models: 85pts -- 10 models: 170pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-lord-on-thunderwolf.md b/cogitator/factions/space-marines/datasheets/wolf-lord-on-thunderwolf.md deleted file mode 100644 index 7c706ca..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-lord-on-thunderwolf.md +++ /dev/null @@ -1,86 +0,0 @@ -# Wolf Lord on Thunderwolf - -**Role:** Characters - -*Raised from a pup or bested in the wastes, a Thunderwolf makes for a savage and fearsome mount for a Wolf Lord. Often leading wild and wilful Great Companies, these Wolf Lords meld their centuries of experience and strategic acumen with the ferocity and speed of a hunter as deadly as the lord himself.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; crushing teeth and claws; relic weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Master-crafted boltgun | 24 | 2 | 2 | 4 | 0 | 2 | — | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Storm bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing teeth and claws | Melee | 3 | 4 | 5 | -1 | 1 | extra attacks | -| Close combat weapon | Melee | 6 | 3 | 4 | 0 | 1 | — | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | -| Relic weapon | Melee | 6 | 2 | 5 | -2 | 2 | — | -| Thunder hammer | Melee | 5 | 3 | 8 | -2 | 2 | devastating wounds | -| Twin lightning claws | Melee | 7 | 2 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Rites of Battle** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Speed of the Hunter** (Datasheet): Add 1 to Advance and Charge rolls made for this model’s unit. -- **Relic Shield** (Wargear): The bearer has a Wounds characteristic of 7. - -**Keywords:** Grenades, Imperium, Captain, Wolf Lord on Thunderwolf, Mounted, Character -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Lord on Thunderwolf - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 combi-weapon -- 1 master-crafted boltgun -- 1 plasma pistol -- 1 storm bolter -- 1 power fist -- 1 relic weapon -- 1 thunder hammer -- This model’s relic weapon can be replaced with one of the following:- 1 plasma pistol -- 1 power fist -- 1 thunder hammer -- 1 relic shield and 1 close combat weapon -- This model’s bolt pistol and relic weapon can be replaced with 1 twin lightning claws. - -**Leader:** -Can lead: Thunderwolf Cavalry - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-priest.md b/cogitator/factions/space-marines/datasheets/wolf-priest.md deleted file mode 100644 index 06b14fe..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-priest.md +++ /dev/null @@ -1,61 +0,0 @@ -# Wolf Priest - -**Role:** Characters - -*Wolf Priests are elder sages who tend to their battle-brothers’ spiritual and physical well-being. In battle, they inspire by bellowing litanies and extracts from epic sagas. Clad in black, bedecked with shamanistic totems and wearing macabre wolf-skull helms, they are terrifying to behold.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** absolvor bolt pistol; crozius arcanum. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Absolvor bolt pistol | 18 | 1 | 3 | 5 | -1 | 2 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crozius arcanum | Melee | 5 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Healing Balms** (Datasheet): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit. -- **Litany of Hate** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll. - -**Keywords:** Infantry, Character, Imperium, Tacticus, Wolf Priest -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Priest - -**Leader:** -Can lead: Blood Claws, Grey Hunters, Wolf Guard Headtakers - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/space-marines/datasheets/wolf-scouts.md b/cogitator/factions/space-marines/datasheets/wolf-scouts.md deleted file mode 100644 index 1b4900e..0000000 --- a/cogitator/factions/space-marines/datasheets/wolf-scouts.md +++ /dev/null @@ -1,83 +0,0 @@ -# Wolf Scouts - -**Role:** Other - -*Wolf Scouts are tasked with operating ahead of the main Space Wolves assault force, infiltrating enemy positions and seizing or sabotaging key locations. More than capable of operating alone for extended periods of time, they use guile and savagery to distract and harrass the foe.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| WOLF SCOUTS | 7" | 4 | 3+ | 2 | 6+ | 1 | -| HUNTING WOLVES | 10" | 4 | 6+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Wolf Scout Pack Leader model is equipped with:** plasma pistol; power weapon. - -**Every Wolf Scout model is equipped with:** plasma pistol; combat blade. - -**Every Hunting Wolf model is equipped with:** teeth and claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | -| Instigator bolt carbine | 24 | 1 | 3 | 4 | -2 | 2 | precision | -| Plasma gun – standard | 24 | 1 | 3 | 7 | -2 | 1 | rapid fire 1 | -| Plasma gun – supercharge | 24 | 1 | 3 | 8 | -3 | 2 | hazardous, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | -| Thunderclap | 12 | D3 | 3 | 5 | -1 | 2 | blast, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combat blade | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Power weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Runic stave | Melee | 3 | 3 | 6 | -1 | D3 | psychic | -| Teeth and claws | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Deadly Stalkers** (Datasheet): Each time a model in this unit makes an attack that targets an enemy unit, if there are no other units from your opponent’s army within 6" of that target, add 1 to the Wound roll. -- **Hunting Hounds** (Datasheet): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models), if this unit is not Battle-shocked, Hunting Wolves models in this unit have an Objective Control characteristic of 1. -- **Haywire Mine** (Wargear): Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit. - -**Keywords:** Infantry, Grenades, Smoke, Imperium, Phobos, Wolf Scouts -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wolf Scout Pack Leader -- 4 Wolf Scouts -- 1 Hunting Wolf -- OR -- 1 Wolf Scout Pack Leader -- 9 Wolf Scouts -- 2 Hunting Wolves - -**Wargear Options:** -- 1 Wolf Scout’s plasma pistol can be replaced with 1 plasma gun. -- 1 Wolf Scout equipped with a plasma pistol can be equipped with 1 haywire mine (That model’s plasma pistol cannot be replaced). -- 1 Wolf Scout’s plasma pistol and combat blade can be replaced with 1 bolt pistol, 1 Thunderclap and 1 runic stave. -- If this unit contains 12 models, 1 Wolf Scout’s plasma pistol can be replaced with 1 instigator bolt carbine. - -**Points:** -- 6 models: 105pts -- 12 models: 210pts diff --git a/cogitator/factions/space-marines/datasheets/wulfen-dreadnought.md b/cogitator/factions/space-marines/datasheets/wulfen-dreadnought.md deleted file mode 100644 index f265872..0000000 --- a/cogitator/factions/space-marines/datasheets/wulfen-dreadnought.md +++ /dev/null @@ -1,60 +0,0 @@ -# Wulfen Dreadnought - -**Role:** Other - -*Even near death and interred in a Dreadnought sarcophagus, a warrior may yet succumb to the Curse of the Wulfen. Joints and servos twitch and spasm like a crazed animal’s muscles as a Wulfen Dreadnought seeks to maul and eviscerate. From emitters, baleful howls blare its mindless hunger for violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 9 | 2+ | 8 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** storm bolter; Fenrisian greataxe; great wolf claw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fenrisian greataxe – strike | Melee | 6 | 3 | 10 | -2 | D6+1 | — | -| Fenrisian greataxe – sweep | Melee | 12 | 3 | 6 | -2 | 1 | — | -| Great wolf claw | Melee | 6 | 3 | 10 | -3 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Bestial Rage** (Datasheet): Each time an enemy unit is selected to shoot, after that unit has shot, if this model lost one or more wounds as a result of those attacks, this model can make a Bestial Rage move. To do so, roll one D6, adding 2 to the result: this model can be moved a number of inches up to the result, but must finish that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, this model can be moved within Engagement Range of that enemy unit. Each model can only make one Bestial Rage move per phase. -- **Violent Fury** (Datasheet): If this model is equipped with two melee weapons, those weapon profiles have the [TWIN-LINKED] ability. -- **Blizzard Shield** (Wargear): The bearer has a 4+ invulnerable save. - -**Keywords:** Walker, Dreadnought, Wulfen, Imperium, Vehicle -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 1 Wulfen Dreadnought - -**Wargear Options:** -- This model’s Fenrisian greataxe or great wolf claw and storm bolter can be replaced with 1 blizzard shield and 1 heavy flamer. -- If this model is not equipped with a storm bolter, its heavy flamer can be replaced with 1 storm bolter. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/space-marines/datasheets/wulfen-with-storm-shields.md b/cogitator/factions/space-marines/datasheets/wulfen-with-storm-shields.md deleted file mode 100644 index 24ff5ac..0000000 --- a/cogitator/factions/space-marines/datasheets/wulfen-with-storm-shields.md +++ /dev/null @@ -1,45 +0,0 @@ -# Wulfen with Storm Shields - -**Role:** Other - -*When faced with armoured formations or monstrous xenos foes, the Space Wolves may equip their Wulfen warriors with thunder hammers and storm shields. Armed thus, Wulfen warriors can deflect even the heaviest barrage of fire and close with their prey, bringing their thunder hammers to bear and cracking open reinforced armour with ease.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 4+ | 2 | 7+ | 0 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** thunder hammer; death totem. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stormfrag auto-launcher | 12 | D3 | 4 | 4 | 0 | 1 | assault, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Thunder hammer | Melee | 2 | 3 | 5 | -2 | 3 | anti-monster 3+,anti-vehicle 3+ | - -**Abilities:** -- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Hammer Blow** (Datasheet): In the Fight phase, after this unit has fought, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the end of the next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **Death Totem** (Wargear): Each time the bearer makes a melee attack, re-roll a Hit roll of 1. - -**Keywords:** Infantry, Imperium, Wulfen, Wulfen with Storm Shields -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 5-10 Wulfen - -**Wargear Options:** -- Any number of models can each have their death totem replaced with 1 stormfrag auto-launcher. - -**Points:** -- 5 models: 100pts -- 10 models: 200pts diff --git a/cogitator/factions/space-marines/datasheets/wulfen.md b/cogitator/factions/space-marines/datasheets/wulfen.md deleted file mode 100644 index 68e7aa6..0000000 --- a/cogitator/factions/space-marines/datasheets/wulfen.md +++ /dev/null @@ -1,45 +0,0 @@ -# Wulfen - -**Role:** Other - -*Wulfen exist on the brink of constant berserk rages, and their chilling howls unleash the inner beast in sons of Russ nearby. Wulfen are bestial warriors, altered by the Curse lying in the blood of all scions of the Wolf King. They are hunters, bounding forward with fangs bared and claws outstretched, ripping foes apart with inhuman speed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 6 | 4+ | 2 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Wulfen weapons; death totem. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stormfrag auto-launcher | 12 | D3 | 4 | 4 | 0 | 1 | assault, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Wulfen weapons | Melee | 3 | 3 | 5 | -2 | 2 | sustained hits 1 | - -**Abilities:** -- **Curse of the Wulfen** (Faction): While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not Battle-shocked, add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Savage Frenzy** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of this unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. -- **Death Totem** (Wargear): Each time the bearer makes a melee attack, re-roll a Hit roll of 1. - -**Keywords:** Infantry, Wulfen, Imperium -**Faction Keywords:** Space Wolves, Adeptus Astartes - -**Unit Composition:** -- 5-10 Wulfen - -**Wargear Options:** -- Any number of models can each have their death totem replaced with 1 stormfrag auto-launcher. - -**Points:** -- 5 models: 85pts -- 10 models: 170pts diff --git a/cogitator/factions/space-marines/datasheets/xiphon-interceptor.md b/cogitator/factions/space-marines/datasheets/xiphon-interceptor.md deleted file mode 100644 index e5558a0..0000000 --- a/cogitator/factions/space-marines/datasheets/xiphon-interceptor.md +++ /dev/null @@ -1,53 +0,0 @@ -# Xiphon Interceptor - -**Role:** Other - -*Xiphon-pattern Interceptors are sleek Space Marine combat flyers with an ancient lineage, designed to excel in both void missions and atmospheric strikes. Fitted with a potent combination of lascannons and intelligent warheads, there are few targets the Xiphon cannot reduce to smouldering wreckage.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Oath of Moment** (Faction): If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: -- You can re-roll the Hit roll. -- If you are using a *Codex: Space Marines* Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Vehicle, Fly, Aircraft, Imperium, Xiphon Interceptor, Ravenwing -**Faction Keywords:** Adeptus Astartes - -**Unit Composition:** -- 1 Xiphon Interceptor - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/space-marines/detachments.md b/cogitator/factions/space-marines/detachments.md new file mode 100644 index 0000000..b3e647b --- /dev/null +++ b/cogitator/factions/space-marines/detachments.md @@ -0,0 +1,3799 @@ +# Space Marines Detachments + +# 1st Company Task Force + +## Abilities + +### Extremis-level Threat +Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** 1st Company Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DUTY AND HONOUR — 1CP +**Type:** 1st Company Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### HEROES OF THE CHAPTER — 1CP +**Type:** 1st Company Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well. + +### LEGENDARY FORTITUDE — 1CP +**Type:** 1st Company Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. + +**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### ORBITAL TELEPORTARIUM — 1CP +**Type:** 1st Company Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One ADEPTUS ASTARTES TERMINATOR unit from your army. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability. + +**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. + +### TERRIFYING PROFICIENCY — 1CP +**Type:** 1st Company Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Fight phase. + +**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase. + +**EFFECT:** In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. + +## Enhancements + +### Fear Made Manifest (Aura) — 30pts +*This warrior personifies the Emperor’s wrath.* +ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead. + +### Iron Resolve — 15pts +*This hero shrugs off even horrendous wounds.* +ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability. + +### Rites of War — 10pts +*The commanders of the 1st Company vow before the Chapter and the Emperor to secure victory.* +ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well. + +### The Imperium’s Sword — 25pts +*This hero and the veterans they lead cut down their foes like a reaping whirlwind.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well. + +--- + +# Angelic Inheritors + +*The Blood Angels have inherited much from their Primarch. Their grace, nobility and psychic prowess all trace back to Sanguinius, as does the spiritual curse that has afflicted them since his death. More esoteric, perhaps, but no less a bequest of their gene-sire is the Blood Angels’ propensity to blaze brightest during the darkest moments of despair. Just as Sanguinius himself is said to have brought hope to the hopeless at the point of his gilded spear, so too do the Blood Angels rise in the face of adversity as though in fulfilment of some ancient prophecy. At such times, the angelic and monstrous natures ever at war within Sanguinius’ gene-sons find an equilibrium. Icy calm in their ferocity, furious in their clarity, the warrior angels of Baal strike with unerring and unstoppable wrath to snatch victory from the bloodied jaws of defeat.* + +## Abilities + +### Legacy of the Angel +At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all Adeptus Astartes Character units from your army. + +**Sanguinary Grace:** This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Carmine Wrath:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +**Their Appointed Hour:** You can re-roll Advance and Charge rolls made for this unit. + +Restrictions +Your army can include Blood Angels units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Angelic Inheritors – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### FOCUSED FURY — 1CP +**Type:** Angelic Inheritors – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Character unit, until the end of the phase, those weapons have the [LANCE] ability as well. + +### IN THE SHADOW OF GREAT WINGS — 1CP +**Type:** Angelic Inheritors – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### INSTANT OF GRACE — 1CP +**Type:** Angelic Inheritors – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army. + +**EFFECT:** Select one non-CHARACTER model in your unit. Until the start of your next Command phase, your model has the Character keyword. + +**Designer’s Note:** *While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Legacy of the Angel Detachment rule, in addition to other rules that interact with CHARACTER units.* + +### STRIKE NOW FOR GLORY — 1CP +**Type:** Angelic Inheritors – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. + +### UNTO THE BURNING SKIES — 1CP +**Type:** Angelic Inheritors – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Adeptus Astartes Jump Pack unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units, unless it is The Sanguinor. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +## Enhancements + +### Blazing Icon — 20pts +*What was before merely a decorative blood drop pendant now shines with a seemingly miraculous light as bright as any star. The foe are forced to avert their gaze from its wrathful magnificence.* +Adeptus Astartes Infantry model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Ordained Sacrifice — 25pts +*Knowing only too well the desperate and vital nature of the battle before him, this scion of Sanguinius echoes his Primarch’s resolute determination to fight on even beyond what seems the doors of certain death.* +ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining. + +### Prescient Flash — 20pts +*A flash of foresight and clarity sings through this warrior’s blood and guides his steps into battle.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. + +### Troubling Visions — 15pts +*In the long run, these strange and intrusive visions of bloodshed bode terribly ill for this champion of the Blood Angels. In this instance, though, they bring him closer than ever to the glory of his gene-sire.* +ADEPTUS ASTARTES model only. Once per battle, in your Command phase, the bearer can use this Enhancement. When it does, until the start of your next Command phase, all Angelic Legacy abilities are active for the bearer’s unit, instead of only two of them. + +--- + +# Anvil Siege Force + +## Abilities + +### Shield of the Imperium +Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Anvil Siege Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### BATTLE DRILL RECALL — 1CP +**Type:** Anvil Siege Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. + +### HAIL OF VENGEANCE — 2CP +**Type:** Anvil Siege Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### NO THREAT TOO GREAT — 2CP +**Type:** Anvil Siege Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. + +### NOT ONE BACKWARDS STEP — 1CP +**Type:** Anvil Siege Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker. + +**EFFECT:** Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn. + +### RIGID DISCIPLINE — 1CP +**Type:** Anvil Siege Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can immediately make a Fall Back move of up to 6". + +**RESTRICTIONS:** When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker. + +## Enhancements + +### Architect of War — 25pts +*There are few who have a deeper understanding of the tenets of siege warfare than this warrior.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. + +### Fleet Commander — 15pts +*The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.* +CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed. + +### Indomitable Fury — 20pts +*This hero refuses to yield whilst foes remain, fighting back from the brink of death like a vengeful demigod.* +GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. + +### Stoic Defender — 15pts +*This commander and their warriors hold their ground tenaciously against even overwhelming numbers.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0. + +--- + +# Bastion Task Force + +*Where Imperial battle lines must hold against ferocious enemy pressure, a task force may be deployed to weather the storm until more numerous forces can move in to secure the area. Such a strategic deployment sees the Adeptus Astartes leverage their redoubtable fortitude and indomitable will to the maximum. They cannot fight battles of attrition, for their lives are too valuable to be wasted in the kind of slugging matches that should be reserved for the Astra Militarum. Instead, the Space Marines rely upon local tactical manoeuvrability and the flexible nature of their core infantry to put the teachings of the Codex Astartes to best use. Aggressive defence, localised counterattacks and frequent, rapid redeployment sees elite squads and heavy assets flawlessly supported by the more numerous battle-line troops.* + +## Abilities + +### Interlocking Tactics +Adeptus Astartes Battleline units from your army: +- Are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. +- Are eligible to start to perform an Action in a turn in which they Advanced or Fell Back. + +Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1. + +## Stratagems + +### CODEX DISCIPLINE — 1CP +**Type:** Bastion Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well. + +### GUIDED DISRUPTION — 1CP +**Type:** Bastion Task Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army has finished making its attacks. + +**TARGET:** That ADEPTUS ASTARTES BATTLELINE unit. + +**EFFECT:** When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the MONSTER or VEHICLE keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. + +### HERESY UNDONE — 1CP +**Type:** Bastion Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting or Charge phase +**Description:** **WHEN:** Your Shooting phase or your Charge phase. + +**TARGET:** One ADEPTUS ASTARTES unit (excluding Battleline units) from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit. + +### LIGHT OF VENGEANCE — 1CP +**Type:** Bastion Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the Battleline keyword. + +### SHOCK BOMBARDMENT — 1CP +**Type:** Bastion Task Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army finished making its attacks. + +**TARGET:** That ADEPTUS ASTARTES BATTLELINE unit. + +**EFFECT:** When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +## Enhancements + +### Blades of Valour — 15pts +*This officer and their honour guard of dedicated battle-brothers have been presented with masterwork combat blades in recognition of the selfless battle they are about to fight.* +ADEPTUS ASTARTES model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer and Battleline models in the bearer’s unit by 1. + +### Bombast Omnivox — 15pts +*This remarkable technological relic is mounted within the bearer’s armour gorget and facilitates code-hardened, rapid-exchange intelligence dissemination while in battle.* +ADEPTUS ASTARTES model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if the bearer’s unit has the Battleline keyword: on a 4+, you gain 1CP. + +### Eye of the Primarch — 10pts +*This master crafted microauspex integrates with the bearer’s auto-senses and feeds superior targeting data to them and their squad.* +ADEPTUS ASTARTES model only. Ranged weapons equipped by the bearer and Battleline models in the bearer’s unit have the [PRECISION] ability. + +### Hero of the Chapter — 20pts +*A storied and inspirational exemplar of their Chapter’s virtues, this war leader is an inspirational presence amongst the ranks of their battle-brothers.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, the bearer has the Battleline keyword. + +--- + +# Black Spear Task Force + +## Abilities + +### Mission Tactics +At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS + +When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. + +MALLEUS TACTICS + +When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. + +While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. + +PURGATUS TACTICS + +By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. + +While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. + +## Stratagems + +### ADAPTIVE TACTICS — 1CP +**Type:** Black Spear Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Up to two Kill Team units from your army, or one other ADEPTUS ASTARTES unit from your army. + +**EFFECT:** For each unit targeted, select Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Black Spear Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DRAGONFIRE ROUNDS — 1CP +**Type:** Black Spear Task Force – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Kill Team unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities. + +**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase. + +### HELLFIRE ROUNDS — 1CP +**Type:** Black Spear Task Force – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Kill Team unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. + +**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase. + +### KRAKEN ROUNDS — 1CP +**Type:** Black Spear Task Force – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Kill Team unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6". + +**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase. + +### SITE-TO-SITE TELEPORTATION — 1CP +**Type:** Black Spear Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to two Kill Team units from your army, or one other Adeptus Astartes Infantry unit from your army, if those units are not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. Until the end of your next Movement phase, models in those units that do not have the Deep Strike ability have the Deep Strike ability. + +## Enhancements + +### Beacon Angelis — 25pts +*The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. + +### Osseus Key — 15pts +*The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the hand and finger bones of deceased Imperial Fists heroes that fought in the Horus Heresy, scrimshawed with inhuman care and imbued with the fiercest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.* +Watch Master or Techmarine model only. At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. + +### The Tome of Ectoclades — 30pts +*This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, whether xenos or those who harbour them. On occasion, such knowledge has been known to save not only the book’s custodian, but entire worlds.* +Watch Master or Captain model only. Once per battle, after you have selected your Oath of Moment target, the bearer can use this Enhancement. If it does, select a second enemy unit to be an Oath of Moment target. + +**Designer’s Note:** *This means that each time a model with the Oath of Moment ability makes an attack that targets either of your Oath of Moment targets, you can re-roll the Hit roll.* + +### Thief of Secrets — 25pts +*The Thief of Secrets is a blade whose machine spirit has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codifying them through the honeycombed array of logicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blade’s user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems.* +ADEPTUS ASTARTES model only. Improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 1. At the end of the Fight phase, if one or more enemy models were destroyed as a result of a melee attack made by the bearer this phase, until the end of the battle, improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. + +--- + +# Blade of Ultramar + +*No Chapter better embodies the Codex Astartes’ teachings than the Ultramarines, and no officer amongst their ranks more perfectly employs those lessons than Marneus Calgar. Under the deft command of the Chapter Master, squads of Ultramarines alloy their battlefield roles of veteran, battle line, close support and fire support, becoming a relentless machine of destruction. From squad-level tactics up to their sweeping battlefield strategy, Calgar’s warriors fight as though they were already privy to the foe’s plans and have adapted a countermeasure for every last cut and thrust. Orchestrated with the Chapter Master’s flowing strategic genius, the plan unfolds like multi-layered, adaptive clockwork until the last of the enemy are naught but bodies and wreckage to be crushed beneath Calgar’s armoured boots.* + +## Abilities + +### Mastered Doctrines +At the start of up to three of your Command phases, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You cannot select a Combat Doctrine you have already selected this battle, unless a friendly Marneus Calgar model is on the battlefield. + +Devastator Doctrine + +The Codex Astartes details the strategic value of overwhelming firepower. + +This unit is eligible to shoot in a turn in which it Advanced. + +Tactical Doctrine + +The Codex lays out strategies for seizing the initiative. + +This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +Assault Doctrine + +The Codex Astartes leaves no doubt that the killing blow must be delivered with a decisive close-quarters strike. + +This unit is eligible to declare a charge in a turn in which it Advanced. + +RESTRICTIONS +Your army can include Ultramarines units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Blade of Ultramar – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### COURAGE AND HONOUR! — 1CP +**Type:** Blade of Ultramar – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. + +### EXEMPLARY VIGILANCE — 1CP +**Type:** Blade of Ultramar – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. + +### PRACTICAL TACTICS — 1CP +**Type:** Blade of Ultramar – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is not within Engagement Range of one or more enemy units and is within 9" of the enemy unit that just ended that move. + +**EFFECT:** Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine. + +### TACTICAL FORESIGHT — 1CP +**Type:** Blade of Ultramar – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +### ULTRAMARIAN ADAPTIVITY — 1CP +**Type:** Blade of Ultramar – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for your unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that Combat Doctrine this battle. + +## Enhancements + +### Armour of Antoninus — 10pts +*Originally worn by a storied Captain of the Ultramarines’ First Company, this artificer armour is bestowed by the Chapter Master himself upon a worthy wearer.* +ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability. + +### Oath of Macragge — 15pts +*Amongst the most solemn and binding oaths an Ultramarine can swear, it is a rare honour to enter battle with these words affixed to their armour.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearer’s melee weapons instead. + +### Student of the Codex — 20pts +*This prodigal officer has focused upon one aspect of the Codex Astartes and means to master its every aspect before moving on to the next.* +ADEPTUS ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, until the start of your next Command phase, the Tactical Doctrine is active for this unit (instead of any other Combat Doctrine you select to be active for your army, and even if there is no Combat Doctrine active for your army). + +### Veteran of Behemoth — 25pts +*Having battled the Tyranid swarms since their first galactic invasion, this veteran officer knows well the benefit of efficient and overwhelming firepower.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can re-roll Advance rolls made for that unit. + +--- + +# Boarding Strike + +***Space Marines excel in the sort of fast-paced, ferociously violent battles that erupt during voidship boarding assaults. Moving fast and hitting hard, they swiftly secure enemy vessels, or else sweep impertinent foes from their own warships’ decks.*** + +## Abilities + +### Drive Home the Blade +Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit. + +## Stratagems + +### CERAMITE BULWARK — 1CP +**Type:** Boarding Strike – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Battleline unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. + +### DUTY AND DEFIANCE — 1CP +**Type:** Boarding Strike – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Battleline keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### IN THE EMPEROR’S NAME — 1CP +**Type:** Boarding Strike – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Battleline unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +### VOX-AMPLIFIED ROAR — 1CP +**Type:** Boarding Strike – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Each target of that charge must take a Battle-shock test. + +## Enhancements + +### Adamantine Mantle — 0pts +*Bestowed as a mark of honour, this venerated relic lends an extra layer of armour protection that proves especially useful amidst vicious void war.* +Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. + +### Clavitine Reliquary — 0pts +*A timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.* +In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn. + +--- + +# Champions of Fenris + +*The Champions of Fenris give vent to blood-chilling howls as they storm into battle. They are the hand-picked warriors of Great Wolf Logan Grimnar, the exemplars of all that it means to be a Space Wolf, and every last one of them fights to prove themselves worthy of such accolades. Even should they do battle without their lord at their head, still they strive as though he was watching and judging their every effort. They commit one saga-worthy deed after another. They hunt down and lay low the mightiest prey. They conquer seemingly impossible odds, employing their veteran skill and cunning to its fullest extent and winning victories worthy of celebration in feast and song. On worlds across the galaxy, no matter how terrible the foe or deadly the battlefield, the champions of Fenris fight endlessly in defence of the Allfather’s realm.* + +## Abilities + +### The Great Wolf Watches +At the end of your opponent’s Charge phase, each Adeptus Astartes Infantry and Adeptus Astartes Walker unit from your army that is within 3" of one or more enemy units and would be eligible to declare a charge against one or more of those units can declare a charge against one or more of those units, and you resolve that charge as if it were your Charge phase. If that charge is successful, your unit does not receive any Charge bonus this turn. + +While Adeptus Astartes Terminator units from your army are not Battle-shocked, add 1 to the Objective Control characteristic of models in those units. + +RESTRICTIONS +Your army can include Space Wolves units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Champions of Fenris – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### CHILLING HOWL — 1CP +**Type:** Champions of Fenris – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase. + +**TARGET:** One Adeptus Astartes Terminator unit from your army. + +**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if that unit is Below Half-strength. + +### ONRUSHING STORM — 1CP +**Type:** Champions of Fenris – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Adeptus Astartes Terminator unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### PREYTAKER’S EYE — 1CP +**Type:** Champions of Fenris – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] abilities. Until the end of the phase, weapons equipped by models in your unit have that ability. + +### RUNES OF CLAIMING — 1CP +**Type:** Champions of Fenris – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** End of your Command phase. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Walker unit from your army. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### STALKING WOLVES — 1CP +**Type:** Champions of Fenris – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Stealth ability. + +## Enhancements + +### Fangrune Pendant — 15pts +*The fangs strung upon this adamantine thread belonged to the eldest and most cunning Fenrisian wolves. They are graven with runes of wisdom and guile, which are said to enhance the wearer’s own further.* +Adeptus Astartes Terminator model only. The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### Foes’ Fate — 15pts +*The skjalds tell in hushed voices how this warrior was born beneath a blood-omen moon, how his fate is interwoven with those of his prey-to-be and how he waits now at the end of each such enemy’s thread, the final and inescapable executor of their deaths.* +Adeptus Astartes Terminator model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. + +### Longstrider — 20pts +*This champion is renowned amongst their battle-brothers for their relentless pace when on the hunt, their loping strides eating up the miles as they run the foe to ground.* +ADEPTUS ASTARTES model only. You can re-roll Charge rolls made for the bearer’s unit. + +### Wolves’ Wisdom — 30pts +*This champion has honed his killer instincts over endless years of bloody battle through wildly varying landscapes and against every manner of foe imaginable. He knows unerringly where and when to land the killing blow.* +Adeptus Astartes Infantry model only. The bearer’s unit can declare a charge against one or more units within 6" instead of within 3" when using The Great Wolf Watches Detachment rule. + +--- + +# Companions of Vehemence + +*The most zealous hosts of the Black Templars kindle their hatred of the God-Emperor’s foes until it is a raging inferno; this visceral enmity is used by Companions of Vehemence to fuel violent surges into the enemy lines. These strike forces are spurred on by the ferocious battle litanies of Chaplains and inspired by the bloody deeds of Judiciars. Vox-augmented sermons of detestation resound across the battlefield, followed by the catechistic crackles of disruption fields, the angry buzz of chainswords and the screams of the cursed. The renowned speed and brutality of the Adeptus Astartes are infused with the crusaders’ zealotry. They race from one living enemy to the next alongside battle tanks that crush the fallen beneath bloodied tracks. Supporting squads, meanwhile, unleash thunderous volleys at close range, eager to rush into the fray should anything escape their fusillades. Those enemies who flee merely prolong their terror, for the Black Templars are aspects of the God-Emperor’s inescapable judgement made manifest.* + +## Abilities + +### Righteous Fervour +You can re-roll Advance and Charge rolls made for ADEPTUS ASTARTES units from your army. + +RESTRICTIONS +Your army can include Black Templars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### DEVOUT PUSH — 1CP +**Type:** Companions of Vehemence – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +**RESTRICTIONS:** A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the Chaplain or Judiciar keywords. + +### DREAD CRUSADERS — 1CP +**Type:** Companions of Vehemence – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that was selected as one of the targets of that charge. + +**EFFECT:** That enemy unit must take a Battle-shock test, subtracting 1 from the result. + +### FOR THE EMPEROR'S HONOUR! — 1CP +**Type:** Companions of Vehemence – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +### HEARTS HARDENED TO DUTY — 1CP +**Type:** Companions of Vehemence – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before an Adeptus Astartes Infantry unit from your army Consolidates. + +**TARGET:** That ADEPTUS ASTARTES INFANTRY unit. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Consolidation move, it does not need to end that move closer to the closest enemy model (or the closest enemy unit if the Suffer Not the Unclean to Live Vow is active for it). + +### HERESY BEGETS RETRIBUTION — 1CP +**Type:** Companions of Vehemence – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Chaplain or Judiciar unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Retribution move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +### PIOUS ENMITY — 1CP +**Type:** Companions of Vehemence – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Chaplain or Judiciar unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 as well. + +## Enhancements + +### Incendiary Animus — 25pts +*This inspirational warrior exudes fierce contempt and loathing for the Emperor’s foes, inciting such apoplectic revulsion in their battle-brothers as to drive their blows with vicious strength.* +Chaplain or Judiciar model only. Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1. + +### Merciless Denunciation — 25pts +*Through roared words or ruthless deeds, may the blasphemous be denounced and the worthy driven into a furious rage of sanctified slaughter.* +Chaplain or Judiciar model only. Each time a model in the bearer’s unit makes a melee attack, you can re-roll the Hit roll. + +### Oathbound Exemplar — 15pts +*With a ceaseless and booming oratory, this commander exhorts his warriors in their duty to the Emperor. Honour, he declaims, must be pursued relentlessly.* +ADEPTUS ASTARTES INFANTRY model only. Add 1 to Advance rolls made for the bearer’s unit. If the mission pack you are playing features Actions, the bearer’s unit is eligible to start to perform an Action in a turn in which it Advanced. + +### Zealous Vanguard — 20pts +*This warrior is an unstoppable crusader whose hearts burn like twin pyres of eager zeal. Ever at the forefront of combat, he leads his warriors as the tip of the crusades blade.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. + +--- + +# Company of Hunters + +## Abilities + +### Masters Of Manoeuvre +ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back. + +Adeptus Astartes Mounted units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. + +RESTRICTIONS +Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +KEYWORDS +Outrider Squad units from your army gain the Battleline keyword. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Company Of Hunters – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DEATH ON THE WIND — 1CP +**Type:** Company Of Hunters – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Ravenwing unit from your army that has just shot. + +**EFFECT:** Select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test. When doing so, if one or more RAVENWING units from your army are within 6" of that enemy unit, subtract 1 from the test. + +### HIGH-SPEED FOCUS — 1CP +**Type:** Company Of Hunters – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Ravenwing unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### HUNTERS’ TRAIL — 1CP +**Type:** Company Of Hunters – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Ravenwing Mounted unit from your army that is within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### RAPID REAPPRAISAL — 1CP +**Type:** Company Of Hunters – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Ravenwing unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### TALON STRIKE — 1CP +**Type:** Company Of Hunters – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Ravenwing Mounted unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an INFANTRY CHARACTER or MOUNTED CHARACTER unit, add 1 to the Wound roll. + +## Enhancements + +### Master of Manoeuvre — 15pts +*Daring and audacious, this commander favours breakneck outflanking manoeuvres that allow them to plunge into the enemy's midst from unexpected quarters.* +Ravenwing model only. If the bearer’s unit starts the battle in Strategic Reserves, its points value does not count towards the combined points limit for units from your army that are in Strategic Reserve, and for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +### Master-crafted Weapon — 10pts +*Those who command the Ravenwing on their hunts are often honoured with a masterwork blade, mace or other deadly close-quarters weapon. Such implements are fashioned by the Chapters artificers and weighted perfectly to be wielded from the saddle of a speeding armoured steed.* +Ravenwing model only. Melee weapons equipped by the bearer have the [PRECISION] ability. + +### Mounted Strategist — 30pts +*This warrior has mastered the art of such advanced ploys as feigning flight only to turn swiftly upon overextended foes and launch a devastating counter-offensive to shatter their lines.* +Ravenwing model only. You can re-roll Advance and Charge rolls made for the bearer’s unit. + +### Recon Hunter — 20pts +*This commander is an expert scout as well as hunter, and takes advantage of these skills to seize the most advantageous position before battle begins.* +Ravenwing model only. Models in the bearer’s unit have the Scouts 9" ability. + +--- + +# Emperor’s Shield + +*Comprising the Chapter’s most elite veterans, the Imperial Fists 1st Company – known as the Emperor’s Shield – are an indomitable fighting force. Led by First Captain Lysander, the battle-brothers of the 1st favour the application of overwhelming force, striking always where the enemy is strongest, picking out priority targets and shattering them in coordinated assaults. Vanguard Veterans charge into the fray, tearing at exposed flanks and forcing gaps in the enemy line. Meanwhile, the Chapter’s Sternguard stride forward to exploit these breaches and seize ground. Lysander and his Terminator bodyguard are always at the centre of the fighting, inserted by Land Raider or orbital teleportarium to rip out the heart of the enemy in stunning and precisely targeted displays of martial might.* + +## Abilities + +### Wrath of Dorn +Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1. + +Each time a model in a Darnath Lysander unit from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll. + +RESTRICTIONS +Your army can include Imperial Fists units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Emperor's Shield – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DISCIPLINED EXTERMINATION — 1CP +**Type:** Emperor's Shield – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and improve the Armour Penetration characteristic of such weapons by 1. + +### DROPSHIP EXTRACTION — 1CP +**Type:** Emperor's Shield – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### FURY OF THE FIRST — 1CP +**Type:** Emperor's Shield – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below its Starting Strength, add 1 to the Wound roll as well. + +### OBDURATE VENGEANCE — 1CP +**Type:** Emperor's Shield – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### WRATHFUL CONQUERORS — 1CP +**Type:** Emperor's Shield – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any phase. + +## Enhancements + +### Champion of the Feast — 25pts +*A victor in the Feast of Blades, this battle-brother is a master of close-quarters fighting.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by other models in the bearer’s unit as well. + +### Disciple of Rhetoricus — 10pts +*This battle-brother is well versed in the Book of the Five Spheres, drawing upon the teachings of that ancient treatise to command with clarity and purpose.* +Adeptus Astartes Terminator model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of other models in the bearer’s unit as well. + +### Indomitable Champion — 20pts +*Even seemingly mortal wounds will not turn a son of Dorn from his duty.* +Adeptus Astartes Terminator model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. + +### Malodraxian Standard — 20pts +*Crafted in the aftermath of Lysander’s great victory over the Iron Warriors on Malodrax, this gilded banner inspires the Imperial Fists to shatter their foes.* +Adeptus Astartes Ancient model only. Each time an attack targets the bearer’s unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of the bearer’s unit, subtract 1 from the Wound roll. + +--- + +# Firestorm Assault Force + +## Abilities + +### Close-range Eradication +Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Firestorm Assault Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### BURNING VENGEANCE — 1CP +**Type:** Firestorm Assault Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. + +**TARGET:** One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### CRUCIBLE OF BATTLE — 1CP +**Type:** Firestorm Assault Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll. + +### IMMOLATION PROTOCOLS — 2CP +**Type:** Firestorm Assault Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, Torrent weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. + +### ONSLAUGHT OF FIRE — 1CP +**Type:** Firestorm Assault Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. + +### RAPID EMBARKATION — 1CP +**Type:** Firestorm Assault Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT. + +**EFFECT:** Your INFANTRY unit can embark within that TRANSPORT. + +**RESTRICTIONS:** You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn. + +## Enhancements + +### Adamantine Mantle — 20pts +*This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.* +ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead. + +### Champion of Humanity — 10pts +*This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.* +TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws). + +### Forged in Battle — 15pts +*To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6. + +### War-tempered Artifice — 25pts +*Having laboured long in the Chapter’s forges, this warrior-smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.* +ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons. + +--- + +# Forgefather’s Seekers + +*The Forgefathers of the Salamanders have quested for millennia to find their Primarch’s scattered relics. The incumbent Seeker, Vulkan He’stan, will stop at nothing to see his task done. The battle-brothers who fight at their side are masters of short-ranged firefights and close-quarters engagements. These warriors stride into the midst of their foes, immolating them in tempests of flame or blasting them apart with volleys of bolter fire. Only once the enemy have been reduced to ashes does the Forgefather’s search truly begin.* + +## Abilities + +### Vulkan’s Quest +Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack. + +SEEKER’S COMPANIONS +If your army includes Vulkan He’stan, during your turn, each Infernus Squad unit from your army is eligible to do one of the following: +- Start to perform an Action in a turn in which it Advanced. +- Shoot in a turn in which it started to perform an Action. + +RESTRICTIONS +Your army can include Salamanders units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Forgefather’s Seekers – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### BLAZING EARTH — 1CP +**Type:** Forgefather’s Seekers – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Start of your opponent’s Charge phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army equipped with one or more Torrent weapons. + +**EFFECT:** Select one enemy unit (excluding MONSTERS and VEHICLES and units with the FLY keyword) within 12" of and visible to your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). + +### BURNING VENGEANCE — 1CP +**Type:** Forgefather’s Seekers – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Adeptus Astartes Transport unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### CRUCIBLE OF BATTLE — 1CP +**Type:** Forgefather’s Seekers – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll. + +### IMMOLATION PROTOCOLS — 2CP +**Type:** Forgefather’s Seekers – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. + +### WRATHFUL INFERNO — 1CP +**Type:** Forgefather’s Seekers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an Adeptus Astartes Infantry unit from your army Falls Back. + +**TARGET:** That unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. + +## Enhancements + +### Adamantine Mantle — 20pts +*This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.* +ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead. + +### Forged in Battle — 15pts +*To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6. + +### Immolator — 10pts +*Steeped in the Promethean Cult, this battle-brother wields the flamer with unparalleled mastery, turning the battlefield into a burning pyre for the corpses of his foes.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristics of Torrent weapons equipped by models in the bearer’s unit. + +### War-tempered Artifice — 25pts +*Having laboured long in the Chapter’s forges, this warrior smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.* +ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons. + +--- + +# Gladius Task Force + +## Abilities + +### Combat Doctrines +At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.Devastator Doctrine + +The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats. + +This unit is eligible to shoot in a turn in which it Advanced. + +Tactical Doctrine + +As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower. + +This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +Assault Doctrine + +The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end. + +This unit is eligible to declare a charge in a turn in which it Advanced. + +## Stratagems + +### ADAPTIVE STRATEGY — 1CP +**Type:** Gladius Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Gladius Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### HONOUR THE CHAPTER — 1CP +**Type:** Gladius Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. + +### ONLY IN DEATH DOES DUTY END — 2CP +**Type:** Gladius Task Force – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +### SQUAD TACTICS — 1CP +**Type:** Gladius Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. + +**EFFECT:** Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine. + +**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. + +### STORM OF FIRE — 1CP +**Type:** Gladius Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. + +## Enhancements + +### Adept of the Codex — 20pts +*An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.* +CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle. + +### Artificer Armour — 10pts +*Crafted by the Chapter’s finest artificers, this suit of armour provides superior protection.* +ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability. + +### Fire Discipline — 25pts +*This commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit. + +### The Honour Vehement — 15pts +*This stanza is inscribed on thrice-blessed parchment and affixed to its bearers’ wargear with a purity seal, there to inspire them to heroic acts of martial prowess.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead. + +--- + +# Godhammer Assault Force + +*An armoured assault by the Black Templars has been likened to the holy spears of devastation unleashed by lascannons of the venerable Land Raider. Godhammer Assault Forces are mechanised spearheads built around a core of heavily armoured transports. Mobile artillery keep pace with their advance, suppressing desperate attempts to stall the crusaders. Assault tanks crack open enemy fortifications. Squadrons of attack craft and bikers scythe down attempts to outflank the wedge of sanctified adamantine while dropships scar the skies with blazing contrail brands. By the time the mailed fist strikes, the foe are already reeling. Land Raiders, Rhinos and Repulsors shielded by blessed armour scatter fleeing soldiers and smash through obstructions. As the pugnacious transports’ assault ramps slam down, built-in vox-emitters blare the battle oaths of the Black Templars, and the crusade’s elite are disgorged into the foe’s vulnerable heart. Where a Godhammer Assault Force strikes, little is left but rubble and ruin.* + +## Abilities + +### Shock and Awe +- Each time an ADEPTUS ASTARTES unit from your army declares a charge, if it disembarked from a Transport this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test. +- Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll. + +RESTRICTIONS +Your army can include Black Templars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### A CEASELESS CAUSE — 1CP +**Type:** Godhammer Assault Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that was eligible to fight this phase. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn. + +### BLESSED HULL — 2CP +**Type:** Godhammer Assault Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### CONDEMNATORY INFO-SCREED — 1CP +**Type:** Godhammer Assault Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if it disembarked from a Transport this turn, re-roll a Wound roll of 1. If that TRANSPORT has the Land Raider keyword, you can re-roll the Wound roll instead. + +### FOCUSED HATRED — 1CP +**Type:** Godhammer Assault Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after you make a Charge roll for an ADEPTUS ASTARTES unit from your army that disembarked from a Transport this turn. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the phase, each time your unit makes a Charge move, models in your unit can move through models (when doing so, its models can move within Engagement Range of enemy models, but they can only end that move within Engagement Range of enemy models if those enemy models belong to a unit that your unit declared a charge against this turn). + +### GAUNTLET OF THE GOD-EMPEROR — 1CP +**Type:** Godhammer Assault Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Adeptus Astartes Vehicle model from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your model makes a Normal or Advance move, it can move horizontally through terrain features. + +### UNCOMPROMISING EGRESS — 1CP +**Type:** Godhammer Assault Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Land Raider model from your army that has not been selected to move this phase. + +**EFFECT:** One ADEPTUS ASTARTES unit embarked within your LAND RAIDER can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your LAND RAIDER and can be set up within Engagement Range of one or more enemy units. + +## Enhancements + +### Augury Servo-host — 15pts +*This warrior's auto-senses are linked to a circling host of servo-skulls crafted from the remains of favoured serfs and failed neophytes. Fitted with ocular probes and sensor vanes, they provide the Black Templar with advanced targeting information to pick out the unbelievers who cower in concealment.* +ADEPTUS ASTARTES model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the phase, models in that unit cannot have the Benefit of Cover. + +### Battle-psalm Precentor — 10pts +*The chanted oratory of this commander rises in volume and stentorian vehemence as he leads his brothers into the charge until he seems like a wrathful war deity closing with his ungodly prey.* +ADEPTUS ASTARTES model only. Each time the bearer’s unit declares a charge, if an enemy unit takes a Battle-shock test as a result of the Shock and Awe Detachment rule, subtract 1 from that Battle-shock test. + +### Herald of Sacred Slaughter — 15pts +*A pious harbinger of the crusade’s destructive potential, this warrior pushes forward at the first opportunity, eager to bring the Emperor’s judgement to the foe.* +ADEPTUS ASTARTES model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a Dedicated Transport, that DEDICATED TRANSPORT has the Scouts 9" ability. + +### Paragon of Fury — 25pts +*This crusaders hatred for the heretic and the unbeliever burns with the fury of a newborn star.* +ADEPTUS ASTARTES model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. Each time a melee attack made by the bearer is allocated to an enemy model, if the bearer disembarked from a Transport this turn, add 1 to the Damage characteristic of that attack. + +--- + +# Hammer of Avernii + +*The most veteran warriors of the Iron Hands Chapter, Clan Company Avernii are as merciless as they are unstoppable in battle. Marching relentlessly into the teeth of the foe, grim-faced Terminators and heavily augmented Sternguard Veterans sweep the enemy lines with targeting cogitators before eliminating their victims with unmerciful precision. Vanguard and Bladeguard Veterans tap into the volcanic ferocity that always boils – tightly contained – within the hearts of every Iron Hand, launching piledriver assaults into the heart of the enemy lines and slaughtering everything in reach. In the centre of the carnage is Caanok Var himself. He is the ironwrought cogitator that directs the flow of battle, the thundering reactor that fires the ire of his battle-brothers and the piston-driven bludgeon that reduces the foe to bloodied ruin.* + +## Abilities + +### Calculated Annihilation +Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1. + +### Recalculating +Once per battle round, after your Oath of Moment target is destroyed, if a Caanok Var model from your army is on the battlefield, select one enemy unit visible to that model. That enemy unit becomes your Oath of Moment target until you select a new one. + +### Restrictions +Your army can include Iron Hands units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Hammer of Avernii – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### AUGMETIC FORTITUDE — 1CP +**Type:** Hammer of Avernii – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. + +**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### COGITATED FEROCITY — 1CP +**Type:** Hammer of Avernii – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Fight phase. + +**TARGET:** One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. + +### DOMINATOR BEACON — 1CP +**Type:** Hammer of Avernii – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the end of a phase. + +### DROPSHIP EXTRACTION — 1CP +**Type:** Hammer of Avernii – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### RUTHLESS BUTCHERY — 1CP +**Type:** Hammer of Avernii – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below Starting Strength, add 1 to the Wound roll as well. + +## Enhancements + +### Iron Laurel — 10pts +*A subcutaneous cranial honour relic, this device contains a strategic orbital upload relay.* +ADEPTUS ASTARTES model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well. + +### Medusan Roar (Aura) — 30pts +*Mounted in the warrior’s gorget, this device amplifies their battle cries into terrifying sonic shock waves.* +ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead. + +### Spiritus Ferrum — 25pts +*This ancient augmetic empowers its bearer – and in extremis even their comrades – with the fury of the motive force.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well. + +### Steel Font — 15pts +*An advanced auto-chirurgeon claimed by legend to be the product of Ferrus Manus’ own labours, this device rapidly reknits sundered flesh and armour alike.* +ADEPTUS ASTARTES TERMINATOR model only. While the bearer is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. + +--- + +# Inner Circle Task Force + +## Abilities + +### Vowed Target +At the start of your Movement phase, select one of the following: +- **Defensive Footing:** Select one objective marker you control. Until the start of your next Movement phase, that objective marker is your Vowed objective marker. +- **Aggressive Push:** Select one or more objective markers you do not control. Until the start of your next Movement phase, each of those objective markers is one of your Vowed objective markers. If a rule refers to a unit or model being within range of your Vowed objective marker, that rule takes effect if that unit or model is within range of one or more of your Vowed objective markers. +Each time a Deathwing Infantry unit from your army makes an attack that targets a unit within range of one or more of your Vowed objective markers, add 1 to the Wound roll. + +RESTRICTIONS +Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Inner Circle Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DUTY UNTO DEATH — 1CP +**Type:** Inner Circle Task Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Deathwing unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit is within range of your Vowed objective marker. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### MARTIAL MASTERY — 1CP +**Type:** Inner Circle Task Force – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Deathwing Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit is within range of your Vowed objective marker, you can re-roll the Wound roll instead. + +### RELIC TELEPORTARIUM — 1CP +**Type:** Inner Circle Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Deathwing unit from your army that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. + +### UNMATCHED FORTITUDE — 1CP +**Type:** Inner Circle Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Deathwing Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll. + +### WRATH OF THE LION — 1CP +**Type:** Inner Circle Task Force – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Deathwing INFANTRY unit from your army that just ended a Charge move. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit, adding 1 to the result if that enemy unit is within range of your Vowed objective marker: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 3 mortal wounds). + +## Enhancements + +### Champion of the Deathwing — 15pts +*Even amongst the elite of the Unforgiven, this warrior is a paragon of duty and martial might.* +Deathwing model only. Melee weapons equipped by the bearer have the [lethal hits] ability, and each time the bearer makes a melee attack, if it is within range of your Vowed objective marker, a Critical Hit is scored on an unmodified Hit roll of 5+. + +### Deathwing Assault — 30pts +*Employing shock assault doctrines requiring ancient technology and immense tactical skill, the Deathwing are masters of catching their foes wholly unawares.* +Deathwing model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +### Eye of the Unseen — 10pts +*It is said that no secret can escape the gaze of this ocular augmetic, which belonged first to the feared Interrogator-Chaplain Enoch.* +Deathwing model only. Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 if the bearer is within range of your Vowed objective marker: on a 5+, you gain 1CP + +### Singular Will — 20pts +*This warrior lets nothing stand in their way or slow their advance, closing swiftly and relentlessly with their quarry* +Deathwing model only. Each time the bearer’s unit Piles In or Consolidates, models in that unit can move an additional 3". + +--- + +# Ironstorm Spearhead + +## Abilities + +### Armoured Wrath +Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit. + +## Stratagems + +### ANCIENT FURY — 1CP +**Type:** Ironstorm Spearhead – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEPTUS ASTARTES WALKER model from your army. + +**EFFECT:** Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Ironstorm Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### MERCY IS WEAKNESS — 2CP +**Type:** Ironstorm Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit. + +### POWER OF THE MACHINE SPIRIT — 1CP +**Type:** Ironstorm Spearhead – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. + +**TARGET:** One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. + +### UNBOWED CONVICTION — 1CP +**Type:** Ironstorm Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that is below its Starting Strength. + +**EFFECT:** Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws). + +### VENGEFUL ANIMUS — 1CP +**Type:** Ironstorm Spearhead – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an ADEPTUS ASTARTES VEHICLE model from your army with the Deadly Demise ability is destroyed. + +**TARGET:** That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. + +## Enhancements + +### Adept of the Omnissiah — 35pts +*This battle-brother is steeped in hidden technological rites. Should their armoured charges be threatened, a burst of arcane binharic screed can rouse their machine spirits to vigilance.* +TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0. + +### Master of Machine War — 20pts +*This commander is supremely gifted in the strategies of armoured warfare, understanding the capabilities of every war engine in the Chapters arsenal. Delivering precision orders, they ensure the vehicles under their command inflict the most punishing damage to the enemy even amidst complex manoeuvres.* +ADEPTUS ASTARTES model only. In your Command phase, select one Adeptus Astartes Vehicle model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn. + +### Target Augury Web — 30pts +*This spearhead commander uses advanced augmetics to distribute targeting data. With these, they direct the fire of their war engine crews and rouse their machine spirits to operative superiority.* +Techmarine model only. In your Command phase, select one Adeptus Astartes Vehicle model within 6" of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability. + +### The Flesh is Weak — 10pts +*The injuries of past battles have seen this warrior heavily rebuilt with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill.* +ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability. + +--- + +# Liberator Assault Group + +## Abilities + +### Red Thirst +Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit. + +RESTRICTIONS +Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### AGGRESSIVE ONSLAUGHT — 1CP +**Type:** Liberator Assault Group – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an Adeptus Astartes unit from your army has Advanced. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced. + +### ANGELIC GRACE — 1CP +**Type:** Liberator Assault Group – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Liberator Assault Group – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### RED RAMPAGE — 1CP +**Type:** Liberator Assault Group – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities. + +### RELENTLESS ASSAULT — 1CP +**Type:** Liberator Assault Group – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back. + +### SAVAGE ECHOES — 1CP +**Type:** Liberator Assault Group – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit. + +**EFFECT:** Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit. + +## Enhancements + +### Gift of Foresight — 15pts +*This heroic warrior bears a glimmering of Sanguinius' prophetic gifts. Flashes of foresight allow him to weave around his enemy's blows with supernatural skill.* +Adeptus Astartes model only. Once per battle round, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead. + +### Icon of the Angel — 20pts +*The Icon of the Angel reminds the Blood Angels of the heretics who fled after laying low Sanguinius, exhorting them to let no enemy escape their grasp again.* +Adeptus Astartes model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +### Rage-fuelled Warrior — 35pts +*Fury burns in this warrior's soul. A single moment of savage brutality stands between them and the maddening embrace of the Black Rage.* +Adeptus Astartes model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearers melee weapons have the [sustained hits 3] ability. + +### Speed of the Primarch — 25pts +*Such is this warriors rage-fuelled speed, it is as if the Primarch himself fights alongside his sons.* +Adeptus Astartes model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. + +--- + +# Librarius Conclave + +*The Space Marine psykers that comprise the ranks of the Librarius often stand apart from their battle-brothers, many of whom find their mastery of occult powers disturbing. Yet, despite their misgivings, no Space Marine doubts the might of their Chapter’s Librarians. On rare occasions, often in response to daemonic invasion or the machinations of xenos psykers, a group of Librarians may accompany a hand-picked task force to war. When leading squads of transhuman warriors into the fight, such a conclave may enhance their battle-brothers’ already supreme strength, speed and endurance with channelled empyric energies, confound their enemies with illusory deceptions, or obliterate the foe in blazing torrents of flame.* + +## Abilities + +### Psychic Disciplines +At the start of the battle round, select one of the following Psychic Disciplines. Until the end of the battle round, that Psychic Discipline is active and its effects apply to all Adeptus Astartes Psyker units from your army. + +Biomancy Discipline +Add 2" to the Move characteristic of models in this unit. + +Divination Discipline +Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +Pyromancy Discipline +Each time a ranged attack made by a model in this unit targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1. + +Telekinesis Discipline +Each time a ranged attack targets this unit, subtract 1 from the Strength characteristic of that attack. + +Telepathy Discipline +Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Librarius Conclave – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### ASSAIL — 1CP +**Type:** Librarius Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Adeptus Astartes Psyker unit from your army that is eligible to shoot. + +**EFFECT:** Select one enemy unit within 18" of and visible to one or more PSYKER models in your unit (excluding units with the Lone Operative ability), and roll six D6, adding 1 to each result if the Telekinesis Discipline is active for your army: for each 4+, that enemy unit suffers 1 mortal wound. + +### FIERY SHIELD — 1CP +**Type:** Librarius Conclave – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 18" of one or more friendly Adeptus Astartes Psyker models, and that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll, and if the Pyromancy Discipline is active for your army, weapons that target your unit have the [HAZARDOUS] ability. + +### IRON ARM — 1CP +**Type:** Librarius Conclave – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that is within 18" of one or more Adeptus Astartes Psyker models from your army and has not been selected to Fight this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit, or add 2 if the Biomancy Discipline is active for your army. + +### PRESCIENT PRECISION — 1CP +**Type:** Librarius Conclave – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Adeptus Astartes Psyker unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, that attack has the [LETHAL HITS] ability, and the [IGNORES COVER] ability as well if the Divination Discipline is active for your army. + +### SENSORY ASSAULT — 1CP +**Type:** Librarius Conclave – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Adeptus Astartes Psyker unit from your army. + +**EFFECT:** Select one enemy unit that is within 18" of and visible to one PSYKER model in your unit. Until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. In addition, if the Telepathy Discipline is active for your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. + +## Enhancements + +### Celerity — 30pts +*The powers of the Immaterium flow through the psyker, heightening his speed and that of his battle-brothers.* +Adeptus Astartes Psyker model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced, and if the Biomancy Discipline is active for your army, it is eligible to declare a charge in a turn in which it Fell Back. + +### Fusillade — 35pts +*The Librarian wreathes the ammunition of his allies in armour-eroding halos of azure fire.* +Adeptus Astartes Psyker model only. Ranged weapons equipped by models in the bearer’s unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities, and: +- The [SUSTAINED HITS 1] ability if the Pyromancy Discipline is active for your army. +- Add 6" to the Range characteristic of those weapons if the Telekinesis Discipline is active for your army. + +### Obfuscation — 20pts +*By manipulating the minds of the foe, practitioners of telepathy may obfuscate their presence.* +Adeptus Astartes Psyker model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit, and if the Telepathy Discipline is active for your army, the bearer’s unit cannot be targeted by ranged attacks unless the attacking model is within 18". + +### Prescience — 25pts +*Those who specialise in prognostication may foresee the flow of battle and position their allies accordingly.* +Adeptus Astartes Psyker model only (excluding Terminator models). Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, the bearer’s unit can make a Normal move of up to D6", or up to 6" instead if the Divination Discipline is active for your army. + +--- + +# Lion’s Blade Task Force + +*There is no more significant duty to the Dark Angels’ Inner Circle than the pursuit and capture of the Fallen. A Lion’s Blade Task Force combines the speed, manoeuvrability and firepower of the Ravenwing with the obdurate might of the Deathwing. The bikes, aircraft and speeders of the Ravenwing thunder across the battlefield, smashing through enemy formations to place teleport homers in key positions behind the enemy lines. Then come the Deathwing, appearing in crackling flashes of blue light to enact retribution with brutal efficiency.* + +## Abilities + +### In The Lion’s Claws +- Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more Ravenwing units from your army Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. +- Each time a Deathwing unit from your army declares a charge, if one or more targets of that charge are within Engagement Range of one or more RAVENWING units from your army, add 2 to the Charge roll. + +RESTRICTIONS +Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Lion’s Blade Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### ILLUMINATING FIRE — 1CP +**Type:** Lion’s Blade Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after a RAVENWING unit from your army has selected its targets. + +**TARGET:** That Ravenwing unit. + +**EFFECT:** Select one enemy unit within 12" of your unit that was selected as the target of one or more of the attacking unit’s attacks. Until the end of the phase, each time a friendly Deathwing unit makes an attack that targets that enemy unit, add 1 to the Wound roll. + +### INESCAPABLE WRATH — 2CP +**Type:** Lion’s Blade Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One Deathwing Infantry or Deathwing Walker unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. + +**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. + +**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +### KNIGHTS OF IRON — 1CP +**Type:** Lion’s Blade Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Ravenwing unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. + +### OVERPOWERING EXACTION — 1CP +**Type:** Lion’s Blade Task Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command or Fight phase +**Description:** **WHEN:** Command phase or the start of the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test. When doing so, if your unit has the Deathwing or Ravenwing keyword, subtract 1 from the result. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### STRENGTH IN UNITY — 1CP +**Type:** Lion’s Blade Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** If that enemy unit is within Engagement Range of one or more Ravenwing units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. If that enemy unit is within Engagement Range of one or more Deathwing units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, if the Strength characteristic of that attack is greater than the Toughness characteristic of the target, subtract 1 from the Wound roll. + +**RESTRICTIONS:** A unit cannot be targeted by this and the Armour of Contempt Stratagem in the same phase. + +## Enhancements + +### Calibanite Armaments — 15pts +*The eldest relic weapons of the Dark Angels trace their lineage to ancient Caliban and are wielded only by the greatest champions of the Unforgiven.* +ADEPTUS ASTARTES model only. Add 1 to the Damage characteristic of the bearer’s melee weapons. + +### Fulgus Magna — 20pts +*This ancient teleport homer projects a powerful narrow‑band signal, enabling the teleportarium chambers of orbiting vessels to lock on to the bearer even amid severe atmospheric or empyric disturbances.* +Deathwing model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves. + +### Lord of the Hunt — 15pts +*This veteran of the Ravenwing has spent mortal lifetimes in the saddle, leading mechanised cavalry to battle on countless worlds.* +Ravenwing model only. The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back and you can re-roll Desperate Escape tests taken for models in the bearer’s unit. + +### Stalwart Champion — 25pts +*Possessed of obdurate will, this warrior champion instils an indomitable resolve and absolute refusal to cede ground within his brothers.* +Captain, Chaplain or Lieutenant model only. While the bearer’s unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in the bearer’s unit. + +--- + +# Orbital Assault Force + +*There is arguably no method of Space Marine warfare more iconic than the decisive combat drop from orbit. Certainly, as Captain Titus and his fellow Ultramarines rush to defend successive sites along the borders of Ultramar, it is a strategy that they have employed time and again. Aiming to maximise the impact of the Adeptus Astartes as highly elite – but almost always outnumbered – shock assault troops, they launch waves of heavy transports and gunships from the embarkation decks of a strike cruiser skimming the upper atmosphere. Drop Pods slam down amongst the foe, disgorging Space Marines whose guns are already blazing and chainswords roaring before the enemy even realise they are under attack. Reality buckles and unnatural lightning leaps as Terminators teleport in to add their fury to the sudden onslaught.* + +## Abilities + +### Rapid-drop Deployment +At the start of the Declare Battle Formations step, select a number of ADEPTUS ASTARTES units (excluding Titanic units) from your army based on the battle size, as shown below. Models in those units have the Deep Strike ability. + +**BATTLE SIZE****NUMBER OF UNITS**Incursion2Strike Force3Onslaught4 +Each time an ADEPTUS ASTARTES model from your army makes an attack, if it was set up on the battlefield this turn, re-roll a Wound roll of 1. If it disembarked from a Drop Pod this turn, re-roll a Hit roll of 1 as well. + +## Stratagems + +### AUTO‑SENSE COORDINATION — 1CP +**Type:** Orbital Assault Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a Drop Pod or while targeting an enemy unit within 12". + +### BLIND SCREEN — 1CP +**Type:** Orbital Assault Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit’s attacks and one friendly Adeptus Astartes Smoke Vehicle or Drop Pod unit within 9" of it. + +**EFFECT:** Until the end of the phase, models in your units have the Stealth ability and each time a ranged attack targets one of your units, models in that unit have the Benefit of Cover against that attack. + +### ONWARD FOR THE EMPEROR — 1CP +**Type:** Orbital Assault Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that was not set up on the battlefield this turn and one friendly Transport it is able to embark within. + +**EFFECT:** If your ADEPTUS ASTARTES unit is wholly within 6" of that TRANSPORT, it can embark within it. + +### SHOCK ONSLAUGHT — 1CP +**Type:** Orbital Assault Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +### SUPPRESSION STRAFING — 1CP +**Type:** Orbital Assault Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**RESTRICTIONS:** You cannot use this Stratagem more than once per battle round. + +### TACTICAL DECAPITATION — 1CP +**Type:** Orbital Assault Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll. + +## Enhancements + +### Dedicated Gunship — 15pts +*Bulky and somewhat lumbering as they are, Terminator squads – or even particularly vital officers wearing Terminator plate – may be assigned a gunship for swift combat extraction and relocation mid-battle.* +ADEPTUS ASTARTES TERMINATOR model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves. + +### Laurels of Thunder — 15pts +*This honour is awarded to those Space Marine officers who display greatest vigour during orbital drops.* +ADEPTUS ASTARTES model only. You can re-roll Charge rolls made for the bearer’s unit in a turn in which it was set up on the battlefield. + +### Orbital Uplink Reliquary — 25pts +*Though it appears a morbid trinket of faith, in truth this device contains a powerful microcogitator linked to the strategium of the orbiting strike cruiser, which helps the bearer coordinate rapid strategic redeployments.* +ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### Veteran of the Vanguard — 20pts +*Long experience leading Phobos-armoured vanguard strikes has taught this warrior many lessons about swift and stealthy attacks.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. + +--- + +# Pilum Strike Team + +***Comprising veterans in the theatre of ship-to-ship void war, pilum strike teams are cast through the void like a spear aboard shrouded boarding torpedoes to infiltrate key enemy warships. Once aboard, the Phobos-armoured Space Marines wage a terror campaign to destabilise the target vessel from within.*** + +## Abilities + +### Relentless Salvoes +ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back. + +## Stratagems + +### ENHANCED EFFICIENCY — 1CP +**Type:** Pilum Strike Team – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn. + +### FIGHTING RETREAT — 1CP +**Type:** Pilum Strike Team – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. + +### KNIFE WORK — 1CP +**Type:** Pilum Strike Team – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1. + +### MASTER MARKSMEN — 1CP +**Type:** Pilum Strike Team – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. + +## Enhancements + +### Omni-Structural Auspex — 0pts +*A rare device with a potent and knowledgeable machine spirit, this implement analyses the integrity of foes’ armour and isolates weaknesses to exploit.* +In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model (excluding Character models) makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. + +### Void Warrior — 0pts +*Having mastered the arts of shipboard warfare over many battles, this warrior moves swiftly through them and strikes with unerring skill.* +You can re-roll Advance and Charge rolls made for the bearer. In addition, the bearer is eligible to declare a charge in a turn in which it Advanced. + +--- + +# Rage-cursed Onslaught + +*The Red Thirst and the Black Rage will forever be the twin spiritual curses that the Blood Angels must hide from their allies for fear of censure. However, they can prove potent weapons of last resort when unleashed upon a determined foe. No Blood Angel takes such a decision lightly: to the sons of Sanguinius, a victory won through giving in to their Red Thirst is tainted at best, while to succumb to the Black Rage is no better than a living death. All this is little comfort to enemies facing the Blood Angels’ onslaught in such moments, however.* + +## Abilities + +### Maddened Ferocity +Each time an ADEPTUS ASTARTES model from your army makes a melee attack, re-roll a Wound roll of 1. + +Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Battle-shocked, add 2 to the Attacks characteristic of melee weapons equipped by models in that unit instead. + +Restrictions +Your army can include Blood Angels units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### A GRIM WARNING — 1CP +**Type:** Rage-cursed Onslaught – Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Blood Angels unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Rage-cursed Onslaught – Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DEATHLESS DUTY — 2CP +**Type:** Rage-cursed Onslaught – Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### INSENSATE RAMPAGE — 1CP +**Type:** Rage-cursed Onslaught – Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +### LIMB FROM LIMB — 1CP +**Type:** Rage-cursed Onslaught – Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that made a Charge move this turn. + +**EFFECT:** Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit. + +### RED WRATH — 1CP +**Type:** Rage-cursed Onslaught – Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +## Enhancements + +### Angel’s Fang — 25pts +*This artificer-crafted weapon has a dark reputation amongst the Chapter. Yet none can deny its lethality, or its machine-spirit’s desire to drink the blood of the mightiest foes.* +ADEPTUS ASTARTES model only. Each time the bearer makes a melee attack that targets a CHARACTER, MONSTER or VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability. + +### Carmine Reliquary — 30pts +*This armoured casket contains the skull of a beloved Blood Angels Captain lost to the Black Rage. It is a potent talisman of unfaltering aggression.* +Chaplain model only. Models in the bearer’s unit have the Scouts 6" ability. Each time you take a Battle-shock test for an ADEPTUS ASTARTES unit within 6" of the bearer, you can re-roll the result. + +### Master of the Red Thirst — 25pts +*Long practice has allowed this champion to gain a modicum of focus and control over their Red Thirst – wisdom they pass on in the heat of battle.* +ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. + +### Sanguinary Tear (Aura) — 35pts +*Legend has it that the blood-red stone set into this relic houses a teardrop shed by the Primarch himself. Those lost to the Black Rage seem to fight all the more furiously in its presence.* +ADEPTUS ASTARTES model only. While a friendly Death Company unit is within 6" of the bearer, add 1 to the Strength characteristic of weapons equipped by models in that unit. + +--- + +# Reclamation Force + +*The Ultramarines and their brother Shield Chapters forge ever outward into the darkness beyond the bounds of Ultramar, to conquer new territories for the Five Hundred Worlds. Acting as the speartips of the wider reconquest, their compact but powerful reclamation forces hit the enemy hard and drive deep into their lines to seize key strategic locations and deny them to the foe. With this done, they draw upon their dedication to the vision of Roboute Guilliman and the absolute loyalty they owe the empire of Macragge to fill themselves with unbending resolve and indomitable vigour. Fighting to uphold their oaths in the face of often overwhelming odds, still the Space Marines drive their enemies back and shatter their strength.* + +## Abilities + +### Oath of Reclamation +- Each time an ADEPTUS ASTARTES model from your army makes a melee attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. +- Each time an attack targets an ADEPTUS ASTARTES unit from your army, if your unit is within range of an objective marker that you controlled at the start of the phase and if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit or your unit has the Titus keyword, subtract 1 from the Wound roll. + +RESTRICTIONS +Your army can include Ultramarines units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### CRUSADING CONQUERORS — 1CP +**Type:** Reclamation Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** End of the Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. + +### FIGHT TO THE END — 1CP +**Type:** Reclamation Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### FURIOUS DEDICATION — 1CP +**Type:** Reclamation Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Charge or Fight phase +**Description:** **WHEN:** Your Charge phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not declared a charge or been selected to fight this phase. + +**EFFECT:** Until the end of the turn, add 2 to Charge rolls made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. + +**RESTRICTIONS:** You cannot use this Stratagem more than once per turn. + +### MARCHING EVER ON — 1CP +**Type:** Reclamation Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase. + +**EFFECT:** Your unit can make a Normal move of up to D6"+1. + +### SCIONS OF GUILLIMAN — 1CP +**Type:** Reclamation Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army ends a Fall Back move. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### ULTRAMARIAN DESTINY — 1CP +**Type:** Reclamation Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +## Enhancements + +### Avenging Avatar (Aura) — 10pts +*Eyes alight with determination and vengeful fury, this champion of the Chapter seems almost to cast the dread shadow of the Primarch himself across his quailing foes.* +ADEPTUS ASTARTES model only. In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of the bearer, that enemy unit must take a Battle-shock test. + +### Liberatum — 25pts +*Forged on Macragge by the finest artisans, this weapon’s machine spirit is said to burn with a desire to see the Five Hundred Worlds ripped from the grasp of heretics and despots.* +ADEPTUS ASTARTES model only. Each time the bearer makes an attack that targets an enemy unit, if the target is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### Scroll of Proclamation — 15pts +*Finely scribed on vellum and tightly bound in an armoured scroll case, the words of Roboute Guilliman’s Consilias Imperitus Ultimar prove a constant source of inspiration that drive this warrior ever onward.* +ADEPTUS ASTARTES model only. Each time the bearer’s unit declares a charge, if one or more targets of that charge are within range of an objective marker, you can re-roll the Charge roll. + +### Seals of Reconquest — 20pts +*These precious seals are manufactured on Konor, and contain micro shield generators that – while swift to exhaust their charge – help to safeguard battle-brothers while they fulfil their oaths of duty.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save. + +--- + +# Saga of the Beastslayer + +*Many terrible beasts stalk Fenris’ tundra or dwell within the depths of its frothing seas, and its people possess many tales of the slaying of such terrors. Some who ascend to the ranks of the Space Wolves continue this tradition of monster slaying, seeking out the largest, strongest and most lethal foes and pitting their strength against them. Bellowing battle cries, Thunderwolf Cavalry form wedges and charge, cutting through enemy infantry to reach such worthy prey. Wolves bound forward at their side, falling upon the wounded with feral hunger. Frenzied Wulfen, their bodies afflicted by the ravages of the Canis Helix, crash into armoured formations to swing thunder hammers and bring to bear crackling lightning claws. Then come the Wolf Guard, clad in Terminator armour or equipped as Headtakers, exploiting breaches in the enemy line to close upon their chosen prey. With each mighty warrior slain or titanic behemoth felled, the cohesion of the foe erodes and victory is brought closer to fruition.* + +## Abilities + +### Legendary Slayers +Each time an ADEPTUS ASTARTES model from your army makes an attack, if that attack targets a CHARACTER, MONSTER or VEHICLE unit or if your Saga is completed (see below), that attack has the [lethal hits] ability. + +Saga of the Beastslayer +At the start of the first battle round, your Beastslayer tally is 0, and you determine your Beastslayer target by halving the number of units from your opponent’s army (including those embarked within TRANSPORTS) that have one or more of the following keywords (rounding up): CHARACTER, MONSTER, VEHICLE. + +Each time an ADEPTUS ASTARTES unit from your army shoots or fights, after all of those attacks have been resolved, add 1 to your Beastslayer tally for each enemy unit with one or more of the following keywords destroyed by those attacks: CHARACTER, MONSTER, VEHICLE. + +Once your Beastslayer tally is equal to or greater than your Beastslayer target, your Saga is completed. + +## Stratagems + +### COORDINATED STRIKE — 1CP +**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Space Wolves unit from your army that is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### IMPETUOSITY — 1CP +**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Wulfen Infantry or Blood Claws unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, after that enemy unit has shot, if one or more models in your unit were destroyed as a result of those attacks, your unit can make an Impetuous move. To do so, roll one D6: your unit can be moved a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. + +### PINNING FIRE — 1CP +**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, after your unit has shot, select one enemy CHARACTER, MONSTER, or VEHICLE unit hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. + +### SHOCK CAVALRY — 1CP +**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Thunderwolf Cavalry unit from your army that has not been selected to move or declared a charge this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them. + +### THUNDEROUS PURSUIT — 1CP +**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to D6". If your unit has the Space Wolves Infantry or Thunderwolf Cavalry keywords, it can make a Normal move of up to 6" instead. + +### UNBRIDLED FEROCITY — 1CP +**Type:** Saga of the Beastslayer – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Space Wolves unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll. + +## Enhancements + +### Elder’s Guidance — 20pts +*Wily and long of fang, this warrior brings centuries of battlefield experience to the fight, lending focus to the reckless fury of his youthful battle-brothers.* +Space Wolves model only. Once per battle, at the start of the Fight phase, if the bearer is leading a Blood Claws unit, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. + +### Helm of the Beastslayer — 15pts +*Wrought from the carapace of a nameless xenos monstrosity, this helm offers unparalleled protection.* +ADEPTUS ASTARTES model only. Each time an attack made by a CHARACTER, MONSTER or VEHICLE model targets the bearer’s unit, reduce the Armour Penetration characteristic of that attack by 1. + +### Hunter’s Guile — 20pts +*This warrior embodies the cunning of the wolf, utilising deception and misdirection to confound his foes.* +ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three Thunderwolf Cavalry, Wulfen and/or Blood Claws units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### Wolf-touched — 15pts +*Whilst the Canis Helix has yet to overcome this champion fully, it is stirred to life by the thrill of battle and the scent of blood.* +Space Wolves model only. Add 2" to the Move characteristic of the bearer. In the Declare Battle Formations step, the bearer can be attached to a Wulfen Infantry unit. + +--- + +# Saga of the Bold + +*The grand feasting halls of Fenris echo with the sagas of the Chapter’s greatest heroes. Every son of Russ hopes one day to forge his own tale of heroism and glory and take his place in the annals of the Great Companies. Thus, the Space Wolves armies are replete with many great champions, each of whom has felled foes beyond count and earned a deed name to match. When such heroes go to war, they lead their battle-brothers by example, hurling themselves into combat with furious aggression and inspirational acts of savagery. Bellowing oaths and making outlandish boasts, these champions seek to outdo one another. Encouraged forward in the wake of such heroic figures, Blood Claws and Grey Hunters battle alongside their Wolf Lord’s mighty Wolf Guard, fighting with resilience and vigour regardless of the odds arrayed against them.* + +## Abilities + +### Heroes All +Each time an ADEPTUS ASTARTES unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks: +- If your Saga is completed (see below), you can re-roll one Hit roll, one Wound roll and one Damage roll. +- Otherwise, if that unit is a Space Wolves Character unit, you can re-roll one Hit roll, one Wound roll or one Damage roll. + +Saga of the Bold +Each time a SPACE WOLVES CHARACTER unit from your army does one of the following, that unit achieves that Boast. Once three or more different Boasts have been achieved by units from your army, your Saga is completed. +- **Your Hide as a Trophy:** That unit destroys your Oath of Moment target. +- **Slay Them All:** That unit destroys your Oath of Moment target, and that is the second Oath of Moment target destroyed by that unit in this battle. +- **Overrun Their Position:** At the end of either player’s turn, that unit is wholly within your opponent’s deployment zone. +- **Hold the Line:** From the second battle round onwards, at the end of your Command phase, that unit is within range of an objective marker you control that is not within your deployment zone. + +## Stratagems + +### ALPHA STRIKE — 1CP +**Type:** Saga of the Bold – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Adeptus Astartes Character unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. + +### BIRTH OF A SAGA — 1CP +**Type:** Saga of the Bold – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Wolf Guard Headtaker or Wolf Guard Terminator Pack Leader model from your army. + +**EFFECT:** Until the start of your next Command phase, your model has the CHARACTER keyword. + +**Designer’s Note:** *While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Heroes All rule, in addition to other rules that interact with CHARACTER units.* + +### CHAMPION’S GUIDANCE — 1CP +**Type:** Saga of the Bold – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Space Wolves Character unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. + +### COUNTERCHARGE — 2CP +**Type:** Saga of the Bold – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One Adeptus Astartes Character unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. + +**EFFECT:** Your unit now declares a charge that targets only one or more of those enemy units, and you resolve that charge as if it were your Charge phase. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +### HEROIC RESOLVE — 2CP +**Type:** Saga of the Bold – Epic Deed Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Space Wolves Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### INSPIRING PRESENCE — 1CP +**Type:** Saga of the Bold – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Character unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. + +## Enhancements + +### Braggart’s Steel — 20pts +*This weapon has graced the hand of many a champion and inspires in its bearers a brazen self-confidence.* +Space Wolves model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. If the bearer’s unit has achieved one or more Boasts, add 1 to the Damage characteristic of those weapons as well. + +### Hordeslayer — 15pts +*Seeking to take a terrible tally of lives, this warrior hurls himself into the heart of the fight, heedless of the numbers arrayed against him.* +Space Wolves model only. At the start of the Fight phase, if there are more enemy models than friendly models wholly within 6" of the bearer, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by the bearer. If the bearer’s unit has achieved one or more Boasts, add 3 to the Attacks characteristic instead. + +### Skjald — 15pts +*This warrior is well-versed in the Chapters saga, drawing inspiration and invaluable teachings from their retelling.* +ADEPTUS ASTARTES model only. Each time a Space Wolves Character unit from your army achieves a Boast, if the bearer is on the battlefield, you gain 1CP. + +### Thunderwolf’s Fortitude — 25pts +*Possessed of indomitable fortitude, this champion of Fenris refuses the call of Morkai, fighting beyond the limits of even a Space Marine’s endurance.* +ADEPTUS ASTARTES model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining. + +--- + +# Saga of the Great Wolf + +*When the Great Wolf Logan Grimnar leads his packs to war, it is certain that mighty deeds will be done and epic verses added to the sagas of many a Space Wolf. There is none amongst the sons of Russ who can command such instinctive authority throughout his Chapter, none who so deftly wields warrior and war engine like a single great pack. In the sight of their lord, every Space Wolf aspires to be a champion of Fenris and strives with ever-greater determination to prove themselves worthy of his regard. Grimnar masterfully directs the hunt from its very heart, orchestrating every element like an apex predator herding its prey to destruction. Where restraint is needed, he sees it exercised. Where focused fury must be unleashed, he is its master and embodiment both. So does the saga of Logan Grimnar grow ever greater for the telling.* + +## Abilities + +### Master of Wolves +At the start of your Command phase, you can select one of the Hunting Packs listed below. Until the start of your next Command phase, that Hunting Pack is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Hunting Pack once per battle. +- **Encircling Jaws:** This unit can re-roll Advance rolls and Charge rolls. +- **Hunter’s Eye:** Each time a model in this unit makes a ranged attack, add 1 to the Hit roll. +- **Ferocious Strike:** Each time this unit is selected to fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability. + +### Howling Onslaught +Once per battle, when selecting a Hunting Pack for the Master of Wolves Detachment rule, if a Logan Grimnar model from your army is on the battlefield, you can select a Hunting Pack you have already selected this battle. + +### Restrictions +Your army can include Space Wolves units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### BATTLE INSTINCTS — 1CP +**Type:** Saga of the Great Wolf – Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Space Wolves unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Your unit can make a Normal move of up to D6". + +### EYE OF THE PACK — 1CP +**Type:** Saga of the Great Wolf – Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can add 1 to the Wound roll. + +### FENRISIAN FEROCITY — 1CP +**Type:** Saga of the Great Wolf – Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Adeptus Astartes Mounted or Adeptus Astartes Walker unit from your army that has not been selected to move or charge this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models (excluding TITANIC models) and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end a Normal, Advance or Fall Back move within Engagement Range of them. + +### GRIMNAR’S COMMAND — 1CP +**Type:** Saga of the Great Wolf – Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Select one Hunting Pack from the Master of Wolves Detachment rule. Until the start of your next Command phase, that Hunting Pack is active for your unit instead of any other Hunting Pack that is active, even if you have already selected that Hunting Pack this battle. + +### THE FOE FORESEEN — 1CP +**Type:** Saga of the Great Wolf – Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### UNRELENTING HUNTERS — 1CP +**Type:** Saga of the Great Wolf – Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Space Wolves unit, until the end of the turn, it is eligible to declare a charge in a turn in which it Advanced or Fell Back. + +## Enhancements + +### Chariots of the Storm — 25pts +*This dedicated flight of gunships attends the Great Wolf and his packs, and can be called in to rapidly reposition his forces in the moments before battle is joined.* +ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Grimnar’s Mark — 20pts +*This moonsilver wolf-talisman is bestowed by the Great Wolf himself before battle, a mark of favour that fills the bearer with an eagerness to slay the foe.* +Adeptus Astartes Terminator Captain model only. Once per battle round, from the second battle round onwards, you can target the bearer’s unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. + +In the Declare Battle Formations step, the bearer can be attached to a Wolf Guard Terminators unit. + +### Howlmaw — 15pts +*An ancient hunting horn with a built-in vox amplification unit, this relic’s stirring howl can be heard even through the wild clangour of battle.* +Wolf priest model only. At the start of the Fight phase, you can select one enemy unit within 6" of the bearer. That unit must take a Battle-shock, subtracting 1 from the result. + +### Skjald’s Foretelling — 25pts +*Great deeds have been prophesied for this champion, such that those who fight alongside him do so all the harder as they play out the self-fulfilling prophecy.* +Wolf Guard Battle Leader model only. While the bearer is leading a unit, weapons equipped by models in that unit have the [LANCE] ability. + +--- + +# Saga of the Hunter + +*When the Great Companies go to war, they descend upon their foes with lightning speed, relying upon shock assaults to overwhelm even the most robust defences. Blood Claws smash into weak points whilst Grey Hunters outflank and strike the already-engaged foe. Long Fangs catch armoured vehicles and heavy infantry in punishing crossfires, and Wolf Scouts infiltrate enemy positions to sabotage prepared strongholds. By concentrating their firepower and force upon critical targets, the Space Wolves maximise the effectiveness of their savage assault. Utilising this ruthless precision, lupine cunning and unwavering stamina, the Space Wolves can pick apart numerically superior foes in much the same manner as Fenrisian wolves hunt the giant prey of the Space Wolves’ icy home. The greatest of the Chapter’s sagas tell of such battles and the myriad foes brought low by closely bonded packs of warriors.* + +## Abilities + +### Pack’s Quarry +Each time a model in a Space Wolves unit from your army makes a melee attack that targets an enemy unit, if that enemy unit is within Engagement Range of one or more other Adeptus Astartes units from your army, or if the attacking unit contains more models than that enemy unit: +- Add 1 to the Hit roll. +- If your Saga is completed (see below), add 1 to the Wound roll as well. + +Saga of the Hunter +At the start of the first battle round, your Quarry tally is 0. Each time an ADEPTUS ASTARTES unit from your army fights, after all of those attacks have been resolved, add 1 to your Quarry tally for each enemy unit destroyed by those attacks. + +Once your Quarry tally is equal to or greater than the number shown in the table below (depending on the battle size), your Saga is completed. + +**BATTLE SIZE****QUARRY TALLY**Incursion**2**Strike Force**3**Onslaught**4** + +## Stratagems + +### BOUNDING ADVANCE — 1CP +**Type:** Saga of the Hunter – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Space Wolves Infantry or Space Wolves Beasts unit from your army that has not been selected to move or declared a charge this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding Titanic models). When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them. + +### CHOSEN PREY — 1CP +**Type:** Saga of the Hunter – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Space Wolves unit from your army Falls Back. + +**TARGET:** That SPACE WOLVES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### HUNTERS’ TRAIL — 1CP +**Type:** Saga of the Hunter – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Space Wolves unit (excluding Monsters and Vehicles) from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. + +### MARKED FOR DESTRUCTION — 1CP +**Type:** Saga of the Hunter – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** Two ADEPTUS ASTARTES units from your army (excluding Beasts) that have not been selected to shoot this phase. + +**EFFECT:** Select one enemy unit visible to both of your units. Until the end of the phase, models in your units can only target that enemy unit (and only if it is an eligible target) and each time a model in one of your units makes an attack, re-roll a Wound roll of 1. + +### OVERWHELMING ONSLAUGHT — 1CP +**Type:** Saga of the Hunter – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** Two ADEPTUS ASTARTES units from your army within Engagement Range of that enemy unit, or one Space Wolves Beasts unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. + +### TERRITORIAL ADVANTAGE — 1CP +**Type:** Saga of the Hunter – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit is destroyed by an ADEPTUS ASTARTES unit from your army. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +## Enhancements + +### Fenrisian Grit — 15pts +*All Fenrisians possess a formidable constitution, yet this warrior demonstrates legendary resolve, shrugging off wounds that would fell lesser men.* +ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability. + +### Feral Rage — 10pts +*There is no substitute for raw aggression. This warrior fights with the berserk rage of a thunderwolf, tearing apart their foes with violent fury.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of melee weapons equipped by the bearer. Each time the bearer ends a Charge move, until the end of the turn, add an additional 1 to the Attacks characteristic of those weapons. + +### Swift Hunter — 20pts +*A seasoned hunter, this warrior knows well that speed and decisiveness can turn the tide of any battle.* +Space Wolves model only. Models in the bearer’s unit have the Scouts 7" ability. + +### Wolf Master — 5pts +*This warrior possesses an affinity with Fenrisian beasts and can inspire a frothing rage in their lupine companions with but a single barked command.* +Space Wolves model only. In your Command phase, select one friendly SPACE WOLVES unit within 9" of the bearer. Until the start of your next Command phase, teeth and claws and Tyrnak and Fenrir weapons equipped by models in that unit have the [LETHAL HITS] ability. + +--- + +# Shadowmark Talon + +*As Chapter Master of the Raven Guard, Aethon Shaan is a true master of the Trifold Path, utilising ambush, stealth and vigilance with surgical precision. Following his well-laid plans, Scout Squads, Infiltrators and other clandestine warriors penetrate the enemy line to wage guerrilla warfare. As these battle-brothers draw the attention of the foe, the remainder of Shaan’s warriors close in for the kill, assassinating officers and bringing down war machines with bursts of pinpoint fire. Before the enemy can react the Raven Guard are on the move once more, slipping into the shadows in preparation for the next targeted attack. Then, when the foe is bloodied and reeling, Shaan launches the main thrust of his assault, sweeping down with jump troops at his side to eviscerate his wounded prey.* + +## Abilities + +### Masters of Shadow +Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack. + +### Unparalleled Tactician +Once per battle round, if an Aethon Shaan model from your army is on the battlefield, you can use the Into Darkness Stratagem for 0CP. + +### Restrictions +Your army can include Raven Guard units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Shadowmark Talon – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### FEINT AND THRUST — 1CP +**Type:** Shadowmark Talon – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a Phobos or Scout Squad unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced. + +### INTO DARKNESS — 1CP +**Type:** Shadowmark Talon – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to two Phobos and/or Scout Squad units from your army, or one other Adeptus Astartes Infantry unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. + +**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. + +### LAY LOW THE TYRANTS — 1CP +**Type:** Shadowmark Talon – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +### RAPTORIAL VIGILANCE — 1CP +**Type:** Shadowmark Talon – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to D6", or up to 6" instead if it is a Phobos or Scout Squad unit. + +### STUNNING FUSILLADE — 1CP +**Type:** Shadowmark Talon – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. + +## Enhancements + +### Blackwing Shroud — 25pts +*This mechanical device contains miniaturised refraction fields and electromagnetic interference projectors that distort sensory apparatus, enabling the bearer and their unit to evade detection and infiltrate key positions.* +Adeptus Astartes Infantry model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. + +### Coronal Susurrant — 30pts +*This wreath of circuitry from the Dark Age of Technology forces a whispering white noise into enemy minds and broadcasts.* +Phobos model only. The bearer has the following ability: + +**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that usage of that Stratagem by 1CP. + +### Hunter’s Instincts — 25pts +*Those who master the Path of Ambush guide their forces to launch surprise assaults on the enemy with the precise timing of true hunters.* +ADEPTUS ASTARTES model only. In your Movement phase, if the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +### Umbral Raptor — 15pts +*This warrior is a solitary predator whose footsteps are all but silent and whose form is one with the shadows.* +ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities. + +--- + +# Spearpoint Task Force + +*When Suboden Khan rides to war, he is accompanied by the cream of the Chapter. Some go to war mounted on Raider-pattern bikes, forming the lance tip by which the enemy line is broken. Stormspeeders skim overhead, harassing the enemy with fire, whilst elite infantry scramble from their transports to exploit the salients their mounted brothers have opened. The First Khan orchestrates these assaults and sweeping flanking manoeuvres from the saddle of his grav bike. He leads from the front, raking the enemy with fire before plunging into their ranks.* + +## Abilities + +### Storm-swift Onslaught +ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back. + +### Wrath of the First Khan +At the end of the Fight phase, if a Suboden Khan unit from your army destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, that unit can make a Normal move of up to 6". + +### Restrictions +Your army can include White Scars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Spearpoint Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### EVASIVE MANOEUVRES — 1CP +**Type:** Spearpoint Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. + +### HUNTER’S INSTINCTS — 1CP +**Type:** Spearpoint Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Adeptus Astartes Infantry unit or Adeptus Astartes Mounted unit from your army that is within 9" of that enemy unit. You cannot target a unit that is within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +### MOBILE LETHALITY — 1CP +**Type:** Spearpoint Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back. + +### SPEAR THRUST AND SABRE SWING — 1CP +**Type:** Spearpoint Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Select either the [LANCE] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. If it is a MOUNTED unit, until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities instead. + +### WITHDRAW AND REGROUP — 1CP +**Type:** Spearpoint Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that is not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +## Enhancements + +### Chogorian Huntmaster — 25pts +*This mounted huntsman knows well the importance of manoeuvre, outflanking the enemy and ambushing unsuspecting foes from the flanks and rear, the better to land the killing blow.* +ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +### Hunter’s Eye — 20pts +*This augmetic eye enhances the user’s visual spectrum, enabling them to pinpoint heat signatures and cogitate appropriate firing solutions.* +ADEPTUS ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. + +### Spearpoint Paragon — 25pts +*Decades of service within the White Scars First Company have helped this superlative warrior master the violent arts of high-speed combat.* +ADEPTUS ASTARTES model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. + +### Stormseers’ Wisdom — 15pts +*The Chapter’s Librarians have made this champion privy to omens of great threats in future wars. Armed with this knowledge, they lead their warriors to war with a boldness that some mistake for recklessness.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. + +--- + +# Stormlance Task Force + +## Abilities + +### Lightning Assault +ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Stormlance Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### BLITZING FUSILLADE — 1CP +**Type:** Stormlance Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well. + +### FULL THROTTLE — 2CP +**Type:** Stormlance Task Force – Wargear Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army. + +**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED. + +### RIDE HARD, RIDE FAST — 1CP +**Type:** Stormlance Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. + +### SHOCK ASSAULT — 1CP +**Type:** Stormlance Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One ADEPTUS ASTARTES MOUNTED unit from your army that has not declared a charge this phase. + +**EFFECT:** Until the end of the turn, you can re-roll Charge rolls made for your unit and melee weapons equipped by models in that unit have the [LANCE] ability. + +### WIND-SWIFT EVASION — 1CP +**Type:** Stormlance Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Your unit can make a Normal move of up to 6". + +**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. + +## Enhancements + +### Feinting Withdrawal — 10pts +*This living legend of the Chapter is known for their calm in the heat of battle. Ever-observant of the ebbs and flows of the engagement, they can withdraw their warriors from the fray in good order, ready to hammer home a torrent of fire.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. + +### Fury of the Storm — 25pts +*This aggressive warrior channels their eagerness to kill into each and every strike. They hit the enemy’s lines with all the ferocity of a raging tempest.* +ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearers melee weapons by 2 instead. + +### Hunter’s Instincts — 25pts +*This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.* +ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. + +### Portents of Wisdom — 15pts +*This warrior has been made privy to omens of great threats in the wars to come. Armed with this knowledge, they and their battle-brothers enter battle with a boldness that some mistake for recklessness.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. + +--- + +# Terminator Assault + +***The Imperium has no finer or more perfectly suited warriors for cleansing the claustrophobic decks of voidships than Terminators. Each battle-brother is an army unto themself. Their armoured resilience is second to none, while their massive firepower allows them to turn gloomy corridors into killing grounds.*** + +## Abilities + +### Sacred Oath +Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll. + +## Stratagems + +### CARVE A PATH — 1CP +**Type:** Terminator Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One Terminator Assault Squad unit from your army that has not been selected to move this phase and has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. + +**RESTRICTIONS:** You cannot use this Stratagem more than once per turn. + +### CLEANSING SWEEP — 1CP +**Type:** Terminator Assault – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent's Movement or Charge phase. + +**TARGET:** One Terminator Squad unit from your army that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. + +### FOCUSING SHRINE — 1CP +**Type:** Terminator Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. + +**TARGET:** One Adeptus Astartes Terminator unit from your army that is in Reserves. + +**EFFECT:** Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways). + +**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. + +### TOWER OF STRENGTH — 1CP +**Type:** Terminator Assault – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Start or end of any phase. + +**TARGET:** One Adeptus Astartes Terminator unit from your army. + +**EFFECT:** Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. + +**RESTRICTIONS:** Each time you use this Stratagem, you cannot use it again until after your next Command phase. + +## Enhancements + +### Resolute — 0pts +*Allowing nothing to bar his path, this champion of the Chapter ploughs a bloody path through the foe.* +The bearer is eligible to declare a charge in a turn in which it Fell Back. In addition, Desperate Escape tests taken for the bearer are automatically passed, and each time the bearer makes a Fall Back move, it can move through enemy models as if they were not there. + +### Seal of Indomitability — 0pts +*This ancient honour is said to fortify the machine spirit of a suit of Terminator plate against even the most dolorous of blows.* +Once per battle, when the bearer’s unit is selected as the target of one or more attacks, it can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save. + +--- + +# The Angelic Host + +## Abilities + +### Upon Wings of Fire +At the end of your opponent s turn, you can select a number of Adeptus Astartes Jump Pack units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows: +**BATTLE SIZE**UNITS**Incursion**Up to 1 units **Strike Force**Up to 2 units **Onslaught**Up to 3 units +Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. In the Reinforcements step of your next Movement phase, set each of those units up using their Deep Strike ability. + +RESTRICTIONS +Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ANGEL’S SACRIFICE — 1CP +**Type:** The Angelic Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Adeptus Astartes Jump Pack unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of all of its attacks. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** The Angelic Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### DEATH FROM THE SKIES — 1CP +**Type:** The Angelic Host – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Movement phase, just after an Adeptus Astartes Jump Pack unit from your army Advances or Falls Back. + +**TARGET:** That ADEPTUS ASTARTES JUMP PACK unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. + +### DESCENT OF ANGELS — 1CP +**Type:** The Angelic Host – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Adeptus Astartes Jump Pack unit from your army that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. + +**RESTRICTIONS:** A unit targeted by this Stratagem is not eligible to declare a charge in the same turn. + +### MARTIAL EXEMPLARS — 1CP +**Type:** The Angelic Host – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Adeptus Astartes Jump Pack unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] and [PRECISION] abilities. + +### UNBRIDLED ARDOUR — 1CP +**Type:** The Angelic Host – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a friendly Sanguinary Guard unit makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll and you can re-roll the Wound roll. + +## Enhancements + +### Archangel’s Shard — 15pts +*When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmasters profane battle plate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.* +Adeptus Astartes Jump Pack model only. The bearer’s melee weapons have the [Anti-Chaos 5+] and [Lance] abilities. + +### Artisan of War — 20pts +*This warrior is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.* +Adeptus Astartes Jump Pack model only. Improve the Armour Penetration characteristic of the bearers weapons by 1, and the bearer has a Save characteristic of 2+. + +### Gleaming Pinions — 25pts +*The elaborately crafted ailerons of this jump pack allow the wearer to manoeuvre, twist and bank at incredible speeds.* +Adeptus Astartes Jump Pack model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, if this bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". + +### Visage of Death — 15pts +*This exquisitely crafted death mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. A neural amplifier embedded within the expressionless face of this macabre item serves to magnify the aura of fear it projects.* +Adeptus Astartes Jump Pack model only. In the Battle-shock step of your opponents Command phase, each enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer must take a Battle-shock test. + +--- + +# The Lost Brethren + +## Abilities + +### A Noble Death in Combat +Each time a Death Company model from your army makes a melee attack, re-roll a Wound roll of 1 if that model’s unit is below its Starting Strength; if that model’s unit is Below Half-strength, you can re-roll the Wound roll instead. + +KEYWORDS +If you select this Detachment, Death Company Marines and Death Company Marines with Bolt Rifles units from your army have the BATTLELINE keyword. + +RESTRICTIONS +Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** The Lost Brethren – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### FINAL RETRIBUTION — 1CP +**Type:** The Lost Brethren – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is within 12" of one or more friendly Chaplain models; on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### FURIOUS ONSLAUGHT — 1CP +**Type:** The Lost Brethren – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Death Company unit from your army, just before that unit Piles-in. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". If your unit is within 12" of one or more friendly Chaplain models, or if it is below Starting Strength, it can move up to 6" instead. In either case, it can only do so provided your unit ends that Pile-in move in Unit Coherency and within Engagement Range of one or more enemy units. + +### GLORIOUS SACRIFICE — 1CP +**Type:** The Lost Brethren – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Death Company unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +### LOST TO RAGE — 1CP +**Type:** The Lost Brethren – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Death Company unit from your army that is below Starting Strength and has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Attacks, Stength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1 and, unless your unit is within 12" of one or more friendly Chaplain models, until the end of the phase, those weapons have the [HAZARDOUS] ability. + +### WRATHFUL RAMPAGE — 1CP +**Type:** The Lost Brethren – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Death Company unit from your army Advances. + +**TARGET:** That DEATH COMPANY unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit is within 12" of one or more friendly Chaplain models, or it is below its Starting Strength, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. + +## Enhancements + +### Blood Shard — 25pts +*Spiritual energy flows from this crimson gem, filling its bearer with a ferocious desire to tear their foes limb from limb. Those infused with its energies may fight on despite suffering seemingly mortal wounds.* +Death Company model only. The first time the bearer is destroyed, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. + +### Sanguinius’ Grace — 20pts +*As maddening hallucinatory memories of long-forgotten battles flash across this warriors mind, he is granted a sliver of the Primarchs combat prowess.* +Death Company model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, the bearer can fight one additional time. + +### To Slay the Warmaster — 15pts +*Overcome by maddening hallucinations, this warrior sees in all enemy champions glimmers of Horus' dark majesty and thus strives to destroy them.* +Death Company model only. Once per battle, at the start of the Fight phase, if the bearer is within Engagement Range of one or more enemy CHARACTER units, you can select one of those CHARACTER units and roll six D6: for each 4+, one CHARACTER model in that unit suffers 1 mortal wound. + +### Vengeful Onslaught — 10pts +*This Son of Sanguinius appears to the brothers of the Death Company as a paragon of their Primarchs martial prowess. Should he fall in battle, the vengeful fury of the Lost will be inflamed.* +Death Company model only. It the bearer is destroyed, until the end of your next turn, each time a friendly DEATH COMPANY model makes an attack, add 1 to the 1 Hit roll. + +--- + +# Unforgiven Task Force + +## Abilities + +### Grim Resolve +While an ADEPTUS ASTARTES unit from your army is Battle-shocked, change the Objective Control characteristic of models in that unit to 1, instead of 0. In your Command phase, select one ADEPTUS ASTARTES unit from your army; until the start of your next Command phase, add 1 to the Objective Control characteristic of models in that unit. + +RESTRICTIONS +Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Unforgiven Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### FIRE DISCIPLINE — 1CP +**Type:** Unforgiven Task Force – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in that unit have the [ASSAULT], [HEAVY] and [IGNORES COVER] abilities. + +### GRIM RETRIBUTION — 1CP +**Type:** Unforgiven Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that had one or more models destroyed as a result of the attacking unit’s attacks. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target. + +### INTRACTABLE — 1CP +**Type:** Unforgiven Task Force – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### UNBREAKABLE LINES — 2CP +**Type:** Unforgiven Task Force – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. + +**TARGET:** One ADEPTUS ASTARTES unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll. + +### UNFORGIVEN FURY — 1CP +**Type:** Unforgiven Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently Battle-shocked, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. + +## Enhancements + +### Pennant of Remembrance — 10pts +*This hallowed banner records the names and deeds of legendary members of the Deathwing, stoking still firmer resolve in those who fight beneath it.* +Ancient model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability. While that unit is Battle-shocked, models in that unit have the Feel No Pain 4+ ability instead. + +### Shroud of Heroes — 25pts +*Formed from the death shrouds of some of the Chapters greatest warriors, this robe inspires its wearer with the might and selflessness of those who came before.* +ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining (if the bearer was Battle-shocked when it was destroyed, it is instead returned with its full wounds remaining). + +### Stubborn Tenacity — 15pts +*Even for a Chapter as famously stubborn as the Dark Angels, this warrior is known for their intractable nature.* +ADEPTUS ASTARTES model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Battle-shocked and below its Starting Strength. + +### Weapons of the First Legion — 15pts +*Beneath the surface of the Rock lie vaults within which weapons of antiquity and terrible power are stored.* +ADEPTUS ASTARTES model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. While the bearer is Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer s melee weapons instead. + +--- + +# Vanguard Spearhead + +## Abilities + +### Shadow Masters +Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack. + +## Stratagems + +### A DEADLY PRIZE — 1CP +**Type:** Vanguard Spearhead – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Start of the Command phase. + +**TARGET:** One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Vanguard Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### CALCULATED FEINT — 1CP +**Type:** Vanguard Spearhead – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. + +**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as a target of that charge. + +**EFFECT:** Your unit can make a Normal move of up to D6", or up to 6" instead if it is a PHOBOS or ScouT SQUAD unit. + +**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. + +### GUERRILLA TACTICS — 1CP +**Type:** Vanguard Spearhead – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army. + +**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. + +**RESTRICTIONS:** Each unit selected for this Stratagem must be more than 3" away from all enemy models. + +### STRIKE FROM THE SHADOWS — 1CP +**Type:** Vanguard Spearhead – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. + +### SURGICAL STRIKES — 2CP +**Type:** Vanguard Spearhead – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +## Enhancements + +### Execute and Redeploy — 20pts +*The battle-brothers under this warrior’s command seize every opportunity to strike while the initiative is theirs, harrying the foe with gunfire before returning to the shadows.* +PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase. + +### Ghostweave Cloak — 15pts +*Hand-stitched by blinded servitors and anointed with distilled blood, this cloak contains strands of mnemothread. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.* +ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities. + +### Shadow War Veteran — 30pts +*By the time the enemy believes battle has begun, their rear lines have already been attacked at this warriors command - their supply lines cut and their communications in disarray - choking them off from vital battlefield support.* +PHOBOS model only. Gain following ability: +**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +### The Blade Driven Deep — 25pts +*This battlefield stalker slips through enemy territory like a spectre, leading their warriors in daring behind-enemy-lines operations.* +ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. + +--- + +# Vindication Task Force + +*Sacred standards and consecrated banners in great numbers anoint the consecrated battlegrounds of Vindication Task Forces. These brotherhoods stamp the God-Emperor’s undeniable authority wherever they strike. Cleaving to the purity of their mission with the stubborn tenacity of Dorn, the Black Templars ruthlessly extinguish their foe from holy sites and bludgeon any attempts to retake them. Veteran Ancients brandish the icons and heraldries of the crusade in pious defiance, the standards’ radiance declaring the God-Emperor’s sovereignty, and each a challenge to his enemies. In sight of them, the holdouts of heretics are revealed and put to righteous flame. Sorcerous corruption is wiped clean in barrages of scripture-incised missiles, while xenos forts are torn down by the pilots of hulking warsuits and revered Dreadnoughts. Inspired by the honour of iconic reliquaries, millennia-old shrouds and hallowed tapestries, the Black Templars reclaim and reconsecrate the Emperor’s domain with blood.* + +## Abilities + +### Purge and Sanctify +- Each time an attack targets an Ancient unit from your army, if that unit is within range of one or more objective markers and the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. +- Each time a Crusader Squad unit from your army makes a Righteous Zeal move, that unit can end that move as close as possible to the closest objective marker instead of as close as possible to the closest enemy unit. + +RESTRICTIONS +Your army can include Black Templars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### LITANIES OF PURGATION — 1CP +**Type:** Vindication Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if that model’s unit is within range of one or more objective markers or the target unit is within range of one or more objective markers, improve the Armour Penetration characteristic of that attack by 1. + +### PERFERVID INTERVENTION — 2CP +**Type:** Vindication Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. + +**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. + +**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +### RECITATION OF THE REVERED — 1CP +**Type:** Vindication Task Force – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Ancient unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### RECLAIM OUR HONOUR! — 1CP +**Type:** Vindication Task Force – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys an Ancient model from your army that has not been targeted with the Refusal to Yield Stratagem this phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army visible to that enemy unit. + +**EFFECT:** Until the end of the battle, each time an ADEPTUS ASTARTES model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. + +**RESTRICTIONS:** You cannot target that ANCIENT model with the Refusal to Yield Stratagem this phase. + +### REFUSAL TO YIELD — 1CP +**Type:** Vindication Task Force – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an Ancient model from your army is destroyed. + +**TARGET:** That ANCIENT model. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** At the end of the phase, set your model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. + +**RESTRICTIONS:** You cannot target the same model with this Stratagem more than once per battle. + +### SPOOR OF THE UNHOLY — 1CP +**Type:** Vindication Task Force – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. + +## Enhancements + +### Consecrating Aura — 25pts +*The piety and honour of this warrior can be felt wherever he fights. His presence rouses the ardent souls of the Black Templars, warding Sigismund’s heirs from the blasphemy of the unbeliever.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save. + +### Imperialis of the Eternal Crusade — 15pts +*This gleaming finial is said to have once topped Terra’s holiest spire and been gifted by the third Ecclesiarch to the High Marshal. It radiates an imperious superiority, buffeting impure minds with bellicose neural suppression until those who mean the bearer ill are left staggering.* +Ancient model only. Each time an enemy unit selects the bearer’s unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any olher negative modifiers to that Charge roll). + +### Orb of the Emperor’s Aegis — 10pts +*What Dark Age technology may lie inside this icon-wreathed sphere pales compared to its true power: that of the Emperor’s blessing. When activated, the orb briefly emits a glowing nimbus of protective energy so powerful that it can hold back the corruptive fury of the naked Warp. Thus shielded, Black Templars may use their fleet’s teleportarium shrines even without the awesome protection of Terminator armour.* +ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability. + +### Warden of Honour — 20pts +*This lauded guardian is trusted with the stewardship of the crusade’s most precious standards. His unyielding presence and preservation of his charge amidst fire and heresy inspire his brothers to acts of extreme heroism.* +Crusade Ancient model only. While the bearer is leading a unit, each time you roll one D6 for the bearer’s Vengeful Exhortation ability, add 1 to the result. + +--- + +# Wrath of the Rock + +## Abilities + +### Dutiful Tenacity +Each time an attack targets an Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Wrath of the Rock – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### INESCAPABLE JUSTICE — 2CP +**Type:** Wrath of the Rock – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after your Oath of Moment target is destroyed. + +**TARGET:** One Adeptus Astartes Character unit that is on the battlefield. + +**EFFECT:** Select one enemy unit within 12" and visible to your unit. That enemy unit becomes your Oath of Moment target until the start of your next Command phase. + +### LEONINE AGGRESSION — 1CP +**Type:** Wrath of the Rock – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** End of your opponent’s Charge phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army within 3" of one or more enemy units, or one Deathwing unit from your army within 6" of one or more enemy units. + +**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. + +**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. + +### LION’S WILL — 1CP +**Type:** Wrath of the Rock – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, until the end of the turn, if your unit does not have the Deathwing, Ravenwing or Vehicle keyword, each time a model in your unit makes an attack, add 1 to the Hit roll. + +### RELICS OF THE DARK AGE — 1CP +**Type:** Wrath of the Rock – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit. + +### TACTICAL MASTERY — 1CP +**Type:** Wrath of the Rock – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. If your unit has the Ravenwing keyword, it is also eligible to shoot and declare a charge in a turn in which it Fell Back. + +## Enhancements + +### Ancient Weapons — 25pts +*The vaults of the Dark Angels contain many relics from Humanity’s distant past. This soldier has been granted the honour of bearing such a weapon to battle.* +ADEPTUS ASTARTES model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, and improve the Armour Penetration and Damage characteristics of those weapons by 1. + +### Deathwing Assault — 15pts +*A veteran inductee of the Inner Circle, this champion has served amongst the Deathwing for centuries and become an unmatched master of teleportarium insertions.* +Deathwing model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +### Lord of the Ravenwing — 10pts +*This commander has mastered the art of cavalry combat, instinctively noticing the opportune position to strike and navigating the chaos of battle with preternatural precision.* +Ravenwing model only. You can re-roll Advance and Charge rolls made for the bearer’s unit. + +### Tempered in Battle (Aura) — 10pts +*A veteran of the Inner Circle, this warrior inspires those around them to hold the line amidst the heat and chaos of battle.* +ADEPTUS ASTARTES model only. While a friendly ADEPTUS ASTARTES unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit. + +--- + +# Wrathful Procession + +*The Black Templars excel at heavy infantry shock assaults. These talents prove especially effective when fighting battles where armoured support is limited, or the terrain is too dense to deploy heavier assets. Whether taking an enemy facility corridor by corridor, storming the breach in a siege, or digging heretics out of thick jungle or ruins, the Black Templars are well suited. Before such engagements, their leaders fire the battle-brothers’ fanaticism with hate-fuelled oratory and vox-amplified prayer to heights beyond even the fervour usually displayed by this Chapter. As one, the Black Templars begin their advance, banners to the fore, a holy procession swiftly gathering pace from stride to lope to thunderous headlong charge that caves in the enemy lines like a ceramite-clad fist driven into a heretic’s face.* + +## Abilities + +### Zealous Litanies +At the start of the battle round, you can select one of the Litanies listed below. If you do, until the end of the battle round, that Litany is active and its effects apply to all Adeptus Astartes Infantry and Adeptus Astartes Mounted units from your army. + +Chorus of Relentless Hate +Add 2" to the Move characteristic of models in this unit and add 1 to Advance rolls made for it. + +Rite of Perfervid Wrath +Add 1 to the Strength characteristic of melee weapons equipped by models in this unit. + +CHANT OF DEATHLESS DEVOTION +Models in this unit have a 5+ invulnerable save against ranged attacks. + +RESTRICTIONS +Your army can include Black Templars units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter. + +## Stratagems + +### ARMOUR OF CONTEMPT — 1CP +**Type:** Wrathful Procession – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### BRUTE FERVOUR — 1CP +**Type:** Wrathful Procession – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and you can ignore any or all modifiers to the following: that attack’s Weapon Skill characteristic; the Hit roll; the Wound roll. + +### CASTIGATE THE DEMAGOGUES — 1CP +**Type:** Wrathful Procession – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +### FUELLED BY FAITH — 1CP +**Type:** Wrathful Procession – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES unit from your army. + +**TARGET:** That ADEPTUS ASTARTES unit. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. + +### RELENTLESS MOMENTUM — 1CP +**Type:** Wrathful Procession – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, when determining which models in your unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. + +### VOICE OF DEVOTION — 1CP +**Type:** Wrathful Procession – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army. + +**EFFECT:** Select the Chorus of Relentless Hate, Rite of Perfervid Wrath or Chant of Deathless Devotion Litany. Until the end of the battle round, that Litany is active for your unit instead of any other Litany that is active for your army. + +## Enhancements + +### Benediction of Fury — 10pts +*Borne through a dozen bloody and hard-fought crusades, this crozius arcanum’s unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.* +Chaplain model only. The bearer’s melee weapons have the [DEVASTATING WOUNDS] ability. + +### Pyrebrand — 25pts +*Within this relic burns a seemingly eternal flame, believed to have first been lit by Sigismund himself. Its light burns the sight from the foes’ eyes just as its tongues of flame have ignited countless pyres.* +Black Templars model only. Models in the bearer’s unit have the Stealth ability. + +### Sacred Rage — 30pts +*So all-consuming is this warrior’s hatred of the foe, so infectious his rage at their continued existence, that it grips those who fight alongside him and goads them to smite their enemies all the more swiftly.* +ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. + +### Taramond’s Censer — 15pts +*Though the Black Templars are acclimatised to the acrid chemical incense burned within this iron thurible, their foes are not. Its fumes trigger nightmare visions and crippling terror amongst their ranks.* +Black Templars model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. When doing so, subtract 1 from the result. diff --git a/cogitator/factions/space-marines/detachments/1st-company-task-force.md b/cogitator/factions/space-marines/detachments/1st-company-task-force.md deleted file mode 100644 index 7aa1df6..0000000 --- a/cogitator/factions/space-marines/detachments/1st-company-task-force.md +++ /dev/null @@ -1,88 +0,0 @@ -# 1st Company Task Force - -## Abilities - -### Extremis-level Threat -Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** 1st Company Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DUTY AND HONOUR — 1CP -**Type:** 1st Company Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### HEROES OF THE CHAPTER — 1CP -**Type:** 1st Company Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well. - -### LEGENDARY FORTITUDE — 1CP -**Type:** 1st Company Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. - -**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### ORBITAL TELEPORTARIUM — 1CP -**Type:** 1st Company Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One ADEPTUS ASTARTES TERMINATOR unit from your army. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability. - -**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. - -### TERRIFYING PROFICIENCY — 1CP -**Type:** 1st Company Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Fight phase. - -**TARGET:** One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a Charge move this turn and destroyed one or more enemy units this phase. - -**EFFECT:** In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. - -## Enhancements - -### Fear Made Manifest (Aura) — 30pts -*This warrior personifies the Emperor’s wrath.* -ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead. - -### Iron Resolve — 15pts -*This hero shrugs off even horrendous wounds.* -ADEPTUS ASTARTES TERMINATOR model only. The bearer has the Feel No Pain 5+ ability. Once per battle, after the bearer’s unit is selected as the target of one or more attacks, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Feel No Pain 5+ ability. - -### Rites of War — 10pts -*The commanders of the 1st Company vow before the Chapter and the Emperor to secure victory.* -ADEPTUS ASTARTES TERMINATOR model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well. - -### The Imperium’s Sword — 25pts -*This hero and the veterans they lead cut down their foes like a reaping whirlwind.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearers melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well. diff --git a/cogitator/factions/space-marines/detachments/angelic-inheritors.md b/cogitator/factions/space-marines/detachments/angelic-inheritors.md deleted file mode 100644 index 5f8fa86..0000000 --- a/cogitator/factions/space-marines/detachments/angelic-inheritors.md +++ /dev/null @@ -1,99 +0,0 @@ -# Angelic Inheritors - -*The Blood Angels have inherited much from their Primarch. Their grace, nobility and psychic prowess all trace back to Sanguinius, as does the spiritual curse that has afflicted them since his death. More esoteric, perhaps, but no less a bequest of their gene-sire is the Blood Angels’ propensity to blaze brightest during the darkest moments of despair. Just as Sanguinius himself is said to have brought hope to the hopeless at the point of his gilded spear, so too do the Blood Angels rise in the face of adversity as though in fulfilment of some ancient prophecy. At such times, the angelic and monstrous natures ever at war within Sanguinius’ gene-sons find an equilibrium. Icy calm in their ferocity, furious in their clarity, the warrior angels of Baal strike with unerring and unstoppable wrath to snatch victory from the bloodied jaws of defeat.* - -## Abilities - -### Legacy of the Angel -At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all Adeptus Astartes Character units from your army. - -**Sanguinary Grace:** This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Carmine Wrath:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -**Their Appointed Hour:** You can re-roll Advance and Charge rolls made for this unit. - -Restrictions -Your army can include Blood Angels units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Angelic Inheritors – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### FOCUSED FURY — 1CP -**Type:** Angelic Inheritors – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Character unit, until the end of the phase, those weapons have the [LANCE] ability as well. - -### IN THE SHADOW OF GREAT WINGS — 1CP -**Type:** Angelic Inheritors – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### INSTANT OF GRACE — 1CP -**Type:** Angelic Inheritors – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army. - -**EFFECT:** Select one non-CHARACTER model in your unit. Until the start of your next Command phase, your model has the Character keyword. - -**Designer’s Note:** *While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Legacy of the Angel Detachment rule, in addition to other rules that interact with CHARACTER units.* - -### STRIKE NOW FOR GLORY — 1CP -**Type:** Angelic Inheritors – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. - -### UNTO THE BURNING SKIES — 1CP -**Type:** Angelic Inheritors – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Adeptus Astartes Jump Pack unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units, unless it is The Sanguinor. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -## Enhancements - -### Blazing Icon — 20pts -*What was before merely a decorative blood drop pendant now shines with a seemingly miraculous light as bright as any star. The foe are forced to avert their gaze from its wrathful magnificence.* -Adeptus Astartes Infantry model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Ordained Sacrifice — 25pts -*Knowing only too well the desperate and vital nature of the battle before him, this scion of Sanguinius echoes his Primarch’s resolute determination to fight on even beyond what seems the doors of certain death.* -ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining. - -### Prescient Flash — 20pts -*A flash of foresight and clarity sings through this warrior’s blood and guides his steps into battle.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. - -### Troubling Visions — 15pts -*In the long run, these strange and intrusive visions of bloodshed bode terribly ill for this champion of the Blood Angels. In this instance, though, they bring him closer than ever to the glory of his gene-sire.* -ADEPTUS ASTARTES model only. Once per battle, in your Command phase, the bearer can use this Enhancement. When it does, until the start of your next Command phase, all Angelic Legacy abilities are active for the bearer’s unit, instead of only two of them. diff --git a/cogitator/factions/space-marines/detachments/anvil-siege-force.md b/cogitator/factions/space-marines/detachments/anvil-siege-force.md deleted file mode 100644 index 0094f5c..0000000 --- a/cogitator/factions/space-marines/detachments/anvil-siege-force.md +++ /dev/null @@ -1,88 +0,0 @@ -# Anvil Siege Force - -## Abilities - -### Shield of the Imperium -Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Anvil Siege Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### BATTLE DRILL RECALL — 1CP -**Type:** Anvil Siege Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. - -### HAIL OF VENGEANCE — 2CP -**Type:** Anvil Siege Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### NO THREAT TOO GREAT — 2CP -**Type:** Anvil Siege Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. - -### NOT ONE BACKWARDS STEP — 1CP -**Type:** Anvil Siege Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker. - -**EFFECT:** Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn. - -### RIGID DISCIPLINE — 1CP -**Type:** Anvil Siege Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can immediately make a Fall Back move of up to 6". - -**RESTRICTIONS:** When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker. - -## Enhancements - -### Architect of War — 25pts -*There are few who have a deeper understanding of the tenets of siege warfare than this warrior.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability. - -### Fleet Commander — 15pts -*The Chapter’s orbiting warships stand ready to unleash devastation at this leader’s command.* -CAPTAIN model only. Once per battle, at the start of your Shooting phase, you can select one point on the battlefield and place a marker on that point. At the start of your next Shooting phase, place another marker on the battlefield within 12" of the centre of the first marker, then draw a straight line between the centre of each of these markers. Roll one D6 for each unit that line passes over or through: on a 3+, that unit suffers D3 mortal wounds. Both markers are then removed. - -### Indomitable Fury — 20pts -*This hero refuses to yield whilst foes remain, fighting back from the brink of death like a vengeful demigod.* -GRAVIS model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. - -### Stoic Defender — 15pts -*This commander and their warriors hold their ground tenaciously against even overwhelming numbers.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability while they are within range of an objective marker you control and, while that unit is Battle-shocked, halve the Objective Control characteristic of models in that unit instead of changing it to 0. diff --git a/cogitator/factions/space-marines/detachments/bastion-task-force.md b/cogitator/factions/space-marines/detachments/bastion-task-force.md deleted file mode 100644 index 6ff5a90..0000000 --- a/cogitator/factions/space-marines/detachments/bastion-task-force.md +++ /dev/null @@ -1,82 +0,0 @@ -# Bastion Task Force - -*Where Imperial battle lines must hold against ferocious enemy pressure, a task force may be deployed to weather the storm until more numerous forces can move in to secure the area. Such a strategic deployment sees the Adeptus Astartes leverage their redoubtable fortitude and indomitable will to the maximum. They cannot fight battles of attrition, for their lives are too valuable to be wasted in the kind of slugging matches that should be reserved for the Astra Militarum. Instead, the Space Marines rely upon local tactical manoeuvrability and the flexible nature of their core infantry to put the teachings of the Codex Astartes to best use. Aggressive defence, localised counterattacks and frequent, rapid redeployment sees elite squads and heavy assets flawlessly supported by the more numerous battle-line troops.* - -## Abilities - -### Interlocking Tactics -Adeptus Astartes Battleline units from your army: -- Are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. -- Are eligible to start to perform an Action in a turn in which they Advanced or Fell Back. - -Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1. - -## Stratagems - -### CODEX DISCIPLINE — 1CP -**Type:** Bastion Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well. - -### GUIDED DISRUPTION — 1CP -**Type:** Bastion Task Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army has finished making its attacks. - -**TARGET:** That ADEPTUS ASTARTES BATTLELINE unit. - -**EFFECT:** When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the MONSTER or VEHICLE keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit. - -### HERESY UNDONE — 1CP -**Type:** Bastion Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting or Charge phase -**Description:** **WHEN:** Your Shooting phase or your Charge phase. - -**TARGET:** One ADEPTUS ASTARTES unit (excluding Battleline units) from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit. - -### LIGHT OF VENGEANCE — 1CP -**Type:** Bastion Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the Battleline keyword. - -### SHOCK BOMBARDMENT — 1CP -**Type:** Bastion Task Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after an Adeptus Astartes Battleline unit from your army finished making its attacks. - -**TARGET:** That ADEPTUS ASTARTES BATTLELINE unit. - -**EFFECT:** When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -## Enhancements - -### Blades of Valour — 15pts -*This officer and their honour guard of dedicated battle-brothers have been presented with masterwork combat blades in recognition of the selfless battle they are about to fight.* -ADEPTUS ASTARTES model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer and Battleline models in the bearer’s unit by 1. - -### Bombast Omnivox — 15pts -*This remarkable technological relic is mounted within the bearer’s armour gorget and facilitates code-hardened, rapid-exchange intelligence dissemination while in battle.* -ADEPTUS ASTARTES model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 1 if the bearer’s unit has the Battleline keyword: on a 4+, you gain 1CP. - -### Eye of the Primarch — 10pts -*This master crafted microauspex integrates with the bearer’s auto-senses and feeds superior targeting data to them and their squad.* -ADEPTUS ASTARTES model only. Ranged weapons equipped by the bearer and Battleline models in the bearer’s unit have the [PRECISION] ability. - -### Hero of the Chapter — 20pts -*A storied and inspirational exemplar of their Chapter’s virtues, this war leader is an inspirational presence amongst the ranks of their battle-brothers.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, the bearer has the Battleline keyword. diff --git a/cogitator/factions/space-marines/detachments/black-spear-task-force.md b/cogitator/factions/space-marines/detachments/black-spear-task-force.md deleted file mode 100644 index 2f17e27..0000000 --- a/cogitator/factions/space-marines/detachments/black-spear-task-force.md +++ /dev/null @@ -1,110 +0,0 @@ -# Black Spear Task Force - -## Abilities - -### Mission Tactics -At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle.FUROR TACTICS - -When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [SUSTAINED HITS 1] ability. - -MALLEUS TACTICS - -When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. - -While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the [LETHAL HITS] ability. - -PURGATUS TACTICS - -By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. - -While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the [PRECISION] ability. - -## Stratagems - -### ADAPTIVE TACTICS — 1CP -**Type:** Black Spear Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Up to two Kill Team units from your army, or one other ADEPTUS ASTARTES unit from your army. - -**EFFECT:** For each unit targeted, select Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Black Spear Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DRAGONFIRE ROUNDS — 1CP -**Type:** Black Spear Task Force – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Kill Team unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities. - -**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase. - -### HELLFIRE ROUNDS — 1CP -**Type:** Black Spear Task Force – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Kill Team unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. - -**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase. - -### KRAKEN ROUNDS — 1CP -**Type:** Black Spear Task Force – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Kill Team unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6". - -**RESTRICTIONS:** You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase. - -### SITE-TO-SITE TELEPORTATION — 1CP -**Type:** Black Spear Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to two Kill Team units from your army, or one other Adeptus Astartes Infantry unit from your army, if those units are not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. Until the end of your next Movement phase, models in those units that do not have the Deep Strike ability have the Deep Strike ability. - -## Enhancements - -### Beacon Angelis — 25pts -*The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. - -### Osseus Key — 15pts -*The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the hand and finger bones of deceased Imperial Fists heroes that fought in the Horus Heresy, scrimshawed with inhuman care and imbued with the fiercest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.* -Watch Master or Techmarine model only. At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. - -### The Tome of Ectoclades — 30pts -*This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their foes, whether xenos or those who harbour them. On occasion, such knowledge has been known to save not only the book’s custodian, but entire worlds.* -Watch Master or Captain model only. Once per battle, after you have selected your Oath of Moment target, the bearer can use this Enhancement. If it does, select a second enemy unit to be an Oath of Moment target. - -**Designer’s Note:** *This means that each time a model with the Oath of Moment ability makes an attack that targets either of your Oath of Moment targets, you can re-roll the Hit roll.* - -### Thief of Secrets — 25pts -*The Thief of Secrets is a blade whose machine spirit has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codifying them through the honeycombed array of logicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blade’s user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems.* -ADEPTUS ASTARTES model only. Improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 1. At the end of the Fight phase, if one or more enemy models were destroyed as a result of a melee attack made by the bearer this phase, until the end of the battle, improve the Strength, Damage and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. diff --git a/cogitator/factions/space-marines/detachments/blade-of-ultramar.md b/cogitator/factions/space-marines/detachments/blade-of-ultramar.md deleted file mode 100644 index ae7f04e..0000000 --- a/cogitator/factions/space-marines/detachments/blade-of-ultramar.md +++ /dev/null @@ -1,109 +0,0 @@ -# Blade of Ultramar - -*No Chapter better embodies the Codex Astartes’ teachings than the Ultramarines, and no officer amongst their ranks more perfectly employs those lessons than Marneus Calgar. Under the deft command of the Chapter Master, squads of Ultramarines alloy their battlefield roles of veteran, battle line, close support and fire support, becoming a relentless machine of destruction. From squad-level tactics up to their sweeping battlefield strategy, Calgar’s warriors fight as though they were already privy to the foe’s plans and have adapted a countermeasure for every last cut and thrust. Orchestrated with the Chapter Master’s flowing strategic genius, the plan unfolds like multi-layered, adaptive clockwork until the last of the enemy are naught but bodies and wreckage to be crushed beneath Calgar’s armoured boots.* - -## Abilities - -### Mastered Doctrines -At the start of up to three of your Command phases, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You cannot select a Combat Doctrine you have already selected this battle, unless a friendly Marneus Calgar model is on the battlefield. - -Devastator Doctrine - -The Codex Astartes details the strategic value of overwhelming firepower. - -This unit is eligible to shoot in a turn in which it Advanced. - -Tactical Doctrine - -The Codex lays out strategies for seizing the initiative. - -This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -Assault Doctrine - -The Codex Astartes leaves no doubt that the killing blow must be delivered with a decisive close-quarters strike. - -This unit is eligible to declare a charge in a turn in which it Advanced. - -RESTRICTIONS -Your army can include Ultramarines units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Blade of Ultramar – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### COURAGE AND HONOUR! — 1CP -**Type:** Blade of Ultramar – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. - -### EXEMPLARY VIGILANCE — 1CP -**Type:** Blade of Ultramar – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. - -### PRACTICAL TACTICS — 1CP -**Type:** Blade of Ultramar – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is not within Engagement Range of one or more enemy units and is within 9" of the enemy unit that just ended that move. - -**EFFECT:** Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine. - -### TACTICAL FORESIGHT — 1CP -**Type:** Blade of Ultramar – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll. - -### ULTRAMARIAN ADAPTIVITY — 1CP -**Type:** Blade of Ultramar – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for your unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that Combat Doctrine this battle. - -## Enhancements - -### Armour of Antoninus — 10pts -*Originally worn by a storied Captain of the Ultramarines’ First Company, this artificer armour is bestowed by the Chapter Master himself upon a worthy wearer.* -ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability. - -### Oath of Macragge — 15pts -*Amongst the most solemn and binding oaths an Ultramarine can swear, it is a rare honour to enter battle with these words affixed to their armour.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearer’s melee weapons instead. - -### Student of the Codex — 20pts -*This prodigal officer has focused upon one aspect of the Codex Astartes and means to master its every aspect before moving on to the next.* -ADEPTUS ASTARTES model only. At the start of your Command phase, if the bearer is on the battlefield, it can use this Enhancement. If it does, until the start of your next Command phase, the Tactical Doctrine is active for this unit (instead of any other Combat Doctrine you select to be active for your army, and even if there is no Combat Doctrine active for your army). - -### Veteran of Behemoth — 25pts -*Having battled the Tyranid swarms since their first galactic invasion, this veteran officer knows well the benefit of efficient and overwhelming firepower.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can re-roll Advance rolls made for that unit. diff --git a/cogitator/factions/space-marines/detachments/boarding-strike.md b/cogitator/factions/space-marines/detachments/boarding-strike.md deleted file mode 100644 index 2e422e3..0000000 --- a/cogitator/factions/space-marines/detachments/boarding-strike.md +++ /dev/null @@ -1,60 +0,0 @@ -# Boarding Strike - -***Space Marines excel in the sort of fast-paced, ferociously violent battles that erupt during voidship boarding assaults. Moving fast and hitting hard, they swiftly secure enemy vessels, or else sweep impertinent foes from their own warships’ decks.*** - -## Abilities - -### Drive Home the Blade -Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit. - -## Stratagems - -### CERAMITE BULWARK — 1CP -**Type:** Boarding Strike – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Battleline unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. - -### DUTY AND DEFIANCE — 1CP -**Type:** Boarding Strike – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Battleline keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### IN THE EMPEROR’S NAME — 1CP -**Type:** Boarding Strike – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Battleline unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -### VOX-AMPLIFIED ROAR — 1CP -**Type:** Boarding Strike – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Each target of that charge must take a Battle-shock test. - -## Enhancements - -### Adamantine Mantle — 0pts -*Bestowed as a mark of honour, this venerated relic lends an extra layer of armour protection that proves especially useful amidst vicious void war.* -Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. - -### Clavitine Reliquary — 0pts -*A timeless and unique example of Chapter artifice, this device rapidly synchronises with the data spirits of locking devices and renders them quiescent.* -In your Movement phase, each time the bearer is selected to make a Normal or Advance move, if it is within 1" of a Hatchway, it can attempt to operate that Hatchway. If it does, it cannot attempt to operate a Hatchway again this turn. diff --git a/cogitator/factions/space-marines/detachments/champions-of-fenris.md b/cogitator/factions/space-marines/detachments/champions-of-fenris.md deleted file mode 100644 index d233f97..0000000 --- a/cogitator/factions/space-marines/detachments/champions-of-fenris.md +++ /dev/null @@ -1,93 +0,0 @@ -# Champions of Fenris - -*The Champions of Fenris give vent to blood-chilling howls as they storm into battle. They are the hand-picked warriors of Great Wolf Logan Grimnar, the exemplars of all that it means to be a Space Wolf, and every last one of them fights to prove themselves worthy of such accolades. Even should they do battle without their lord at their head, still they strive as though he was watching and judging their every effort. They commit one saga-worthy deed after another. They hunt down and lay low the mightiest prey. They conquer seemingly impossible odds, employing their veteran skill and cunning to its fullest extent and winning victories worthy of celebration in feast and song. On worlds across the galaxy, no matter how terrible the foe or deadly the battlefield, the champions of Fenris fight endlessly in defence of the Allfather’s realm.* - -## Abilities - -### The Great Wolf Watches -At the end of your opponent’s Charge phase, each Adeptus Astartes Infantry and Adeptus Astartes Walker unit from your army that is within 3" of one or more enemy units and would be eligible to declare a charge against one or more of those units can declare a charge against one or more of those units, and you resolve that charge as if it were your Charge phase. If that charge is successful, your unit does not receive any Charge bonus this turn. - -While Adeptus Astartes Terminator units from your army are not Battle-shocked, add 1 to the Objective Control characteristic of models in those units. - -RESTRICTIONS -Your army can include Space Wolves units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Champions of Fenris – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### CHILLING HOWL — 1CP -**Type:** Champions of Fenris – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase. - -**TARGET:** One Adeptus Astartes Terminator unit from your army. - -**EFFECT:** Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if that unit is Below Half-strength. - -### ONRUSHING STORM — 1CP -**Type:** Champions of Fenris – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Adeptus Astartes Terminator unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### PREYTAKER’S EYE — 1CP -**Type:** Champions of Fenris – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Select either the [LETHAL HITS] or [SUSTAINED HITS 1] abilities. Until the end of the phase, weapons equipped by models in your unit have that ability. - -### RUNES OF CLAIMING — 1CP -**Type:** Champions of Fenris – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** End of your Command phase. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Walker unit from your army. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### STALKING WOLVES — 1CP -**Type:** Champions of Fenris – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Stealth ability. - -## Enhancements - -### Fangrune Pendant — 15pts -*The fangs strung upon this adamantine thread belonged to the eldest and most cunning Fenrisian wolves. They are graven with runes of wisdom and guile, which are said to enhance the wearer’s own further.* -Adeptus Astartes Terminator model only. The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### Foes’ Fate — 15pts -*The skjalds tell in hushed voices how this warrior was born beneath a blood-omen moon, how his fate is interwoven with those of his prey-to-be and how he waits now at the end of each such enemy’s thread, the final and inescapable executor of their deaths.* -Adeptus Astartes Terminator model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. - -### Longstrider — 20pts -*This champion is renowned amongst their battle-brothers for their relentless pace when on the hunt, their loping strides eating up the miles as they run the foe to ground.* -ADEPTUS ASTARTES model only. You can re-roll Charge rolls made for the bearer’s unit. - -### Wolves’ Wisdom — 30pts -*This champion has honed his killer instincts over endless years of bloody battle through wildly varying landscapes and against every manner of foe imaginable. He knows unerringly where and when to land the killing blow.* -Adeptus Astartes Infantry model only. The bearer’s unit can declare a charge against one or more units within 6" instead of within 3" when using The Great Wolf Watches Detachment rule. diff --git a/cogitator/factions/space-marines/detachments/companions-of-vehemence.md b/cogitator/factions/space-marines/detachments/companions-of-vehemence.md deleted file mode 100644 index c2fb166..0000000 --- a/cogitator/factions/space-marines/detachments/companions-of-vehemence.md +++ /dev/null @@ -1,93 +0,0 @@ -# Companions of Vehemence - -*The most zealous hosts of the Black Templars kindle their hatred of the God-Emperor’s foes until it is a raging inferno; this visceral enmity is used by Companions of Vehemence to fuel violent surges into the enemy lines. These strike forces are spurred on by the ferocious battle litanies of Chaplains and inspired by the bloody deeds of Judiciars. Vox-augmented sermons of detestation resound across the battlefield, followed by the catechistic crackles of disruption fields, the angry buzz of chainswords and the screams of the cursed. The renowned speed and brutality of the Adeptus Astartes are infused with the crusaders’ zealotry. They race from one living enemy to the next alongside battle tanks that crush the fallen beneath bloodied tracks. Supporting squads, meanwhile, unleash thunderous volleys at close range, eager to rush into the fray should anything escape their fusillades. Those enemies who flee merely prolong their terror, for the Black Templars are aspects of the God-Emperor’s inescapable judgement made manifest.* - -## Abilities - -### Righteous Fervour -You can re-roll Advance and Charge rolls made for ADEPTUS ASTARTES units from your army. - -RESTRICTIONS -Your army can include Black Templars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### DEVOUT PUSH — 1CP -**Type:** Companions of Vehemence – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -**RESTRICTIONS:** A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the Chaplain or Judiciar keywords. - -### DREAD CRUSADERS — 1CP -**Type:** Companions of Vehemence – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that was selected as one of the targets of that charge. - -**EFFECT:** That enemy unit must take a Battle-shock test, subtracting 1 from the result. - -### FOR THE EMPEROR'S HONOUR! — 1CP -**Type:** Companions of Vehemence – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -### HEARTS HARDENED TO DUTY — 1CP -**Type:** Companions of Vehemence – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before an Adeptus Astartes Infantry unit from your army Consolidates. - -**TARGET:** That ADEPTUS ASTARTES INFANTRY unit. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Consolidation move, it does not need to end that move closer to the closest enemy model (or the closest enemy unit if the Suffer Not the Unclean to Live Vow is active for it). - -### HERESY BEGETS RETRIBUTION — 1CP -**Type:** Companions of Vehemence – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Chaplain or Judiciar unit from your army that is within 9" of that enemy unit and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Retribution move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -### PIOUS ENMITY — 1CP -**Type:** Companions of Vehemence – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Chaplain or Judiciar unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a melee attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 as well. - -## Enhancements - -### Incendiary Animus — 25pts -*This inspirational warrior exudes fierce contempt and loathing for the Emperor’s foes, inciting such apoplectic revulsion in their battle-brothers as to drive their blows with vicious strength.* -Chaplain or Judiciar model only. Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer’s unit by 1. - -### Merciless Denunciation — 25pts -*Through roared words or ruthless deeds, may the blasphemous be denounced and the worthy driven into a furious rage of sanctified slaughter.* -Chaplain or Judiciar model only. Each time a model in the bearer’s unit makes a melee attack, you can re-roll the Hit roll. - -### Oathbound Exemplar — 15pts -*With a ceaseless and booming oratory, this commander exhorts his warriors in their duty to the Emperor. Honour, he declaims, must be pursued relentlessly.* -ADEPTUS ASTARTES INFANTRY model only. Add 1 to Advance rolls made for the bearer’s unit. If the mission pack you are playing features Actions, the bearer’s unit is eligible to start to perform an Action in a turn in which it Advanced. - -### Zealous Vanguard — 20pts -*This warrior is an unstoppable crusader whose hearts burn like twin pyres of eager zeal. Ever at the forefront of combat, he leads his warriors as the tip of the crusades blade.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. diff --git a/cogitator/factions/space-marines/detachments/company-of-hunters.md b/cogitator/factions/space-marines/detachments/company-of-hunters.md deleted file mode 100644 index 19ca674..0000000 --- a/cogitator/factions/space-marines/detachments/company-of-hunters.md +++ /dev/null @@ -1,94 +0,0 @@ -# Company of Hunters - -## Abilities - -### Masters Of Manoeuvre -ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back. - -Adeptus Astartes Mounted units from your army are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back. - -RESTRICTIONS -Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -KEYWORDS -Outrider Squad units from your army gain the Battleline keyword. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Company Of Hunters – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DEATH ON THE WIND — 1CP -**Type:** Company Of Hunters – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Ravenwing unit from your army that has just shot. - -**EFFECT:** Select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test. When doing so, if one or more RAVENWING units from your army are within 6" of that enemy unit, subtract 1 from the test. - -### HIGH-SPEED FOCUS — 1CP -**Type:** Company Of Hunters – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Ravenwing unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### HUNTERS’ TRAIL — 1CP -**Type:** Company Of Hunters – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Ravenwing Mounted unit from your army that is within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### RAPID REAPPRAISAL — 1CP -**Type:** Company Of Hunters – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Ravenwing unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### TALON STRIKE — 1CP -**Type:** Company Of Hunters – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Ravenwing Mounted unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an INFANTRY CHARACTER or MOUNTED CHARACTER unit, add 1 to the Wound roll. - -## Enhancements - -### Master of Manoeuvre — 15pts -*Daring and audacious, this commander favours breakneck outflanking manoeuvres that allow them to plunge into the enemy's midst from unexpected quarters.* -Ravenwing model only. If the bearer’s unit starts the battle in Strategic Reserves, its points value does not count towards the combined points limit for units from your army that are in Strategic Reserve, and for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -### Master-crafted Weapon — 10pts -*Those who command the Ravenwing on their hunts are often honoured with a masterwork blade, mace or other deadly close-quarters weapon. Such implements are fashioned by the Chapters artificers and weighted perfectly to be wielded from the saddle of a speeding armoured steed.* -Ravenwing model only. Melee weapons equipped by the bearer have the [PRECISION] ability. - -### Mounted Strategist — 30pts -*This warrior has mastered the art of such advanced ploys as feigning flight only to turn swiftly upon overextended foes and launch a devastating counter-offensive to shatter their lines.* -Ravenwing model only. You can re-roll Advance and Charge rolls made for the bearer’s unit. - -### Recon Hunter — 20pts -*This commander is an expert scout as well as hunter, and takes advantage of these skills to seize the most advantageous position before battle begins.* -Ravenwing model only. Models in the bearer’s unit have the Scouts 9" ability. diff --git a/cogitator/factions/space-marines/detachments/emperors-shield.md b/cogitator/factions/space-marines/detachments/emperors-shield.md deleted file mode 100644 index 13c9260..0000000 --- a/cogitator/factions/space-marines/detachments/emperors-shield.md +++ /dev/null @@ -1,93 +0,0 @@ -# Emperor’s Shield - -*Comprising the Chapter’s most elite veterans, the Imperial Fists 1st Company – known as the Emperor’s Shield – are an indomitable fighting force. Led by First Captain Lysander, the battle-brothers of the 1st favour the application of overwhelming force, striking always where the enemy is strongest, picking out priority targets and shattering them in coordinated assaults. Vanguard Veterans charge into the fray, tearing at exposed flanks and forcing gaps in the enemy line. Meanwhile, the Chapter’s Sternguard stride forward to exploit these breaches and seize ground. Lysander and his Terminator bodyguard are always at the centre of the fighting, inserted by Land Raider or orbital teleportarium to rip out the heart of the enemy in stunning and precisely targeted displays of martial might.* - -## Abilities - -### Wrath of Dorn -Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1. - -Each time a model in a Darnath Lysander unit from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll. - -RESTRICTIONS -Your army can include Imperial Fists units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Emperor's Shield – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DISCIPLINED EXTERMINATION — 1CP -**Type:** Emperor's Shield – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and improve the Armour Penetration characteristic of such weapons by 1. - -### DROPSHIP EXTRACTION — 1CP -**Type:** Emperor's Shield – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### FURY OF THE FIRST — 1CP -**Type:** Emperor's Shield – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below its Starting Strength, add 1 to the Wound roll as well. - -### OBDURATE VENGEANCE — 1CP -**Type:** Emperor's Shield – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### WRATHFUL CONQUERORS — 1CP -**Type:** Emperor's Shield – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any phase. - -## Enhancements - -### Champion of the Feast — 25pts -*A victor in the Feast of Blades, this battle-brother is a master of close-quarters fighting.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by other models in the bearer’s unit as well. - -### Disciple of Rhetoricus — 10pts -*This battle-brother is well versed in the Book of the Five Spheres, drawing upon the teachings of that ancient treatise to command with clarity and purpose.* -Adeptus Astartes Terminator model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of other models in the bearer’s unit as well. - -### Indomitable Champion — 20pts -*Even seemingly mortal wounds will not turn a son of Dorn from his duty.* -Adeptus Astartes Terminator model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. - -### Malodraxian Standard — 20pts -*Crafted in the aftermath of Lysander’s great victory over the Iron Warriors on Malodrax, this gilded banner inspires the Imperial Fists to shatter their foes.* -Adeptus Astartes Ancient model only. Each time an attack targets the bearer’s unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of the bearer’s unit, subtract 1 from the Wound roll. diff --git a/cogitator/factions/space-marines/detachments/firestorm-assault-force.md b/cogitator/factions/space-marines/detachments/firestorm-assault-force.md deleted file mode 100644 index d17664e..0000000 --- a/cogitator/factions/space-marines/detachments/firestorm-assault-force.md +++ /dev/null @@ -1,88 +0,0 @@ -# Firestorm Assault Force - -## Abilities - -### Close-range Eradication -Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Firestorm Assault Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### BURNING VENGEANCE — 1CP -**Type:** Firestorm Assault Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. - -**TARGET:** One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### CRUCIBLE OF BATTLE — 1CP -**Type:** Firestorm Assault Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll. - -### IMMOLATION PROTOCOLS — 2CP -**Type:** Firestorm Assault Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, Torrent weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. - -### ONSLAUGHT OF FIRE — 1CP -**Type:** Firestorm Assault Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. - -### RAPID EMBARKATION — 1CP -**Type:** Firestorm Assault Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT. - -**EFFECT:** Your INFANTRY unit can embark within that TRANSPORT. - -**RESTRICTIONS:** You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn. - -## Enhancements - -### Adamantine Mantle — 20pts -*This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.* -ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead. - -### Champion of Humanity — 10pts -*This commander and their warriors have vowed to secure victory and defend the Imperium from the horrors of the galaxy.* -TACTICUS model only. While the bearer is leading a unit, models in that unit can ignore any or all modifiers to their characteristics and/or to any roll or test made for them (excluding modifiers to saving throws). - -### Forged in Battle — 15pts -*To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6. - -### War-tempered Artifice — 25pts -*Having laboured long in the Chapter’s forges, this warrior-smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.* -ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons. diff --git a/cogitator/factions/space-marines/detachments/forgefathers-seekers.md b/cogitator/factions/space-marines/detachments/forgefathers-seekers.md deleted file mode 100644 index a3dabf9..0000000 --- a/cogitator/factions/space-marines/detachments/forgefathers-seekers.md +++ /dev/null @@ -1,96 +0,0 @@ -# Forgefather’s Seekers - -*The Forgefathers of the Salamanders have quested for millennia to find their Primarch’s scattered relics. The incumbent Seeker, Vulkan He’stan, will stop at nothing to see his task done. The battle-brothers who fight at their side are masters of short-ranged firefights and close-quarters engagements. These warriors stride into the midst of their foes, immolating them in tempests of flame or blasting them apart with volleys of bolter fire. Only once the enemy have been reduced to ashes does the Forgefather’s search truly begin.* - -## Abilities - -### Vulkan’s Quest -Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack. - -SEEKER’S COMPANIONS -If your army includes Vulkan He’stan, during your turn, each Infernus Squad unit from your army is eligible to do one of the following: -- Start to perform an Action in a turn in which it Advanced. -- Shoot in a turn in which it started to perform an Action. - -RESTRICTIONS -Your army can include Salamanders units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Forgefather’s Seekers – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### BLAZING EARTH — 1CP -**Type:** Forgefather’s Seekers – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Start of your opponent’s Charge phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army equipped with one or more Torrent weapons. - -**EFFECT:** Select one enemy unit (excluding MONSTERS and VEHICLES and units with the FLY keyword) within 12" of and visible to your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll). - -### BURNING VENGEANCE — 1CP -**Type:** Forgefather’s Seekers – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Adeptus Astartes Transport unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### CRUCIBLE OF BATTLE — 1CP -**Type:** Forgefather’s Seekers – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll. - -### IMMOLATION PROTOCOLS — 2CP -**Type:** Forgefather’s Seekers – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, Torrent weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. - -### WRATHFUL INFERNO — 1CP -**Type:** Forgefather’s Seekers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an Adeptus Astartes Infantry unit from your army Falls Back. - -**TARGET:** That unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. - -## Enhancements - -### Adamantine Mantle — 20pts -*This flowing cloak or finely wrought tabard is laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.* -ADEPTUS ASTARTES model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. If that attack was made with a Melta or Torrent weapon, change the Damage characteristic of that attack to 1 instead. - -### Forged in Battle — 15pts -*To this Angel of Death, war is the anvil upon which their strength is wrought. Every battle is seen as a test in which they and their battle-brothers can prove themselves, and the superior craftsmanship of their weapons and armour.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, once per turn, after making a Hit roll or a saving throw for a model in that unit, you can change the result of that roll to an unmodified 6. - -### Immolator — 10pts -*Steeped in the Promethean Cult, this battle-brother wields the flamer with unparalleled mastery, turning the battlefield into a burning pyre for the corpses of his foes.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristics of Torrent weapons equipped by models in the bearer’s unit. - -### War-tempered Artifice — 25pts -*Having laboured long in the Chapter’s forges, this warrior smith has crafted his personal armaments. Each weapon is a masterwork tool of death-dealing, wrought with care and strength, and embellished with the icons of their maker’s brotherhood.* -ADEPTUS ASTARTES INFANTRY model only. Add 3 to the Strength characteristic of the bearer’s melee weapons. diff --git a/cogitator/factions/space-marines/detachments/gladius-task-force.md b/cogitator/factions/space-marines/detachments/gladius-task-force.md deleted file mode 100644 index 5523cd7..0000000 --- a/cogitator/factions/space-marines/detachments/gladius-task-force.md +++ /dev/null @@ -1,104 +0,0 @@ -# Gladius Task Force - -## Abilities - -### Combat Doctrines -At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.Devastator Doctrine - -The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats. - -This unit is eligible to shoot in a turn in which it Advanced. - -Tactical Doctrine - -As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower. - -This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -Assault Doctrine - -The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end. - -This unit is eligible to declare a charge in a turn in which it Advanced. - -## Stratagems - -### ADAPTIVE STRATEGY — 1CP -**Type:** Gladius Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Gladius Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### HONOUR THE CHAPTER — 1CP -**Type:** Gladius Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. - -### ONLY IN DEATH DOES DUTY END — 2CP -**Type:** Gladius Task Force – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -### SQUAD TACTICS — 1CP -**Type:** Gladius Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. - -**EFFECT:** Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine. - -**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. - -### STORM OF FIRE — 1CP -**Type:** Gladius Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well. - -## Enhancements - -### Adept of the Codex — 20pts -*An ardent student of the Codex Astartes, this commander epitomises its tactical genius, and the wisdom gleaned from its teachings guides their measured strategic responses amidst the fiercest battle.* -CAPTAIN model only. At the start of your Command phase, if the bearer is on the battlefield, instead of selecting a Combat Doctrine to be active for your army, you can select the Tactical Doctrine. If you do, until the start of your next Command phase, that Combat Doctrine is active for the bearer’s unit only, even if you have already selected that Combat Doctrine to be active for your army this battle. - -### Artificer Armour — 10pts -*Crafted by the Chapter’s finest artificers, this suit of armour provides superior protection.* -ADEPTUS ASTARTES model only. The bearer has a Save characteristic of 2+ and the Feel No Pain 5+ ability. - -### Fire Discipline — 25pts -*This commander drills his warriors relentlessly; combined with the Adeptus Astartes’ incredible reflexes, they produce a devastating rate of fire.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. In addition, while the bearer’s unit is under the effects of the Devastator Doctrine, you can reroll Advance rolls made for that unit. - -### The Honour Vehement — 15pts -*This stanza is inscribed on thrice-blessed parchment and affixed to its bearers’ wargear with a purity seal, there to inspire them to heroic acts of martial prowess.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. While the bearer is under the effects of the Assault Doctrine, add 2 to the Attacks and Strength characteristics of the bearers melee weapons instead. diff --git a/cogitator/factions/space-marines/detachments/godhammer-assault-force.md b/cogitator/factions/space-marines/detachments/godhammer-assault-force.md deleted file mode 100644 index f7fffe6..0000000 --- a/cogitator/factions/space-marines/detachments/godhammer-assault-force.md +++ /dev/null @@ -1,92 +0,0 @@ -# Godhammer Assault Force - -*An armoured assault by the Black Templars has been likened to the holy spears of devastation unleashed by lascannons of the venerable Land Raider. Godhammer Assault Forces are mechanised spearheads built around a core of heavily armoured transports. Mobile artillery keep pace with their advance, suppressing desperate attempts to stall the crusaders. Assault tanks crack open enemy fortifications. Squadrons of attack craft and bikers scythe down attempts to outflank the wedge of sanctified adamantine while dropships scar the skies with blazing contrail brands. By the time the mailed fist strikes, the foe are already reeling. Land Raiders, Rhinos and Repulsors shielded by blessed armour scatter fleeing soldiers and smash through obstructions. As the pugnacious transports’ assault ramps slam down, built-in vox-emitters blare the battle oaths of the Black Templars, and the crusade’s elite are disgorged into the foe’s vulnerable heart. Where a Godhammer Assault Force strikes, little is left but rubble and ruin.* - -## Abilities - -### Shock and Awe -- Each time an ADEPTUS ASTARTES unit from your army declares a charge, if it disembarked from a Transport this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test. -- Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll. - -RESTRICTIONS -Your army can include Black Templars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### A CEASELESS CAUSE — 1CP -**Type:** Godhammer Assault Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that was eligible to fight this phase. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn. - -### BLESSED HULL — 2CP -**Type:** Godhammer Assault Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### CONDEMNATORY INFO-SCREED — 1CP -**Type:** Godhammer Assault Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if it disembarked from a Transport this turn, re-roll a Wound roll of 1. If that TRANSPORT has the Land Raider keyword, you can re-roll the Wound roll instead. - -### FOCUSED HATRED — 1CP -**Type:** Godhammer Assault Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after you make a Charge roll for an ADEPTUS ASTARTES unit from your army that disembarked from a Transport this turn. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the phase, each time your unit makes a Charge move, models in your unit can move through models (when doing so, its models can move within Engagement Range of enemy models, but they can only end that move within Engagement Range of enemy models if those enemy models belong to a unit that your unit declared a charge against this turn). - -### GAUNTLET OF THE GOD-EMPEROR — 1CP -**Type:** Godhammer Assault Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Adeptus Astartes Vehicle model from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your model makes a Normal or Advance move, it can move horizontally through terrain features. - -### UNCOMPROMISING EGRESS — 1CP -**Type:** Godhammer Assault Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Land Raider model from your army that has not been selected to move this phase. - -**EFFECT:** One ADEPTUS ASTARTES unit embarked within your LAND RAIDER can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your LAND RAIDER and can be set up within Engagement Range of one or more enemy units. - -## Enhancements - -### Augury Servo-host — 15pts -*This warrior's auto-senses are linked to a circling host of servo-skulls crafted from the remains of favoured serfs and failed neophytes. Fitted with ocular probes and sensor vanes, they provide the Black Templar with advanced targeting information to pick out the unbelievers who cower in concealment.* -ADEPTUS ASTARTES model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. Until the end of the phase, models in that unit cannot have the Benefit of Cover. - -### Battle-psalm Precentor — 10pts -*The chanted oratory of this commander rises in volume and stentorian vehemence as he leads his brothers into the charge until he seems like a wrathful war deity closing with his ungodly prey.* -ADEPTUS ASTARTES model only. Each time the bearer’s unit declares a charge, if an enemy unit takes a Battle-shock test as a result of the Shock and Awe Detachment rule, subtract 1 from that Battle-shock test. - -### Herald of Sacred Slaughter — 15pts -*A pious harbinger of the crusade’s destructive potential, this warrior pushes forward at the first opportunity, eager to bring the Emperor’s judgement to the foe.* -ADEPTUS ASTARTES model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a Dedicated Transport, that DEDICATED TRANSPORT has the Scouts 9" ability. - -### Paragon of Fury — 25pts -*This crusaders hatred for the heretic and the unbeliever burns with the fury of a newborn star.* -ADEPTUS ASTARTES model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. Each time a melee attack made by the bearer is allocated to an enemy model, if the bearer disembarked from a Transport this turn, add 1 to the Damage characteristic of that attack. diff --git a/cogitator/factions/space-marines/detachments/hammer-of-avernii.md b/cogitator/factions/space-marines/detachments/hammer-of-avernii.md deleted file mode 100644 index e54db4d..0000000 --- a/cogitator/factions/space-marines/detachments/hammer-of-avernii.md +++ /dev/null @@ -1,94 +0,0 @@ -# Hammer of Avernii - -*The most veteran warriors of the Iron Hands Chapter, Clan Company Avernii are as merciless as they are unstoppable in battle. Marching relentlessly into the teeth of the foe, grim-faced Terminators and heavily augmented Sternguard Veterans sweep the enemy lines with targeting cogitators before eliminating their victims with unmerciful precision. Vanguard and Bladeguard Veterans tap into the volcanic ferocity that always boils – tightly contained – within the hearts of every Iron Hand, launching piledriver assaults into the heart of the enemy lines and slaughtering everything in reach. In the centre of the carnage is Caanok Var himself. He is the ironwrought cogitator that directs the flow of battle, the thundering reactor that fires the ire of his battle-brothers and the piston-driven bludgeon that reduces the foe to bloodied ruin.* - -## Abilities - -### Calculated Annihilation -Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1. - -### Recalculating -Once per battle round, after your Oath of Moment target is destroyed, if a Caanok Var model from your army is on the battlefield, select one enemy unit visible to that model. That enemy unit becomes your Oath of Moment target until you select a new one. - -### Restrictions -Your army can include Iron Hands units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Hammer of Avernii – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### AUGMETIC FORTITUDE — 1CP -**Type:** Hammer of Avernii – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. - -**TARGET:** One Adeptus Astartes Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### COGITATED FEROCITY — 1CP -**Type:** Hammer of Avernii – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Fight phase. - -**TARGET:** One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select either the [SUSTAINED HITS 1] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. - -### DOMINATOR BEACON — 1CP -**Type:** Hammer of Avernii – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the end of a phase. - -### DROPSHIP EXTRACTION — 1CP -**Type:** Hammer of Avernii – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### RUTHLESS BUTCHERY — 1CP -**Type:** Hammer of Avernii – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Adeptus Astartes Dreadnought, Terminator, Bladeguard Veteran Squad, Sternguard Veteran Squad or Vanguard Veteran Squad unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below Starting Strength, add 1 to the Wound roll as well. - -## Enhancements - -### Iron Laurel — 10pts -*A subcutaneous cranial honour relic, this device contains a strategic orbital upload relay.* -ADEPTUS ASTARTES model only. Improve the Objective Control characteristic of the bearer by 1. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Objective Control characteristic of all other models in the bearer’s unit as well. - -### Medusan Roar (Aura) — 30pts -*Mounted in the warrior’s gorget, this device amplifies their battle cries into terrifying sonic shock waves.* -ADEPTUS ASTARTES model only. While an enemy unit (excluding MONSTERS and VEHICLES) is within 6" of the bearer, each time that unit fails a Battle-shock test, one model in that unit is destroyed (chosen by its controlling player). Once per battle, when such an enemy unit fails a Battle-shock test, you can choose for D3 models in that unit to be destroyed in this way instead. - -### Spiritus Ferrum — 25pts -*This ancient augmetic empowers its bearer – and in extremis even their comrades – with the fury of the motive force.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by all other models in the bearer’s unit as well. - -### Steel Font — 15pts -*An advanced auto-chirurgeon claimed by legend to be the product of Ferrus Manus’ own labours, this device rapidly reknits sundered flesh and armour alike.* -ADEPTUS ASTARTES TERMINATOR model only. While the bearer is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit. diff --git a/cogitator/factions/space-marines/detachments/inner-circle-task-force.md b/cogitator/factions/space-marines/detachments/inner-circle-task-force.md deleted file mode 100644 index 17cba1d..0000000 --- a/cogitator/factions/space-marines/detachments/inner-circle-task-force.md +++ /dev/null @@ -1,94 +0,0 @@ -# Inner Circle Task Force - -## Abilities - -### Vowed Target -At the start of your Movement phase, select one of the following: -- **Defensive Footing:** Select one objective marker you control. Until the start of your next Movement phase, that objective marker is your Vowed objective marker. -- **Aggressive Push:** Select one or more objective markers you do not control. Until the start of your next Movement phase, each of those objective markers is one of your Vowed objective markers. If a rule refers to a unit or model being within range of your Vowed objective marker, that rule takes effect if that unit or model is within range of one or more of your Vowed objective markers. -Each time a Deathwing Infantry unit from your army makes an attack that targets a unit within range of one or more of your Vowed objective markers, add 1 to the Wound roll. - -RESTRICTIONS -Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Inner Circle Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DUTY UNTO DEATH — 1CP -**Type:** Inner Circle Task Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Deathwing unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit is within range of your Vowed objective marker. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### MARTIAL MASTERY — 1CP -**Type:** Inner Circle Task Force – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Deathwing Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit is within range of your Vowed objective marker, you can re-roll the Wound roll instead. - -### RELIC TELEPORTARIUM — 1CP -**Type:** Inner Circle Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Deathwing unit from your army that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. - -### UNMATCHED FORTITUDE — 1CP -**Type:** Inner Circle Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Deathwing Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll. - -### WRATH OF THE LION — 1CP -**Type:** Inner Circle Task Force – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Deathwing INFANTRY unit from your army that just ended a Charge move. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit, adding 1 to the result if that enemy unit is within range of your Vowed objective marker: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 3 mortal wounds). - -## Enhancements - -### Champion of the Deathwing — 15pts -*Even amongst the elite of the Unforgiven, this warrior is a paragon of duty and martial might.* -Deathwing model only. Melee weapons equipped by the bearer have the [lethal hits] ability, and each time the bearer makes a melee attack, if it is within range of your Vowed objective marker, a Critical Hit is scored on an unmodified Hit roll of 5+. - -### Deathwing Assault — 30pts -*Employing shock assault doctrines requiring ancient technology and immense tactical skill, the Deathwing are masters of catching their foes wholly unawares.* -Deathwing model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -### Eye of the Unseen — 10pts -*It is said that no secret can escape the gaze of this ocular augmetic, which belonged first to the feared Interrogator-Chaplain Enoch.* -Deathwing model only. Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 if the bearer is within range of your Vowed objective marker: on a 5+, you gain 1CP - -### Singular Will — 20pts -*This warrior lets nothing stand in their way or slow their advance, closing swiftly and relentlessly with their quarry* -Deathwing model only. Each time the bearer’s unit Piles In or Consolidates, models in that unit can move an additional 3". diff --git a/cogitator/factions/space-marines/detachments/ironstorm-spearhead.md b/cogitator/factions/space-marines/detachments/ironstorm-spearhead.md deleted file mode 100644 index cb52358..0000000 --- a/cogitator/factions/space-marines/detachments/ironstorm-spearhead.md +++ /dev/null @@ -1,86 +0,0 @@ -# Ironstorm Spearhead - -## Abilities - -### Armoured Wrath -Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit. - -## Stratagems - -### ANCIENT FURY — 1CP -**Type:** Ironstorm Spearhead – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEPTUS ASTARTES WALKER model from your army. - -**EFFECT:** Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Ironstorm Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### MERCY IS WEAKNESS — 2CP -**Type:** Ironstorm Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the [SUSTAINED HITS 1] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit. - -### POWER OF THE MACHINE SPIRIT — 1CP -**Type:** Ironstorm Spearhead – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks. - -**TARGET:** One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target. - -### UNBOWED CONVICTION — 1CP -**Type:** Ironstorm Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that is below its Starting Strength. - -**EFFECT:** Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws). - -### VENGEFUL ANIMUS — 1CP -**Type:** Ironstorm Spearhead – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an ADEPTUS ASTARTES VEHICLE model from your army with the Deadly Demise ability is destroyed. - -**TARGET:** That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. - -## Enhancements - -### Adept of the Omnissiah — 35pts -*This battle-brother is steeped in hidden technological rites. Should their armoured charges be threatened, a burst of arcane binharic screed can rouse their machine spirits to vigilance.* -TECHMARINE model only. Once per battle round, when a saving throw is failed for a friendly ADEPTUS ASTARTES VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0. - -### Master of Machine War — 20pts -*This commander is supremely gifted in the strategies of armoured warfare, understanding the capabilities of every war engine in the Chapters arsenal. Delivering precision orders, they ensure the vehicles under their command inflict the most punishing damage to the enemy even amidst complex manoeuvres.* -ADEPTUS ASTARTES model only. In your Command phase, select one Adeptus Astartes Vehicle model within 6" of the bearer. Until the start of your next Command phase, that VEHICLE is eligible to shoot even if it Fell Back or Advanced this turn. - -### Target Augury Web — 30pts -*This spearhead commander uses advanced augmetics to distribute targeting data. With these, they direct the fire of their war engine crews and rouse their machine spirits to operative superiority.* -Techmarine model only. In your Command phase, select one Adeptus Astartes Vehicle model within 6" of the bearer. Until the start of your next Command phase, weapons equipped by that VEHICLE model have the [LETHAL HITS] ability. - -### The Flesh is Weak — 10pts -*The injuries of past battles have seen this warrior heavily rebuilt with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill.* -ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability. diff --git a/cogitator/factions/space-marines/detachments/liberator-assault-group.md b/cogitator/factions/space-marines/detachments/liberator-assault-group.md deleted file mode 100644 index cf65e71..0000000 --- a/cogitator/factions/space-marines/detachments/liberator-assault-group.md +++ /dev/null @@ -1,89 +0,0 @@ -# Liberator Assault Group - -## Abilities - -### Red Thirst -Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit. - -RESTRICTIONS -Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### AGGRESSIVE ONSLAUGHT — 1CP -**Type:** Liberator Assault Group – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an Adeptus Astartes unit from your army has Advanced. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced. - -### ANGELIC GRACE — 1CP -**Type:** Liberator Assault Group – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Liberator Assault Group – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### RED RAMPAGE — 1CP -**Type:** Liberator Assault Group – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities. - -### RELENTLESS ASSAULT — 1CP -**Type:** Liberator Assault Group – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back. - -### SAVAGE ECHOES — 1CP -**Type:** Liberator Assault Group – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit. - -**EFFECT:** Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit. - -## Enhancements - -### Gift of Foresight — 15pts -*This heroic warrior bears a glimmering of Sanguinius' prophetic gifts. Flashes of foresight allow him to weave around his enemy's blows with supernatural skill.* -Adeptus Astartes model only. Once per battle round, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead. - -### Icon of the Angel — 20pts -*The Icon of the Angel reminds the Blood Angels of the heretics who fled after laying low Sanguinius, exhorting them to let no enemy escape their grasp again.* -Adeptus Astartes model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -### Rage-fuelled Warrior — 35pts -*Fury burns in this warrior's soul. A single moment of savage brutality stands between them and the maddening embrace of the Black Rage.* -Adeptus Astartes model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearers melee weapons have the [sustained hits 3] ability. - -### Speed of the Primarch — 25pts -*Such is this warriors rage-fuelled speed, it is as if the Primarch himself fights alongside his sons.* -Adeptus Astartes model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. diff --git a/cogitator/factions/space-marines/detachments/librarius-conclave.md b/cogitator/factions/space-marines/detachments/librarius-conclave.md deleted file mode 100644 index d1cb0f6..0000000 --- a/cogitator/factions/space-marines/detachments/librarius-conclave.md +++ /dev/null @@ -1,105 +0,0 @@ -# Librarius Conclave - -*The Space Marine psykers that comprise the ranks of the Librarius often stand apart from their battle-brothers, many of whom find their mastery of occult powers disturbing. Yet, despite their misgivings, no Space Marine doubts the might of their Chapter’s Librarians. On rare occasions, often in response to daemonic invasion or the machinations of xenos psykers, a group of Librarians may accompany a hand-picked task force to war. When leading squads of transhuman warriors into the fight, such a conclave may enhance their battle-brothers’ already supreme strength, speed and endurance with channelled empyric energies, confound their enemies with illusory deceptions, or obliterate the foe in blazing torrents of flame.* - -## Abilities - -### Psychic Disciplines -At the start of the battle round, select one of the following Psychic Disciplines. Until the end of the battle round, that Psychic Discipline is active and its effects apply to all Adeptus Astartes Psyker units from your army. - -Biomancy Discipline -Add 2" to the Move characteristic of models in this unit. - -Divination Discipline -Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -Pyromancy Discipline -Each time a ranged attack made by a model in this unit targets an enemy unit within 12", improve the Armour Penetration characteristic of that attack by 1. - -Telekinesis Discipline -Each time a ranged attack targets this unit, subtract 1 from the Strength characteristic of that attack. - -Telepathy Discipline -Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Weapon Skill or Ballistic Skill characteristics and/or any or all modifiers to the Hit roll. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Librarius Conclave – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### ASSAIL — 1CP -**Type:** Librarius Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Adeptus Astartes Psyker unit from your army that is eligible to shoot. - -**EFFECT:** Select one enemy unit within 18" of and visible to one or more PSYKER models in your unit (excluding units with the Lone Operative ability), and roll six D6, adding 1 to each result if the Telekinesis Discipline is active for your army: for each 4+, that enemy unit suffers 1 mortal wound. - -### FIERY SHIELD — 1CP -**Type:** Librarius Conclave – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 18" of one or more friendly Adeptus Astartes Psyker models, and that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll, and if the Pyromancy Discipline is active for your army, weapons that target your unit have the [HAZARDOUS] ability. - -### IRON ARM — 1CP -**Type:** Librarius Conclave – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that is within 18" of one or more Adeptus Astartes Psyker models from your army and has not been selected to Fight this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of melee weapons equipped by models in your unit, or add 2 if the Biomancy Discipline is active for your army. - -### PRESCIENT PRECISION — 1CP -**Type:** Librarius Conclave – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Adeptus Astartes Psyker unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, that attack has the [LETHAL HITS] ability, and the [IGNORES COVER] ability as well if the Divination Discipline is active for your army. - -### SENSORY ASSAULT — 1CP -**Type:** Librarius Conclave – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Adeptus Astartes Psyker unit from your army. - -**EFFECT:** Select one enemy unit that is within 18" of and visible to one PSYKER model in your unit. Until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for it. In addition, if the Telepathy Discipline is active for your army, that enemy unit must take a Battle-shock test, subtracting 1 from the result. - -## Enhancements - -### Celerity — 30pts -*The powers of the Immaterium flow through the psyker, heightening his speed and that of his battle-brothers.* -Adeptus Astartes Psyker model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced, and if the Biomancy Discipline is active for your army, it is eligible to declare a charge in a turn in which it Fell Back. - -### Fusillade — 35pts -*The Librarian wreathes the ammunition of his allies in armour-eroding halos of azure fire.* -Adeptus Astartes Psyker model only. Ranged weapons equipped by models in the bearer’s unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities, and: -- The [SUSTAINED HITS 1] ability if the Pyromancy Discipline is active for your army. -- Add 6" to the Range characteristic of those weapons if the Telekinesis Discipline is active for your army. - -### Obfuscation — 20pts -*By manipulating the minds of the foe, practitioners of telepathy may obfuscate their presence.* -Adeptus Astartes Psyker model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit, and if the Telepathy Discipline is active for your army, the bearer’s unit cannot be targeted by ranged attacks unless the attacking model is within 18". - -### Prescience — 25pts -*Those who specialise in prognostication may foresee the flow of battle and position their allies accordingly.* -Adeptus Astartes Psyker model only (excluding Terminator models). Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, the bearer’s unit can make a Normal move of up to D6", or up to 6" instead if the Divination Discipline is active for your army. diff --git a/cogitator/factions/space-marines/detachments/lions-blade-task-force.md b/cogitator/factions/space-marines/detachments/lions-blade-task-force.md deleted file mode 100644 index ebe5fea..0000000 --- a/cogitator/factions/space-marines/detachments/lions-blade-task-force.md +++ /dev/null @@ -1,98 +0,0 @@ -# Lion’s Blade Task Force - -*There is no more significant duty to the Dark Angels’ Inner Circle than the pursuit and capture of the Fallen. A Lion’s Blade Task Force combines the speed, manoeuvrability and firepower of the Ravenwing with the obdurate might of the Deathwing. The bikes, aircraft and speeders of the Ravenwing thunder across the battlefield, smashing through enemy formations to place teleport homers in key positions behind the enemy lines. Then come the Deathwing, appearing in crackling flashes of blue light to enact retribution with brutal efficiency.* - -## Abilities - -### In The Lion’s Claws -- Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more Ravenwing units from your army Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. -- Each time a Deathwing unit from your army declares a charge, if one or more targets of that charge are within Engagement Range of one or more RAVENWING units from your army, add 2 to the Charge roll. - -RESTRICTIONS -Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Lion’s Blade Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### ILLUMINATING FIRE — 1CP -**Type:** Lion’s Blade Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after a RAVENWING unit from your army has selected its targets. - -**TARGET:** That Ravenwing unit. - -**EFFECT:** Select one enemy unit within 12" of your unit that was selected as the target of one or more of the attacking unit’s attacks. Until the end of the phase, each time a friendly Deathwing unit makes an attack that targets that enemy unit, add 1 to the Wound roll. - -### INESCAPABLE WRATH — 2CP -**Type:** Lion’s Blade Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One Deathwing Infantry or Deathwing Walker unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. - -**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. - -**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -### KNIGHTS OF IRON — 1CP -**Type:** Lion’s Blade Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Ravenwing unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features. - -### OVERPOWERING EXACTION — 1CP -**Type:** Lion’s Blade Task Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command or Fight phase -**Description:** **WHEN:** Command phase or the start of the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test. When doing so, if your unit has the Deathwing or Ravenwing keyword, subtract 1 from the result. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### STRENGTH IN UNITY — 1CP -**Type:** Lion’s Blade Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** If that enemy unit is within Engagement Range of one or more Ravenwing units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. If that enemy unit is within Engagement Range of one or more Deathwing units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, if the Strength characteristic of that attack is greater than the Toughness characteristic of the target, subtract 1 from the Wound roll. - -**RESTRICTIONS:** A unit cannot be targeted by this and the Armour of Contempt Stratagem in the same phase. - -## Enhancements - -### Calibanite Armaments — 15pts -*The eldest relic weapons of the Dark Angels trace their lineage to ancient Caliban and are wielded only by the greatest champions of the Unforgiven.* -ADEPTUS ASTARTES model only. Add 1 to the Damage characteristic of the bearer’s melee weapons. - -### Fulgus Magna — 20pts -*This ancient teleport homer projects a powerful narrow‑band signal, enabling the teleportarium chambers of orbiting vessels to lock on to the bearer even amid severe atmospheric or empyric disturbances.* -Deathwing model only. Once per battle, at the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves. - -### Lord of the Hunt — 15pts -*This veteran of the Ravenwing has spent mortal lifetimes in the saddle, leading mechanised cavalry to battle on countless worlds.* -Ravenwing model only. The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back and you can re-roll Desperate Escape tests taken for models in the bearer’s unit. - -### Stalwart Champion — 25pts -*Possessed of obdurate will, this warrior champion instils an indomitable resolve and absolute refusal to cede ground within his brothers.* -Captain, Chaplain or Lieutenant model only. While the bearer’s unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in the bearer’s unit. diff --git a/cogitator/factions/space-marines/detachments/orbital-assault-force.md b/cogitator/factions/space-marines/detachments/orbital-assault-force.md deleted file mode 100644 index 8eae26c..0000000 --- a/cogitator/factions/space-marines/detachments/orbital-assault-force.md +++ /dev/null @@ -1,93 +0,0 @@ -# Orbital Assault Force - -*There is arguably no method of Space Marine warfare more iconic than the decisive combat drop from orbit. Certainly, as Captain Titus and his fellow Ultramarines rush to defend successive sites along the borders of Ultramar, it is a strategy that they have employed time and again. Aiming to maximise the impact of the Adeptus Astartes as highly elite – but almost always outnumbered – shock assault troops, they launch waves of heavy transports and gunships from the embarkation decks of a strike cruiser skimming the upper atmosphere. Drop Pods slam down amongst the foe, disgorging Space Marines whose guns are already blazing and chainswords roaring before the enemy even realise they are under attack. Reality buckles and unnatural lightning leaps as Terminators teleport in to add their fury to the sudden onslaught.* - -## Abilities - -### Rapid-drop Deployment -At the start of the Declare Battle Formations step, select a number of ADEPTUS ASTARTES units (excluding Titanic units) from your army based on the battle size, as shown below. Models in those units have the Deep Strike ability. - -**BATTLE SIZE****NUMBER OF UNITS**Incursion2Strike Force3Onslaught4 -Each time an ADEPTUS ASTARTES model from your army makes an attack, if it was set up on the battlefield this turn, re-roll a Wound roll of 1. If it disembarked from a Drop Pod this turn, re-roll a Hit roll of 1 as well. - -## Stratagems - -### AUTO‑SENSE COORDINATION — 1CP -**Type:** Orbital Assault Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Select the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a Drop Pod or while targeting an enemy unit within 12". - -### BLIND SCREEN — 1CP -**Type:** Orbital Assault Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit (excluding Titanic units) from your army that was selected as the target of one or more of the attacking unit’s attacks and one friendly Adeptus Astartes Smoke Vehicle or Drop Pod unit within 9" of it. - -**EFFECT:** Until the end of the phase, models in your units have the Stealth ability and each time a ranged attack targets one of your units, models in that unit have the Benefit of Cover against that attack. - -### ONWARD FOR THE EMPEROR — 1CP -**Type:** Orbital Assault Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that was not set up on the battlefield this turn and one friendly Transport it is able to embark within. - -**EFFECT:** If your ADEPTUS ASTARTES unit is wholly within 6" of that TRANSPORT, it can embark within it. - -### SHOCK ONSLAUGHT — 1CP -**Type:** Orbital Assault Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -### SUPPRESSION STRAFING — 1CP -**Type:** Orbital Assault Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Select one enemy unit visible to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**RESTRICTIONS:** You cannot use this Stratagem more than once per battle round. - -### TACTICAL DECAPITATION — 1CP -**Type:** Orbital Assault Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [PRECISION] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll. - -## Enhancements - -### Dedicated Gunship — 15pts -*Bulky and somewhat lumbering as they are, Terminator squads – or even particularly vital officers wearing Terminator plate – may be assigned a gunship for swift combat extraction and relocation mid-battle.* -ADEPTUS ASTARTES TERMINATOR model only. Once per battle, at the end of your opponent’s Fight phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, the bearer can use this Enhancement. If it does, remove the bearer’s unit from the battlefield and place it into Strategic Reserves. - -### Laurels of Thunder — 15pts -*This honour is awarded to those Space Marine officers who display greatest vigour during orbital drops.* -ADEPTUS ASTARTES model only. You can re-roll Charge rolls made for the bearer’s unit in a turn in which it was set up on the battlefield. - -### Orbital Uplink Reliquary — 25pts -*Though it appears a morbid trinket of faith, in truth this device contains a powerful microcogitator linked to the strategium of the orbiting strike cruiser, which helps the bearer coordinate rapid strategic redeployments.* -ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### Veteran of the Vanguard — 20pts -*Long experience leading Phobos-armoured vanguard strikes has taught this warrior many lessons about swift and stealthy attacks.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Scouts 6" ability. diff --git a/cogitator/factions/space-marines/detachments/pilum-strike-team.md b/cogitator/factions/space-marines/detachments/pilum-strike-team.md deleted file mode 100644 index 28126e8..0000000 --- a/cogitator/factions/space-marines/detachments/pilum-strike-team.md +++ /dev/null @@ -1,60 +0,0 @@ -# Pilum Strike Team - -***Comprising veterans in the theatre of ship-to-ship void war, pilum strike teams are cast through the void like a spear aboard shrouded boarding torpedoes to infiltrate key enemy warships. Once aboard, the Phobos-armoured Space Marines wage a terror campaign to destabilise the target vessel from within.*** - -## Abilities - -### Relentless Salvoes -ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back. - -## Stratagems - -### ENHANCED EFFICIENCY — 1CP -**Type:** Pilum Strike Team – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn. - -### FIGHTING RETREAT — 1CP -**Type:** Pilum Strike Team – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. - -### KNIFE WORK — 1CP -**Type:** Pilum Strike Team – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1. - -### MASTER MARKSMEN — 1CP -**Type:** Pilum Strike Team – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability. - -## Enhancements - -### Omni-Structural Auspex — 0pts -*A rare device with a potent and knowledgeable machine spirit, this implement analyses the integrity of foes’ armour and isolates weaknesses to exploit.* -In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model (excluding Character models) makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. - -### Void Warrior — 0pts -*Having mastered the arts of shipboard warfare over many battles, this warrior moves swiftly through them and strikes with unerring skill.* -You can re-roll Advance and Charge rolls made for the bearer. In addition, the bearer is eligible to declare a charge in a turn in which it Advanced. diff --git a/cogitator/factions/space-marines/detachments/rage-cursed-onslaught.md b/cogitator/factions/space-marines/detachments/rage-cursed-onslaught.md deleted file mode 100644 index 6f5de5f..0000000 --- a/cogitator/factions/space-marines/detachments/rage-cursed-onslaught.md +++ /dev/null @@ -1,93 +0,0 @@ -# Rage-cursed Onslaught - -*The Red Thirst and the Black Rage will forever be the twin spiritual curses that the Blood Angels must hide from their allies for fear of censure. However, they can prove potent weapons of last resort when unleashed upon a determined foe. No Blood Angel takes such a decision lightly: to the sons of Sanguinius, a victory won through giving in to their Red Thirst is tainted at best, while to succumb to the Black Rage is no better than a living death. All this is little comfort to enemies facing the Blood Angels’ onslaught in such moments, however.* - -## Abilities - -### Maddened Ferocity -Each time an ADEPTUS ASTARTES model from your army makes a melee attack, re-roll a Wound roll of 1. - -Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is Battle-shocked, add 2 to the Attacks characteristic of melee weapons equipped by models in that unit instead. - -Restrictions -Your army can include Blood Angels units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### A GRIM WARNING — 1CP -**Type:** Rage-cursed Onslaught – Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Blood Angels unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Rage-cursed Onslaught – Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DEATHLESS DUTY — 2CP -**Type:** Rage-cursed Onslaught – Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### INSENSATE RAMPAGE — 1CP -**Type:** Rage-cursed Onslaught – Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -### LIMB FROM LIMB — 1CP -**Type:** Rage-cursed Onslaught – Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that made a Charge move this turn. - -**EFFECT:** Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit. - -### RED WRATH — 1CP -**Type:** Rage-cursed Onslaught – Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it), and until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -## Enhancements - -### Angel’s Fang — 25pts -*This artificer-crafted weapon has a dark reputation amongst the Chapter. Yet none can deny its lethality, or its machine-spirit’s desire to drink the blood of the mightiest foes.* -ADEPTUS ASTARTES model only. Each time the bearer makes a melee attack that targets a CHARACTER, MONSTER or VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability. - -### Carmine Reliquary — 30pts -*This armoured casket contains the skull of a beloved Blood Angels Captain lost to the Black Rage. It is a potent talisman of unfaltering aggression.* -Chaplain model only. Models in the bearer’s unit have the Scouts 6" ability. Each time you take a Battle-shock test for an ADEPTUS ASTARTES unit within 6" of the bearer, you can re-roll the result. - -### Master of the Red Thirst — 25pts -*Long practice has allowed this champion to gain a modicum of focus and control over their Red Thirst – wisdom they pass on in the heat of battle.* -ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. - -### Sanguinary Tear (Aura) — 35pts -*Legend has it that the blood-red stone set into this relic houses a teardrop shed by the Primarch himself. Those lost to the Black Rage seem to fight all the more furiously in its presence.* -ADEPTUS ASTARTES model only. While a friendly Death Company unit is within 6" of the bearer, add 1 to the Strength characteristic of weapons equipped by models in that unit. diff --git a/cogitator/factions/space-marines/detachments/reclamation-force.md b/cogitator/factions/space-marines/detachments/reclamation-force.md deleted file mode 100644 index 63bcdac..0000000 --- a/cogitator/factions/space-marines/detachments/reclamation-force.md +++ /dev/null @@ -1,94 +0,0 @@ -# Reclamation Force - -*The Ultramarines and their brother Shield Chapters forge ever outward into the darkness beyond the bounds of Ultramar, to conquer new territories for the Five Hundred Worlds. Acting as the speartips of the wider reconquest, their compact but powerful reclamation forces hit the enemy hard and drive deep into their lines to seize key strategic locations and deny them to the foe. With this done, they draw upon their dedication to the vision of Roboute Guilliman and the absolute loyalty they owe the empire of Macragge to fill themselves with unbending resolve and indomitable vigour. Fighting to uphold their oaths in the face of often overwhelming odds, still the Space Marines drive their enemies back and shatter their strength.* - -## Abilities - -### Oath of Reclamation -- Each time an ADEPTUS ASTARTES model from your army makes a melee attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1. -- Each time an attack targets an ADEPTUS ASTARTES unit from your army, if your unit is within range of an objective marker that you controlled at the start of the phase and if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit or your unit has the Titus keyword, subtract 1 from the Wound roll. - -RESTRICTIONS -Your army can include Ultramarines units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### CRUSADING CONQUERORS — 1CP -**Type:** Reclamation Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** End of the Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit. - -### FIGHT TO THE END — 1CP -**Type:** Reclamation Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### FURIOUS DEDICATION — 1CP -**Type:** Reclamation Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Charge or Fight phase -**Description:** **WHEN:** Your Charge phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not declared a charge or been selected to fight this phase. - -**EFFECT:** Until the end of the turn, add 2 to Charge rolls made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit. - -**RESTRICTIONS:** You cannot use this Stratagem more than once per turn. - -### MARCHING EVER ON — 1CP -**Type:** Reclamation Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit Falls Back. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase. - -**EFFECT:** Your unit can make a Normal move of up to D6"+1. - -### SCIONS OF GUILLIMAN — 1CP -**Type:** Reclamation Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army ends a Fall Back move. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### ULTRAMARIAN DESTINY — 1CP -**Type:** Reclamation Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -## Enhancements - -### Avenging Avatar (Aura) — 10pts -*Eyes alight with determination and vengeful fury, this champion of the Chapter seems almost to cast the dread shadow of the Primarch himself across his quailing foes.* -ADEPTUS ASTARTES model only. In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of the bearer, that enemy unit must take a Battle-shock test. - -### Liberatum — 25pts -*Forged on Macragge by the finest artisans, this weapon’s machine spirit is said to burn with a desire to see the Five Hundred Worlds ripped from the grasp of heretics and despots.* -ADEPTUS ASTARTES model only. Each time the bearer makes an attack that targets an enemy unit, if the target is within range of an objective marker, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### Scroll of Proclamation — 15pts -*Finely scribed on vellum and tightly bound in an armoured scroll case, the words of Roboute Guilliman’s Consilias Imperitus Ultimar prove a constant source of inspiration that drive this warrior ever onward.* -ADEPTUS ASTARTES model only. Each time the bearer’s unit declares a charge, if one or more targets of that charge are within range of an objective marker, you can re-roll the Charge roll. - -### Seals of Reconquest — 20pts -*These precious seals are manufactured on Konor, and contain micro shield generators that – while swift to exhaust their charge – help to safeguard battle-brothers while they fulfil their oaths of duty.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save. diff --git a/cogitator/factions/space-marines/detachments/saga-of-the-beastslayer.md b/cogitator/factions/space-marines/detachments/saga-of-the-beastslayer.md deleted file mode 100644 index b7ffac5..0000000 --- a/cogitator/factions/space-marines/detachments/saga-of-the-beastslayer.md +++ /dev/null @@ -1,95 +0,0 @@ -# Saga of the Beastslayer - -*Many terrible beasts stalk Fenris’ tundra or dwell within the depths of its frothing seas, and its people possess many tales of the slaying of such terrors. Some who ascend to the ranks of the Space Wolves continue this tradition of monster slaying, seeking out the largest, strongest and most lethal foes and pitting their strength against them. Bellowing battle cries, Thunderwolf Cavalry form wedges and charge, cutting through enemy infantry to reach such worthy prey. Wolves bound forward at their side, falling upon the wounded with feral hunger. Frenzied Wulfen, their bodies afflicted by the ravages of the Canis Helix, crash into armoured formations to swing thunder hammers and bring to bear crackling lightning claws. Then come the Wolf Guard, clad in Terminator armour or equipped as Headtakers, exploiting breaches in the enemy line to close upon their chosen prey. With each mighty warrior slain or titanic behemoth felled, the cohesion of the foe erodes and victory is brought closer to fruition.* - -## Abilities - -### Legendary Slayers -Each time an ADEPTUS ASTARTES model from your army makes an attack, if that attack targets a CHARACTER, MONSTER or VEHICLE unit or if your Saga is completed (see below), that attack has the [lethal hits] ability. - -Saga of the Beastslayer -At the start of the first battle round, your Beastslayer tally is 0, and you determine your Beastslayer target by halving the number of units from your opponent’s army (including those embarked within TRANSPORTS) that have one or more of the following keywords (rounding up): CHARACTER, MONSTER, VEHICLE. - -Each time an ADEPTUS ASTARTES unit from your army shoots or fights, after all of those attacks have been resolved, add 1 to your Beastslayer tally for each enemy unit with one or more of the following keywords destroyed by those attacks: CHARACTER, MONSTER, VEHICLE. - -Once your Beastslayer tally is equal to or greater than your Beastslayer target, your Saga is completed. - -## Stratagems - -### COORDINATED STRIKE — 1CP -**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Space Wolves unit from your army that is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### IMPETUOSITY — 1CP -**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Wulfen Infantry or Blood Claws unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, after that enemy unit has shot, if one or more models in your unit were destroyed as a result of those attacks, your unit can make an Impetuous move. To do so, roll one D6: your unit can be moved a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. - -### PINNING FIRE — 1CP -**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, after your unit has shot, select one enemy CHARACTER, MONSTER, or VEHICLE unit hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. - -### SHOCK CAVALRY — 1CP -**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Thunderwolf Cavalry unit from your army that has not been selected to move or declared a charge this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them. - -### THUNDEROUS PURSUIT — 1CP -**Type:** Saga of the Beastslayer – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to D6". If your unit has the Space Wolves Infantry or Thunderwolf Cavalry keywords, it can make a Normal move of up to 6" instead. - -### UNBRIDLED FEROCITY — 1CP -**Type:** Saga of the Beastslayer – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Space Wolves unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll. - -## Enhancements - -### Elder’s Guidance — 20pts -*Wily and long of fang, this warrior brings centuries of battlefield experience to the fight, lending focus to the reckless fury of his youthful battle-brothers.* -Space Wolves model only. Once per battle, at the start of the Fight phase, if the bearer is leading a Blood Claws unit, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1. - -### Helm of the Beastslayer — 15pts -*Wrought from the carapace of a nameless xenos monstrosity, this helm offers unparalleled protection.* -ADEPTUS ASTARTES model only. Each time an attack made by a CHARACTER, MONSTER or VEHICLE model targets the bearer’s unit, reduce the Armour Penetration characteristic of that attack by 1. - -### Hunter’s Guile — 20pts -*This warrior embodies the cunning of the wolf, utilising deception and misdirection to confound his foes.* -ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three Thunderwolf Cavalry, Wulfen and/or Blood Claws units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### Wolf-touched — 15pts -*Whilst the Canis Helix has yet to overcome this champion fully, it is stirred to life by the thrill of battle and the scent of blood.* -Space Wolves model only. Add 2" to the Move characteristic of the bearer. In the Declare Battle Formations step, the bearer can be attached to a Wulfen Infantry unit. diff --git a/cogitator/factions/space-marines/detachments/saga-of-the-bold.md b/cogitator/factions/space-marines/detachments/saga-of-the-bold.md deleted file mode 100644 index 070fec4..0000000 --- a/cogitator/factions/space-marines/detachments/saga-of-the-bold.md +++ /dev/null @@ -1,99 +0,0 @@ -# Saga of the Bold - -*The grand feasting halls of Fenris echo with the sagas of the Chapter’s greatest heroes. Every son of Russ hopes one day to forge his own tale of heroism and glory and take his place in the annals of the Great Companies. Thus, the Space Wolves armies are replete with many great champions, each of whom has felled foes beyond count and earned a deed name to match. When such heroes go to war, they lead their battle-brothers by example, hurling themselves into combat with furious aggression and inspirational acts of savagery. Bellowing oaths and making outlandish boasts, these champions seek to outdo one another. Encouraged forward in the wake of such heroic figures, Blood Claws and Grey Hunters battle alongside their Wolf Lord’s mighty Wolf Guard, fighting with resilience and vigour regardless of the odds arrayed against them.* - -## Abilities - -### Heroes All -Each time an ADEPTUS ASTARTES unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks: -- If your Saga is completed (see below), you can re-roll one Hit roll, one Wound roll and one Damage roll. -- Otherwise, if that unit is a Space Wolves Character unit, you can re-roll one Hit roll, one Wound roll or one Damage roll. - -Saga of the Bold -Each time a SPACE WOLVES CHARACTER unit from your army does one of the following, that unit achieves that Boast. Once three or more different Boasts have been achieved by units from your army, your Saga is completed. -- **Your Hide as a Trophy:** That unit destroys your Oath of Moment target. -- **Slay Them All:** That unit destroys your Oath of Moment target, and that is the second Oath of Moment target destroyed by that unit in this battle. -- **Overrun Their Position:** At the end of either player’s turn, that unit is wholly within your opponent’s deployment zone. -- **Hold the Line:** From the second battle round onwards, at the end of your Command phase, that unit is within range of an objective marker you control that is not within your deployment zone. - -## Stratagems - -### ALPHA STRIKE — 1CP -**Type:** Saga of the Bold – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Adeptus Astartes Character unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. - -### BIRTH OF A SAGA — 1CP -**Type:** Saga of the Bold – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Wolf Guard Headtaker or Wolf Guard Terminator Pack Leader model from your army. - -**EFFECT:** Until the start of your next Command phase, your model has the CHARACTER keyword. - -**Designer’s Note:** *While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Heroes All rule, in addition to other rules that interact with CHARACTER units.* - -### CHAMPION’S GUIDANCE — 1CP -**Type:** Saga of the Bold – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Space Wolves Character unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. - -### COUNTERCHARGE — 2CP -**Type:** Saga of the Bold – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One Adeptus Astartes Character unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. - -**EFFECT:** Your unit now declares a charge that targets only one or more of those enemy units, and you resolve that charge as if it were your Charge phase. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -### HEROIC RESOLVE — 2CP -**Type:** Saga of the Bold – Epic Deed Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Space Wolves Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### INSPIRING PRESENCE — 1CP -**Type:** Saga of the Bold – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Character unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. - -## Enhancements - -### Braggart’s Steel — 20pts -*This weapon has graced the hand of many a champion and inspires in its bearers a brazen self-confidence.* -Space Wolves model only. Add 2 to the Strength characteristic of melee weapons equipped by the bearer. If the bearer’s unit has achieved one or more Boasts, add 1 to the Damage characteristic of those weapons as well. - -### Hordeslayer — 15pts -*Seeking to take a terrible tally of lives, this warrior hurls himself into the heart of the fight, heedless of the numbers arrayed against him.* -Space Wolves model only. At the start of the Fight phase, if there are more enemy models than friendly models wholly within 6" of the bearer, until the end of the phase, add 2 to the Attacks characteristic of melee weapons equipped by the bearer. If the bearer’s unit has achieved one or more Boasts, add 3 to the Attacks characteristic instead. - -### Skjald — 15pts -*This warrior is well-versed in the Chapters saga, drawing inspiration and invaluable teachings from their retelling.* -ADEPTUS ASTARTES model only. Each time a Space Wolves Character unit from your army achieves a Boast, if the bearer is on the battlefield, you gain 1CP. - -### Thunderwolf’s Fortitude — 25pts -*Possessed of indomitable fortitude, this champion of Fenris refuses the call of Morkai, fighting beyond the limits of even a Space Marine’s endurance.* -ADEPTUS ASTARTES model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining. diff --git a/cogitator/factions/space-marines/detachments/saga-of-the-great-wolf.md b/cogitator/factions/space-marines/detachments/saga-of-the-great-wolf.md deleted file mode 100644 index f15fec6..0000000 --- a/cogitator/factions/space-marines/detachments/saga-of-the-great-wolf.md +++ /dev/null @@ -1,99 +0,0 @@ -# Saga of the Great Wolf - -*When the Great Wolf Logan Grimnar leads his packs to war, it is certain that mighty deeds will be done and epic verses added to the sagas of many a Space Wolf. There is none amongst the sons of Russ who can command such instinctive authority throughout his Chapter, none who so deftly wields warrior and war engine like a single great pack. In the sight of their lord, every Space Wolf aspires to be a champion of Fenris and strives with ever-greater determination to prove themselves worthy of his regard. Grimnar masterfully directs the hunt from its very heart, orchestrating every element like an apex predator herding its prey to destruction. Where restraint is needed, he sees it exercised. Where focused fury must be unleashed, he is its master and embodiment both. So does the saga of Logan Grimnar grow ever greater for the telling.* - -## Abilities - -### Master of Wolves -At the start of your Command phase, you can select one of the Hunting Packs listed below. Until the start of your next Command phase, that Hunting Pack is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Hunting Pack once per battle. -- **Encircling Jaws:** This unit can re-roll Advance rolls and Charge rolls. -- **Hunter’s Eye:** Each time a model in this unit makes a ranged attack, add 1 to the Hit roll. -- **Ferocious Strike:** Each time this unit is selected to fight, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability. - -### Howling Onslaught -Once per battle, when selecting a Hunting Pack for the Master of Wolves Detachment rule, if a Logan Grimnar model from your army is on the battlefield, you can select a Hunting Pack you have already selected this battle. - -### Restrictions -Your army can include Space Wolves units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### BATTLE INSTINCTS — 1CP -**Type:** Saga of the Great Wolf – Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Space Wolves unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Your unit can make a Normal move of up to D6". - -### EYE OF THE PACK — 1CP -**Type:** Saga of the Great Wolf – Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can add 1 to the Wound roll. - -### FENRISIAN FEROCITY — 1CP -**Type:** Saga of the Great Wolf – Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Adeptus Astartes Mounted or Adeptus Astartes Walker unit from your army that has not been selected to move or charge this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models (excluding TITANIC models) and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end a Normal, Advance or Fall Back move within Engagement Range of them. - -### GRIMNAR’S COMMAND — 1CP -**Type:** Saga of the Great Wolf – Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Select one Hunting Pack from the Master of Wolves Detachment rule. Until the start of your next Command phase, that Hunting Pack is active for your unit instead of any other Hunting Pack that is active, even if you have already selected that Hunting Pack this battle. - -### THE FOE FORESEEN — 1CP -**Type:** Saga of the Great Wolf – Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### UNRELENTING HUNTERS — 1CP -**Type:** Saga of the Great Wolf – Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a Space Wolves unit, until the end of the turn, it is eligible to declare a charge in a turn in which it Advanced or Fell Back. - -## Enhancements - -### Chariots of the Storm — 25pts -*This dedicated flight of gunships attends the Great Wolf and his packs, and can be called in to rapidly reposition his forces in the moments before battle is joined.* -ADEPTUS ASTARTES model only. After both players have deployed their armies, select up to three ADEPTUS ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Grimnar’s Mark — 20pts -*This moonsilver wolf-talisman is bestowed by the Great Wolf himself before battle, a mark of favour that fills the bearer with an eagerness to slay the foe.* -Adeptus Astartes Terminator Captain model only. Once per battle round, from the second battle round onwards, you can target the bearer’s unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. - -In the Declare Battle Formations step, the bearer can be attached to a Wolf Guard Terminators unit. - -### Howlmaw — 15pts -*An ancient hunting horn with a built-in vox amplification unit, this relic’s stirring howl can be heard even through the wild clangour of battle.* -Wolf priest model only. At the start of the Fight phase, you can select one enemy unit within 6" of the bearer. That unit must take a Battle-shock, subtracting 1 from the result. - -### Skjald’s Foretelling — 25pts -*Great deeds have been prophesied for this champion, such that those who fight alongside him do so all the harder as they play out the self-fulfilling prophecy.* -Wolf Guard Battle Leader model only. While the bearer is leading a unit, weapons equipped by models in that unit have the [LANCE] ability. diff --git a/cogitator/factions/space-marines/detachments/saga-of-the-hunter.md b/cogitator/factions/space-marines/detachments/saga-of-the-hunter.md deleted file mode 100644 index 0aa14a0..0000000 --- a/cogitator/factions/space-marines/detachments/saga-of-the-hunter.md +++ /dev/null @@ -1,97 +0,0 @@ -# Saga of the Hunter - -*When the Great Companies go to war, they descend upon their foes with lightning speed, relying upon shock assaults to overwhelm even the most robust defences. Blood Claws smash into weak points whilst Grey Hunters outflank and strike the already-engaged foe. Long Fangs catch armoured vehicles and heavy infantry in punishing crossfires, and Wolf Scouts infiltrate enemy positions to sabotage prepared strongholds. By concentrating their firepower and force upon critical targets, the Space Wolves maximise the effectiveness of their savage assault. Utilising this ruthless precision, lupine cunning and unwavering stamina, the Space Wolves can pick apart numerically superior foes in much the same manner as Fenrisian wolves hunt the giant prey of the Space Wolves’ icy home. The greatest of the Chapter’s sagas tell of such battles and the myriad foes brought low by closely bonded packs of warriors.* - -## Abilities - -### Pack’s Quarry -Each time a model in a Space Wolves unit from your army makes a melee attack that targets an enemy unit, if that enemy unit is within Engagement Range of one or more other Adeptus Astartes units from your army, or if the attacking unit contains more models than that enemy unit: -- Add 1 to the Hit roll. -- If your Saga is completed (see below), add 1 to the Wound roll as well. - -Saga of the Hunter -At the start of the first battle round, your Quarry tally is 0. Each time an ADEPTUS ASTARTES unit from your army fights, after all of those attacks have been resolved, add 1 to your Quarry tally for each enemy unit destroyed by those attacks. - -Once your Quarry tally is equal to or greater than the number shown in the table below (depending on the battle size), your Saga is completed. - -**BATTLE SIZE****QUARRY TALLY**Incursion**2**Strike Force**3**Onslaught**4** - -## Stratagems - -### BOUNDING ADVANCE — 1CP -**Type:** Saga of the Hunter – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Space Wolves Infantry or Space Wolves Beasts unit from your army that has not been selected to move or declared a charge this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through models (excluding Titanic models). When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them. - -### CHOSEN PREY — 1CP -**Type:** Saga of the Hunter – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Space Wolves unit from your army Falls Back. - -**TARGET:** That SPACE WOLVES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### HUNTERS’ TRAIL — 1CP -**Type:** Saga of the Hunter – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Space Wolves unit (excluding Monsters and Vehicles) from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit. - -### MARKED FOR DESTRUCTION — 1CP -**Type:** Saga of the Hunter – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** Two ADEPTUS ASTARTES units from your army (excluding Beasts) that have not been selected to shoot this phase. - -**EFFECT:** Select one enemy unit visible to both of your units. Until the end of the phase, models in your units can only target that enemy unit (and only if it is an eligible target) and each time a model in one of your units makes an attack, re-roll a Wound roll of 1. - -### OVERWHELMING ONSLAUGHT — 1CP -**Type:** Saga of the Hunter – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** Two ADEPTUS ASTARTES units from your army within Engagement Range of that enemy unit, or one Space Wolves Beasts unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. - -### TERRITORIAL ADVANTAGE — 1CP -**Type:** Saga of the Hunter – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit is destroyed by an ADEPTUS ASTARTES unit from your army. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -## Enhancements - -### Fenrisian Grit — 15pts -*All Fenrisians possess a formidable constitution, yet this warrior demonstrates legendary resolve, shrugging off wounds that would fell lesser men.* -ADEPTUS ASTARTES model only. The bearer has the Feel No Pain 4+ ability. - -### Feral Rage — 10pts -*There is no substitute for raw aggression. This warrior fights with the berserk rage of a thunderwolf, tearing apart their foes with violent fury.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks characteristic of melee weapons equipped by the bearer. Each time the bearer ends a Charge move, until the end of the turn, add an additional 1 to the Attacks characteristic of those weapons. - -### Swift Hunter — 20pts -*A seasoned hunter, this warrior knows well that speed and decisiveness can turn the tide of any battle.* -Space Wolves model only. Models in the bearer’s unit have the Scouts 7" ability. - -### Wolf Master — 5pts -*This warrior possesses an affinity with Fenrisian beasts and can inspire a frothing rage in their lupine companions with but a single barked command.* -Space Wolves model only. In your Command phase, select one friendly SPACE WOLVES unit within 9" of the bearer. Until the start of your next Command phase, teeth and claws and Tyrnak and Fenrir weapons equipped by models in that unit have the [LETHAL HITS] ability. diff --git a/cogitator/factions/space-marines/detachments/shadowmark-talon.md b/cogitator/factions/space-marines/detachments/shadowmark-talon.md deleted file mode 100644 index 646cdd0..0000000 --- a/cogitator/factions/space-marines/detachments/shadowmark-talon.md +++ /dev/null @@ -1,96 +0,0 @@ -# Shadowmark Talon - -*As Chapter Master of the Raven Guard, Aethon Shaan is a true master of the Trifold Path, utilising ambush, stealth and vigilance with surgical precision. Following his well-laid plans, Scout Squads, Infiltrators and other clandestine warriors penetrate the enemy line to wage guerrilla warfare. As these battle-brothers draw the attention of the foe, the remainder of Shaan’s warriors close in for the kill, assassinating officers and bringing down war machines with bursts of pinpoint fire. Before the enemy can react the Raven Guard are on the move once more, slipping into the shadows in preparation for the next targeted attack. Then, when the foe is bloodied and reeling, Shaan launches the main thrust of his assault, sweeping down with jump troops at his side to eviscerate his wounded prey.* - -## Abilities - -### Masters of Shadow -Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack. - -### Unparalleled Tactician -Once per battle round, if an Aethon Shaan model from your army is on the battlefield, you can use the Into Darkness Stratagem for 0CP. - -### Restrictions -Your army can include Raven Guard units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Shadowmark Talon – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### FEINT AND THRUST — 1CP -**Type:** Shadowmark Talon – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a Phobos or Scout Squad unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced. - -### INTO DARKNESS — 1CP -**Type:** Shadowmark Talon – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to two Phobos and/or Scout Squad units from your army, or one other Adeptus Astartes Infantry unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. - -**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. - -### LAY LOW THE TYRANTS — 1CP -**Type:** Shadowmark Talon – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -### RAPTORIAL VIGILANCE — 1CP -**Type:** Shadowmark Talon – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to D6", or up to 6" instead if it is a Phobos or Scout Squad unit. - -### STUNNING FUSILLADE — 1CP -**Type:** Shadowmark Talon – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Adeptus Astartes Infantry unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. - -## Enhancements - -### Blackwing Shroud — 25pts -*This mechanical device contains miniaturised refraction fields and electromagnetic interference projectors that distort sensory apparatus, enabling the bearer and their unit to evade detection and infiltrate key positions.* -Adeptus Astartes Infantry model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. - -### Coronal Susurrant — 30pts -*This wreath of circuitry from the Dark Age of Technology forces a whispering white noise into enemy minds and broadcasts.* -Phobos model only. The bearer has the following ability: - -**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that usage of that Stratagem by 1CP. - -### Hunter’s Instincts — 25pts -*Those who master the Path of Ambush guide their forces to launch surprise assaults on the enemy with the precise timing of true hunters.* -ADEPTUS ASTARTES model only. In your Movement phase, if the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -### Umbral Raptor — 15pts -*This warrior is a solitary predator whose footsteps are all but silent and whose form is one with the shadows.* -ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities. diff --git a/cogitator/factions/space-marines/detachments/spearpoint-task-force.md b/cogitator/factions/space-marines/detachments/spearpoint-task-force.md deleted file mode 100644 index 398628c..0000000 --- a/cogitator/factions/space-marines/detachments/spearpoint-task-force.md +++ /dev/null @@ -1,94 +0,0 @@ -# Spearpoint Task Force - -*When Suboden Khan rides to war, he is accompanied by the cream of the Chapter. Some go to war mounted on Raider-pattern bikes, forming the lance tip by which the enemy line is broken. Stormspeeders skim overhead, harassing the enemy with fire, whilst elite infantry scramble from their transports to exploit the salients their mounted brothers have opened. The First Khan orchestrates these assaults and sweeping flanking manoeuvres from the saddle of his grav bike. He leads from the front, raking the enemy with fire before plunging into their ranks.* - -## Abilities - -### Storm-swift Onslaught -ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back. - -### Wrath of the First Khan -At the end of the Fight phase, if a Suboden Khan unit from your army destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, that unit can make a Normal move of up to 6". - -### Restrictions -Your army can include White Scars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Spearpoint Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### EVASIVE MANOEUVRES — 1CP -**Type:** Spearpoint Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. - -### HUNTER’S INSTINCTS — 1CP -**Type:** Spearpoint Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Adeptus Astartes Infantry unit or Adeptus Astartes Mounted unit from your army that is within 9" of that enemy unit. You cannot target a unit that is within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -### MOBILE LETHALITY — 1CP -**Type:** Spearpoint Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back. - -### SPEAR THRUST AND SABRE SWING — 1CP -**Type:** Spearpoint Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Select either the [LANCE] or [LETHAL HITS] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. If it is a MOUNTED unit, until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities instead. - -### WITHDRAW AND REGROUP — 1CP -**Type:** Spearpoint Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Adeptus Astartes Mounted or Adeptus Astartes Fly Vehicle unit from your army that is not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -## Enhancements - -### Chogorian Huntmaster — 25pts -*This mounted huntsman knows well the importance of manoeuvre, outflanking the enemy and ambushing unsuspecting foes from the flanks and rear, the better to land the killing blow.* -ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -### Hunter’s Eye — 20pts -*This augmetic eye enhances the user’s visual spectrum, enabling them to pinpoint heat signatures and cogitate appropriate firing solutions.* -ADEPTUS ASTARTES model only. Ranged weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. - -### Spearpoint Paragon — 25pts -*Decades of service within the White Scars First Company have helped this superlative warrior master the violent arts of high-speed combat.* -ADEPTUS ASTARTES model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. - -### Stormseers’ Wisdom — 15pts -*The Chapter’s Librarians have made this champion privy to omens of great threats in future wars. Armed with this knowledge, they lead their warriors to war with a boldness that some mistake for recklessness.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. diff --git a/cogitator/factions/space-marines/detachments/stormlance-task-force.md b/cogitator/factions/space-marines/detachments/stormlance-task-force.md deleted file mode 100644 index 847f7b5..0000000 --- a/cogitator/factions/space-marines/detachments/stormlance-task-force.md +++ /dev/null @@ -1,88 +0,0 @@ -# Stormlance Task Force - -## Abilities - -### Lightning Assault -ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Stormlance Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### BLITZING FUSILLADE — 1CP -**Type:** Stormlance Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the [SUSTAINED HITS 1] ability as well. - -### FULL THROTTLE — 2CP -**Type:** Stormlance Task Force – Wargear Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army. - -**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED. - -### RIDE HARD, RIDE FAST — 1CP -**Type:** Stormlance Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. - -### SHOCK ASSAULT — 1CP -**Type:** Stormlance Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One ADEPTUS ASTARTES MOUNTED unit from your army that has not declared a charge this phase. - -**EFFECT:** Until the end of the turn, you can re-roll Charge rolls made for your unit and melee weapons equipped by models in that unit have the [LANCE] ability. - -### WIND-SWIFT EVASION — 1CP -**Type:** Stormlance Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Your unit can make a Normal move of up to 6". - -**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. - -## Enhancements - -### Feinting Withdrawal — 10pts -*This living legend of the Chapter is known for their calm in the heat of battle. Ever-observant of the ebbs and flows of the engagement, they can withdraw their warriors from the fray in good order, ready to hammer home a torrent of fire.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back. - -### Fury of the Storm — 25pts -*This aggressive warrior channels their eagerness to kill into each and every strike. They hit the enemy’s lines with all the ferocity of a raging tempest.* -ADEPTUS ASTARTES MOUNTED model only. Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer ends a Charge move, until the end of the turn, improve the Strength and Armour Penetration characteristics of the bearers melee weapons by 2 instead. - -### Hunter’s Instincts — 25pts -*This mounted huntsman espouses the value of circling the enemy and striking suddenly from an unexpected quarter upon their speeding steed, the better to land the killing blow.* -ADEPTUS ASTARTES MOUNTED model only. If the bearer’s unit is in Strategic Reserves, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is. - -### Portents of Wisdom — 15pts -*This warrior has been made privy to omens of great threats in the wars to come. Armed with this knowledge, they and their battle-brothers enter battle with a boldness that some mistake for recklessness.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, you can re-roll Advance rolls made for that unit. diff --git a/cogitator/factions/space-marines/detachments/terminator-assault.md b/cogitator/factions/space-marines/detachments/terminator-assault.md deleted file mode 100644 index cbbebac..0000000 --- a/cogitator/factions/space-marines/detachments/terminator-assault.md +++ /dev/null @@ -1,66 +0,0 @@ -# Terminator Assault - -***The Imperium has no finer or more perfectly suited warriors for cleansing the claustrophobic decks of voidships than Terminators. Each battle-brother is an army unto themself. Their armoured resilience is second to none, while their massive firepower allows them to turn gloomy corridors into killing grounds.*** - -## Abilities - -### Sacred Oath -Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll. - -## Stratagems - -### CARVE A PATH — 1CP -**Type:** Terminator Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One Terminator Assault Squad unit from your army that has not been selected to move this phase and has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. - -**RESTRICTIONS:** You cannot use this Stratagem more than once per turn. - -### CLEANSING SWEEP — 1CP -**Type:** Terminator Assault – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent's Movement or Charge phase. - -**TARGET:** One Terminator Squad unit from your army that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. - -### FOCUSING SHRINE — 1CP -**Type:** Terminator Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. - -**TARGET:** One Adeptus Astartes Terminator unit from your army that is in Reserves. - -**EFFECT:** Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways). - -**RESTRICTIONS:** Until the end of the turn, your unit is not eligible to declare a charge. - -### TOWER OF STRENGTH — 1CP -**Type:** Terminator Assault – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Start or end of any phase. - -**TARGET:** One Adeptus Astartes Terminator unit from your army. - -**EFFECT:** Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. - -**RESTRICTIONS:** Each time you use this Stratagem, you cannot use it again until after your next Command phase. - -## Enhancements - -### Resolute — 0pts -*Allowing nothing to bar his path, this champion of the Chapter ploughs a bloody path through the foe.* -The bearer is eligible to declare a charge in a turn in which it Fell Back. In addition, Desperate Escape tests taken for the bearer are automatically passed, and each time the bearer makes a Fall Back move, it can move through enemy models as if they were not there. - -### Seal of Indomitability — 0pts -*This ancient honour is said to fortify the machine spirit of a suit of Terminator plate against even the most dolorous of blows.* -Once per battle, when the bearer’s unit is selected as the target of one or more attacks, it can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save. diff --git a/cogitator/factions/space-marines/detachments/the-angelic-host.md b/cogitator/factions/space-marines/detachments/the-angelic-host.md deleted file mode 100644 index ade5888..0000000 --- a/cogitator/factions/space-marines/detachments/the-angelic-host.md +++ /dev/null @@ -1,93 +0,0 @@ -# The Angelic Host - -## Abilities - -### Upon Wings of Fire -At the end of your opponent s turn, you can select a number of Adeptus Astartes Jump Pack units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows: -**BATTLE SIZE**UNITS**Incursion**Up to 1 units **Strike Force**Up to 2 units **Onslaught**Up to 3 units -Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves. In the Reinforcements step of your next Movement phase, set each of those units up using their Deep Strike ability. - -RESTRICTIONS -Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ANGEL’S SACRIFICE — 1CP -**Type:** The Angelic Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Adeptus Astartes Jump Pack unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of all of its attacks. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** The Angelic Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### DEATH FROM THE SKIES — 1CP -**Type:** The Angelic Host – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Movement phase, just after an Adeptus Astartes Jump Pack unit from your army Advances or Falls Back. - -**TARGET:** That ADEPTUS ASTARTES JUMP PACK unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. - -### DESCENT OF ANGELS — 1CP -**Type:** The Angelic Host – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Adeptus Astartes Jump Pack unit from your army that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. - -**RESTRICTIONS:** A unit targeted by this Stratagem is not eligible to declare a charge in the same turn. - -### MARTIAL EXEMPLARS — 1CP -**Type:** The Angelic Host – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Adeptus Astartes Jump Pack unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] and [PRECISION] abilities. - -### UNBRIDLED ARDOUR — 1CP -**Type:** The Angelic Host – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a friendly Sanguinary Guard unit makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll and you can re-roll the Wound roll. - -## Enhancements - -### Archangel’s Shard — 15pts -*When Sanguinius battled Horus, his magnificent blade was tragically shattered against the Warmasters profane battle plate. The shards were gathered up and new swords forged to incorporate them, each one gifted to a different successor Chapter.* -Adeptus Astartes Jump Pack model only. The bearer’s melee weapons have the [Anti-Chaos 5+] and [Lance] abilities. - -### Artisan of War — 20pts -*This warrior is a true artist both on and off the battlefield. His talents are reflected in the exquisite workmanship of his wargear, for he insists upon personally crafting his weapons of war.* -Adeptus Astartes Jump Pack model only. Improve the Armour Penetration characteristic of the bearers weapons by 1, and the bearer has a Save characteristic of 2+. - -### Gleaming Pinions — 25pts -*The elaborately crafted ailerons of this jump pack allow the wearer to manoeuvre, twist and bank at incredible speeds.* -Adeptus Astartes Jump Pack model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, if this bearer’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". - -### Visage of Death — 15pts -*This exquisitely crafted death mask is a thing of dark beauty to the Blood Angels, and a sign of impending doom to their enemies. A neural amplifier embedded within the expressionless face of this macabre item serves to magnify the aura of fear it projects.* -Adeptus Astartes Jump Pack model only. In the Battle-shock step of your opponents Command phase, each enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer must take a Battle-shock test. diff --git a/cogitator/factions/space-marines/detachments/the-lost-brethren.md b/cogitator/factions/space-marines/detachments/the-lost-brethren.md deleted file mode 100644 index 9a0c23a..0000000 --- a/cogitator/factions/space-marines/detachments/the-lost-brethren.md +++ /dev/null @@ -1,92 +0,0 @@ -# The Lost Brethren - -## Abilities - -### A Noble Death in Combat -Each time a Death Company model from your army makes a melee attack, re-roll a Wound roll of 1 if that model’s unit is below its Starting Strength; if that model’s unit is Below Half-strength, you can re-roll the Wound roll instead. - -KEYWORDS -If you select this Detachment, Death Company Marines and Death Company Marines with Bolt Rifles units from your army have the BATTLELINE keyword. - -RESTRICTIONS -Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** The Lost Brethren – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### FINAL RETRIBUTION — 1CP -**Type:** The Lost Brethren – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Death Company unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is within 12" of one or more friendly Chaplain models; on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### FURIOUS ONSLAUGHT — 1CP -**Type:** The Lost Brethren – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Death Company unit from your army, just before that unit Piles-in. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". If your unit is within 12" of one or more friendly Chaplain models, or if it is below Starting Strength, it can move up to 6" instead. In either case, it can only do so provided your unit ends that Pile-in move in Unit Coherency and within Engagement Range of one or more enemy units. - -### GLORIOUS SACRIFICE — 1CP -**Type:** The Lost Brethren – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Death Company unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -### LOST TO RAGE — 1CP -**Type:** The Lost Brethren – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Death Company unit from your army that is below Starting Strength and has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Attacks, Stength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1 and, unless your unit is within 12" of one or more friendly Chaplain models, until the end of the phase, those weapons have the [HAZARDOUS] ability. - -### WRATHFUL RAMPAGE — 1CP -**Type:** The Lost Brethren – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Death Company unit from your army Advances. - -**TARGET:** That DEATH COMPANY unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit is within 12" of one or more friendly Chaplain models, or it is below its Starting Strength, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. - -## Enhancements - -### Blood Shard — 25pts -*Spiritual energy flows from this crimson gem, filling its bearer with a ferocious desire to tear their foes limb from limb. Those infused with its energies may fight on despite suffering seemingly mortal wounds.* -Death Company model only. The first time the bearer is destroyed, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. - -### Sanguinius’ Grace — 20pts -*As maddening hallucinatory memories of long-forgotten battles flash across this warriors mind, he is granted a sliver of the Primarchs combat prowess.* -Death Company model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, the bearer can fight one additional time. - -### To Slay the Warmaster — 15pts -*Overcome by maddening hallucinations, this warrior sees in all enemy champions glimmers of Horus' dark majesty and thus strives to destroy them.* -Death Company model only. Once per battle, at the start of the Fight phase, if the bearer is within Engagement Range of one or more enemy CHARACTER units, you can select one of those CHARACTER units and roll six D6: for each 4+, one CHARACTER model in that unit suffers 1 mortal wound. - -### Vengeful Onslaught — 10pts -*This Son of Sanguinius appears to the brothers of the Death Company as a paragon of their Primarchs martial prowess. Should he fall in battle, the vengeful fury of the Lost will be inflamed.* -Death Company model only. It the bearer is destroyed, until the end of your next turn, each time a friendly DEATH COMPANY model makes an attack, add 1 to the 1 Hit roll. diff --git a/cogitator/factions/space-marines/detachments/unforgiven-task-force.md b/cogitator/factions/space-marines/detachments/unforgiven-task-force.md deleted file mode 100644 index df63b60..0000000 --- a/cogitator/factions/space-marines/detachments/unforgiven-task-force.md +++ /dev/null @@ -1,89 +0,0 @@ -# Unforgiven Task Force - -## Abilities - -### Grim Resolve -While an ADEPTUS ASTARTES unit from your army is Battle-shocked, change the Objective Control characteristic of models in that unit to 1, instead of 0. In your Command phase, select one ADEPTUS ASTARTES unit from your army; until the start of your next Command phase, add 1 to the Objective Control characteristic of models in that unit. - -RESTRICTIONS -Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Unforgiven Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### FIRE DISCIPLINE — 1CP -**Type:** Unforgiven Task Force – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in that unit have the [ASSAULT], [HEAVY] and [IGNORES COVER] abilities. - -### GRIM RETRIBUTION — 1CP -**Type:** Unforgiven Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that had one or more models destroyed as a result of the attacking unit’s attacks. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target. - -### INTRACTABLE — 1CP -**Type:** Unforgiven Task Force – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### UNBREAKABLE LINES — 2CP -**Type:** Unforgiven Task Force – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. - -**TARGET:** One ADEPTUS ASTARTES unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll. - -### UNFORGIVEN FURY — 1CP -**Type:** Unforgiven Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently Battle-shocked, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit. - -## Enhancements - -### Pennant of Remembrance — 10pts -*This hallowed banner records the names and deeds of legendary members of the Deathwing, stoking still firmer resolve in those who fight beneath it.* -Ancient model only. While the bearer is leading a unit, models in that unit have the Feel No Pain 6+ ability. While that unit is Battle-shocked, models in that unit have the Feel No Pain 4+ ability instead. - -### Shroud of Heroes — 25pts -*Formed from the death shrouds of some of the Chapters greatest warriors, this robe inspires its wearer with the might and selflessness of those who came before.* -ADEPTUS ASTARTES model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining (if the bearer was Battle-shocked when it was destroyed, it is instead returned with its full wounds remaining). - -### Stubborn Tenacity — 15pts -*Even for a Chapter as famously stubborn as the Dark Angels, this warrior is known for their intractable nature.* -ADEPTUS ASTARTES model only. While the bearer is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Battle-shocked and below its Starting Strength. - -### Weapons of the First Legion — 15pts -*Beneath the surface of the Rock lie vaults within which weapons of antiquity and terrible power are stored.* -ADEPTUS ASTARTES model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearer’s melee weapons. While the bearer is Battle-shocked, add 2 to the Attacks, Strength and Damage characteristics of the bearer s melee weapons instead. diff --git a/cogitator/factions/space-marines/detachments/vanguard-spearhead.md b/cogitator/factions/space-marines/detachments/vanguard-spearhead.md deleted file mode 100644 index 2d30b98..0000000 --- a/cogitator/factions/space-marines/detachments/vanguard-spearhead.md +++ /dev/null @@ -1,91 +0,0 @@ -# Vanguard Spearhead - -## Abilities - -### Shadow Masters -Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", subtract 1 from the Hit roll and the target has the Benefit of Cover against that attack. - -## Stratagems - -### A DEADLY PRIZE — 1CP -**Type:** Vanguard Spearhead – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Start of the Command phase. - -**TARGET:** One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Vanguard Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### CALCULATED FEINT — 1CP -**Type:** Vanguard Spearhead – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit declares a charge. - -**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as a target of that charge. - -**EFFECT:** Your unit can make a Normal move of up to D6", or up to 6" instead if it is a PHOBOS or ScouT SQUAD unit. - -**RESTRICTIONS:** You cannot select a unit that is within Engagement Range of one or more enemy units. - -### GUERRILLA TACTICS — 1CP -**Type:** Vanguard Spearhead – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army. - -**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. - -**RESTRICTIONS:** Each unit selected for this Stratagem must be more than 3" away from all enemy models. - -### STRIKE FROM THE SHADOWS — 1CP -**Type:** Vanguard Spearhead – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test. - -### SURGICAL STRIKES — 2CP -**Type:** Vanguard Spearhead – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -## Enhancements - -### Execute and Redeploy — 20pts -*The battle-brothers under this warrior’s command seize every opportunity to strike while the initiative is theirs, harrying the foe with gunfire before returning to the shadows.* -PHOBOS model only. In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge. This cannot allow the bearer’s unit to move more than once in your Shooting phase. - -### Ghostweave Cloak — 15pts -*Hand-stitched by blinded servitors and anointed with distilled blood, this cloak contains strands of mnemothread. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.* -ADEPTUS ASTARTES model only. The bearer has the Stealth and Lone Operative abilities. - -### Shadow War Veteran — 30pts -*By the time the enemy believes battle has begun, their rear lines have already been attacked at this warriors command - their supply lines cut and their communications in disarray - choking them off from vital battlefield support.* -PHOBOS model only. Gain following ability: -**Lord of Deceit (Aura):** Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -### The Blade Driven Deep — 25pts -*This battlefield stalker slips through enemy territory like a spectre, leading their warriors in daring behind-enemy-lines operations.* -ADEPTUS ASTARTES INFANTRY model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. diff --git a/cogitator/factions/space-marines/detachments/vindication-task-force.md b/cogitator/factions/space-marines/detachments/vindication-task-force.md deleted file mode 100644 index d4c73c3..0000000 --- a/cogitator/factions/space-marines/detachments/vindication-task-force.md +++ /dev/null @@ -1,98 +0,0 @@ -# Vindication Task Force - -*Sacred standards and consecrated banners in great numbers anoint the consecrated battlegrounds of Vindication Task Forces. These brotherhoods stamp the God-Emperor’s undeniable authority wherever they strike. Cleaving to the purity of their mission with the stubborn tenacity of Dorn, the Black Templars ruthlessly extinguish their foe from holy sites and bludgeon any attempts to retake them. Veteran Ancients brandish the icons and heraldries of the crusade in pious defiance, the standards’ radiance declaring the God-Emperor’s sovereignty, and each a challenge to his enemies. In sight of them, the holdouts of heretics are revealed and put to righteous flame. Sorcerous corruption is wiped clean in barrages of scripture-incised missiles, while xenos forts are torn down by the pilots of hulking warsuits and revered Dreadnoughts. Inspired by the honour of iconic reliquaries, millennia-old shrouds and hallowed tapestries, the Black Templars reclaim and reconsecrate the Emperor’s domain with blood.* - -## Abilities - -### Purge and Sanctify -- Each time an attack targets an Ancient unit from your army, if that unit is within range of one or more objective markers and the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. -- Each time a Crusader Squad unit from your army makes a Righteous Zeal move, that unit can end that move as close as possible to the closest objective marker instead of as close as possible to the closest enemy unit. - -RESTRICTIONS -Your army can include Black Templars units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### LITANIES OF PURGATION — 1CP -**Type:** Vindication Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, if that model’s unit is within range of one or more objective markers or the target unit is within range of one or more objective markers, improve the Armour Penetration characteristic of that attack by 1. - -### PERFERVID INTERVENTION — 2CP -**Type:** Vindication Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. - -**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. - -**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -### RECITATION OF THE REVERED — 1CP -**Type:** Vindication Task Force – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Ancient unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### RECLAIM OUR HONOUR! — 1CP -**Type:** Vindication Task Force – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys an Ancient model from your army that has not been targeted with the Refusal to Yield Stratagem this phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army visible to that enemy unit. - -**EFFECT:** Until the end of the battle, each time an ADEPTUS ASTARTES model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. - -**RESTRICTIONS:** You cannot target that ANCIENT model with the Refusal to Yield Stratagem this phase. - -### REFUSAL TO YIELD — 1CP -**Type:** Vindication Task Force – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an Ancient model from your army is destroyed. - -**TARGET:** That ANCIENT model. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** At the end of the phase, set your model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. - -**RESTRICTIONS:** You cannot target the same model with this Stratagem more than once per battle. - -### SPOOR OF THE UNHOLY — 1CP -**Type:** Vindication Task Force – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll. - -## Enhancements - -### Consecrating Aura — 25pts -*The piety and honour of this warrior can be felt wherever he fights. His presence rouses the ardent souls of the Black Templars, warding Sigismund’s heirs from the blasphemy of the unbeliever.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have a 5+ invulnerable save. - -### Imperialis of the Eternal Crusade — 15pts -*This gleaming finial is said to have once topped Terra’s holiest spire and been gifted by the third Ecclesiarch to the High Marshal. It radiates an imperious superiority, buffeting impure minds with bellicose neural suppression until those who mean the bearer ill are left staggering.* -Ancient model only. Each time an enemy unit selects the bearer’s unit as a target of a charge, subtract 2 from the Charge roll (this is not cumulative with any olher negative modifiers to that Charge roll). - -### Orb of the Emperor’s Aegis — 10pts -*What Dark Age technology may lie inside this icon-wreathed sphere pales compared to its true power: that of the Emperor’s blessing. When activated, the orb briefly emits a glowing nimbus of protective energy so powerful that it can hold back the corruptive fury of the naked Warp. Thus shielded, Black Templars may use their fleet’s teleportarium shrines even without the awesome protection of Terminator armour.* -ADEPTUS ASTARTES model only. Models in the bearer’s unit have the Deep Strike ability. - -### Warden of Honour — 20pts -*This lauded guardian is trusted with the stewardship of the crusade’s most precious standards. His unyielding presence and preservation of his charge amidst fire and heresy inspire his brothers to acts of extreme heroism.* -Crusade Ancient model only. While the bearer is leading a unit, each time you roll one D6 for the bearer’s Vengeful Exhortation ability, add 1 to the result. diff --git a/cogitator/factions/space-marines/detachments/wrath-of-the-rock.md b/cogitator/factions/space-marines/detachments/wrath-of-the-rock.md deleted file mode 100644 index 07f7e46..0000000 --- a/cogitator/factions/space-marines/detachments/wrath-of-the-rock.md +++ /dev/null @@ -1,88 +0,0 @@ -# Wrath of the Rock - -## Abilities - -### Dutiful Tenacity -Each time an attack targets an Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Wrath of the Rock – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### INESCAPABLE JUSTICE — 2CP -**Type:** Wrath of the Rock – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after your Oath of Moment target is destroyed. - -**TARGET:** One Adeptus Astartes Character unit that is on the battlefield. - -**EFFECT:** Select one enemy unit within 12" and visible to your unit. That enemy unit becomes your Oath of Moment target until the start of your next Command phase. - -### LEONINE AGGRESSION — 1CP -**Type:** Wrath of the Rock – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** End of your opponent’s Charge phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army within 3" of one or more enemy units, or one Deathwing unit from your army within 6" of one or more enemy units. - -**EFFECT:** Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. - -**RESTRICTIONS:** Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. - -### LION’S WILL — 1CP -**Type:** Wrath of the Rock – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, until the end of the turn, if your unit does not have the Deathwing, Ravenwing or Vehicle keyword, each time a model in your unit makes an attack, add 1 to the Hit roll. - -### RELICS OF THE DARK AGE — 1CP -**Type:** Wrath of the Rock – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit. - -### TACTICAL MASTERY — 1CP -**Type:** Wrath of the Rock – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. If your unit has the Ravenwing keyword, it is also eligible to shoot and declare a charge in a turn in which it Fell Back. - -## Enhancements - -### Ancient Weapons — 25pts -*The vaults of the Dark Angels contain many relics from Humanity’s distant past. This soldier has been granted the honour of bearing such a weapon to battle.* -ADEPTUS ASTARTES model only. Improve the Strength characteristic of melee weapons equipped by the bearer by 2, and improve the Armour Penetration and Damage characteristics of those weapons by 1. - -### Deathwing Assault — 15pts -*A veteran inductee of the Inner Circle, this champion has served amongst the Deathwing for centuries and become an unmatched master of teleportarium insertions.* -Deathwing model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. - -### Lord of the Ravenwing — 10pts -*This commander has mastered the art of cavalry combat, instinctively noticing the opportune position to strike and navigating the chaos of battle with preternatural precision.* -Ravenwing model only. You can re-roll Advance and Charge rolls made for the bearer’s unit. - -### Tempered in Battle (Aura) — 10pts -*A veteran of the Inner Circle, this warrior inspires those around them to hold the line amidst the heat and chaos of battle.* -ADEPTUS ASTARTES model only. While a friendly ADEPTUS ASTARTES unit is within 6" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit. diff --git a/cogitator/factions/space-marines/detachments/wrathful-procession.md b/cogitator/factions/space-marines/detachments/wrathful-procession.md deleted file mode 100644 index 38fe49c..0000000 --- a/cogitator/factions/space-marines/detachments/wrathful-procession.md +++ /dev/null @@ -1,100 +0,0 @@ -# Wrathful Procession - -*The Black Templars excel at heavy infantry shock assaults. These talents prove especially effective when fighting battles where armoured support is limited, or the terrain is too dense to deploy heavier assets. Whether taking an enemy facility corridor by corridor, storming the breach in a siege, or digging heretics out of thick jungle or ruins, the Black Templars are well suited. Before such engagements, their leaders fire the battle-brothers’ fanaticism with hate-fuelled oratory and vox-amplified prayer to heights beyond even the fervour usually displayed by this Chapter. As one, the Black Templars begin their advance, banners to the fore, a holy procession swiftly gathering pace from stride to lope to thunderous headlong charge that caves in the enemy lines like a ceramite-clad fist driven into a heretic’s face.* - -## Abilities - -### Zealous Litanies -At the start of the battle round, you can select one of the Litanies listed below. If you do, until the end of the battle round, that Litany is active and its effects apply to all Adeptus Astartes Infantry and Adeptus Astartes Mounted units from your army. - -Chorus of Relentless Hate -Add 2" to the Move characteristic of models in this unit and add 1 to Advance rolls made for it. - -Rite of Perfervid Wrath -Add 1 to the Strength characteristic of melee weapons equipped by models in this unit. - -CHANT OF DEATHLESS DEVOTION -Models in this unit have a 5+ invulnerable save against ranged attacks. - -RESTRICTIONS -Your army can include Black Templars units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter. - -## Stratagems - -### ARMOUR OF CONTEMPT — 1CP -**Type:** Wrathful Procession – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### BRUTE FERVOUR — 1CP -**Type:** Wrathful Procession – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and you can ignore any or all modifiers to the following: that attack’s Weapon Skill characteristic; the Hit roll; the Wound roll. - -### CASTIGATE THE DEMAGOGUES — 1CP -**Type:** Wrathful Procession – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -### FUELLED BY FAITH — 1CP -**Type:** Wrathful Procession – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a mortal wound is allocated to an ADEPTUS ASTARTES unit from your army. - -**TARGET:** That ADEPTUS ASTARTES unit. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds. - -### RELENTLESS MOMENTUM — 1CP -**Type:** Wrathful Procession – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, when determining which models in your unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. - -### VOICE OF DEVOTION — 1CP -**Type:** Wrathful Procession – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army. - -**EFFECT:** Select the Chorus of Relentless Hate, Rite of Perfervid Wrath or Chant of Deathless Devotion Litany. Until the end of the battle round, that Litany is active for your unit instead of any other Litany that is active for your army. - -## Enhancements - -### Benediction of Fury — 10pts -*Borne through a dozen bloody and hard-fought crusades, this crozius arcanum’s unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.* -Chaplain model only. The bearer’s melee weapons have the [DEVASTATING WOUNDS] ability. - -### Pyrebrand — 25pts -*Within this relic burns a seemingly eternal flame, believed to have first been lit by Sigismund himself. Its light burns the sight from the foes’ eyes just as its tongues of flame have ignited countless pyres.* -Black Templars model only. Models in the bearer’s unit have the Stealth ability. - -### Sacred Rage — 30pts -*So all-consuming is this warrior’s hatred of the foe, so infectious his rage at their continued existence, that it grips those who fight alongside him and goads them to smite their enemies all the more swiftly.* -ADEPTUS ASTARTES model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability. - -### Taramond’s Censer — 15pts -*Though the Black Templars are acclimatised to the acrid chemical incense burned within this iron thurible, their foes are not. Its fumes trigger nightmare visions and crippling terror amongst their ranks.* -Black Templars model only. At the start of the Fight phase, each enemy unit within Engagement Range of the bearer’s unit must take a Battle-shock test. When doing so, subtract 1 from the result. diff --git a/cogitator/factions/tau-empire/datasheets.md b/cogitator/factions/tau-empire/datasheets.md new file mode 100644 index 0000000..8f1c943 --- /dev/null +++ b/cogitator/factions/tau-empire/datasheets.md @@ -0,0 +1,4242 @@ +# T’au Empire + +# Aun’shi + +**Role:** Characters + +*Aun’Shi is a hero to his people, a humble warrior whose presence inspires the T’au of the Fire Caste as surely as a blazing beacon. Marrying the uplifting nature of his caste with exceptional martial skill, Aun’Shi leads the way to victory with his honour blade flashing and slicing.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Fidelity. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fidelity | Melee | 6 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Inspirational Defiance** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. +- **Martial Warrior** (Datasheet): Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks: +- **Direct Grace:** Fidelity has the [PRECISION] ability. +- **Forceful Strike:** Fidelity has the [DEVASTATING WOUNDS] ability. +- **Whirling Stance:** Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1]. + +**Keywords:** Infantry, Character, Epic Hero, Ethereal, Aun’Shi +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Aun’Shi – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Strike Team, Breacher Team, Kroot Carnivores + +**Points:** +- 1 model: 50pts + +--- + +# Aun’va + +**Role:** Characters + +*No greater or more inspirational figurehead is there to the T’au than Aun’Va, the Ethereal Supreme. Under his stony regard the Hunter Cadres strive to achieve excellence beyond imagining, fighting as though some living embodiment of the T’au’Va itself moved amongst them and demanded all that they could give.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| AUN’VA | 6" | 3 | 5+ | 5 | 7+ | 1 | +| ETHEREAL GUARD | 6" | 3 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Aun’Va is equipped with:** close combat weapon. + +**Each Ethereal Guard is equipped with:** supreme honour blade. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 6 | 2 | 0 | 1 | — | +| Supreme honour blade | Melee | 3 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Duality Shield** (Datasheet): Once per battle, each time an attack targets this unit, it can use this ability. If it does, until the end of the phase, models in this unit have a 2+ invulnerable save. +- **Paradox of Duality** (Datasheet): Each time an attack targets this unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. +- **Supreme Loyalty (Aura)** (Datasheet): While a friendly T’AU EMPIRE unit is within 6" of this unit, each time that unit takes a Battle-shock or Leadership test, add 1 to that test. + +**Keywords:** Epic Hero, Ethereal, Aun’Va, Character, Infantry +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Aun’Va – EPIC HERO +- 2 Ethereal Guards + +**Wargear Options:** +- None + +**Points:** +- 3 models: 65pts + +--- + +# AX-1-0 Tiger Shark + +**Role:** Other + +*Developed as a direct response to the largest Titans, the Tiger Shark AX-1-0 replaces the drone racks and ion cannons of the fighter-bomber variant with a twin heavy rail cannon and a seeker missile array. These weapons turn it into a formidable ground-attack craft that is the bane of super-heavy war machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 11 | 3+ | 18 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 burst cannons; 2 missile pods; twin heavy rail cannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin heavy rail cannon | 120 | 1 | 4 | 26 | -5 | 12 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Titan Hunter** (Datasheet): This model’s twin heavy rail cannon and seeker missiles have the [ANTI-TITANIC 3+] ability while targeting a unit within half range. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** AX-1-0 Tiger Shark, Fly, Aircraft, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 AX-1-0 Tiger Shark + +**Wargear Options:** +- This model can be equipped with up to 6 seeker missiles. +- This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 315pts + +--- + +# Barracuda + +**Role:** Other + +*The Barracuda was developed to arm the T’au Empire with a multirole fighter capable of combating the increasingly diverse threats to the Greater Good. Armed with an ion cannon and drone-controlled burst cannons, the Barracuda’s versatility and damage output place it at the forefront of T’au aerial warfare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 long-barrelled burst cannons; swiftstrike burst cannon; 2 missile pods; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | +| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | +| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | +| Long-barrelled burst cannon | 24 | 8 | 4 | 6 | 0 | 1 | — | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Swiftstrike burst cannon | 36 | 16 | 4 | 6 | -1 | 1 | — | +| Swiftstrike railgun | 72 | 1 | 4 | 20 | -5 | D6+6 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Agile Dogfighter** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Barracuda, Aircraft, Vehicle, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Barracuda + +**Wargear Options:** +- This model’s 2 long-barrelled burst cannons can be replaced with 2 cyclic ion blasters. +- This model’s swiftstrike burst cannon can be replaced with one of the following:- 1 ion cannon +- 1 swiftstrike railgun +- This model can be equipped with up to 4 seeker missiles. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Breacher Team + +**Role:** Battleline + +*Where enemies must be driven from fortified positions or void ships boarded, there go the Fire Warriors of the Breacher Teams. Their pulse blasters are short ranged but lethal, and when coupled with the team’s tough armour, tactical discipline and specialist support drones, Breacher Teams become lethal at close quarters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** pulse blaster; pulse pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pulse blaster | 10 | 2 | 3 | 6 | -1 | 1 | assault | +| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | +| Support turret | 30 | 2 | 5 | 5 | 0 | 1 | indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Breach and Clear** (Datasheet): Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll. +- **DS8 Support Turret** (Datasheet): In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon. + +**Designer’s Note:** *Place a Support Turret token next to this unit to remind you.* + +**Keywords:** Markerlight, Infantry, Breacher Team, Fire Warrior, Battleline, Grenades +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Breacher Fire Warrior Shas’ui +- 9 Breacher Fire Warriors + +**Wargear Options:** +- The Breacher Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:- 1 guardian drone (it cannot take duplicates of this piece of wargear) +- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Led By: Ethereal, Cadre Fireblade, Aun’shi + +**Points:** +- 10 models: 90pts + +--- + +# Broadside Battlesuits + +**Role:** Other + +*Broadside Battlesuit teams annihilate everything that falls beneath their sights. Each battlesuit is an indomitable slab of high-tech armour, while their iconic heavy rail rifles and other long-range weaponry can make short work of even the toughest enemy targets.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 2+ | 8 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** heavy rail rifle; crushing bulk. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy rail rifle | 60 | 2 | 4 | 12 | -4 | D6+1 | heavy, devastating wounds | +| High-yield missile pods | 30 | 6 | 4 | 7 | -1 | 2 | twin-linked | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin plasma rifle | 18 | 1 | 4 | 8 | -3 | 3 | twin-linked | +| Twin smart missile system | 30 | 4 | 4 | 5 | 0 | 1 | indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing bulk | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Advanced Armour** (Datasheet): Models in this unit have the Feel No Pain 4+ ability against mortal wounds. +- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Walker, Broadside, Battlesuit +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Broadside Shas’vre +- 0-2 Broadside Shas’ui + +**Wargear Options:** +- Any number of models can each have their heavy rail rifle replaced with 1 high-yield missile pods. +- Any number of models can each be equipped with up to two of the following, but cannot take duplicates:- 1 seeker missile +- 1 twin plasma rifle* +- 1 twin smart missile system* +- 1 weapon support system +- Any number of models can each be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 missile drone +- 1 shield drone +- * No model can be equipped with both a twin plasma rifle and twin smart missile system at the same time. + +**Points:** +- 1 model: 80pts +- 2 models: 170pts +- 3 models: 270pts + +--- + +# Cadre Fireblade + +**Role:** Characters + +*Specialists in infantry-based battlefield tactics, Cadre Fireblades eschew the honour of a battlesuit in order to fight selflessly amongst the Fire Caste’s rank and file. Their veteran wisdom is of great benefit to the warriors alongside whom they fight, optimising the ferocity and accuracy of their firepower.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Fireblade pulse rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fireblade pulse rifle | 30 | 1 | 3 | 5 | 0 | 2 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Volley Fire** (Datasheet): While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit. +- **Crack Shot** (Datasheet): Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3. + +**Keywords:** Cadre Fireblade, Infantry, Character, Grenades +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Cadre Fireblade + +**Wargear Options:** +- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Can lead: Strike Team, Breacher Team + +**Points:** +- 1 model: 50pts + +--- + +# Commander Farsight + +**Role:** Characters + +*Aggressive and rebellious, Commander O’Shova is the master of the Mont’ka, the Killing Blow. Piloting his crimson battlesuit he carves a bloody path into the enemy, leading his separatist Fire Caste forces and wielding the enigmatic Dawn Blade with such strength and skill that no foe can stand against him.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 2+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** high-intensity plasma rifle; Dawn Blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| High-intensity plasma rifle | 24 | 2 | 2 | 8 | -3 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dawn Blade – strike | Melee | 4 | 2 | 10 | -2 | 3 | — | +| Dawn Blade – sweep | Melee | 8 | 2 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Way of the Short Blade** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9", add 1 to the Wound roll. +- **Puretide's Teachings** (Datasheet): Once per battle round, you can target this model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **INDEPENDENT POWER** (Special (правая колонка)): If your army includes COMMANDER FARSIGHT, it cannot include any Ethereal units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT. + +**Keywords:** Character, Vehicle, Walker, Fly, Battlesuit, Commander Farsight, Epic Hero +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Commander Farsight – EPIC HERO + +**Leader:** +Can lead: Crisis Sunforge Battlesuits, Crisis Starscythe Battlesuits, Crisis Fireknife Battlesuits + +**Points:** +- 1 model: 85pts + +--- + +# Commander In Coldstar Battlesuit + +**Role:** Characters + +*Capable of soaring at high speed over the battlefield, or even operating in the cold void of space, the XV86 Battlesuit is an exceptionally advanced weapon of war. It is favoured by those Commanders who seek to be everywhere at once, striking and fading wherever they are needed most.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** high-output burst cannon; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Airbursting fragmentation projector | 24 | D6 | 3 | 3 | 0 | 1 | blast, indirect fire | +| Burst cannon | 18 | 4 | 3 | 5 | 0 | 1 | — | +| Cyclic ion blaster – standard | 18 | 3 | 3 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 3 | 8 | -2 | 2 | hazardous | +| Fusion blaster | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| High-output burst cannon | 18 | 8 | 3 | 5 | 0 | 1 | — | +| Missile pod | 30 | 2 | 3 | 7 | -1 | 2 | — | +| Plasma rifle | 18 | 1 | 3 | 8 | -3 | 3 | — | +| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Coldstar Commander** (Datasheet): While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the [ASSAULT] ability. +- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. +- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. +- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Battlesuit, Commander in Coldstar Battlesuit, Vehicle, Walker, Character, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Commander in Coldstar Battlesuit + +**Wargear Options:** +- This model’s high-output burst cannon can be replaced with one of the following:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 burst cannon +- 1 cyclic ion blaster* +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone +- This model can be equipped with up to three of the following, and can take duplicates:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 burst cannon +- 1 cyclic ion blaster* +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- * This model cannot have duplicates of these pieces of wargear. + +**Leader:** +Can lead: Crisis Sunforge Battlesuits, Crisis Fireknife Battlesuits, Crisis Starscythe Battlesuits + +**Points:** +- 1 model: 95pts + +--- + +# Commander In Crisis Battlesuit + +**Role:** Characters + +*A deadly blend of strategic mastery, courage and technological might, each T’au Commander pilots their battlesuit and directs their armies with great skill. It is their honour to wield some of the most cutting-edge weapons the empire can provide, enabling them to fight all the harder for the Greater Good.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 5 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** burst cannon; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Airbursting fragmentation projector | 24 | D6 | 3 | 3 | 0 | 1 | blast, indirect fire | +| Burst cannon | 18 | 4 | 3 | 5 | 0 | 1 | — | +| Cyclic ion blaster – standard | 18 | 3 | 3 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 3 | 8 | -2 | 2 | hazardous | +| Fusion blaster | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Missile pod | 30 | 2 | 3 | 7 | -1 | 2 | — | +| Plasma rifle | 24 | 1 | 3 | 8 | -3 | 3 | — | +| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Crisis Commander** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. +- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. +- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Walker, Fly, Character, Battlesuit, Commander in Crisis Battlesuit, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Commander in Crisis Battlesuit + +**Wargear Options:** +- This model’s burst cannon can be replaced with one of the following:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 cyclic ion blaster +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone +- This model can be equipped with up to three of the following, and can take duplicates:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 burst cannon +- 1 cyclic ion blaster +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- * This model cannot have duplicates of these pieces of wargear. + +**Leader:** +Can lead: Crisis Battlesuits, Crisis Sunforge Battlesuits, Crisis Fireknife Battlesuits, Crisis Starscythe Battlesuits + +**Points:** +- 1 model: 80pts + +--- + +# Commander In Enforcer Battlesuit + +**Role:** Characters + +*Those Commanders who exhibit the most aggressive temperaments often choose to take to the field piloting an XV85 Enforcer Battlesuit. Especially large and formidable, these battlesuits boast heavier armour and an impressive array of weaponry and wargear. They are particularly suited to the close and deadly confines of urban warfare.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 2+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** burst cannon; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Airbursting fragmentation projector | 24 | D6 | 3 | 3 | 0 | 1 | blast, indirect fire | +| Burst cannon | 18 | 4 | 3 | 5 | 0 | 1 | — | +| Cyclic ion blaster – standard | 18 | 3 | 3 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 3 | 8 | -2 | 2 | hazardous | +| Fusion blaster | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Missile pod | 30 | 2 | 3 | 7 | -1 | 2 | — | +| Plasma rifle | 18 | 1 | 3 | 8 | -3 | 3 | — | +| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Enforcer Commander** (Datasheet): While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1. +- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. +- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. +- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Character, Battlesuit, Commander in Enforcer Battlesuit, Vehicle, Walker, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Commander in Enforcer Battlesuit + +**Wargear Options:** +- This model’s burst cannon can be replaced with one of the following:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 cyclic ion blaster* +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone +- This model can be equipped with up to three of the following, and can take duplicates:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 burst cannon +- 1 cyclic ion blaster* +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- * This model cannot have duplicates of these pieces of wargear. + +**Leader:** +Can lead: Crisis Fireknife Battlesuits, Crisis Sunforge Battlesuits, Crisis Starscythe Battlesuits + +**Points:** +- 1 model: 80pts + +--- + +# Commander Shadowsun + +**Role:** Characters + +*Accompanied by advanced shield and command drones, Commander O’Shaserra surges dynamically into battle. She is the master of the Kauyon, laying cunning ambushes for her enemies then striking with merciless fury. O’Shaserra spearheads these attacks from the front, and every shot from her fusion blasters heralds another fallen foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol; battlesuit fists; advanced guardian drone; command-link drone. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flechette launcher | 18 | 5 | 2 | 3 | 0 | 1 | — | +| High-energy fusion blaster | 18 | 1 | 2 | 10 | -4 | D6 | melta 2 | +| Light missile pod | 24 | 2 | 2 | 7 | 0 | 2 | — | +| Pulse pistol | 12 | 1 | 3 | 5 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Advanced Guardian Drone** (Wargear): Each time a ranged attack targets the bearer, subtract 1 from the Wound roll. +- **Agile Combatant** (Datasheet): This model is eligible to shoot in a turn in which it Fell Back. +- **Command-link Drone (Aura)** (Wargear): While a friendly T’AU EMPIRE unit is within 6" of the bearer, each time you select that unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Hero of the Empire (Aura)** (Datasheet): While a friendly T’AU EMPIRE unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. +- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. + +**Keywords:** Infantry, Fly, Character, Epic Hero, Battlesuit, Commander Shadowsun +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Commander Shadowsun – EPIC HERO + +**Points:** +- 1 model: 100pts + +--- + +# Crisis Battlesuits + +**Role:** Other + +*Wherever the battle rages most fiercely, there the Crisis Battlesuits strike. Piloted by courageous Fire Caste veterans, these suits are as tough and well-armed as many races’ light tanks, yet they also boast jet-assisted speed that allows them to cross the battlefield in bounding leaps or drop in from Manta Gunships.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** burst cannon; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Airbursting fragmentation projector | 24 | D6 | 4 | 3 | 0 | 1 | blast, indirect fire | +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | +| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Plasma rifle | 24 | 1 | 4 | 8 | -3 | 3 | — | +| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. +- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. +- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. +- **Turbo-jets** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. + +**Keywords:** Crisis, Battlesuit, Fly, Walker, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Crisis Shas’vre +- 2-5 Crisis Shas’ui + +**Wargear Options:** +- Any number of models can each have their burst cannon replaced with one of the following:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 cyclic ion blaster +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- Any number of models can be equipped with up to two of the following, and can take duplicate- 1 gun drone +- 1 marker drone +- 1 shield drone +- Any number of models can each be equipped with up to three of the following, and can take duplicates**:- 1 airbursting fragmentation projector* +- 1 battlesuit support system* +- 1 burst cannon +- 1 cyclic ion blaster +- 1 fusion blaster +- 1 missile pod +- 1 plasma rifle +- 1 shield generator* +- 1 T’au flamer +- 1 weapon support system* +- * Each model cannot have duplicates of these pieces of wargear. +- ** Each model cannot be equipped with more than 3 ranged weapons. + +**Leader:** +Led By: Commander In Crisis Battlesuit + +**Points:** +- 3 models: 200pts +- 6 models: 400pts + +--- + +# Crisis Fireknife Battlesuits + +**Role:** Other + +*The Fireknife configuration equips Crisis Battlesuit pilots with a suite of mid-ranged, hard-hitting firepower. Whether dropping from Manta Missile Destroyers to spearhead a Mont’ka strike or staging a mobile fighting retreat as part of a Kauyon strategy, Crisis Fireknife Battlesuits can be relied upon to eliminate key enemy targets and respond swiftly to changing battlefield conditions.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** plasma rifle; missile pod; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Plasma rifle | 18 | 1 | 4 | 8 | -3 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Fireknife** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is at its Starting Strength, you can re-roll the Hit roll instead. +- **Weapon Support System** (Datasheet): Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Fireknife, Crisis, Battlesuit, Fly, Walker, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Crisis Fireknife Shas’vre +- 2 Crisis Fireknife Shas’ui + +**Wargear Options:** +- Any number of models can each have their plasma rifle replaced with 1 missile pod. +- Any number of models can each have their missile pod replaced with 1 plasma rifle. +- Any number of models can be equipped with up to two of the following, but cannot take duplicates- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Led By: Commander In Coldstar Battlesuit, Commander Farsight, Commander In Crisis Battlesuit, Commander In Enforcer Battlesuit + +**Points:** +- 3 models: 120pts + +--- + +# Crisis Starscythe Battlesuits + +**Role:** Other + +*When the foe puts their faith in sheer weight of numbers or seeks to bog the T’au cadres down with infantry waves, Crisis Starscythe Battlesuits provide a swift and devastating response. Leaping in close, their courageous pilots unleash the fury of blitzing burst cannons and roaring T’au flamers, reaping a macabre tally amongst their swarming foes before jetting back out of harm’s way.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** burst cannon; T’au flamer; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Starscythe** (Datasheet): Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1. +- **Battlesuit Support System** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. + +**Keywords:** Walker, Vehicle, Starscythe, Crisis, Battlesuit, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Crisis Starscythe Shas’vre +- 2 Crisis Starscythe Shas’ui + +**Wargear Options:** +- Any number of models can each have their burst cannon replaced with 1 T’au flamer. +- Any number of models can each have their T’au flamer replaced with 1 burst cannon. +- Any number of models can be equipped with up to two of the following, but cannot take duplicates- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Led By: Commander In Coldstar Battlesuit, Commander Farsight, Commander In Crisis Battlesuit, Commander In Enforcer Battlesuit + +**Points:** +- 3 models: 110pts + +--- + +# Crisis Sunforge Battlesuits + +**Role:** Other + +*The XV8 Crisis Battlesuit is the most iconic and versatile fighting platform available to the Fire caste. When equipped with paired fusion blasters and shield generator it is said to be in the Sunforge conf iguration and becomes a devastating asset for hunting armoured vehicles or monstrous war beasts, slaying them with blasts of superthermic energy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** 2 fusion blasters; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Sunforge** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the Damage roll. + +**Keywords:** Sunforge, Crisis, Battlesuit, Fly, Walker, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Crisis Sunforge Shas’vre +- 2 Crisis Sunforge Shas’ui + +**Wargear Options:** +- Any number of models can be equipped with up to two of the following, but cannot take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Led By: Commander In Coldstar Battlesuit, Commander Farsight, Commander In Crisis Battlesuit, Commander In Enforcer Battlesuit + +**Points:** +- 3 models: 140pts + +--- + +# Darkstrider + +**Role:** Characters + +*As much a maverick as he is a master of covert operations, Sub-commander El’Myamoto is a formidable leader of stealth and sabotage missions. His structural analyser allows him to pinpoint the weak spots of even the most indomitable enemies. Meanwhile, his expertise in guerrilla warfare renders his forces all the more deadly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Shade; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shade | 18 | 2 | 2 | 5 | 0 | 2 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Structural Analyser** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Wound roll. +- **Jammer Array** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. + +**Keywords:** Infantry, Character, Epic Hero, Markerlight, Darkstrider +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Darkstrider – EPIC HERO + +**Leader:** +Can lead: Pathfinder Team + +**Points:** +- 1 model: 60pts + +--- + +# Devilfish + +**Role:** Dedicated Transports + +*The ubiquitous armoured transport of the Fire Caste, the Devilfish is an iconic symbol of T’au military expansion. Tough and surprisingly agile, it bears Fire Warriors safely into battle with impressive speed. Once there, its burst cannons and detachable drones or missile systems provide its passengers with additional fire support.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 13 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** accelerator burst cannon; 2 twin pulse carbines; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | assault, twin-linked | +| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Fly, Dedicated Transport, Devilfish, Transport +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Devilfish + +**Wargear Options:** +- This model’s 2 twin pulse carbines can be replaced with 2 smart missile systems. +- This model can be equipped with up to 2 seeker missiles. + +**Transport:** +This model has a transport capacity of 12 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. + +**Points:** +- 1 model: 85pts + +--- + +# Drone Sentry Turret + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 4+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin plasma rifle. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin burst cannon | 18 | 4 | 5 | 5 | 0 | 1 | twin-linked | +| Twin fusion blaster | 12 | 1 | 5 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin missile pod | 30 | 2 | 5 | 7 | -1 | 2 | twin-linked | +| Twin plasma rifle | 24 | 1 | 5 | 8 | -3 | 3 | twin-linked | + +**Abilities:** +- **Sentinel Protocols** (Datasheet): Each time you select this FORTIFICATION for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Vehicle, Drone Sentry Turret +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Drone Sentry Turret + +**Wargear Options:** +- This model’s twin plasma rifle can be replaced with one of the following:- 1 twin burst cannon +- 1 twin fusion blaster +- 1 twin missile pod + +**Points:** +- 1 model: 50pts + +--- + +# Ethereal + +**Role:** Characters + +*The Ethereals are serene and wise, spiritual leaders of the T’au who embody the wisdom and unity of the Greater Good. In times of war they take to the field in person, fighting with ritual weapons, skimming above the battle aboard hover drones and invoking the fundamental might of the T’au castes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** honour stave. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Honour stave | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Hover Drone** (Wargear): The bearer can FLY and has a Move characteristic of 10". +- **Failure Is Not an Option** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. +- **Coordinated Leadership** (Datasheet): At the end of your Command phase, roll one D6: on a 4+, you gain 1CP. + +**Keywords:** Ethereal, Character, Infantry +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Ethereal + +**Wargear Options:** +- This model can be equipped with 1 hover drone. +- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Can lead: Strike Team, Breacher Team + +**Points:** +- 1 model: 50pts + +--- + +# Firesight Team + +**Role:** Characters + +*Hidden behind shimmering stealth fields, the Firesight Marksmen play their targeting instruments over the foe and transmit data to the MV71 Sniper Drones in their thrall. In this way they augment the fire- prioritisation routines of the drones’ artificial intelligences, rendering them smarter, more cunning and even more deadly to distant foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 4 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** longshot pulse rifles; pulse pistol; close combat weapons. + +**Designer’s Note:** *The Firesight Marksman model and sniper drone models are treated as a single model for all rules purposes. All distances are measured to and from the Farsight Marksman model. The sniper drone models do not count as models for any rules purposes.* + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Longshot pulse rifles | 36 | 3 | 4 | 5 | -1 | 2 | heavy, precision | +| Pulse pistol | 12 | 1 | 3 | 5 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 4 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Precise Targeting** (Datasheet): Each time a model in this unit makes an attack that targets a Spotted unit, you can re-roll the Hit roll. + +**Keywords:** Firesight Team, Markerlight, Infantry, Character +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Firesight Marksman + +**Wargear Options:** +- None + +**Points:** +- 1 model: 60pts + +--- + +# Ghostkeel Battlesuit + +**Role:** Other + +*Nothing so huge should be able to slip unnoticed across the battlefield, yet between its stealth field and its electronic warfare suite the Ghostkeel Battlesuit does just that. Once in position its pilot unleashes ferocious volleys of firepower, ambushing, overwhelming and scattering the terrified foe in a matter of moments.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 8 | 2+ | 12 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** fusion collider; twin T’au flamer; Ghostkeel fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cyclic ion raker – standard | 36 | 6 | 4 | 7 | -1 | 2 | — | +| Cyclic ion raker – overcharge | 36 | 6 | 4 | 8 | -2 | 3 | hazardous | +| Fusion collider | 18 | 2 | 4 | 12 | -4 | D6 | melta 2 | +| Twin burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | twin-linked | +| Twin fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ghostkeel fists | Melee | 3 | 5 | 6 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Battlesuit Support System** (Wargear): The bearer is eligible to shoot in a turn in which it Fell Back but it loses the SMOKE keyword. +- **Stealth Drones** (Datasheet): Twice per battle, after an attack has been allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Designer’s Note:** *Place two Stealth Drone tokens next to the unit, removing one each time this ability has been used.* + +**Keywords:** Vehicle, Smoke, Battlesuit, Ghostkeel, Fly, Walker +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Ghostkeel Battlesuit + +**Wargear Options:** +- This model’s fusion collider can be replaced with 1 cyclic ion raker. +- This model’s twin T’au flamer can be replaced with one of the following:- 1 twin fusion blaster +- 1 twin burst cannon +- This model can be equipped with one battlesuit support system. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Great Knarloc + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 8 | 4+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Great Knarloc beak and talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kroot bolt thrower | 12 | 1 | 4 | 12 | -2 | 3 | hooked | +| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Twin Kroot gun | 36 | 2 | 4 | 7 | 0 | 2 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Great Knarloc beak and talons | Melee | 4 | 3 | 7 | -1 | 3 | extra attacks | +| Kroot rifle | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Loping Stride** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. +- **Baggage Harness (Aura)** (Wargear): While a friendly Kroot unit is within 3" of the bearer, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Hooked** (Wargear profile): Each time the bearer makes an attack with this weapon that targets a MONSTER or VEHICLE unit, if a hit is scored, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer. + +**Keywords:** Monster, Kroot, Great Knarloc +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Great Knarloc + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 Kroot bolt thrower and 1 Kroot rifle +- 1 twin Kroot gun +- 1 baggage harness + +**Points:** +- 1 model: 100pts + +--- + +# Hammerhead Gunship + +**Role:** Other + +*The Hammerhead Gunship epitomises the T’au way of war. Not only is this hover tank resilient and possessed of truly ferocious firepower, but it is also swift and manoeuvrable enough to outpace lumbering enemy war engines while keeping up with the Hunter Cadres’ rapid advances, feints and redeployments.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 1 railgun; 2 twin pulse carbines; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | +| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | +| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | +| Railgun | 72 | 1 | 4 | 20 | -5 | D6+6 | heavy, devastating wounds | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | twin-linked | +| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Armour Hunter** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll. +- **Targeting Array** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Fly, Hammerhead Gunship +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Hammerhead Gunship + +**Wargear Options:** +- This model’s railgun can be replaced with 1 ion cannon. +- This model’s 2 twin pulse carbines can be replaced with one of the following:- 2 accelerator burst cannons +- 2 smart missile systems +- This model can be equipped with up to 2 seeker missiles. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Heavy Gun Drones + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 2 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** burst cannon; markerlight; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| Twin burst cannon | 18 | 4 | 5 | 5 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 6 | 3 | 0 | 1 | — | + +**Abilities:** +- **Drone Escort** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly T’AU EMPIRE unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, the unit using this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). +- **Markerlight** (Wargear): The bearer has the Markerlight keyword. + +**Keywords:** Heavy Gun Drones, Vehicle, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 2 Heavy Gun Drones + +**Wargear Options:** +- Any number of models can each have their burst cannon and markerlight replaced with 1 twin burst cannon. + +**Points:** +- 2 models: 45pts + +--- + +# Knarloc Riders + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 5 | 5+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Kroot rifle; Knarloc beak and talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Knarloc beak and talons | Melee | 4 | 3 | 6 | -1 | 1 | extra attacks | +| Kroot rifle | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Thunderous Pounce** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, Knarloc beak and talons equipped by models in this unit have the [LANCE] ability. + +**Keywords:** Mounted, Kroot, Knarloc Riders +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 3 Knarloc Riders + +**Wargear Options:** +- None + +**Points:** +- 3 models: 110pts + +--- + +# Kroot Carnivores + +**Role:** Other + +*Swift and vicious, Kroot Carnivore squads employ fieldcraft and predatory instinct to close rapidly with their foes. What they lack in resilience, they more than make up for in close-ranged savagery, hammering enemies with volleys from their rifles before charging in to rip and tear their victims to gory ribbons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The 1 Long-quill is equipped with:** Kroot pistol; Kroot rifle; close combat weapon. + +**Every Kroot Carnivore is equipped with:** Kroot rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tanglebomb launcher | 24 | D3 | 4 | 5 | 0 | 1 | Blast | +| Kroot pistol | 12 | 1 | 4 | 4 | 0 | 1 | Pistol | +| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Kroot carbine | 18 | 1 | 4 | 4 | 0 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Fieldcraft** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. +- **BODYGUARD** (Special (правая колонка)): If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot attach two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. + +**Keywords:** Infantry, Grenades, Carnivores, Kroot +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Long-quill +- 9-19 Kroot Carnivores + +**Wargear Options:** +- The Long-quill’s Kroot rifle can be replaced with 1 Kroot carbine. +- For every 10 models in this unit, one Kroot Carnivore’s Kroot rifle can be replaced with 1 Tanglebomb launcher. + +**Leader:** +Led By: Aun’shi, Kroot Trail Shaper, Kroot War Shaper, Kroot Flesh Shaper + +**Points:** +- 10 models: 65pts +- 20 models: 140pts + +--- + +# Kroot Farstalkers + +**Role:** Other + +*Farstalker Kinbands are opportunistic mercenaries often operating for years far from the Kroot home world. They are experienced raiders, scouts and infiltrators, setting masterful ambushes from which to unleash the deadly weapons they have amassed over long careers as ruthless bounty hunters.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| FARSTALKERS & KILL-BROKER | 7" | 3 | 6+ | 1 | 7+ | 1 | +| KROOT HOUNDS | 12" | 3 | 6+ | 1 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Kroot Kill-broker is equipped with:** Farstalker firearm; Kroot pistol; ritual blade. + +**Every Kroot Farstalker is equipped with:** Farstalker firearm; Kroot pistol; close combat weapon. + +**Every Kroot Hound is equipped with:** ripping fangs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dvorgite skinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | +| Farstalker firearm | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | +| Kroot pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Londaxi tribalest | 18 | 3 | 5 | 7 | -1 | 1 | anti-vehicle 4+, devastating wounds, heavy | +| T’au-tech rifle | 30 | 1 | 4 | 5 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Ripping fangs | Melee | 3 | 3 | 3 | 0 | 1 | — | +| Ritual blade | Melee | 3 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Pech’ra** (Wargear): Ranged weapons equipped by the bearer’s unit have the [IGNORES COVER] ability. +- **Bounty Hunters** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities. + +**Keywords:** Kroot, Infantry, Farstalkers, Grenades +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Kroot Kill-broker +- 9 Kroot Farstalkers +- 2 Kroot Hounds + +**Wargear Options:** +- The Kroot Kill-broker’s Farstalker firearm can be replaced with 1 T’au-tech rifle. +- 1 Kroot Farstalker’s Farstalker firearm can be replaced with one of the following:- 1 Dvorgite skinner +- 1 Londaxi tribalest +- 1 Kroot Farstalker equipped with a Farstalker firearm can be equipped with 1 Pech’ra. + +**Leader:** +Led By: Kroot Trail Shaper, Kroot War Shaper, Kroot Flesh Shaper + +**Points:** +- 12 models: 85pts + +--- + +# Kroot Flesh Shaper + +**Role:** Characters + +*All Shapers bear some responsibility for the gradual guidance of their fellows’ genetic makeup through ingestion of selected preg. The Flesh Shapers take this art to a more immediate and visceral extreme through the use of gruesome flesh-fetishes and ritualised butchery whose psychosomatic impact upon the Kroot is remarkable.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Kroot scattergun; twin ritualistic blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kroot scattergun | 12 | 2 | 4 | 4 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin ritualistic blades | Melee | 4 | 2 | 5 | -1 | 1 | twin-linked | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Ritual Butchery** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Rites of Feasting** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 6+ ability. If that unit destroys one or more enemy units in the Fight phase, until the end of the battle, models in that unit have the Feel No Pain 5+ ability instead. + +**Keywords:** Flesh Shaper, Infantry, Character, Kroot, Shaper +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Kroot Flesh Shaper + +**Leader:** +Can lead: Kroot Farstalkers, Kroot Carnivores + +**Points:** +- 1 model: 45pts + +--- + +# Kroot Hounds + +**Role:** Other + +*Set loose in hunting packs by squads of Kroot Carnivores, these predatory beasts lope swiftly across the battlefield in search of prey. Driven into a carnivorous frenzy by the scent of blood, the Kroot Hounds pounce upon their victims with frightening swiftness, ripping and tearing with beak-like maws and vicious talons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 6+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** ripping fangs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ripping fangs | Melee | 3 | 3 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Loping Pounce** (Datasheet): At the start of your Command phase, if this unit is within 6" of one or more friendly Kroot Infantry units, then until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced. +- **Hunting Hounds** (Datasheet): While this unit is within 12" of one or more friendly Kroot Character models, the Objective Control characteristic of models in this unit is 1. + +**Keywords:** Kroot, Beasts, Hounds +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 5-10 Kroot Hounds + +**Points:** +- 5 models: 40pts +- 10 models: 80pts + +--- + +# Kroot Lone-Spear + +**Role:** Characters + +*Whether loners or grizzled mercenaries unable to fit within Kroot society, Lone-spears prefer the company of beasts and the surrounds of the wild. Mounted upon chameleonic Kalamondras, they make for talented long-range scouts. Moreover, armed with suitably potent firearms the Lone-spears excel in picking off valuable enemy targets and even eliminating armoured fighting vehicles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 5+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Kroot long gun; close combat weapon; Kalamandra’s bite. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blast javelin | 18 | D6 | 4 | 10 | -2 | 2 | assault, blast | +| Kroot long gun | 36 | 1 | 3 | 6 | -2 | 3 | heavy, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | +| Hunting javelin | Melee | 3 | 3 | 4 | -1 | 1 | lance | +| Kalamandra’s bite | Melee | 4 | 4 | 5 | -1 | 1 | extra attacks | + +**Abilities:** +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Advanced Scouting** (Datasheet): Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another Kroot model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll. +- **Fire and Fade** (Datasheet): In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge. + +**Keywords:** Kroot, Lone-Spear, Mounted, Character +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Kroot Lone-Spear + +**Wargear Options:** +- This model’s Kroot long gun can be replaced with 1 blast javelin and 1 hunting javelin. + +**Points:** +- 1 model: 80pts + +--- + +# Kroot Trail Shaper + +**Role:** Characters + +*Trail Shapers are more than simply masters of fieldcraft. As their title implies, they work with instinctive skill to shape the very battlef ield upon which the Kroot will meet their prey, the guiding routes along which the hunt will progress and the nature of the engagements in which their kindreds fight. A single Trail Shaper can alter the entire character of a war in the favour of the T’au Empire.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Kroot rifle; Shaper’s blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Shaper’s blade | Melee | 4 | 2 | 5 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Trail Finding** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". +- **Kroot Ambush** (Datasheet): After both players have deployed their armies, you can redeploy this model’s unit and one other friendly Kroot unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +**Keywords:** Infantry, Trail Shaper, Shaper, Character, Kroot +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Kroot Trail Shaper + +**Leader:** +Can lead: Kroot Farstalkers, Kroot Carnivores + +**Points:** +- 1 model: 55pts + +--- + +# Kroot War Shaper + +**Role:** Characters + +*To the War Shapers falls responsibility for both composition and disposition of all Kroot forces in the field. Beyond this, they are typically exemplary warriors in their own right, striding into battle armed with symbolically traditional weapons that are no less deadly for their antiquated natures. Under a War Shaper’s merciless gaze, enemies quail and allies find new strength.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** dart-bow and tri-blade; Kroot pistol; Shaper’s blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dart-bow and tri-blade | 24 | D3+1 | 4 | 4 | 0 | 2 | ANTI-INFANTRY 3+, ASSAULT, HEAVY | +| Kroot pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bladestave and prey-hook | Melee | 4 | 2 | 5 | -1 | 2 | lethal hits | +| Shaper’s blade | Melee | 4 | 2 | 5 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **War Leader** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Root of Honour** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Kroot unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. + +**Keywords:** Shaper, War shaper, Character, Kroot, Infantry +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Kroot War Shaper + +**Wargear Options:** +- This model’s dart-bow and tri-bade can be replaced with 1 bladestave and prey-hook. + +**Leader:** +Can lead: Kroot Farstalkers, Kroot Carnivores + +**Points:** +- 1 model: 50pts + +--- + +# Krootox Rampagers + +**Role:** Other + +*Juvenile Krootox exhibit greater aggression and agility than their elders. Bands ofKroot make use of these facets by riding the Krootox into battle in Rampager packs. They act os ambushers, terror troops and skirmish cavalry, striking fast at their foes from unexpected quarters and seeking to break their battle lines to leave them vulnerable to the rest of the Hunting Pack.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 6 | 5+ | 5 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Kroot pistol and hunting javelins; hunting blades; Rampager fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kroot pistol and hunting javelins | 12 | 2 | 4 | 4 | 0 | 1 | assault, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 3 | 4 | -1 | 1 | Lance | +| Krootox fists | Melee | 4 | 3 | 6 | -1 | 2 | EXTRA ATTACKS, sustained hits 1 | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Kroot Linebreakers** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds. If one or more enemy models are destroyed as a result of these mortal wounds, that enemy unit must take a Battle-shock test. + +**Keywords:** Grenades, Kroot, Krootox Rampagers, Mounted +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 3-6 Krootox Rampagers + +**Points:** +- 3 models: 85pts +- 6 models: 170pts + +--- + +# Krootox Riders + +**Role:** Other + +*Krootox make excellent living gun platforms, lumbering into battle with cannons strapped to their backs, their Kroot gunners swaying atop their steeds in primitive harnesses. Though not in themselves aggressive, Krootox view the Kroot Carnivores they fight alongside as packmates, and will employ their great strength to defend their kin.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 6 | 5+ | 5 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** repeater cannon; close combat weapon; Krootox fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Repeater cannon | 36 | 2 | 4 | 7 | -1 | 2 | rapid fire 2 | +| Tanglecannon | 36 | D6+1 | 4 | 6 | 0 | 1 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Krootox fists | Melee | 4 | 3 | 6 | -1 | 2 | EXTRA ATTACKS | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Kroot Packmates** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly Kroot Infantry unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that unit with this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +**Keywords:** Krootox Riders, Kroot, Grenades, Mounted +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1-3 Krootox Riders + +**Wargear Options:** +- Any number of models can each have their repeater cannon replaced with 1 tanglecannon. + +**Points:** +- 1 model: 40pts +- 2 models: 60pts +- 3 models: 90pts + +--- + +# Longstrike + +**Role:** Characters + +*Renowned throughout the T’au Empire as its foremost tank ace, Shas’la T’au Sha’ng possesses a sublime talent for armoured warfare. His XV02 Pilot Battlesuit allows him to integrate seamlessly with the artificial intelligence of his chosen gunship, augmenting its targeting systems and ensuring that its every shot strikes home.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin pulse carbines; railgun; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | +| Ion cannon – standard | 60 | D6+3 | 3 | 7 | -1 | 2 | blast | +| Ion cannon – overcharge | 60 | D6+3 | 3 | 8 | -2 | 3 | blast, hazardous | +| Railgun | 72 | 1 | 3 | 20 | -5 | D6+6 | devastating wounds, heavy | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | assault, twin-linked | +| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Armour Hunter** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll. +- **Targeting Array** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving its attacks. +- **XV02 Pilot Battlesuit** (Datasheet): In your Command phase, you can select one friendly Hammerhead Gunship unit within 12". Until the start of your next Command phase, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Epic Hero, Longstrike, Vehicle, Fly, Character +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Longstrike – EPIC HERO + +**Wargear Options:** +- This model’s railgun can be replaced with 1 ion cannon. +- This model’s 2 twin pulse carbines can be replaced with one of the following:- 2 accelerator burst cannons +- 2 smart missile systems +- This model can be equipped with up to 2 seeker missiles. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Manta + +**Role:** Other + +*The Manta is an advanced, super-heavy dropship used to deliver large contingents of troops into combat. Powerful energy fields shield the craft during descent, while no less than sixteen drone-controlled burst cannons fend off hostile attention and wing-mounted primary guns engage priority targets that might jeopardise the Manta’s landing site.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 14 | 2+ | 60 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy rail cannons; 6 ion cannons; 2 long-barrelled burst cannon arrays; 2 missile pods; 10 seeker missiles; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy rail cannon | 120 | 1 | 4 | 26 | -5 | 12 | devastating wounds | +| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | +| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | +| Long-barrelled burst cannon array | 24 | 32 | 4 | 6 | -1 | 1 | — | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 8 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Aggressive Deployment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. +- **Air Caste Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Transport, Markerlight, Manta, Vehicle, Aircraft, Fly, Titanic +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Manta + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of all of the following: +- 200 T’au Empire Infantry or TACTICAL DRONE models +- 4 Devilfish, Sky Ray Gunship or Hammerhead models +- 8 Battlesuit models with a Wounds characteristic of 9 or less + +**Damaged Profile:** +Remaining Wounds: 1-20 +While this model has 1-20 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 2100pts + +--- + +# Orca Dropship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 3+ | 28 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 long-barrelled burst cannons; missile pod; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Long-barrelled burst cannon | 36 | 4 | 4 | 5 | 0 | 1 | — | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Jet Pack Insertion** (Datasheet): At the end of your opponent’s Movement phase, one or more units embarked within this TRANSPORT can disembark from it, provided every model in each of those disembarking units has the Deep Strike ability. + +**Keywords:** Vehicle, Aircraft, Fly, Titanic, Transport, Orca Dropship +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Orca Dropship + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 48 T’au Empire Infantry models. This model can also transport up to 6 Battlesuit models (these models take up the space of a number of models equal to their Wounds characteristic, e.g. a Battlesuit with a Wounds characteristic of 8 would take up the space of 8 models). This model cannot transport Kroot or Vespid Stingwings models. + +**Damaged Profile:** +Remaining Wounds: 1-9 +While this model has 1-9 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 275pts + +--- + +# Pathfinder Team + +**Role:** Other + +*Pathfinder Teams wreak havoc behind enemy lines. Their firepower is formidable, especially when sniping with potent rail rifles, and their drones can optimise the team’s pulse fire or drive the enemy back with gravitic waves. Yet their deadliest ability is painting priority targets with massed markerlights for heavier T’au units to annihilate.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 3 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** pulse carbine; pulse pistol; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drone burst cannon | 18 | 4 | 5 | 5 | 0 | 1 | — | +| Ion rifle – standard | 30 | 3 | 5 | 7 | -1 | 1 | heavy | +| Ion rifle – overcharge | 30 | 3 | 5 | 8 | -2 | 2 | hazardous, heavy | +| Pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | — | +| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | +| Rail rifle | 30 | 1 | 5 | 10 | -4 | 3 | devastating wounds, heavy | +| Semi-automatic grenade launcher – EMP | 18 | 1 | 4 | 3 | 0 | 1 | anti-vehicle 4+, devastating wounds | +| Semi-automatic grenade launcher – fusion | 18 | 1 | 4 | 6 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Target Uploaded** (Datasheet): Each time a model in this unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and that attack has the [IGNORES COVER] ability. +- **Grav-inhibitor Drone** (Wargear): Subtract 2 from Charge rolls made for any enemy unit that declares a charge against the bearer’s unit (this is not cumulative with any other reductions to that Charge roll). +- **Pulse Accelerator Drone** (Wargear): Add 6" to the Range characteristic of pulse carbines equipped by models in the bearer’s unit. +- **Recon Drone** (Wargear): The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability. + +**Keywords:** Infantry, Grenades, Pathfinder Team, Markerlight +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Pathfinder Shas’ui +- 9 Pathfinders + +**Wargear Options:** +- The Pathfinder Shas’ui can be equipped with one of the following:- 1 grav-inhibitor drone +- 1 pulse accelerator drone +- 1 recon drone +- The Pathfinder Shas’ui can be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone +- Up to 3 Pathfinders can each have their pulse carbine replaced with one of the following:- 1 ion rifle +- 1 rail rifle +- 1 model in this unit equipped with a pulse carbine can be equipped with 1 semi-automatic grenade launcher. That model’s pulse carbine cannot be replaced. + +**Leader:** +Led By: Darkstrider + +**Points:** +- 10 models: 90pts + +--- + +# Piranhas + +**Role:** Other + +*Streaking ahead of the main T’au forces, squadrons of these light combat skimmers rake targets of opportunity with salvoes of heavy firepower. They can further detach entire squadrons of drones to sow mayhem behind enemy lines before they redock, increasing the havoc the Piranhas can cause or covering their swift retreat.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 4+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Piranha burst cannon; 2 twin pulse carbines; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Piranha burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | +| Piranha fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 4 | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | twin-linked, assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 2 | 5 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Drone Harassment Tactics** (Datasheet): At the end of your Movement phase, select one enemy unit within 12" of this unit; that enemy unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Fly, Piranhas +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1-3 Piranhas + +**Wargear Options:** +- Any number of models can each have their Piranha burst cannon can be replaced with 1 Piranha fusion blaster. +- Any number of models can each be equipped with up to 2 seeker missiles. + +**Points:** +- 1 model: 60pts +- 2 models: 120pts +- 3 models: 180pts + +--- + +# Razorshark Strike Fighter + +**Role:** Other + +*The Razorshark is an air superiority fighter with enough resilience and potent firepower to double as an alarmingly effective ground-attack craft at need. Deployed in large numbers to win control of the skies ahead of major T’au offensives, Razorsharks fill the skies with hails of searing ion blasts and streaking seeker missiles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** accelerator burst cannon; quad ion turret; 2 seeker missiles; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Quad ion turret – standard | 30 | 8 | 4 | 7 | -1 | 1 | twin-linked | +| Quad ion turret – overcharge | 30 | 8 | 4 | 8 | -2 | 2 | hazardous, twin-linked | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Ground Strike Fighter** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit that cannot FLY, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Aircraft, Fly, Razorshark Strike Fighter +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Razorshark Strike Fighter + +**Wargear Options:** +- This model’s accelerator burst cannon can be replaced with 1 missile pod. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 170pts + +--- + +# Remora Stealth Drones + +**Role:** Other + +*The Remora is an airborne weapons system often carried into battle on the fuselage of a larger mothership such as a Tiger Shark. Packed with intelligent technologies and armed with burst cannons and seeker missiles, Remoras can engage aerial or ground targets, and often attack in support of Pathfinder or Stealth Suit teams.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 16" | 6 | 3+ | 5 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin long-barrelled burst cannons; 2 Remora seeker missiles; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Remora seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin long-barrelled burst cannon | 24 | 4 | 4 | 6 | -1 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Aerial Disengagement** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Fly, Markerlight, Remora Stealth Drones +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 2 Remora Stealth Drones + +**Wargear Options:** +- None + +**Points:** +- 2 models: 160pts + +--- + +# Remote Sensor Tower + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 8 | 4+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Orbital Comms Array (Aura)** (Datasheet): While a friendly T’AU EMPIRE unit is within 6" of this FORTIFICATION, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Remote sensor tower +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Remote Sensor Tower + +**Wargear Options:** +- None + +**Points:** +- 1 model: 50pts + +--- + +# Riptide Battlesuit + +**Role:** Other + +*The Riptide combines the armoured resilience and overwhelming firepower of a heavy battle tank with the agility of a swift and skilful warrior. Powered by a thrumming nova reactor, the battlesuit can overcharge its systems at need, while its massed firepower can eradicate entire formations of enemy warriors or armoured vehicles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 2+ | 14 | 7+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** heavy burst cannon; twin plasma rifle; Riptide fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy burst cannon | 36 | 12 | 4 | 6 | -1 | 2 | — | +| Ion accelerator – standard | 72 | 6 | 4 | 9 | -2 | 3 | — | +| Ion accelerator – supercharge | 72 | 6 | 4 | 10 | -3 | 4 | hazardous | +| Twin fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin plasma rifle | 18 | 1 | 4 | 8 | -3 | 3 | twin-linked | +| Twin smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Riptide fists | Melee | 6 | 5 | 6 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Battlesuit Support System** (Datasheet): The bearer is eligible to shoot in a turn in which it Fell Back. +- **Nova Charge** (Datasheet): Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that weapon has the [DEVASTATING WOUNDS] ability. +- **Weapon Support System** (Datasheet): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Vehicle, Walker, Fly, Battlesuit, Riptide +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Riptide Battlesuit + +**Wargear Options:** +- This model’s heavy burst cannon can be replaced with 1 ion accelerator. +- This model’s twin plasma rifles can be replaced with one of the following:- 1 twin fusion blaster +- 1 twin smart missile system +- This model can be equipped with up to 2 missile drones. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# R’varna Battlesuit + +**Role:** Other + +*A development of the Riptide, the T’au XV107 R’varna battlesuit sacrifices mobility for heavier armour and increased firepower in the form of two pulse submunition cannons – experimental weapons systems that fire microcluster projectiles capable of saturating the target area in a deadly storm of plasma pulses.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 15 | 7+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 pulse submunitions cannons; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pulse submunitions cannon | 60 | D6+2 | 4 | 8 | -1 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 6 | 5 | 6 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Battlesuit Support System** (Datasheet): This model is eligible to shoot in a turn in which it Fell Back. +- **Nova Shielding** (Datasheet): Once per battle, when this model is selected as the target of a ranged attack, it can use this ability. If it does, until the end of the phase, each time an attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll. +- **Weapon Support System** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** R’varna, Battlesuit, Fly, Walker, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 R’varna Battlesuit + +**Wargear Options:** +- This model can be equipped with up to 2 missile drones. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Shas’o R’alai + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** experimental pulse submunitions rifle; battlesuit fists; blacklight marker drones. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Experimental pulse submunitions rifle – EMP | 24 | 1 | 3 | 1 | 0 | 3 | anti-vehicle 3+, devastating wounds | +| Experimental pulse submunitions rifle – ionic | 24 | D6 | 3 | 6 | -1 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Blacklight Marker Drones** (Wargear): Twice per battle, when this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted unit, re-roll a Wound roll of 1. + +**Designer’s Note:** *Place two Blacklight Marker Drone tokens next to this model, removing one each time this ability has been used.* +- **Eclipse Field Generator** (Datasheet): While this model is leading a unit, models in that unit have a 5+ invulnerable save. +- **Assassin** (Datasheet): Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll. + +**Keywords:** Epic Hero, Vehicle, Walker, Fly, Character, Markerlight, Battlesuit, Shas'o R'alai +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Shas'o R'alai – EPIC HERO + +**Wargear Options:** +- None + +**Leader:** +Can lead: Xv9 Hazard Battlesuits + +**Points:** +- 1 model: 80pts + +--- + +# Sky Ray Gunship + +**Role:** Other + +*This unusual hover tank relies upon other T’au units to use markerlights to highlight targets for its seeker missiles. Once this is done, the Sky Ray’s salvoes are nigh inescapable. An especially effective anti-aircraft asset, it employs advanced velocity trackers to predict enemy flight paths and destroy them with hurtling warheads.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 1 seeker missile rack; 2 twin pulse carbines; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | +| Seeker missile rack | 48 | 3 | 4 | 14 | -3 | D6+1 | twin-linked | +| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | assault, twin-linked | +| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Velocity Tracker** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, you can re-roll the Hit roll. +- **Targeting Array** (Datasheet): Each time this unit is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks. + +**Keywords:** Sky Ray Gunship, Vehicle, Fly, Markerlight +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Sky Ray Gunship + +**Wargear Options:** +- This model’s 2 twin pulse carbines can be replaced with one of the following:- 2 accelerator burst cannons +- 2 smart missile systems + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Stealth Battlesuits + +**Role:** Other + +*Benefiting from sensor-baffling stealth technology, jet-assisted speed and impressive firepower, Stealth Battlesuit teams make excellent forward operatives who can deploy homing beacons to guide entire insertion forces into battle from low orbit.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 2 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** burst cannon; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 2 | 5 | 4 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Forward Observers** (Datasheet): Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in a Guided unit that targets their Spotted unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **Homing Beacon** (Wargear): Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and more than 9" away from all enemy units. + +**Designer’s Note:** *Place a Homing Beacon token next to this unit, removing it once this ability is used.* + +**Keywords:** Stealth, Infantry, Markerlight, Grenades, Battlesuit, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Stealth Shas’vre +- 4 Stealth Shas’ui + +**Wargear Options:** +- The Stealth Shas’vre can be equipped with 1 gun drone. +- The Stealth Shas’vre can be equipped with 1 marker drone. +- The Stealth Shas’vre can be equipped with 1 pulse pistol. +- 1 Stealth Shas’ui can be equipped with 1 homing beacon. +- 2 models can each have their burst cannon replaced with 1 fusion blaster. + +**Points:** +- 5 models: 100pts + +--- + +# Stormsurge + +**Role:** Other + +*These vast ballistic suits are ponderous by T’au standards, borne into battle beneath Manta Gunships. Yet even a single such walking gun-tower is equal to the mightiest fortress, anchoring the T’au lines while their crews unleash apocalyptic firestorms with the potential to eradicate entire armies of foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 2+ | 20 | 7+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** cluster rocket system; destroyer missiles; pulse driver cannon; 2 twin smart missile system; twin T’au flamer; thunderous footfalls. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cluster rocket system | 48 | 4D6 | 4 | 5 | 0 | 1 | blast, heavy | +| Destroyer missiles | 72 | 1 | 4 | 16 | -4 | D6+2 | heavy | +| Pulse blast cannon – focused | 24 | 2 | 4 | 24 | -6 | 12 | heavy | +| Pulse blast cannon – dispersed | 48 | 6 | 4 | 10 | -2 | 4 | heavy | +| Pulse driver cannon | 72 | D6+3 | 4 | 12 | -3 | 3 | blast, heavy | +| Twin airbursting fragmentation projector | 24 | D6 | 4 | 3 | 0 | 1 | blast, heavy, indirect fire, twin-linked | +| Twin burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | heavy, twin-linked | +| Twin smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | heavy, indirect fire, twin-linked | +| Twin T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Thunderous footfalls | Melee | 3 | 5 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Heavy Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Support System** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll. +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack that targets a Titanic or TOWERING unit, you can re-roll the Hit roll. + +**Keywords:** Stormsurge, Towering, Walker, Titanic, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Stormsurge + +**Wargear Options:** +- This model’s pulse driver cannon can be replaced with 1 pulse blast cannon. +- This model’s twin T’au flamer can be replaced with one of the following:- 1 twin airbursting fragmentation projector +- 1 twin burst cannon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 360pts + +--- + +# Strike Team + +**Role:** Battleline + +*Fire Warrior Strike Teams are the mainstay of many Hunter Cadres, unleashing storms of potent anti-personnel firepower that few foes can long endure. Tough, dependable, numerous and with access to a variety of specialised weaponry and drone support, these Fire Warriors will hold the line no matter what odds they face.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 4+ | 1 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** pulse pistol; pulse rifle; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | — | +| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | +| Pulse rifle | 30 | 1 | 4 | 5 | 0 | 1 | rapid fire 1 | +| Support turret | 30 | 2 | 5 | 5 | 0 | 1 | indirect fire, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Suppression Volley** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- **DS8 Support Turret** (Datasheet): In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon. + +**Designer’s Note:** *Place a Support Turret token next to this unit to remind you.* + +**Keywords:** Infantry, Battleline, Markerlight, Fire Warrior, Grenades, Strike Team +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Fire Warrior Shas’ui +- 9 Fire Warriors + +**Wargear Options:** +- The Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:- 1 guardian drone (it cannot take duplicates of this piece of wargear) +- 1 gun drone +- 1 marker drone +- 1 shield drone +- Any number of Fire Warrior models can each have their pulse rifle replaced with 1 pulse carbine. + +**Leader:** +Led By: Ethereal, Cadre Fireblade, Aun’shi + +**Points:** +- 10 models: 70pts + +--- + +# Sun Shark Bomber + +**Role:** Other + +*Able to micro-manufacture its own energy-munitions in the heat of battle, the Sun Shark drops thrumming ’pulse bombs onto the foe and obliterates them in ferocious blasts of unleashed power. Boasting sufficient support weaponry to fight off enemy attempts at aerial interdiction, formations of these aircraft form mobile airborne fortresses in the heat of battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** missile pod; 2 seeker missiles; 2 twin ion rifles; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Twin missile pod | 30 | 2 | 4 | 7 | -1 | 2 | twin-linked | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Twin ion rifle – standard | 30 | 3 | 4 | 7 | -1 | 1 | twin-linked | +| Twin ion rifle – overcharge | 30 | 3 | 4 | 8 | -2 | 2 | hazardous, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Pulse Bombs** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Sun Shark Bomber, Fly, Aircraft, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Sun Shark Bomber + +**Wargear Options:** +- This model’s missile pod can be replaced with 1 twin missile pod. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# Tactical Drones + +**Role:** Other + +*Armoured units controlled by artificial intelligence and borne on gravitic repulsors, Tactical Drones provide support to T’au forces in the field. Capable of unleashing withering fusillades of pulse carbine fire, Commanders readily send these faithful units on seek-and-destroy missions to overwhelm enemy scouts or even light vehicles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 3 | 4+ | 1 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** twin pulse carbine; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin pulse carbine | 20 | 2 | 5 | 5 | 0 | 1 | assault, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 6 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. + +**Keywords:** Drone, Tactical Drones, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 4-12 Tactical Drones + +**Wargear Options:** +- None + +**Points:** +- 4 models: 70pts +- 8 models: 140pts +- 12 models: 210pts + +--- + +# Ta’unar Supremacy Armour + +**Role:** Other + +*Ta’unar Supremacy Armour is the largest class of T’au battlesuit yet encountered. Principally designed for static defence, the KX139 platform lacks manoeuvrability, but supports a broad suite of immensely powerful weapons that can hold their own against targets ranging from Imperial Knights to towering alien monstrosities.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 13 | 2+ | 30 | 7+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 4 burst cannons; fusion eradicator; 3 pulse ordnance drivers; 4 smart missile systems; tri-axis ion cannon; crushing feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| Fragmentation cluster shell launcher | 24 | 2D6+6 | 4 | 6 | -1 | 1 | blast | +| Fusion eradicator | 24 | 5 | 4 | 10 | -4 | D6 | melta 3 | +| Heavy rail cannon array | 120 | 2 | 4 | 26 | -5 | 16 | devastating wounds, heavy | +| Nexus missile launcher | 36 | 8 | 4 | 8 | -3 | 2 | — | +| Pulse ordnance driver | 60 | 8 | 4 | 5 | -1 | 3 | anti-infantry 2+ | +| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | +| Tri-axis ion cannon – standard | 36 | D6+3 | 4 | 8 | -2 | 2 | blast | +| Tri-axis ion cannon – supercharge | 36 | D6+3 | 4 | 9 | -3 | 3 | blast, hazardous | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Crushing feet | Melee | 6 | 5 | 8 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Coordinated Strike** (Datasheet): While this model is a Guided unit, each time it makes an attack that targets its Spotted unit, re-roll a Hit roll of 1. +- **Super-heavy Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. + +**Keywords:** Ta’unar Supremacy Armour, Towering, Titanic, Walker, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Ta’unar Supremacy Armour + +**Wargear Options:** +- This model’s tri-axis ion cannon can be replaced with 1 fusion eradicator. +- This model’s fusion eradicator can be replaced with 1 tri-axis ion cannon. +- This model’s 3 pulse ordnance drivers can be replaced with one of the following:- 2 nexus missile launchers +- 1 heavy rail cannon array and 1 fragmentation cluster shell launcher + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 790pts + +--- + +# Tetras + +**Role:** Other + +*The Tetra is a lightweight and fast scout speeder used by Pathfinders for long-range infiltration, reconnaissance and sabotage missions. With limited armour and weaponry, they are not true combat vehicles, but their stealth and speed extend the operational range of Pathfinder teams, as do their surveillance and communications technologies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 4+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** 2 pulse rifles; close combat weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Pulse rifle | 30 | 1 | 4 | 5 | 0 | 1 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapons | Melee | 2 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **High-intensity Markerlights** (Datasheet): Each time this unit is an Observer unit, until the end of the phase, each time a model in its Guided unit makes an attack that targets their Spotted unit, you can re-roll the Hit roll. + +**Keywords:** Vehicle, Fly, Markerlight, Tetras +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 2-4 Tetras + +**Wargear Options:** +- None + +**Points:** +- 2 models: 80pts +- 4 models: 160pts + +--- + +# The Twin Lance + +**Role:** Characters + +*Shas’ri Locai and Shas’ri Lantar fight with an aggression rarely seen amongst the Fire caste. There is a focus to their ferocity, however, leaping close to their foes in jet-assisted bounds and unleashing punishing firepower before discharging kinetic shock waves built up by their neocapacitor shields and retreating again amidst the resultant carnage.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 2+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Ri’Lantar is equipped with:** 1 fusion eliminator; 1 XV pulse pistol; 1 shardstorm burst system; 1 MV15 gun drone. + +**Ri’Locai is equipped with:** 1 ion scattercannon; 1 XV pulse pistol; 1 shardstorm burst system; 1 MV15 gun drone. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion eliminator | 18 | 2 | 2 | 10 | -4 | D6 | melta 2 | +| Ion scattercannon – standard | 18 | 4 | 2 | 7 | -2 | 2 | rapid fire 2 | +| Ion scattercannon – overcharge | 18 | 4 | 2 | 8 | -3 | 3 | hazardous, rapid fire 2 | +| Shardstorm burst system | 18 | D6 | 2 | 5 | 0 | 1 | pistol | +| Twin pulse blaster | 10 | 2 | 5 | 6 | -1 | 1 | assault, twin-linked | +| XV pulse pistol | 12 | 2 | 2 | 6 | -1 | 2 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion eliminator | Melee | 1 | 4 | 10 | -4 | D6+2 | extra attacks | +| Ion scattercannon | Melee | 3 | 4 | 7 | -2 | 2 | extra attacks | +| XV pulse pistol | Melee | 4 | 3 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Exemplars of Mont’ka** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. +- **Neocapacitor Shields** (Datasheet): At the start of your opponent’s Charge phase, you can select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of this unit. That unit must take a Battle-shock test and, until the end of the turn, subtract 1 from Charge rolls made for that unit. +- **Retro-thrusters** (Datasheet): At the end of the Fight phase, this unit can either make a Normal move of up to 6" or a Fall Back move. +- **MV15 Gun Drone** (Wargear): The bearer is equipped with 1 twin pulse blaster. + +**Keywords:** Vehicle, Walker, Fly, Character, Epic Hero, Battlesuit, The Twin Lance +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Ri’Lantar – EPIC HERO +- 1 Ri’Locai – EPIC HERO + +**Wargear Options:** +- None. + +**Points:** +- 2 models: 160pts + +--- + +# Tidewall Droneport + +**Role:** Fortifications + +*Like a harbour amidst a raging storm, Tidewall Droneports house swarms of tactical drones and shield them from the enemy’s fire. At a command from the droneport operators, these drones are unleashed to join the battle. Meanwhile, the droneports themselves are able to hover and relocate upon the shifting tides of war.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 8 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** drone defenders. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drone defenders | 20 | 8 | 5 | 5 | 0 | 1 | assault, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Droneport** (Datasheet): Each time this FORTIFICATION is selected to shoot, its drone defender’s weapon will target and resolve attacks against every enemy unit that is an eligible target to this FORTIFICATION. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **Tidewall Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. + +**Keywords:** Fly, Transport, Vehicle, Tidewall Droneport, Fortification +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Tidewall Droneport + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 11 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. + +**Points:** +- 1 model: 85pts + +--- + +# Tidewall Gunrig + +**Role:** Fortifications + +*These mobile anti-grav gun turrets mount railguns whose hypersonic rounds can stop even super-heavy war engines dead in their tracks. They form deadly fire points around which Tidewall Shieldlines and droneports are arrayed into full defence networks – floating fortresses that can reposition at need to funnel and slaughter the foe.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 8 | 3+ | 14 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** supremacy railgun. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Supremacy railgun | 72 | 1 | 5 | 20 | -5 | D6+6 | devastating wounds, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **Tidewall Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. + +**Keywords:** Tidewall Gunrig, Fortification, Fly, Transport, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Tidewall Gunrig + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 11 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. + +**Points:** +- 1 model: 90pts + +--- + +# Tidewall Shieldline + +**Role:** Fortifications + +*In keeping with the Code of Fire, the Tidewall Shieldline provides a mobile fortification that can redeploy during battle. Its refractive field absorbs enemy fire, while its design allows entrenched Fire Warriors to ride the shieldline to a new position when it moves.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 8 | 3+ | 10 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +This model can be equipped with 1 Tidewall defence platform + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **Tidewall Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Tidewall Defence Platform** (Datasheet): If equipped with a Tidewall defence platform, this FORTIFICATION has a Wounds characteristic of 15. + +**Keywords:** Fly, Fortification, Tidewall Shieldline, Transport, Vehicle +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Tidewall Shieldline + +**Wargear Options:** +- This model can be equipped with 1 Tidewall defence platform. + +**Transport:** +This model has a transport capacity of 11 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. If this model is equipped with a Tidewall defence platform, it has a transport capacity of 22 T’au Infantry models instead. + +**Points:** +- 1 model: 85pts +- Tidewall Defence Platform: 20pts + +--- + +# Tiger Shark + +**Role:** Other + +*Tiger Sharks are large fighter-bombers employed to knock out key enemy assets with a range of sophisticated weaponry. Whether deploying a shower of remote weapons platforms or strafing ground targets with its ion cannons and wing-mounted missile pods, the aircraft’s silhouette has been the last sight of countless victims.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 11 | 3+ | 18 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 burst cannons; 2 ion cannons; 2 missile pods; armoured hull; transport bay. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | +| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | +| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | +| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | +| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | +| Skyspear missile rack | 72 | D6+1 | 4 | 6 | -1 | 1 | anti-fly 3+, blast | +| Swiftstrike burst cannon | 36 | 16 | 4 | 6 | -1 | 1 | — | +| Swiftstrike railgun | 72 | 1 | 4 | 20 | -5 | D6+6 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Transport Bay** (Wargear): The bearer has the TRANSPORT keyword and has a transport capacity of 12 TACTICAL DRONES models. +- **Strafing Run** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks that cannot FLY. That enemy unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Fly, Vehicle, Aircraft, Tiger Shark +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Tiger Shark + +**Wargear Options:** +- This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters. +- This model’s 2 ion cannons can be replaced with one of the following:- 2 swiftstrike burst cannons +- 2 swiftstrike railguns +- This model can be equipped with up to 6 seeker missiles. +- This model’s transport bay can be replaced with 2 skyspear missile racks. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 325pts + +--- + +# Tx42 Piranha + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 7 | 4+ | 7 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 plasma rifles; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | +| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | +| Plasma rifle | 24 | 1 | 4 | 8 | -3 | 3 | — | +| Rail rifle | 30 | 1 | 4 | 10 | -4 | 3 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 2 | 5 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Outflank** (Datasheet): When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). + +**Keywords:** TX42 Piranha, Vehicle, Fly +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 TX42 Piranha + +**Wargear Options:** +- This model’s 2 plasma rifles can be replaced with one of the following:- 2 fusion blasters +- 2 missile pods +- 2 rail rifles + +**Points:** +- 1 model: 60pts + +--- + +# Vespid Stingwings + +**Role:** Other + +*These alien auxiliaries thrum into battle on membranous wings, their airborne agility leaving the enemy nowhere to hide. Resilient enough to shrug off all but the heaviest incoming fire, they unleash punishing radioactive salvoes from their neutron blasters that soon reduce their targets to little more than glowing craters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 4+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** neutron blaster; stingwing claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Neutron blaster | 18 | 2 | 4 | 5 | -2 | 2 | assault | +| Neutron grenade launcher | 18 | D6 | 4 | 4 | -1 | 2 | ANTI-INFANTRY 3+, BLAST | +| Neutron rail rifle | 30 | 1 | 4 | 10 | -4 | 3 | DEVASTATING WOUNDS | +| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stingwing claws | Melee | 1 | 4 | 4 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Airborne Agility** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. +- **Oversight Drone** (Wargear): Once per battle, when the bearer’s unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. + +**Designer’s Note:** *Place an Oversight Drone token next to the bearer, removing it once this ability has been used.* + +**Keywords:** Infantry, Fly, Vespid Stingwings +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Vespid Strain Leader +- 4-9 Vespid Stingwings + +**Wargear Options:** +- If this unit contains 10 models:- The Vespid Strain Leader can be equipped with 1 Oversight Drone. +- 1 Vespid Stingwing can replace its neutron blaster with 1 T’au flamer +- 1 Vespid Stingwing can replace its neutron blaster with 1 neutron grenade launcher +- 1 Vespid Stingwing can replace its neutron blaster with 1 neutron rail rifle. + +**Points:** +- 5 models: 65pts +- 10 models: 130pts + +--- + +# Xv9 Hazard Battlesuits + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** fusion cascade; twin hazard burst cannon; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fusion cascade | 12 | 1 | 4 | 9 | -4 | D6 | melta 4 | +| Phased ion gun | 30 | 4 | 4 | 6 | -1 | 1 | — | +| Twin hazard burst cannon | 24 | 4 | 4 | 5 | 0 | 1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. +- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. +- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. +- **Photon Casters** (Datasheet): In your Shooting phase, after this unit has shot, if an enemy INFANTRY unit was hit by one or more of those attacks, until the end of your opponent’s next turn, that enemy unit is stunned. While a unit is stunned, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit. + +**Keywords:** Vehicle, Walker, Fly, Battlesuit, XV9 Hazard +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1-2 XV9 Hazard Battlesuits + +**Wargear Options:** +- Any number of models can each have their fusion cascade replaced with one of the following:- 1 phased ion gun +- 1 twin hazard burst cannon +- Any number of models can each have their twin hazard burst cannon replaced with one of the following:- 1 fusion cascade +- 1 phased ion gun +- Any number of models can each be equipped with one of the following:- 1 battlesuit support system +- 1 shield generator +- 1 weapon support system +- Any number of models can each be equipped with up to two of the following, and can take duplicates:- 1 gun drone +- 1 marker drone +- 1 shield drone + +**Leader:** +Led By: Shas’o R’alai + +**Points:** +- 1 model: 55pts +- 2 models: 110pts + +--- + +# Y’vahra Battlesuit + +**Role:** Other + +*Rushed into deployment after the success of the R’varna battlesuit, the XV109 Y’vahra is a Class 10 battlesuit designed for devastating shock assault. To facilitate this, it is equipped with a triple barrelled phased plasma-flamer capable of vaporising ceramite, and a massive EMP discharge cannon designed to incapacitate enemy war engines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 9 | 2+ | 15 | 7+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** flechette pod; ionic discharge cannon; phased plasma-flamer; battlesuit fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flechette pod | 12 | 5 | 4 | 3 | 0 | 1 | — | +| Ionic discharge cannon – standard | 18 | D6+1 | 4 | 7 | -1 | 2 | blast | +| Ionic discharge cannon – overcharge | 18 | D6+1 | 4 | 8 | -2 | 3 | blast, hazardous | +| Phased plasma-flamer | 12 | 10 | N/A | 6 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battlesuit fists | Melee | 6 | 5 | 6 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. + +During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. + +Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. + +Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. +- **Battlesuit Support System** (Datasheet): This model is eligible to shoot in a turn in which it Fell Back. +- **Nova Burst** (Datasheet): Once per battle, before this model makes a Normal, Advance or Fall Back move, it can use this ability. If it does, until the end of the phase, it has a Move characteristic of 18". +- **Weapon Support System** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll. + +**Keywords:** Walker, Vehicle, Fly, Battlesuit, Y’vahra +**Faction Keywords:** T’au Empire + +**Unit Composition:** +- 1 Y’vahra Battlesuit + +**Wargear Options:** +- This model can be equipped with up to 2 missile drones. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 210pts diff --git a/cogitator/factions/tau-empire/datasheets/aunshi.md b/cogitator/factions/tau-empire/datasheets/aunshi.md deleted file mode 100644 index ac54c91..0000000 --- a/cogitator/factions/tau-empire/datasheets/aunshi.md +++ /dev/null @@ -1,59 +0,0 @@ -# Aun’shi - -**Role:** Characters - -*Aun’Shi is a hero to his people, a humble warrior whose presence inspires the T’au of the Fire Caste as surely as a blazing beacon. Marrying the uplifting nature of his caste with exceptional martial skill, Aun’Shi leads the way to victory with his honour blade flashing and slicing.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Fidelity. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fidelity | Melee | 6 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Inspirational Defiance** (Datasheet): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit. -- **Martial Warrior** (Datasheet): Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks: -- **Direct Grace:** Fidelity has the [PRECISION] ability. -- **Forceful Strike:** Fidelity has the [DEVASTATING WOUNDS] ability. -- **Whirling Stance:** Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1]. - -**Keywords:** Infantry, Character, Epic Hero, Ethereal, Aun’Shi -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Aun’Shi – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Strike Team, Breacher Team, Kroot Carnivores - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/tau-empire/datasheets/aunva.md b/cogitator/factions/tau-empire/datasheets/aunva.md deleted file mode 100644 index 7a76602..0000000 --- a/cogitator/factions/tau-empire/datasheets/aunva.md +++ /dev/null @@ -1,44 +0,0 @@ -# Aun’va - -**Role:** Characters - -*No greater or more inspirational figurehead is there to the T’au than Aun’Va, the Ethereal Supreme. Under his stony regard the Hunter Cadres strive to achieve excellence beyond imagining, fighting as though some living embodiment of the T’au’Va itself moved amongst them and demanded all that they could give.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| AUN’VA | 6" | 3 | 5+ | 5 | 7+ | 1 | -| ETHEREAL GUARD | 6" | 3 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Aun’Va is equipped with:** close combat weapon. - -**Each Ethereal Guard is equipped with:** supreme honour blade. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 6 | 2 | 0 | 1 | — | -| Supreme honour blade | Melee | 3 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Duality Shield** (Datasheet): Once per battle, each time an attack targets this unit, it can use this ability. If it does, until the end of the phase, models in this unit have a 2+ invulnerable save. -- **Paradox of Duality** (Datasheet): Each time an attack targets this unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll. -- **Supreme Loyalty (Aura)** (Datasheet): While a friendly T’AU EMPIRE unit is within 6" of this unit, each time that unit takes a Battle-shock or Leadership test, add 1 to that test. - -**Keywords:** Epic Hero, Ethereal, Aun’Va, Character, Infantry -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Aun’Va – EPIC HERO -- 2 Ethereal Guards - -**Wargear Options:** -- None - -**Points:** -- 3 models: 65pts diff --git a/cogitator/factions/tau-empire/datasheets/ax-1-0-tiger-shark.md b/cogitator/factions/tau-empire/datasheets/ax-1-0-tiger-shark.md deleted file mode 100644 index dfba50e..0000000 --- a/cogitator/factions/tau-empire/datasheets/ax-1-0-tiger-shark.md +++ /dev/null @@ -1,63 +0,0 @@ -# AX-1-0 Tiger Shark - -**Role:** Other - -*Developed as a direct response to the largest Titans, the Tiger Shark AX-1-0 replaces the drone racks and ion cannons of the fighter-bomber variant with a twin heavy rail cannon and a seeker missile array. These weapons turn it into a formidable ground-attack craft that is the bane of super-heavy war machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 11 | 3+ | 18 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 burst cannons; 2 missile pods; twin heavy rail cannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin heavy rail cannon | 120 | 1 | 4 | 26 | -5 | 12 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Titan Hunter** (Datasheet): This model’s twin heavy rail cannon and seeker missiles have the [ANTI-TITANIC 3+] ability while targeting a unit within half range. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** AX-1-0 Tiger Shark, Fly, Aircraft, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 AX-1-0 Tiger Shark - -**Wargear Options:** -- This model can be equipped with up to 6 seeker missiles. -- This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 315pts diff --git a/cogitator/factions/tau-empire/datasheets/barracuda.md b/cogitator/factions/tau-empire/datasheets/barracuda.md deleted file mode 100644 index aa8dae8..0000000 --- a/cogitator/factions/tau-empire/datasheets/barracuda.md +++ /dev/null @@ -1,68 +0,0 @@ -# Barracuda - -**Role:** Other - -*The Barracuda was developed to arm the T’au Empire with a multirole fighter capable of combating the increasingly diverse threats to the Greater Good. Armed with an ion cannon and drone-controlled burst cannons, the Barracuda’s versatility and damage output place it at the forefront of T’au aerial warfare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 long-barrelled burst cannons; swiftstrike burst cannon; 2 missile pods; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | -| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | -| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | -| Long-barrelled burst cannon | 24 | 8 | 4 | 6 | 0 | 1 | — | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Swiftstrike burst cannon | 36 | 16 | 4 | 6 | -1 | 1 | — | -| Swiftstrike railgun | 72 | 1 | 4 | 20 | -5 | D6+6 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Agile Dogfighter** (Datasheet): Each time an attack targets this model, subtract 1 from the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Barracuda, Aircraft, Vehicle, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Barracuda - -**Wargear Options:** -- This model’s 2 long-barrelled burst cannons can be replaced with 2 cyclic ion blasters. -- This model’s swiftstrike burst cannon can be replaced with one of the following:- 1 ion cannon -- 1 swiftstrike railgun -- This model can be equipped with up to 4 seeker missiles. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/tau-empire/datasheets/breacher-team.md b/cogitator/factions/tau-empire/datasheets/breacher-team.md deleted file mode 100644 index 2d3b3e0..0000000 --- a/cogitator/factions/tau-empire/datasheets/breacher-team.md +++ /dev/null @@ -1,58 +0,0 @@ -# Breacher Team - -**Role:** Battleline - -*Where enemies must be driven from fortified positions or void ships boarded, there go the Fire Warriors of the Breacher Teams. Their pulse blasters are short ranged but lethal, and when coupled with the team’s tough armour, tactical discipline and specialist support drones, Breacher Teams become lethal at close quarters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** pulse blaster; pulse pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pulse blaster | 10 | 2 | 3 | 6 | -1 | 1 | assault | -| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | -| Support turret | 30 | 2 | 5 | 5 | 0 | 1 | indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Breach and Clear** (Datasheet): Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll. -- **DS8 Support Turret** (Datasheet): In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon. - -**Designer’s Note:** *Place a Support Turret token next to this unit to remind you.* - -**Keywords:** Markerlight, Infantry, Breacher Team, Fire Warrior, Battleline, Grenades -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Breacher Fire Warrior Shas’ui -- 9 Breacher Fire Warriors - -**Wargear Options:** -- The Breacher Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:- 1 guardian drone (it cannot take duplicates of this piece of wargear) -- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Led By: Ethereal, Cadre Fireblade, Aun’shi - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/tau-empire/datasheets/broadside-battlesuits.md b/cogitator/factions/tau-empire/datasheets/broadside-battlesuits.md deleted file mode 100644 index fc58414..0000000 --- a/cogitator/factions/tau-empire/datasheets/broadside-battlesuits.md +++ /dev/null @@ -1,64 +0,0 @@ -# Broadside Battlesuits - -**Role:** Other - -*Broadside Battlesuit teams annihilate everything that falls beneath their sights. Each battlesuit is an indomitable slab of high-tech armour, while their iconic heavy rail rifles and other long-range weaponry can make short work of even the toughest enemy targets.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 2+ | 8 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** heavy rail rifle; crushing bulk. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy rail rifle | 60 | 2 | 4 | 12 | -4 | D6+1 | heavy, devastating wounds | -| High-yield missile pods | 30 | 6 | 4 | 7 | -1 | 2 | twin-linked | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin plasma rifle | 18 | 1 | 4 | 8 | -3 | 3 | twin-linked | -| Twin smart missile system | 30 | 4 | 4 | 5 | 0 | 1 | indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing bulk | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Advanced Armour** (Datasheet): Models in this unit have the Feel No Pain 4+ ability against mortal wounds. -- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Walker, Broadside, Battlesuit -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Broadside Shas’vre -- 0-2 Broadside Shas’ui - -**Wargear Options:** -- Any number of models can each have their heavy rail rifle replaced with 1 high-yield missile pods. -- Any number of models can each be equipped with up to two of the following, but cannot take duplicates:- 1 seeker missile -- 1 twin plasma rifle* -- 1 twin smart missile system* -- 1 weapon support system -- Any number of models can each be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 missile drone -- 1 shield drone -- * No model can be equipped with both a twin plasma rifle and twin smart missile system at the same time. - -**Points:** -- 1 model: 80pts -- 2 models: 170pts -- 3 models: 270pts diff --git a/cogitator/factions/tau-empire/datasheets/cadre-fireblade.md b/cogitator/factions/tau-empire/datasheets/cadre-fireblade.md deleted file mode 100644 index 639cc57..0000000 --- a/cogitator/factions/tau-empire/datasheets/cadre-fireblade.md +++ /dev/null @@ -1,70 +0,0 @@ -# Cadre Fireblade - -**Role:** Characters - -*Specialists in infantry-based battlefield tactics, Cadre Fireblades eschew the honour of a battlesuit in order to fight selflessly amongst the Fire Caste’s rank and file. Their veteran wisdom is of great benefit to the warriors alongside whom they fight, optimising the ferocity and accuracy of their firepower.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Fireblade pulse rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fireblade pulse rifle | 30 | 1 | 3 | 5 | 0 | 2 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Volley Fire** (Datasheet): While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit. -- **Crack Shot** (Datasheet): Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3. - -**Keywords:** Cadre Fireblade, Infantry, Character, Grenades -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Cadre Fireblade - -**Wargear Options:** -- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Can lead: Strike Team, Breacher Team - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/tau-empire/datasheets/commander-farsight.md b/cogitator/factions/tau-empire/datasheets/commander-farsight.md deleted file mode 100644 index 22aa326..0000000 --- a/cogitator/factions/tau-empire/datasheets/commander-farsight.md +++ /dev/null @@ -1,72 +0,0 @@ -# Commander Farsight - -**Role:** Characters - -*Aggressive and rebellious, Commander O’Shova is the master of the Mont’ka, the Killing Blow. Piloting his crimson battlesuit he carves a bloody path into the enemy, leading his separatist Fire Caste forces and wielding the enigmatic Dawn Blade with such strength and skill that no foe can stand against him.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 2+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** high-intensity plasma rifle; Dawn Blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| High-intensity plasma rifle | 24 | 2 | 2 | 8 | -3 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dawn Blade – strike | Melee | 4 | 2 | 10 | -2 | 3 | — | -| Dawn Blade – sweep | Melee | 8 | 2 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Way of the Short Blade** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9", add 1 to the Wound roll. -- **Puretide's Teachings** (Datasheet): Once per battle round, you can target this model’s unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **INDEPENDENT POWER** (Special (правая колонка)): If your army includes COMMANDER FARSIGHT, it cannot include any Ethereal units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT. - -**Keywords:** Character, Vehicle, Walker, Fly, Battlesuit, Commander Farsight, Epic Hero -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Commander Farsight – EPIC HERO - -**Leader:** -Can lead: Crisis Sunforge Battlesuits, Crisis Starscythe Battlesuits, Crisis Fireknife Battlesuits - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/tau-empire/datasheets/commander-in-coldstar-battlesuit.md b/cogitator/factions/tau-empire/datasheets/commander-in-coldstar-battlesuit.md deleted file mode 100644 index 7efdc32..0000000 --- a/cogitator/factions/tau-empire/datasheets/commander-in-coldstar-battlesuit.md +++ /dev/null @@ -1,106 +0,0 @@ -# Commander In Coldstar Battlesuit - -**Role:** Characters - -*Capable of soaring at high speed over the battlefield, or even operating in the cold void of space, the XV86 Battlesuit is an exceptionally advanced weapon of war. It is favoured by those Commanders who seek to be everywhere at once, striking and fading wherever they are needed most.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** high-output burst cannon; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Airbursting fragmentation projector | 24 | D6 | 3 | 3 | 0 | 1 | blast, indirect fire | -| Burst cannon | 18 | 4 | 3 | 5 | 0 | 1 | — | -| Cyclic ion blaster – standard | 18 | 3 | 3 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 3 | 8 | -2 | 2 | hazardous | -| Fusion blaster | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| High-output burst cannon | 18 | 8 | 3 | 5 | 0 | 1 | — | -| Missile pod | 30 | 2 | 3 | 7 | -1 | 2 | — | -| Plasma rifle | 18 | 1 | 3 | 8 | -3 | 3 | — | -| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Coldstar Commander** (Datasheet): While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the [ASSAULT] ability. -- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. -- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. -- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Battlesuit, Commander in Coldstar Battlesuit, Vehicle, Walker, Character, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Commander in Coldstar Battlesuit - -**Wargear Options:** -- This model’s high-output burst cannon can be replaced with one of the following:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 burst cannon -- 1 cyclic ion blaster* -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone -- This model can be equipped with up to three of the following, and can take duplicates:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 burst cannon -- 1 cyclic ion blaster* -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- * This model cannot have duplicates of these pieces of wargear. - -**Leader:** -Can lead: Crisis Sunforge Battlesuits, Crisis Fireknife Battlesuits, Crisis Starscythe Battlesuits - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/tau-empire/datasheets/commander-in-crisis-battlesuit.md b/cogitator/factions/tau-empire/datasheets/commander-in-crisis-battlesuit.md deleted file mode 100644 index c1b1051..0000000 --- a/cogitator/factions/tau-empire/datasheets/commander-in-crisis-battlesuit.md +++ /dev/null @@ -1,104 +0,0 @@ -# Commander In Crisis Battlesuit - -**Role:** Characters - -*A deadly blend of strategic mastery, courage and technological might, each T’au Commander pilots their battlesuit and directs their armies with great skill. It is their honour to wield some of the most cutting-edge weapons the empire can provide, enabling them to fight all the harder for the Greater Good.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 5 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** burst cannon; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Airbursting fragmentation projector | 24 | D6 | 3 | 3 | 0 | 1 | blast, indirect fire | -| Burst cannon | 18 | 4 | 3 | 5 | 0 | 1 | — | -| Cyclic ion blaster – standard | 18 | 3 | 3 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 3 | 8 | -2 | 2 | hazardous | -| Fusion blaster | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Missile pod | 30 | 2 | 3 | 7 | -1 | 2 | — | -| Plasma rifle | 24 | 1 | 3 | 8 | -3 | 3 | — | -| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Crisis Commander** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. -- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. -- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Walker, Fly, Character, Battlesuit, Commander in Crisis Battlesuit, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Commander in Crisis Battlesuit - -**Wargear Options:** -- This model’s burst cannon can be replaced with one of the following:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 cyclic ion blaster -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone -- This model can be equipped with up to three of the following, and can take duplicates:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 burst cannon -- 1 cyclic ion blaster -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- * This model cannot have duplicates of these pieces of wargear. - -**Leader:** -Can lead: Crisis Battlesuits, Crisis Sunforge Battlesuits, Crisis Fireknife Battlesuits, Crisis Starscythe Battlesuits - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tau-empire/datasheets/commander-in-enforcer-battlesuit.md b/cogitator/factions/tau-empire/datasheets/commander-in-enforcer-battlesuit.md deleted file mode 100644 index 35a34a8..0000000 --- a/cogitator/factions/tau-empire/datasheets/commander-in-enforcer-battlesuit.md +++ /dev/null @@ -1,104 +0,0 @@ -# Commander In Enforcer Battlesuit - -**Role:** Characters - -*Those Commanders who exhibit the most aggressive temperaments often choose to take to the field piloting an XV85 Enforcer Battlesuit. Especially large and formidable, these battlesuits boast heavier armour and an impressive array of weaponry and wargear. They are particularly suited to the close and deadly confines of urban warfare.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 2+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** burst cannon; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Airbursting fragmentation projector | 24 | D6 | 3 | 3 | 0 | 1 | blast, indirect fire | -| Burst cannon | 18 | 4 | 3 | 5 | 0 | 1 | — | -| Cyclic ion blaster – standard | 18 | 3 | 3 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 3 | 8 | -2 | 2 | hazardous | -| Fusion blaster | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Missile pod | 30 | 2 | 3 | 7 | -1 | 2 | — | -| Plasma rifle | 18 | 1 | 3 | 8 | -3 | 3 | — | -| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Enforcer Commander** (Datasheet): While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1. -- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. -- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. -- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Character, Battlesuit, Commander in Enforcer Battlesuit, Vehicle, Walker, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Commander in Enforcer Battlesuit - -**Wargear Options:** -- This model’s burst cannon can be replaced with one of the following:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 cyclic ion blaster* -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone -- This model can be equipped with up to three of the following, and can take duplicates:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 burst cannon -- 1 cyclic ion blaster* -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- * This model cannot have duplicates of these pieces of wargear. - -**Leader:** -Can lead: Crisis Fireknife Battlesuits, Crisis Sunforge Battlesuits, Crisis Starscythe Battlesuits - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tau-empire/datasheets/commander-shadowsun.md b/cogitator/factions/tau-empire/datasheets/commander-shadowsun.md deleted file mode 100644 index 979b39f..0000000 --- a/cogitator/factions/tau-empire/datasheets/commander-shadowsun.md +++ /dev/null @@ -1,59 +0,0 @@ -# Commander Shadowsun - -**Role:** Characters - -*Accompanied by advanced shield and command drones, Commander O’Shaserra surges dynamically into battle. She is the master of the Kauyon, laying cunning ambushes for her enemies then striking with merciless fury. O’Shaserra spearheads these attacks from the front, and every shot from her fusion blasters heralds another fallen foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol; battlesuit fists; advanced guardian drone; command-link drone. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flechette launcher | 18 | 5 | 2 | 3 | 0 | 1 | — | -| High-energy fusion blaster | 18 | 1 | 2 | 10 | -4 | D6 | melta 2 | -| Light missile pod | 24 | 2 | 2 | 7 | 0 | 2 | — | -| Pulse pistol | 12 | 1 | 3 | 5 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Advanced Guardian Drone** (Wargear): Each time a ranged attack targets the bearer, subtract 1 from the Wound roll. -- **Agile Combatant** (Datasheet): This model is eligible to shoot in a turn in which it Fell Back. -- **Command-link Drone (Aura)** (Wargear): While a friendly T’AU EMPIRE unit is within 6" of the bearer, each time you select that unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Hero of the Empire (Aura)** (Datasheet): While a friendly T’AU EMPIRE unit is within 6" of this model, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1. -- **SUPREME COMMANDER** (Special (правая колонка)): If this model is in your army, it must be your Warlord. - -**Keywords:** Infantry, Fly, Character, Epic Hero, Battlesuit, Commander Shadowsun -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Commander Shadowsun – EPIC HERO - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/tau-empire/datasheets/crisis-battlesuits.md b/cogitator/factions/tau-empire/datasheets/crisis-battlesuits.md deleted file mode 100644 index fd3a634..0000000 --- a/cogitator/factions/tau-empire/datasheets/crisis-battlesuits.md +++ /dev/null @@ -1,89 +0,0 @@ -# Crisis Battlesuits - -**Role:** Other - -*Wherever the battle rages most fiercely, there the Crisis Battlesuits strike. Piloted by courageous Fire Caste veterans, these suits are as tough and well-armed as many races’ light tanks, yet they also boast jet-assisted speed that allows them to cross the battlefield in bounding leaps or drop in from Manta Gunships.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** burst cannon; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Airbursting fragmentation projector | 24 | D6 | 4 | 3 | 0 | 1 | blast, indirect fire | -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | -| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Plasma rifle | 24 | 1 | 4 | 8 | -3 | 3 | — | -| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. -- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. -- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. -- **Turbo-jets** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. - -**Keywords:** Crisis, Battlesuit, Fly, Walker, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Crisis Shas’vre -- 2-5 Crisis Shas’ui - -**Wargear Options:** -- Any number of models can each have their burst cannon replaced with one of the following:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 cyclic ion blaster -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- Any number of models can be equipped with up to two of the following, and can take duplicate- 1 gun drone -- 1 marker drone -- 1 shield drone -- Any number of models can each be equipped with up to three of the following, and can take duplicates**:- 1 airbursting fragmentation projector* -- 1 battlesuit support system* -- 1 burst cannon -- 1 cyclic ion blaster -- 1 fusion blaster -- 1 missile pod -- 1 plasma rifle -- 1 shield generator* -- 1 T’au flamer -- 1 weapon support system* -- * Each model cannot have duplicates of these pieces of wargear. -- ** Each model cannot be equipped with more than 3 ranged weapons. - -**Leader:** -Led By: Commander In Crisis Battlesuit - -**Points:** -- 3 models: 200pts -- 6 models: 400pts diff --git a/cogitator/factions/tau-empire/datasheets/crisis-fireknife-battlesuits.md b/cogitator/factions/tau-empire/datasheets/crisis-fireknife-battlesuits.md deleted file mode 100644 index 3576897..0000000 --- a/cogitator/factions/tau-empire/datasheets/crisis-fireknife-battlesuits.md +++ /dev/null @@ -1,61 +0,0 @@ -# Crisis Fireknife Battlesuits - -**Role:** Other - -*The Fireknife configuration equips Crisis Battlesuit pilots with a suite of mid-ranged, hard-hitting firepower. Whether dropping from Manta Missile Destroyers to spearhead a Mont’ka strike or staging a mobile fighting retreat as part of a Kauyon strategy, Crisis Fireknife Battlesuits can be relied upon to eliminate key enemy targets and respond swiftly to changing battlefield conditions.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** plasma rifle; missile pod; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Plasma rifle | 18 | 1 | 4 | 8 | -3 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Fireknife** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is at its Starting Strength, you can re-roll the Hit roll instead. -- **Weapon Support System** (Datasheet): Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Fireknife, Crisis, Battlesuit, Fly, Walker, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Crisis Fireknife Shas’vre -- 2 Crisis Fireknife Shas’ui - -**Wargear Options:** -- Any number of models can each have their plasma rifle replaced with 1 missile pod. -- Any number of models can each have their missile pod replaced with 1 plasma rifle. -- Any number of models can be equipped with up to two of the following, but cannot take duplicates- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Led By: Commander In Coldstar Battlesuit, Commander Farsight, Commander In Crisis Battlesuit, Commander In Enforcer Battlesuit - -**Points:** -- 3 models: 120pts diff --git a/cogitator/factions/tau-empire/datasheets/crisis-starscythe-battlesuits.md b/cogitator/factions/tau-empire/datasheets/crisis-starscythe-battlesuits.md deleted file mode 100644 index 7ef84dc..0000000 --- a/cogitator/factions/tau-empire/datasheets/crisis-starscythe-battlesuits.md +++ /dev/null @@ -1,61 +0,0 @@ -# Crisis Starscythe Battlesuits - -**Role:** Other - -*When the foe puts their faith in sheer weight of numbers or seeks to bog the T’au cadres down with infantry waves, Crisis Starscythe Battlesuits provide a swift and devastating response. Leaping in close, their courageous pilots unleash the fury of blitzing burst cannons and roaring T’au flamers, reaping a macabre tally amongst their swarming foes before jetting back out of harm’s way.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** burst cannon; T’au flamer; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Starscythe** (Datasheet): Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration characteristic of that attack by 1. -- **Battlesuit Support System** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. - -**Keywords:** Walker, Vehicle, Starscythe, Crisis, Battlesuit, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Crisis Starscythe Shas’vre -- 2 Crisis Starscythe Shas’ui - -**Wargear Options:** -- Any number of models can each have their burst cannon replaced with 1 T’au flamer. -- Any number of models can each have their T’au flamer replaced with 1 burst cannon. -- Any number of models can be equipped with up to two of the following, but cannot take duplicates- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Led By: Commander In Coldstar Battlesuit, Commander Farsight, Commander In Crisis Battlesuit, Commander In Enforcer Battlesuit - -**Points:** -- 3 models: 110pts diff --git a/cogitator/factions/tau-empire/datasheets/crisis-sunforge-battlesuits.md b/cogitator/factions/tau-empire/datasheets/crisis-sunforge-battlesuits.md deleted file mode 100644 index 00d5d01..0000000 --- a/cogitator/factions/tau-empire/datasheets/crisis-sunforge-battlesuits.md +++ /dev/null @@ -1,57 +0,0 @@ -# Crisis Sunforge Battlesuits - -**Role:** Other - -*The XV8 Crisis Battlesuit is the most iconic and versatile fighting platform available to the Fire caste. When equipped with paired fusion blasters and shield generator it is said to be in the Sunforge conf iguration and becomes a devastating asset for hunting armoured vehicles or monstrous war beasts, slaying them with blasts of superthermic energy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** 2 fusion blasters; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Sunforge** (Datasheet): Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the Damage roll. - -**Keywords:** Sunforge, Crisis, Battlesuit, Fly, Walker, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Crisis Sunforge Shas’vre -- 2 Crisis Sunforge Shas’ui - -**Wargear Options:** -- Any number of models can be equipped with up to two of the following, but cannot take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Led By: Commander In Coldstar Battlesuit, Commander Farsight, Commander In Crisis Battlesuit, Commander In Enforcer Battlesuit - -**Points:** -- 3 models: 140pts diff --git a/cogitator/factions/tau-empire/datasheets/darkstrider.md b/cogitator/factions/tau-empire/datasheets/darkstrider.md deleted file mode 100644 index 03300b7..0000000 --- a/cogitator/factions/tau-empire/datasheets/darkstrider.md +++ /dev/null @@ -1,80 +0,0 @@ -# Darkstrider - -**Role:** Characters - -*As much a maverick as he is a master of covert operations, Sub-commander El’Myamoto is a formidable leader of stealth and sabotage missions. His structural analyser allows him to pinpoint the weak spots of even the most indomitable enemies. Meanwhile, his expertise in guerrilla warfare renders his forces all the more deadly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Shade; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shade | 18 | 2 | 2 | 5 | 0 | 2 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Structural Analyser** (Datasheet): While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Wound roll. -- **Jammer Array** (Datasheet): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model. - -**Keywords:** Infantry, Character, Epic Hero, Markerlight, Darkstrider -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Darkstrider – EPIC HERO - -**Leader:** -Can lead: Pathfinder Team - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/tau-empire/datasheets/devilfish.md b/cogitator/factions/tau-empire/datasheets/devilfish.md deleted file mode 100644 index 5f16094..0000000 --- a/cogitator/factions/tau-empire/datasheets/devilfish.md +++ /dev/null @@ -1,60 +0,0 @@ -# Devilfish - -**Role:** Dedicated Transports - -*The ubiquitous armoured transport of the Fire Caste, the Devilfish is an iconic symbol of T’au military expansion. Tough and surprisingly agile, it bears Fire Warriors safely into battle with impressive speed. Once there, its burst cannons and detachable drones or missile systems provide its passengers with additional fire support.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 13 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** accelerator burst cannon; 2 twin pulse carbines; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | assault, twin-linked | -| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Rapid Deployment** (Datasheet): Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Fly, Dedicated Transport, Devilfish, Transport -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Devilfish - -**Wargear Options:** -- This model’s 2 twin pulse carbines can be replaced with 2 smart missile systems. -- This model can be equipped with up to 2 seeker missiles. - -**Transport:** -This model has a transport capacity of 12 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/tau-empire/datasheets/drone-sentry-turret.md b/cogitator/factions/tau-empire/datasheets/drone-sentry-turret.md deleted file mode 100644 index e35ceca..0000000 --- a/cogitator/factions/tau-empire/datasheets/drone-sentry-turret.md +++ /dev/null @@ -1,41 +0,0 @@ -# Drone Sentry Turret - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 4+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin plasma rifle. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin burst cannon | 18 | 4 | 5 | 5 | 0 | 1 | twin-linked | -| Twin fusion blaster | 12 | 1 | 5 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin missile pod | 30 | 2 | 5 | 7 | -1 | 2 | twin-linked | -| Twin plasma rifle | 24 | 1 | 5 | 8 | -3 | 3 | twin-linked | - -**Abilities:** -- **Sentinel Protocols** (Datasheet): Each time you select this FORTIFICATION for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Vehicle, Drone Sentry Turret -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Drone Sentry Turret - -**Wargear Options:** -- This model’s twin plasma rifle can be replaced with one of the following:- 1 twin burst cannon -- 1 twin fusion blaster -- 1 twin missile pod - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/tau-empire/datasheets/ethereal.md b/cogitator/factions/tau-empire/datasheets/ethereal.md deleted file mode 100644 index 15cc689..0000000 --- a/cogitator/factions/tau-empire/datasheets/ethereal.md +++ /dev/null @@ -1,67 +0,0 @@ -# Ethereal - -**Role:** Characters - -*The Ethereals are serene and wise, spiritual leaders of the T’au who embody the wisdom and unity of the Greater Good. In times of war they take to the field in person, fighting with ritual weapons, skimming above the battle aboard hover drones and invoking the fundamental might of the T’au castes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** honour stave. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Honour stave | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Hover Drone** (Wargear): The bearer can FLY and has a Move characteristic of 10". -- **Failure Is Not an Option** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. -- **Coordinated Leadership** (Datasheet): At the end of your Command phase, roll one D6: on a 4+, you gain 1CP. - -**Keywords:** Ethereal, Character, Infantry -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Ethereal - -**Wargear Options:** -- This model can be equipped with 1 hover drone. -- This model can be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Can lead: Strike Team, Breacher Team - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/tau-empire/datasheets/firesight-team.md b/cogitator/factions/tau-empire/datasheets/firesight-team.md deleted file mode 100644 index 089f2dc..0000000 --- a/cogitator/factions/tau-empire/datasheets/firesight-team.md +++ /dev/null @@ -1,58 +0,0 @@ -# Firesight Team - -**Role:** Characters - -*Hidden behind shimmering stealth fields, the Firesight Marksmen play their targeting instruments over the foe and transmit data to the MV71 Sniper Drones in their thrall. In this way they augment the fire- prioritisation routines of the drones’ artificial intelligences, rendering them smarter, more cunning and even more deadly to distant foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 4 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** longshot pulse rifles; pulse pistol; close combat weapons. - -**Designer’s Note:** *The Firesight Marksman model and sniper drone models are treated as a single model for all rules purposes. All distances are measured to and from the Farsight Marksman model. The sniper drone models do not count as models for any rules purposes.* - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Longshot pulse rifles | 36 | 3 | 4 | 5 | -1 | 2 | heavy, precision | -| Pulse pistol | 12 | 1 | 3 | 5 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 4 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Precise Targeting** (Datasheet): Each time a model in this unit makes an attack that targets a Spotted unit, you can re-roll the Hit roll. - -**Keywords:** Firesight Team, Markerlight, Infantry, Character -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Firesight Marksman - -**Wargear Options:** -- None - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/tau-empire/datasheets/ghostkeel-battlesuit.md b/cogitator/factions/tau-empire/datasheets/ghostkeel-battlesuit.md deleted file mode 100644 index 515abca..0000000 --- a/cogitator/factions/tau-empire/datasheets/ghostkeel-battlesuit.md +++ /dev/null @@ -1,76 +0,0 @@ -# Ghostkeel Battlesuit - -**Role:** Other - -*Nothing so huge should be able to slip unnoticed across the battlefield, yet between its stealth field and its electronic warfare suite the Ghostkeel Battlesuit does just that. Once in position its pilot unleashes ferocious volleys of firepower, ambushing, overwhelming and scattering the terrified foe in a matter of moments.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 8 | 2+ | 12 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** fusion collider; twin T’au flamer; Ghostkeel fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cyclic ion raker – standard | 36 | 6 | 4 | 7 | -1 | 2 | — | -| Cyclic ion raker – overcharge | 36 | 6 | 4 | 8 | -2 | 3 | hazardous | -| Fusion collider | 18 | 2 | 4 | 12 | -4 | D6 | melta 2 | -| Twin burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | twin-linked | -| Twin fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ghostkeel fists | Melee | 3 | 5 | 6 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Battlesuit Support System** (Wargear): The bearer is eligible to shoot in a turn in which it Fell Back but it loses the SMOKE keyword. -- **Stealth Drones** (Datasheet): Twice per battle, after an attack has been allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Designer’s Note:** *Place two Stealth Drone tokens next to the unit, removing one each time this ability has been used.* - -**Keywords:** Vehicle, Smoke, Battlesuit, Ghostkeel, Fly, Walker -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Ghostkeel Battlesuit - -**Wargear Options:** -- This model’s fusion collider can be replaced with 1 cyclic ion raker. -- This model’s twin T’au flamer can be replaced with one of the following:- 1 twin fusion blaster -- 1 twin burst cannon -- This model can be equipped with one battlesuit support system. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/tau-empire/datasheets/great-knarloc.md b/cogitator/factions/tau-empire/datasheets/great-knarloc.md deleted file mode 100644 index 7ab59e7..0000000 --- a/cogitator/factions/tau-empire/datasheets/great-knarloc.md +++ /dev/null @@ -1,56 +0,0 @@ -# Great Knarloc - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 8 | 4+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Great Knarloc beak and talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kroot bolt thrower | 12 | 1 | 4 | 12 | -2 | 3 | hooked | -| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Twin Kroot gun | 36 | 2 | 4 | 7 | 0 | 2 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Great Knarloc beak and talons | Melee | 4 | 3 | 7 | -1 | 3 | extra attacks | -| Kroot rifle | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Loping Stride** (Datasheet): Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model. -- **Baggage Harness (Aura)** (Wargear): While a friendly Kroot unit is within 3" of the bearer, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Hooked** (Wargear profile): Each time the bearer makes an attack with this weapon that targets a MONSTER or VEHICLE unit, if a hit is scored, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer. - -**Keywords:** Monster, Kroot, Great Knarloc -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Great Knarloc - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 Kroot bolt thrower and 1 Kroot rifle -- 1 twin Kroot gun -- 1 baggage harness - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/tau-empire/datasheets/hammerhead-gunship.md b/cogitator/factions/tau-empire/datasheets/hammerhead-gunship.md deleted file mode 100644 index d424abc..0000000 --- a/cogitator/factions/tau-empire/datasheets/hammerhead-gunship.md +++ /dev/null @@ -1,67 +0,0 @@ -# Hammerhead Gunship - -**Role:** Other - -*The Hammerhead Gunship epitomises the T’au way of war. Not only is this hover tank resilient and possessed of truly ferocious firepower, but it is also swift and manoeuvrable enough to outpace lumbering enemy war engines while keeping up with the Hunter Cadres’ rapid advances, feints and redeployments.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 1 railgun; 2 twin pulse carbines; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | -| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | -| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | -| Railgun | 72 | 1 | 4 | 20 | -5 | D6+6 | heavy, devastating wounds | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | twin-linked | -| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Armour Hunter** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll. -- **Targeting Array** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Fly, Hammerhead Gunship -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Hammerhead Gunship - -**Wargear Options:** -- This model’s railgun can be replaced with 1 ion cannon. -- This model’s 2 twin pulse carbines can be replaced with one of the following:- 2 accelerator burst cannons -- 2 smart missile systems -- This model can be equipped with up to 2 seeker missiles. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/tau-empire/datasheets/heavy-gun-drones.md b/cogitator/factions/tau-empire/datasheets/heavy-gun-drones.md deleted file mode 100644 index e2a504a..0000000 --- a/cogitator/factions/tau-empire/datasheets/heavy-gun-drones.md +++ /dev/null @@ -1,39 +0,0 @@ -# Heavy Gun Drones - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 2 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** burst cannon; markerlight; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| Twin burst cannon | 18 | 4 | 5 | 5 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 6 | 3 | 0 | 1 | — | - -**Abilities:** -- **Drone Escort** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly T’AU EMPIRE unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, the unit using this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). -- **Markerlight** (Wargear): The bearer has the Markerlight keyword. - -**Keywords:** Heavy Gun Drones, Vehicle, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 2 Heavy Gun Drones - -**Wargear Options:** -- Any number of models can each have their burst cannon and markerlight replaced with 1 twin burst cannon. - -**Points:** -- 2 models: 45pts diff --git a/cogitator/factions/tau-empire/datasheets/knarloc-riders.md b/cogitator/factions/tau-empire/datasheets/knarloc-riders.md deleted file mode 100644 index da674c7..0000000 --- a/cogitator/factions/tau-empire/datasheets/knarloc-riders.md +++ /dev/null @@ -1,53 +0,0 @@ -# Knarloc Riders - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 5 | 5+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Kroot rifle; Knarloc beak and talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Knarloc beak and talons | Melee | 4 | 3 | 6 | -1 | 1 | extra attacks | -| Kroot rifle | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Thunderous Pounce** (Datasheet): Each time this unit ends a Charge move, until the end of the turn, Knarloc beak and talons equipped by models in this unit have the [LANCE] ability. - -**Keywords:** Mounted, Kroot, Knarloc Riders -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 3 Knarloc Riders - -**Wargear Options:** -- None - -**Points:** -- 3 models: 110pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-carnivores.md b/cogitator/factions/tau-empire/datasheets/kroot-carnivores.md deleted file mode 100644 index 8b0ca85..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-carnivores.md +++ /dev/null @@ -1,66 +0,0 @@ -# Kroot Carnivores - -**Role:** Other - -*Swift and vicious, Kroot Carnivore squads employ fieldcraft and predatory instinct to close rapidly with their foes. What they lack in resilience, they more than make up for in close-ranged savagery, hammering enemies with volleys from their rifles before charging in to rip and tear their victims to gory ribbons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The 1 Long-quill is equipped with:** Kroot pistol; Kroot rifle; close combat weapon. - -**Every Kroot Carnivore is equipped with:** Kroot rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tanglebomb launcher | 24 | D3 | 4 | 5 | 0 | 1 | Blast | -| Kroot pistol | 12 | 1 | 4 | 4 | 0 | 1 | Pistol | -| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Kroot carbine | 18 | 1 | 4 | 4 | 0 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Fieldcraft** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. -- **BODYGUARD** (Special (правая колонка)): If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot attach two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. - -**Keywords:** Infantry, Grenades, Carnivores, Kroot -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Long-quill -- 9-19 Kroot Carnivores - -**Wargear Options:** -- The Long-quill’s Kroot rifle can be replaced with 1 Kroot carbine. -- For every 10 models in this unit, one Kroot Carnivore’s Kroot rifle can be replaced with 1 Tanglebomb launcher. - -**Leader:** -Led By: Aun’shi, Kroot Trail Shaper, Kroot War Shaper, Kroot Flesh Shaper - -**Points:** -- 10 models: 65pts -- 20 models: 140pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-farstalkers.md b/cogitator/factions/tau-empire/datasheets/kroot-farstalkers.md deleted file mode 100644 index 293b002..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-farstalkers.md +++ /dev/null @@ -1,65 +0,0 @@ -# Kroot Farstalkers - -**Role:** Other - -*Farstalker Kinbands are opportunistic mercenaries often operating for years far from the Kroot home world. They are experienced raiders, scouts and infiltrators, setting masterful ambushes from which to unleash the deadly weapons they have amassed over long careers as ruthless bounty hunters.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| FARSTALKERS & KILL-BROKER | 7" | 3 | 6+ | 1 | 7+ | 1 | -| KROOT HOUNDS | 12" | 3 | 6+ | 1 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Kroot Kill-broker is equipped with:** Farstalker firearm; Kroot pistol; ritual blade. - -**Every Kroot Farstalker is equipped with:** Farstalker firearm; Kroot pistol; close combat weapon. - -**Every Kroot Hound is equipped with:** ripping fangs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dvorgite skinner | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | -| Farstalker firearm | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | -| Kroot pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Londaxi tribalest | 18 | 3 | 5 | 7 | -1 | 1 | anti-vehicle 4+, devastating wounds, heavy | -| T’au-tech rifle | 30 | 1 | 4 | 5 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Ripping fangs | Melee | 3 | 3 | 3 | 0 | 1 | — | -| Ritual blade | Melee | 3 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Pech’ra** (Wargear): Ranged weapons equipped by the bearer’s unit have the [IGNORES COVER] ability. -- **Bounty Hunters** (Datasheet): At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities. - -**Keywords:** Kroot, Infantry, Farstalkers, Grenades -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Kroot Kill-broker -- 9 Kroot Farstalkers -- 2 Kroot Hounds - -**Wargear Options:** -- The Kroot Kill-broker’s Farstalker firearm can be replaced with 1 T’au-tech rifle. -- 1 Kroot Farstalker’s Farstalker firearm can be replaced with one of the following:- 1 Dvorgite skinner -- 1 Londaxi tribalest -- 1 Kroot Farstalker equipped with a Farstalker firearm can be equipped with 1 Pech’ra. - -**Leader:** -Led By: Kroot Trail Shaper, Kroot War Shaper, Kroot Flesh Shaper - -**Points:** -- 12 models: 85pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-flesh-shaper.md b/cogitator/factions/tau-empire/datasheets/kroot-flesh-shaper.md deleted file mode 100644 index 7287037..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-flesh-shaper.md +++ /dev/null @@ -1,76 +0,0 @@ -# Kroot Flesh Shaper - -**Role:** Characters - -*All Shapers bear some responsibility for the gradual guidance of their fellows’ genetic makeup through ingestion of selected preg. The Flesh Shapers take this art to a more immediate and visceral extreme through the use of gruesome flesh-fetishes and ritualised butchery whose psychosomatic impact upon the Kroot is remarkable.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Kroot scattergun; twin ritualistic blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kroot scattergun | 12 | 2 | 4 | 4 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin ritualistic blades | Melee | 4 | 2 | 5 | -1 | 1 | twin-linked | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Ritual Butchery** (Datasheet): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Rites of Feasting** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 6+ ability. If that unit destroys one or more enemy units in the Fight phase, until the end of the battle, models in that unit have the Feel No Pain 5+ ability instead. - -**Keywords:** Flesh Shaper, Infantry, Character, Kroot, Shaper -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Kroot Flesh Shaper - -**Leader:** -Can lead: Kroot Farstalkers, Kroot Carnivores - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-hounds.md b/cogitator/factions/tau-empire/datasheets/kroot-hounds.md deleted file mode 100644 index b8fd268..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-hounds.md +++ /dev/null @@ -1,48 +0,0 @@ -# Kroot Hounds - -**Role:** Other - -*Set loose in hunting packs by squads of Kroot Carnivores, these predatory beasts lope swiftly across the battlefield in search of prey. Driven into a carnivorous frenzy by the scent of blood, the Kroot Hounds pounce upon their victims with frightening swiftness, ripping and tearing with beak-like maws and vicious talons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 6+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** ripping fangs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ripping fangs | Melee | 3 | 3 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Loping Pounce** (Datasheet): At the start of your Command phase, if this unit is within 6" of one or more friendly Kroot Infantry units, then until the end of the turn, this unit is eligible to declare a charge in a turn in which it Advanced. -- **Hunting Hounds** (Datasheet): While this unit is within 12" of one or more friendly Kroot Character models, the Objective Control characteristic of models in this unit is 1. - -**Keywords:** Kroot, Beasts, Hounds -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 5-10 Kroot Hounds - -**Points:** -- 5 models: 40pts -- 10 models: 80pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-lone-spear.md b/cogitator/factions/tau-empire/datasheets/kroot-lone-spear.md deleted file mode 100644 index 213e702..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-lone-spear.md +++ /dev/null @@ -1,61 +0,0 @@ -# Kroot Lone-Spear - -**Role:** Characters - -*Whether loners or grizzled mercenaries unable to fit within Kroot society, Lone-spears prefer the company of beasts and the surrounds of the wild. Mounted upon chameleonic Kalamondras, they make for talented long-range scouts. Moreover, armed with suitably potent firearms the Lone-spears excel in picking off valuable enemy targets and even eliminating armoured fighting vehicles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 5+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Kroot long gun; close combat weapon; Kalamandra’s bite. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blast javelin | 18 | D6 | 4 | 10 | -2 | 2 | assault, blast | -| Kroot long gun | 36 | 1 | 3 | 6 | -2 | 3 | heavy, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | 0 | 1 | — | -| Hunting javelin | Melee | 3 | 3 | 4 | -1 | 1 | lance | -| Kalamandra’s bite | Melee | 4 | 4 | 5 | -1 | 1 | extra attacks | - -**Abilities:** -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Advanced Scouting** (Datasheet): Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another Kroot model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll. -- **Fire and Fade** (Datasheet): In your Shooting phase, after this model has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge. - -**Keywords:** Kroot, Lone-Spear, Mounted, Character -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Kroot Lone-Spear - -**Wargear Options:** -- This model’s Kroot long gun can be replaced with 1 blast javelin and 1 hunting javelin. - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-trail-shaper.md b/cogitator/factions/tau-empire/datasheets/kroot-trail-shaper.md deleted file mode 100644 index 75c4cfe..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-trail-shaper.md +++ /dev/null @@ -1,76 +0,0 @@ -# Kroot Trail Shaper - -**Role:** Characters - -*Trail Shapers are more than simply masters of fieldcraft. As their title implies, they work with instinctive skill to shape the very battlef ield upon which the Kroot will meet their prey, the guiding routes along which the hunt will progress and the nature of the engagements in which their kindreds fight. A single Trail Shaper can alter the entire character of a war in the favour of the T’au Empire.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Kroot rifle; Shaper’s blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kroot rifle | 24 | 1 | 4 | 4 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Shaper’s blade | Melee | 4 | 2 | 5 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Trail Finding** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". -- **Kroot Ambush** (Datasheet): After both players have deployed their armies, you can redeploy this model’s unit and one other friendly Kroot unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -**Keywords:** Infantry, Trail Shaper, Shaper, Character, Kroot -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Kroot Trail Shaper - -**Leader:** -Can lead: Kroot Farstalkers, Kroot Carnivores - -**Points:** -- 1 model: 55pts diff --git a/cogitator/factions/tau-empire/datasheets/kroot-war-shaper.md b/cogitator/factions/tau-empire/datasheets/kroot-war-shaper.md deleted file mode 100644 index 72b0130..0000000 --- a/cogitator/factions/tau-empire/datasheets/kroot-war-shaper.md +++ /dev/null @@ -1,81 +0,0 @@ -# Kroot War Shaper - -**Role:** Characters - -*To the War Shapers falls responsibility for both composition and disposition of all Kroot forces in the field. Beyond this, they are typically exemplary warriors in their own right, striding into battle armed with symbolically traditional weapons that are no less deadly for their antiquated natures. Under a War Shaper’s merciless gaze, enemies quail and allies find new strength.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** dart-bow and tri-blade; Kroot pistol; Shaper’s blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dart-bow and tri-blade | 24 | D3+1 | 4 | 4 | 0 | 2 | ANTI-INFANTRY 3+, ASSAULT, HEAVY | -| Kroot pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bladestave and prey-hook | Melee | 4 | 2 | 5 | -1 | 2 | lethal hits | -| Shaper’s blade | Melee | 4 | 2 | 5 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **War Leader** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Root of Honour** (Datasheet): Once per battle, at the start of any phase, you can select one friendly Kroot unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked. - -**Keywords:** Shaper, War shaper, Character, Kroot, Infantry -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Kroot War Shaper - -**Wargear Options:** -- This model’s dart-bow and tri-bade can be replaced with 1 bladestave and prey-hook. - -**Leader:** -Can lead: Kroot Farstalkers, Kroot Carnivores - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/tau-empire/datasheets/krootox-rampagers.md b/cogitator/factions/tau-empire/datasheets/krootox-rampagers.md deleted file mode 100644 index 13aa9d1..0000000 --- a/cogitator/factions/tau-empire/datasheets/krootox-rampagers.md +++ /dev/null @@ -1,50 +0,0 @@ -# Krootox Rampagers - -**Role:** Other - -*Juvenile Krootox exhibit greater aggression and agility than their elders. Bands ofKroot make use of these facets by riding the Krootox into battle in Rampager packs. They act os ambushers, terror troops and skirmish cavalry, striking fast at their foes from unexpected quarters and seeking to break their battle lines to leave them vulnerable to the rest of the Hunting Pack.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 6 | 5+ | 5 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Kroot pistol and hunting javelins; hunting blades; Rampager fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kroot pistol and hunting javelins | 12 | 2 | 4 | 4 | 0 | 1 | assault, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 3 | 4 | -1 | 1 | Lance | -| Krootox fists | Melee | 4 | 3 | 6 | -1 | 2 | EXTRA ATTACKS, sustained hits 1 | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Kroot Linebreakers** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds. If one or more enemy models are destroyed as a result of these mortal wounds, that enemy unit must take a Battle-shock test. - -**Keywords:** Grenades, Kroot, Krootox Rampagers, Mounted -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 3-6 Krootox Rampagers - -**Points:** -- 3 models: 85pts -- 6 models: 170pts diff --git a/cogitator/factions/tau-empire/datasheets/krootox-riders.md b/cogitator/factions/tau-empire/datasheets/krootox-riders.md deleted file mode 100644 index 8cbb356..0000000 --- a/cogitator/factions/tau-empire/datasheets/krootox-riders.md +++ /dev/null @@ -1,55 +0,0 @@ -# Krootox Riders - -**Role:** Other - -*Krootox make excellent living gun platforms, lumbering into battle with cannons strapped to their backs, their Kroot gunners swaying atop their steeds in primitive harnesses. Though not in themselves aggressive, Krootox view the Kroot Carnivores they fight alongside as packmates, and will employ their great strength to defend their kin.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 6 | 5+ | 5 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** repeater cannon; close combat weapon; Krootox fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Repeater cannon | 36 | 2 | 4 | 7 | -1 | 2 | rapid fire 2 | -| Tanglecannon | 36 | D6+1 | 4 | 6 | 0 | 1 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Krootox fists | Melee | 4 | 3 | 6 | -1 | 2 | EXTRA ATTACKS | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Kroot Packmates** (Datasheet): Once per turn, in your opponent’s Shooting phase, when a friendly Kroot Infantry unit within 6" of this unit is selected as the target of an attack, one unit from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that unit with this ability can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -**Keywords:** Krootox Riders, Kroot, Grenades, Mounted -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1-3 Krootox Riders - -**Wargear Options:** -- Any number of models can each have their repeater cannon replaced with 1 tanglecannon. - -**Points:** -- 1 model: 40pts -- 2 models: 60pts -- 3 models: 90pts diff --git a/cogitator/factions/tau-empire/datasheets/longstrike.md b/cogitator/factions/tau-empire/datasheets/longstrike.md deleted file mode 100644 index b1cd25f..0000000 --- a/cogitator/factions/tau-empire/datasheets/longstrike.md +++ /dev/null @@ -1,68 +0,0 @@ -# Longstrike - -**Role:** Characters - -*Renowned throughout the T’au Empire as its foremost tank ace, Shas’la T’au Sha’ng possesses a sublime talent for armoured warfare. His XV02 Pilot Battlesuit allows him to integrate seamlessly with the artificial intelligence of his chosen gunship, augmenting its targeting systems and ensuring that its every shot strikes home.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin pulse carbines; railgun; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | -| Ion cannon – standard | 60 | D6+3 | 3 | 7 | -1 | 2 | blast | -| Ion cannon – overcharge | 60 | D6+3 | 3 | 8 | -2 | 3 | blast, hazardous | -| Railgun | 72 | 1 | 3 | 20 | -5 | D6+6 | devastating wounds, heavy | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | assault, twin-linked | -| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Armour Hunter** (Datasheet): Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll. -- **Targeting Array** (Datasheet): Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving its attacks. -- **XV02 Pilot Battlesuit** (Datasheet): In your Command phase, you can select one friendly Hammerhead Gunship unit within 12". Until the start of your next Command phase, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Epic Hero, Longstrike, Vehicle, Fly, Character -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Longstrike – EPIC HERO - -**Wargear Options:** -- This model’s railgun can be replaced with 1 ion cannon. -- This model’s 2 twin pulse carbines can be replaced with one of the following:- 2 accelerator burst cannons -- 2 smart missile systems -- This model can be equipped with up to 2 seeker missiles. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/tau-empire/datasheets/manta.md b/cogitator/factions/tau-empire/datasheets/manta.md deleted file mode 100644 index 29fa522..0000000 --- a/cogitator/factions/tau-empire/datasheets/manta.md +++ /dev/null @@ -1,74 +0,0 @@ -# Manta - -**Role:** Other - -*The Manta is an advanced, super-heavy dropship used to deliver large contingents of troops into combat. Powerful energy fields shield the craft during descent, while no less than sixteen drone-controlled burst cannons fend off hostile attention and wing-mounted primary guns engage priority targets that might jeopardise the Manta’s landing site.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 14 | 2+ | 60 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy rail cannons; 6 ion cannons; 2 long-barrelled burst cannon arrays; 2 missile pods; 10 seeker missiles; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy rail cannon | 120 | 1 | 4 | 26 | -5 | 12 | devastating wounds | -| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | -| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | -| Long-barrelled burst cannon array | 24 | 32 | 4 | 6 | -1 | 1 | — | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 8 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Aggressive Deployment** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll. -- **Air Caste Colossus** (Datasheet): Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Transport, Markerlight, Manta, Vehicle, Aircraft, Fly, Titanic -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Manta - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of all of the following: -- 200 T’au Empire Infantry or TACTICAL DRONE models -- 4 Devilfish, Sky Ray Gunship or Hammerhead models -- 8 Battlesuit models with a Wounds characteristic of 9 or less - -**Damaged Profile:** -Remaining Wounds: 1-20 -While this model has 1-20 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 2100pts diff --git a/cogitator/factions/tau-empire/datasheets/orca-dropship.md b/cogitator/factions/tau-empire/datasheets/orca-dropship.md deleted file mode 100644 index 854cdbf..0000000 --- a/cogitator/factions/tau-empire/datasheets/orca-dropship.md +++ /dev/null @@ -1,63 +0,0 @@ -# Orca Dropship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 3+ | 28 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 long-barrelled burst cannons; missile pod; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Long-barrelled burst cannon | 36 | 4 | 4 | 5 | 0 | 1 | — | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Jet Pack Insertion** (Datasheet): At the end of your opponent’s Movement phase, one or more units embarked within this TRANSPORT can disembark from it, provided every model in each of those disembarking units has the Deep Strike ability. - -**Keywords:** Vehicle, Aircraft, Fly, Titanic, Transport, Orca Dropship -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Orca Dropship - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 48 T’au Empire Infantry models. This model can also transport up to 6 Battlesuit models (these models take up the space of a number of models equal to their Wounds characteristic, e.g. a Battlesuit with a Wounds characteristic of 8 would take up the space of 8 models). This model cannot transport Kroot or Vespid Stingwings models. - -**Damaged Profile:** -Remaining Wounds: 1-9 -While this model has 1-9 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/tau-empire/datasheets/pathfinder-team.md b/cogitator/factions/tau-empire/datasheets/pathfinder-team.md deleted file mode 100644 index 00b089a..0000000 --- a/cogitator/factions/tau-empire/datasheets/pathfinder-team.md +++ /dev/null @@ -1,80 +0,0 @@ -# Pathfinder Team - -**Role:** Other - -*Pathfinder Teams wreak havoc behind enemy lines. Their firepower is formidable, especially when sniping with potent rail rifles, and their drones can optimise the team’s pulse fire or drive the enemy back with gravitic waves. Yet their deadliest ability is painting priority targets with massed markerlights for heavier T’au units to annihilate.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 3 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** pulse carbine; pulse pistol; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drone burst cannon | 18 | 4 | 5 | 5 | 0 | 1 | — | -| Ion rifle – standard | 30 | 3 | 5 | 7 | -1 | 1 | heavy | -| Ion rifle – overcharge | 30 | 3 | 5 | 8 | -2 | 2 | hazardous, heavy | -| Pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | — | -| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | -| Rail rifle | 30 | 1 | 5 | 10 | -4 | 3 | devastating wounds, heavy | -| Semi-automatic grenade launcher – EMP | 18 | 1 | 4 | 3 | 0 | 1 | anti-vehicle 4+, devastating wounds | -| Semi-automatic grenade launcher – fusion | 18 | 1 | 4 | 6 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Target Uploaded** (Datasheet): Each time a model in this unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and that attack has the [IGNORES COVER] ability. -- **Grav-inhibitor Drone** (Wargear): Subtract 2 from Charge rolls made for any enemy unit that declares a charge against the bearer’s unit (this is not cumulative with any other reductions to that Charge roll). -- **Pulse Accelerator Drone** (Wargear): Add 6" to the Range characteristic of pulse carbines equipped by models in the bearer’s unit. -- **Recon Drone** (Wargear): The bearer is equipped with 1 drone burst cannon and the bearer’s unit has the Infiltrators ability. - -**Keywords:** Infantry, Grenades, Pathfinder Team, Markerlight -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Pathfinder Shas’ui -- 9 Pathfinders - -**Wargear Options:** -- The Pathfinder Shas’ui can be equipped with one of the following:- 1 grav-inhibitor drone -- 1 pulse accelerator drone -- 1 recon drone -- The Pathfinder Shas’ui can be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone -- Up to 3 Pathfinders can each have their pulse carbine replaced with one of the following:- 1 ion rifle -- 1 rail rifle -- 1 model in this unit equipped with a pulse carbine can be equipped with 1 semi-automatic grenade launcher. That model’s pulse carbine cannot be replaced. - -**Leader:** -Led By: Darkstrider - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/tau-empire/datasheets/piranhas.md b/cogitator/factions/tau-empire/datasheets/piranhas.md deleted file mode 100644 index 611a825..0000000 --- a/cogitator/factions/tau-empire/datasheets/piranhas.md +++ /dev/null @@ -1,71 +0,0 @@ -# Piranhas - -**Role:** Other - -*Streaking ahead of the main T’au forces, squadrons of these light combat skimmers rake targets of opportunity with salvoes of heavy firepower. They can further detach entire squadrons of drones to sow mayhem behind enemy lines before they redock, increasing the havoc the Piranhas can cause or covering their swift retreat.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 4+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Piranha burst cannon; 2 twin pulse carbines; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Piranha burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | -| Piranha fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 4 | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | twin-linked, assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 2 | 5 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Drone Harassment Tactics** (Datasheet): At the end of your Movement phase, select one enemy unit within 12" of this unit; that enemy unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Fly, Piranhas -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1-3 Piranhas - -**Wargear Options:** -- Any number of models can each have their Piranha burst cannon can be replaced with 1 Piranha fusion blaster. -- Any number of models can each be equipped with up to 2 seeker missiles. - -**Points:** -- 1 model: 60pts -- 2 models: 120pts -- 3 models: 180pts diff --git a/cogitator/factions/tau-empire/datasheets/razorshark-strike-fighter.md b/cogitator/factions/tau-empire/datasheets/razorshark-strike-fighter.md deleted file mode 100644 index d10e222..0000000 --- a/cogitator/factions/tau-empire/datasheets/razorshark-strike-fighter.md +++ /dev/null @@ -1,61 +0,0 @@ -# Razorshark Strike Fighter - -**Role:** Other - -*The Razorshark is an air superiority fighter with enough resilience and potent firepower to double as an alarmingly effective ground-attack craft at need. Deployed in large numbers to win control of the skies ahead of major T’au offensives, Razorsharks fill the skies with hails of searing ion blasts and streaking seeker missiles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** accelerator burst cannon; quad ion turret; 2 seeker missiles; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Quad ion turret – standard | 30 | 8 | 4 | 7 | -1 | 1 | twin-linked | -| Quad ion turret – overcharge | 30 | 8 | 4 | 8 | -2 | 2 | hazardous, twin-linked | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Ground Strike Fighter** (Datasheet): Each time this model makes a ranged attack that targets an enemy unit that cannot FLY, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Aircraft, Fly, Razorshark Strike Fighter -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Razorshark Strike Fighter - -**Wargear Options:** -- This model’s accelerator burst cannon can be replaced with 1 missile pod. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/tau-empire/datasheets/remora-stealth-drones.md b/cogitator/factions/tau-empire/datasheets/remora-stealth-drones.md deleted file mode 100644 index 87388c4..0000000 --- a/cogitator/factions/tau-empire/datasheets/remora-stealth-drones.md +++ /dev/null @@ -1,54 +0,0 @@ -# Remora Stealth Drones - -**Role:** Other - -*The Remora is an airborne weapons system often carried into battle on the fuselage of a larger mothership such as a Tiger Shark. Packed with intelligent technologies and armed with burst cannons and seeker missiles, Remoras can engage aerial or ground targets, and often attack in support of Pathfinder or Stealth Suit teams.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 16" | 6 | 3+ | 5 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin long-barrelled burst cannons; 2 Remora seeker missiles; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Remora seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin long-barrelled burst cannon | 24 | 4 | 4 | 6 | -1 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Aerial Disengagement** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Fly, Markerlight, Remora Stealth Drones -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 2 Remora Stealth Drones - -**Wargear Options:** -- None - -**Points:** -- 2 models: 160pts diff --git a/cogitator/factions/tau-empire/datasheets/remote-sensor-tower.md b/cogitator/factions/tau-empire/datasheets/remote-sensor-tower.md deleted file mode 100644 index eb7783b..0000000 --- a/cogitator/factions/tau-empire/datasheets/remote-sensor-tower.md +++ /dev/null @@ -1,36 +0,0 @@ -# Remote Sensor Tower - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 8 | 4+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Orbital Comms Array (Aura)** (Datasheet): While a friendly T’AU EMPIRE unit is within 6" of this FORTIFICATION, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Remote sensor tower -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Remote Sensor Tower - -**Wargear Options:** -- None - -**Points:** -- 1 model: 50pts diff --git a/cogitator/factions/tau-empire/datasheets/riptide-battlesuit.md b/cogitator/factions/tau-empire/datasheets/riptide-battlesuit.md deleted file mode 100644 index 94ec6f4..0000000 --- a/cogitator/factions/tau-empire/datasheets/riptide-battlesuit.md +++ /dev/null @@ -1,66 +0,0 @@ -# Riptide Battlesuit - -**Role:** Other - -*The Riptide combines the armoured resilience and overwhelming firepower of a heavy battle tank with the agility of a swift and skilful warrior. Powered by a thrumming nova reactor, the battlesuit can overcharge its systems at need, while its massed firepower can eradicate entire formations of enemy warriors or armoured vehicles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 2+ | 14 | 7+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** heavy burst cannon; twin plasma rifle; Riptide fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy burst cannon | 36 | 12 | 4 | 6 | -1 | 2 | — | -| Ion accelerator – standard | 72 | 6 | 4 | 9 | -2 | 3 | — | -| Ion accelerator – supercharge | 72 | 6 | 4 | 10 | -3 | 4 | hazardous | -| Twin fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin plasma rifle | 18 | 1 | 4 | 8 | -3 | 3 | twin-linked | -| Twin smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Riptide fists | Melee | 6 | 5 | 6 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Battlesuit Support System** (Datasheet): The bearer is eligible to shoot in a turn in which it Fell Back. -- **Nova Charge** (Datasheet): Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that weapon has the [DEVASTATING WOUNDS] ability. -- **Weapon Support System** (Datasheet): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Vehicle, Walker, Fly, Battlesuit, Riptide -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Riptide Battlesuit - -**Wargear Options:** -- This model’s heavy burst cannon can be replaced with 1 ion accelerator. -- This model’s twin plasma rifles can be replaced with one of the following:- 1 twin fusion blaster -- 1 twin smart missile system -- This model can be equipped with up to 2 missile drones. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/tau-empire/datasheets/rvarna-battlesuit.md b/cogitator/factions/tau-empire/datasheets/rvarna-battlesuit.md deleted file mode 100644 index 6483932..0000000 --- a/cogitator/factions/tau-empire/datasheets/rvarna-battlesuit.md +++ /dev/null @@ -1,58 +0,0 @@ -# R’varna Battlesuit - -**Role:** Other - -*A development of the Riptide, the T’au XV107 R’varna battlesuit sacrifices mobility for heavier armour and increased firepower in the form of two pulse submunition cannons – experimental weapons systems that fire microcluster projectiles capable of saturating the target area in a deadly storm of plasma pulses.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 15 | 7+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 pulse submunitions cannons; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pulse submunitions cannon | 60 | D6+2 | 4 | 8 | -1 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 6 | 5 | 6 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Battlesuit Support System** (Datasheet): This model is eligible to shoot in a turn in which it Fell Back. -- **Nova Shielding** (Datasheet): Once per battle, when this model is selected as the target of a ranged attack, it can use this ability. If it does, until the end of the phase, each time an attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll. -- **Weapon Support System** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** R’varna, Battlesuit, Fly, Walker, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 R’varna Battlesuit - -**Wargear Options:** -- This model can be equipped with up to 2 missile drones. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/tau-empire/datasheets/shaso-ralai.md b/cogitator/factions/tau-empire/datasheets/shaso-ralai.md deleted file mode 100644 index ef56682..0000000 --- a/cogitator/factions/tau-empire/datasheets/shaso-ralai.md +++ /dev/null @@ -1,75 +0,0 @@ -# Shas’o R’alai - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** experimental pulse submunitions rifle; battlesuit fists; blacklight marker drones. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Experimental pulse submunitions rifle – EMP | 24 | 1 | 3 | 1 | 0 | 3 | anti-vehicle 3+, devastating wounds | -| Experimental pulse submunitions rifle – ionic | 24 | D6 | 3 | 6 | -1 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Blacklight Marker Drones** (Wargear): Twice per battle, when this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted unit, re-roll a Wound roll of 1. - -**Designer’s Note:** *Place two Blacklight Marker Drone tokens next to this model, removing one each time this ability has been used.* -- **Eclipse Field Generator** (Datasheet): While this model is leading a unit, models in that unit have a 5+ invulnerable save. -- **Assassin** (Datasheet): Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll. - -**Keywords:** Epic Hero, Vehicle, Walker, Fly, Character, Markerlight, Battlesuit, Shas'o R'alai -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Shas'o R'alai – EPIC HERO - -**Wargear Options:** -- None - -**Leader:** -Can lead: Xv9 Hazard Battlesuits - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tau-empire/datasheets/sky-ray-gunship.md b/cogitator/factions/tau-empire/datasheets/sky-ray-gunship.md deleted file mode 100644 index 3f0ded8..0000000 --- a/cogitator/factions/tau-empire/datasheets/sky-ray-gunship.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sky Ray Gunship - -**Role:** Other - -*This unusual hover tank relies upon other T’au units to use markerlights to highlight targets for its seeker missiles. Once this is done, the Sky Ray’s salvoes are nigh inescapable. An especially effective anti-aircraft asset, it employs advanced velocity trackers to predict enemy flight paths and destroy them with hurtling warheads.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 1 seeker missile rack; 2 twin pulse carbines; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accelerator burst cannon | 18 | 4 | 4 | 6 | -1 | 1 | — | -| Seeker missile rack | 48 | 3 | 4 | 14 | -3 | D6+1 | twin-linked | -| Twin pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | assault, twin-linked | -| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Velocity Tracker** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, you can re-roll the Hit roll. -- **Targeting Array** (Datasheet): Each time this unit is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks. - -**Keywords:** Sky Ray Gunship, Vehicle, Fly, Markerlight -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Sky Ray Gunship - -**Wargear Options:** -- This model’s 2 twin pulse carbines can be replaced with one of the following:- 2 accelerator burst cannons -- 2 smart missile systems - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/tau-empire/datasheets/stealth-battlesuits.md b/cogitator/factions/tau-empire/datasheets/stealth-battlesuits.md deleted file mode 100644 index 6940ad9..0000000 --- a/cogitator/factions/tau-empire/datasheets/stealth-battlesuits.md +++ /dev/null @@ -1,62 +0,0 @@ -# Stealth Battlesuits - -**Role:** Other - -*Benefiting from sensor-baffling stealth technology, jet-assisted speed and impressive firepower, Stealth Battlesuit teams make excellent forward operatives who can deploy homing beacons to guide entire insertion forces into battle from low orbit.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 2 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** burst cannon; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 2 | 5 | 4 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Forward Observers** (Datasheet): Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in a Guided unit that targets their Spotted unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **Homing Beacon** (Wargear): Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and more than 9" away from all enemy units. - -**Designer’s Note:** *Place a Homing Beacon token next to this unit, removing it once this ability is used.* - -**Keywords:** Stealth, Infantry, Markerlight, Grenades, Battlesuit, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Stealth Shas’vre -- 4 Stealth Shas’ui - -**Wargear Options:** -- The Stealth Shas’vre can be equipped with 1 gun drone. -- The Stealth Shas’vre can be equipped with 1 marker drone. -- The Stealth Shas’vre can be equipped with 1 pulse pistol. -- 1 Stealth Shas’ui can be equipped with 1 homing beacon. -- 2 models can each have their burst cannon replaced with 1 fusion blaster. - -**Points:** -- 5 models: 100pts diff --git a/cogitator/factions/tau-empire/datasheets/stormsurge.md b/cogitator/factions/tau-empire/datasheets/stormsurge.md deleted file mode 100644 index 4e464d8..0000000 --- a/cogitator/factions/tau-empire/datasheets/stormsurge.md +++ /dev/null @@ -1,68 +0,0 @@ -# Stormsurge - -**Role:** Other - -*These vast ballistic suits are ponderous by T’au standards, borne into battle beneath Manta Gunships. Yet even a single such walking gun-tower is equal to the mightiest fortress, anchoring the T’au lines while their crews unleash apocalyptic firestorms with the potential to eradicate entire armies of foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 2+ | 20 | 7+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** cluster rocket system; destroyer missiles; pulse driver cannon; 2 twin smart missile system; twin T’au flamer; thunderous footfalls. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cluster rocket system | 48 | 4D6 | 4 | 5 | 0 | 1 | blast, heavy | -| Destroyer missiles | 72 | 1 | 4 | 16 | -4 | D6+2 | heavy | -| Pulse blast cannon – focused | 24 | 2 | 4 | 24 | -6 | 12 | heavy | -| Pulse blast cannon – dispersed | 48 | 6 | 4 | 10 | -2 | 4 | heavy | -| Pulse driver cannon | 72 | D6+3 | 4 | 12 | -3 | 3 | blast, heavy | -| Twin airbursting fragmentation projector | 24 | D6 | 4 | 3 | 0 | 1 | blast, heavy, indirect fire, twin-linked | -| Twin burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | heavy, twin-linked | -| Twin smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | heavy, indirect fire, twin-linked | -| Twin T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Thunderous footfalls | Melee | 3 | 5 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Heavy Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Support System** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll. -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack that targets a Titanic or TOWERING unit, you can re-roll the Hit roll. - -**Keywords:** Stormsurge, Towering, Walker, Titanic, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Stormsurge - -**Wargear Options:** -- This model’s pulse driver cannon can be replaced with 1 pulse blast cannon. -- This model’s twin T’au flamer can be replaced with one of the following:- 1 twin airbursting fragmentation projector -- 1 twin burst cannon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, subtract 3 from this model’s Objective Control characteristic, and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 360pts diff --git a/cogitator/factions/tau-empire/datasheets/strike-team.md b/cogitator/factions/tau-empire/datasheets/strike-team.md deleted file mode 100644 index 6d594cb..0000000 --- a/cogitator/factions/tau-empire/datasheets/strike-team.md +++ /dev/null @@ -1,60 +0,0 @@ -# Strike Team - -**Role:** Battleline - -*Fire Warrior Strike Teams are the mainstay of many Hunter Cadres, unleashing storms of potent anti-personnel firepower that few foes can long endure. Tough, dependable, numerous and with access to a variety of specialised weaponry and drone support, these Fire Warriors will hold the line no matter what odds they face.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 4+ | 1 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** pulse pistol; pulse rifle; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pulse carbine | 20 | 2 | 4 | 5 | 0 | 1 | — | -| Pulse pistol | 12 | 1 | 4 | 5 | 0 | 1 | pistol | -| Pulse rifle | 30 | 1 | 4 | 5 | 0 | 1 | rapid fire 1 | -| Support turret | 30 | 2 | 5 | 5 | 0 | 1 | indirect fire, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Suppression Volley** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- **DS8 Support Turret** (Datasheet): In your Movement phase, if this unit Remains Stationary, until the start of your next Movement phase, its Fire Warrior Shas’ui model is equipped with the support turret missile system weapon. - -**Designer’s Note:** *Place a Support Turret token next to this unit to remind you.* - -**Keywords:** Infantry, Battleline, Markerlight, Fire Warrior, Grenades, Strike Team -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Fire Warrior Shas’ui -- 9 Fire Warriors - -**Wargear Options:** -- The Fire Warrior Shas’ui can be equipped with up to two of the following, and can take duplicates:- 1 guardian drone (it cannot take duplicates of this piece of wargear) -- 1 gun drone -- 1 marker drone -- 1 shield drone -- Any number of Fire Warrior models can each have their pulse rifle replaced with 1 pulse carbine. - -**Leader:** -Led By: Ethereal, Cadre Fireblade, Aun’shi - -**Points:** -- 10 models: 70pts diff --git a/cogitator/factions/tau-empire/datasheets/sun-shark-bomber.md b/cogitator/factions/tau-empire/datasheets/sun-shark-bomber.md deleted file mode 100644 index 6c12211..0000000 --- a/cogitator/factions/tau-empire/datasheets/sun-shark-bomber.md +++ /dev/null @@ -1,61 +0,0 @@ -# Sun Shark Bomber - -**Role:** Other - -*Able to micro-manufacture its own energy-munitions in the heat of battle, the Sun Shark drops thrumming ’pulse bombs onto the foe and obliterates them in ferocious blasts of unleashed power. Boasting sufficient support weaponry to fight off enemy attempts at aerial interdiction, formations of these aircraft form mobile airborne fortresses in the heat of battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** missile pod; 2 seeker missiles; 2 twin ion rifles; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Twin missile pod | 30 | 2 | 4 | 7 | -1 | 2 | twin-linked | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Twin ion rifle – standard | 30 | 3 | 4 | 7 | -1 | 1 | twin-linked | -| Twin ion rifle – overcharge | 30 | 3 | 4 | 8 | -2 | 2 | hazardous, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Pulse Bombs** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 4+, that unit suffers 1 mortal wound. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Sun Shark Bomber, Fly, Aircraft, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Sun Shark Bomber - -**Wargear Options:** -- This model’s missile pod can be replaced with 1 twin missile pod. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/tau-empire/datasheets/tactical-drones.md b/cogitator/factions/tau-empire/datasheets/tactical-drones.md deleted file mode 100644 index f30ad71..0000000 --- a/cogitator/factions/tau-empire/datasheets/tactical-drones.md +++ /dev/null @@ -1,45 +0,0 @@ -# Tactical Drones - -**Role:** Other - -*Armoured units controlled by artificial intelligence and borne on gravitic repulsors, Tactical Drones provide support to T’au forces in the field. Capable of unleashing withering fusillades of pulse carbine fire, Commanders readily send these faithful units on seek-and-destroy missions to overwhelm enemy scouts or even light vehicles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 3 | 4+ | 1 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** twin pulse carbine; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin pulse carbine | 20 | 2 | 5 | 5 | 0 | 1 | assault, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 6 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. - -**Keywords:** Drone, Tactical Drones, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 4-12 Tactical Drones - -**Wargear Options:** -- None - -**Points:** -- 4 models: 70pts -- 8 models: 140pts -- 12 models: 210pts diff --git a/cogitator/factions/tau-empire/datasheets/taunar-supremacy-armour.md b/cogitator/factions/tau-empire/datasheets/taunar-supremacy-armour.md deleted file mode 100644 index e60394b..0000000 --- a/cogitator/factions/tau-empire/datasheets/taunar-supremacy-armour.md +++ /dev/null @@ -1,68 +0,0 @@ -# Ta’unar Supremacy Armour - -**Role:** Other - -*Ta’unar Supremacy Armour is the largest class of T’au battlesuit yet encountered. Principally designed for static defence, the KX139 platform lacks manoeuvrability, but supports a broad suite of immensely powerful weapons that can hold their own against targets ranging from Imperial Knights to towering alien monstrosities.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 13 | 2+ | 30 | 7+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 4 burst cannons; fusion eradicator; 3 pulse ordnance drivers; 4 smart missile systems; tri-axis ion cannon; crushing feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| Fragmentation cluster shell launcher | 24 | 2D6+6 | 4 | 6 | -1 | 1 | blast | -| Fusion eradicator | 24 | 5 | 4 | 10 | -4 | D6 | melta 3 | -| Heavy rail cannon array | 120 | 2 | 4 | 26 | -5 | 16 | devastating wounds, heavy | -| Nexus missile launcher | 36 | 8 | 4 | 8 | -3 | 2 | — | -| Pulse ordnance driver | 60 | 8 | 4 | 5 | -1 | 3 | anti-infantry 2+ | -| Smart missile system | 30 | 3 | 4 | 5 | 0 | 1 | indirect fire | -| Tri-axis ion cannon – standard | 36 | D6+3 | 4 | 8 | -2 | 2 | blast | -| Tri-axis ion cannon – supercharge | 36 | D6+3 | 4 | 9 | -3 | 3 | blast, hazardous | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Crushing feet | Melee | 6 | 5 | 8 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Coordinated Strike** (Datasheet): While this model is a Guided unit, each time it makes an attack that targets its Spotted unit, re-roll a Hit roll of 1. -- **Super-heavy Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. - -**Keywords:** Ta’unar Supremacy Armour, Towering, Titanic, Walker, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Ta’unar Supremacy Armour - -**Wargear Options:** -- This model’s tri-axis ion cannon can be replaced with 1 fusion eradicator. -- This model’s fusion eradicator can be replaced with 1 tri-axis ion cannon. -- This model’s 3 pulse ordnance drivers can be replaced with one of the following:- 2 nexus missile launchers -- 1 heavy rail cannon array and 1 fragmentation cluster shell launcher - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 790pts diff --git a/cogitator/factions/tau-empire/datasheets/tetras.md b/cogitator/factions/tau-empire/datasheets/tetras.md deleted file mode 100644 index 2c44327..0000000 --- a/cogitator/factions/tau-empire/datasheets/tetras.md +++ /dev/null @@ -1,56 +0,0 @@ -# Tetras - -**Role:** Other - -*The Tetra is a lightweight and fast scout speeder used by Pathfinders for long-range infiltration, reconnaissance and sabotage missions. With limited armour and weaponry, they are not true combat vehicles, but their stealth and speed extend the operational range of Pathfinder teams, as do their surveillance and communications technologies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 4+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** 2 pulse rifles; close combat weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Pulse rifle | 30 | 1 | 4 | 5 | 0 | 1 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapons | Melee | 2 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **High-intensity Markerlights** (Datasheet): Each time this unit is an Observer unit, until the end of the phase, each time a model in its Guided unit makes an attack that targets their Spotted unit, you can re-roll the Hit roll. - -**Keywords:** Vehicle, Fly, Markerlight, Tetras -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 2-4 Tetras - -**Wargear Options:** -- None - -**Points:** -- 2 models: 80pts -- 4 models: 160pts diff --git a/cogitator/factions/tau-empire/datasheets/the-twin-lance.md b/cogitator/factions/tau-empire/datasheets/the-twin-lance.md deleted file mode 100644 index cb37759..0000000 --- a/cogitator/factions/tau-empire/datasheets/the-twin-lance.md +++ /dev/null @@ -1,76 +0,0 @@ -# The Twin Lance - -**Role:** Characters - -*Shas’ri Locai and Shas’ri Lantar fight with an aggression rarely seen amongst the Fire caste. There is a focus to their ferocity, however, leaping close to their foes in jet-assisted bounds and unleashing punishing firepower before discharging kinetic shock waves built up by their neocapacitor shields and retreating again amidst the resultant carnage.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 2+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Ri’Lantar is equipped with:** 1 fusion eliminator; 1 XV pulse pistol; 1 shardstorm burst system; 1 MV15 gun drone. - -**Ri’Locai is equipped with:** 1 ion scattercannon; 1 XV pulse pistol; 1 shardstorm burst system; 1 MV15 gun drone. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion eliminator | 18 | 2 | 2 | 10 | -4 | D6 | melta 2 | -| Ion scattercannon – standard | 18 | 4 | 2 | 7 | -2 | 2 | rapid fire 2 | -| Ion scattercannon – overcharge | 18 | 4 | 2 | 8 | -3 | 3 | hazardous, rapid fire 2 | -| Shardstorm burst system | 18 | D6 | 2 | 5 | 0 | 1 | pistol | -| Twin pulse blaster | 10 | 2 | 5 | 6 | -1 | 1 | assault, twin-linked | -| XV pulse pistol | 12 | 2 | 2 | 6 | -1 | 2 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion eliminator | Melee | 1 | 4 | 10 | -4 | D6+2 | extra attacks | -| Ion scattercannon | Melee | 3 | 4 | 7 | -2 | 2 | extra attacks | -| XV pulse pistol | Melee | 4 | 3 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Exemplars of Mont’ka** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. -- **Neocapacitor Shields** (Datasheet): At the start of your opponent’s Charge phase, you can select one enemy unit (excluding MONSTER and VEHICLE units) within 12" of this unit. That unit must take a Battle-shock test and, until the end of the turn, subtract 1 from Charge rolls made for that unit. -- **Retro-thrusters** (Datasheet): At the end of the Fight phase, this unit can either make a Normal move of up to 6" or a Fall Back move. -- **MV15 Gun Drone** (Wargear): The bearer is equipped with 1 twin pulse blaster. - -**Keywords:** Vehicle, Walker, Fly, Character, Epic Hero, Battlesuit, The Twin Lance -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Ri’Lantar – EPIC HERO -- 1 Ri’Locai – EPIC HERO - -**Wargear Options:** -- None. - -**Points:** -- 2 models: 160pts diff --git a/cogitator/factions/tau-empire/datasheets/tidewall-droneport.md b/cogitator/factions/tau-empire/datasheets/tidewall-droneport.md deleted file mode 100644 index a389f06..0000000 --- a/cogitator/factions/tau-empire/datasheets/tidewall-droneport.md +++ /dev/null @@ -1,52 +0,0 @@ -# Tidewall Droneport - -**Role:** Fortifications - -*Like a harbour amidst a raging storm, Tidewall Droneports house swarms of tactical drones and shield them from the enemy’s fire. At a command from the droneport operators, these drones are unleashed to join the battle. Meanwhile, the droneports themselves are able to hover and relocate upon the shifting tides of war.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 8 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** drone defenders. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drone defenders | 20 | 8 | 5 | 5 | 0 | 1 | assault, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Droneport** (Datasheet): Each time this FORTIFICATION is selected to shoot, its drone defender’s weapon will target and resolve attacks against every enemy unit that is an eligible target to this FORTIFICATION. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **Tidewall Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this Fortification, that model has the Benefit of Cover against that attack. - -**Keywords:** Fly, Transport, Vehicle, Tidewall Droneport, Fortification -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Tidewall Droneport - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 11 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/tau-empire/datasheets/tidewall-gunrig.md b/cogitator/factions/tau-empire/datasheets/tidewall-gunrig.md deleted file mode 100644 index b81cf32..0000000 --- a/cogitator/factions/tau-empire/datasheets/tidewall-gunrig.md +++ /dev/null @@ -1,51 +0,0 @@ -# Tidewall Gunrig - -**Role:** Fortifications - -*These mobile anti-grav gun turrets mount railguns whose hypersonic rounds can stop even super-heavy war engines dead in their tracks. They form deadly fire points around which Tidewall Shieldlines and droneports are arrayed into full defence networks – floating fortresses that can reposition at need to funnel and slaughter the foe.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 8 | 3+ | 14 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** supremacy railgun. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Supremacy railgun | 72 | 1 | 5 | 20 | -5 | D6+6 | devastating wounds, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **Tidewall Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. - -**Keywords:** Tidewall Gunrig, Fortification, Fly, Transport, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Tidewall Gunrig - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 11 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/tau-empire/datasheets/tidewall-shieldline.md b/cogitator/factions/tau-empire/datasheets/tidewall-shieldline.md deleted file mode 100644 index 11c7a8a..0000000 --- a/cogitator/factions/tau-empire/datasheets/tidewall-shieldline.md +++ /dev/null @@ -1,53 +0,0 @@ -# Tidewall Shieldline - -**Role:** Fortifications - -*In keeping with the Code of Fire, the Tidewall Shieldline provides a mobile fortification that can redeploy during battle. Its refractive field absorbs enemy fire, while its design allows entrenched Fire Warriors to ride the shieldline to a new position when it moves.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 8 | 3+ | 10 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -This model can be equipped with 1 Tidewall defence platform - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Fortification** (Datasheet): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **Tidewall Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Tidewall Defence Platform** (Datasheet): If equipped with a Tidewall defence platform, this FORTIFICATION has a Wounds characteristic of 15. - -**Keywords:** Fly, Fortification, Tidewall Shieldline, Transport, Vehicle -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Tidewall Shieldline - -**Wargear Options:** -- This model can be equipped with 1 Tidewall defence platform. - -**Transport:** -This model has a transport capacity of 11 T’au Empire Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models. If this model is equipped with a Tidewall defence platform, it has a transport capacity of 22 T’au Infantry models instead. - -**Points:** -- 1 model: 85pts -- Tidewall Defence Platform: 20pts diff --git a/cogitator/factions/tau-empire/datasheets/tiger-shark.md b/cogitator/factions/tau-empire/datasheets/tiger-shark.md deleted file mode 100644 index 177e989..0000000 --- a/cogitator/factions/tau-empire/datasheets/tiger-shark.md +++ /dev/null @@ -1,71 +0,0 @@ -# Tiger Shark - -**Role:** Other - -*Tiger Sharks are large fighter-bombers employed to knock out key enemy assets with a range of sophisticated weaponry. Whether deploying a shower of remote weapons platforms or strafing ground targets with its ion cannons and wing-mounted missile pods, the aircraft’s silhouette has been the last sight of countless victims.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 11 | 3+ | 18 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 burst cannons; 2 ion cannons; 2 missile pods; armoured hull; transport bay. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burst cannon | 18 | 4 | 4 | 5 | 0 | 1 | — | -| Cyclic ion blaster – standard | 18 | 3 | 4 | 7 | -1 | 1 | — | -| Cyclic ion blaster – overcharge | 18 | 3 | 4 | 8 | -2 | 2 | hazardous | -| Ion cannon – standard | 60 | D6+3 | 4 | 7 | -1 | 2 | blast | -| Ion cannon – overcharge | 60 | D6+3 | 4 | 8 | -2 | 3 | blast, hazardous | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Seeker missile | 48 | 1 | 4 | 14 | -3 | D6+1 | one shot | -| Skyspear missile rack | 72 | D6+1 | 4 | 6 | -1 | 1 | anti-fly 3+, blast | -| Swiftstrike burst cannon | 36 | 16 | 4 | 6 | -1 | 1 | — | -| Swiftstrike railgun | 72 | 1 | 4 | 20 | -5 | D6+6 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 5 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Transport Bay** (Wargear): The bearer has the TRANSPORT keyword and has a transport capacity of 12 TACTICAL DRONES models. -- **Strafing Run** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks that cannot FLY. That enemy unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Fly, Vehicle, Aircraft, Tiger Shark -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Tiger Shark - -**Wargear Options:** -- This model’s 2 burst cannons can be replaced with 2 cyclic ion blasters. -- This model’s 2 ion cannons can be replaced with one of the following:- 2 swiftstrike burst cannons -- 2 swiftstrike railguns -- This model can be equipped with up to 6 seeker missiles. -- This model’s transport bay can be replaced with 2 skyspear missile racks. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 325pts diff --git a/cogitator/factions/tau-empire/datasheets/tx42-piranha.md b/cogitator/factions/tau-empire/datasheets/tx42-piranha.md deleted file mode 100644 index 1f7909a..0000000 --- a/cogitator/factions/tau-empire/datasheets/tx42-piranha.md +++ /dev/null @@ -1,67 +0,0 @@ -# Tx42 Piranha - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 7 | 4+ | 7 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 plasma rifles; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion blaster | 12 | 1 | 4 | 9 | -4 | D6 | melta 2 | -| Missile pod | 30 | 2 | 4 | 7 | -1 | 2 | — | -| Plasma rifle | 24 | 1 | 4 | 8 | -3 | 3 | — | -| Rail rifle | 30 | 1 | 4 | 10 | -4 | 3 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 2 | 5 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Outflank** (Datasheet): When this unit arrives from Strategic Reserves, it can be set up within your opponent’s deployment zone (all other restrictions still apply). - -**Keywords:** TX42 Piranha, Vehicle, Fly -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 TX42 Piranha - -**Wargear Options:** -- This model’s 2 plasma rifles can be replaced with one of the following:- 2 fusion blasters -- 2 missile pods -- 2 rail rifles - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/tau-empire/datasheets/vespid-stingwings.md b/cogitator/factions/tau-empire/datasheets/vespid-stingwings.md deleted file mode 100644 index d3a5d2b..0000000 --- a/cogitator/factions/tau-empire/datasheets/vespid-stingwings.md +++ /dev/null @@ -1,55 +0,0 @@ -# Vespid Stingwings - -**Role:** Other - -*These alien auxiliaries thrum into battle on membranous wings, their airborne agility leaving the enemy nowhere to hide. Resilient enough to shrug off all but the heaviest incoming fire, they unleash punishing radioactive salvoes from their neutron blasters that soon reduce their targets to little more than glowing craters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 4+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** neutron blaster; stingwing claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Neutron blaster | 18 | 2 | 4 | 5 | -2 | 2 | assault | -| Neutron grenade launcher | 18 | D6 | 4 | 4 | -1 | 2 | ANTI-INFANTRY 3+, BLAST | -| Neutron rail rifle | 30 | 1 | 4 | 10 | -4 | 3 | DEVASTATING WOUNDS | -| T’au flamer | 12 | D6 | N/A | 4 | 0 | 1 | IGNORES COVER, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stingwing claws | Melee | 1 | 4 | 4 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Airborne Agility** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. -- **Oversight Drone** (Wargear): Once per battle, when the bearer’s unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability. - -**Designer’s Note:** *Place an Oversight Drone token next to the bearer, removing it once this ability has been used.* - -**Keywords:** Infantry, Fly, Vespid Stingwings -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Vespid Strain Leader -- 4-9 Vespid Stingwings - -**Wargear Options:** -- If this unit contains 10 models:- The Vespid Strain Leader can be equipped with 1 Oversight Drone. -- 1 Vespid Stingwing can replace its neutron blaster with 1 T’au flamer -- 1 Vespid Stingwing can replace its neutron blaster with 1 neutron grenade launcher -- 1 Vespid Stingwing can replace its neutron blaster with 1 neutron rail rifle. - -**Points:** -- 5 models: 65pts -- 10 models: 130pts diff --git a/cogitator/factions/tau-empire/datasheets/xv9-hazard-battlesuits.md b/cogitator/factions/tau-empire/datasheets/xv9-hazard-battlesuits.md deleted file mode 100644 index f3255f9..0000000 --- a/cogitator/factions/tau-empire/datasheets/xv9-hazard-battlesuits.md +++ /dev/null @@ -1,67 +0,0 @@ -# Xv9 Hazard Battlesuits - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** fusion cascade; twin hazard burst cannon; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fusion cascade | 12 | 1 | 4 | 9 | -4 | D6 | melta 4 | -| Phased ion gun | 30 | 4 | 4 | 6 | -1 | 1 | — | -| Twin hazard burst cannon | 24 | 4 | 4 | 5 | 0 | 1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 3 | 5 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Battlesuit Support System** (Wargear): The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks. -- **Shield Generator** (Wargear): The bearer has a 4+ invulnerable save. -- **Weapon Support System** (Wargear): Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll. -- **Photon Casters** (Datasheet): In your Shooting phase, after this unit has shot, if an enemy INFANTRY unit was hit by one or more of those attacks, until the end of your opponent’s next turn, that enemy unit is stunned. While a unit is stunned, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit. - -**Keywords:** Vehicle, Walker, Fly, Battlesuit, XV9 Hazard -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1-2 XV9 Hazard Battlesuits - -**Wargear Options:** -- Any number of models can each have their fusion cascade replaced with one of the following:- 1 phased ion gun -- 1 twin hazard burst cannon -- Any number of models can each have their twin hazard burst cannon replaced with one of the following:- 1 fusion cascade -- 1 phased ion gun -- Any number of models can each be equipped with one of the following:- 1 battlesuit support system -- 1 shield generator -- 1 weapon support system -- Any number of models can each be equipped with up to two of the following, and can take duplicates:- 1 gun drone -- 1 marker drone -- 1 shield drone - -**Leader:** -Led By: Shas’o R’alai - -**Points:** -- 1 model: 55pts -- 2 models: 110pts diff --git a/cogitator/factions/tau-empire/datasheets/yvahra-battlesuit.md b/cogitator/factions/tau-empire/datasheets/yvahra-battlesuit.md deleted file mode 100644 index a37158a..0000000 --- a/cogitator/factions/tau-empire/datasheets/yvahra-battlesuit.md +++ /dev/null @@ -1,61 +0,0 @@ -# Y’vahra Battlesuit - -**Role:** Other - -*Rushed into deployment after the success of the R’varna battlesuit, the XV109 Y’vahra is a Class 10 battlesuit designed for devastating shock assault. To facilitate this, it is equipped with a triple barrelled phased plasma-flamer capable of vaporising ceramite, and a massive EMP discharge cannon designed to incapacitate enemy war engines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 9 | 2+ | 15 | 7+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** flechette pod; ionic discharge cannon; phased plasma-flamer; battlesuit fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flechette pod | 12 | 5 | 4 | 3 | 0 | 1 | — | -| Ionic discharge cannon – standard | 18 | D6+1 | 4 | 7 | -1 | 2 | blast | -| Ionic discharge cannon – overcharge | 18 | D6+1 | 4 | 8 | -2 | 3 | blast, hazardous | -| Phased plasma-flamer | 12 | 10 | N/A | 6 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battlesuit fists | Melee | 6 | 5 | 6 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **For the Greater Good** (Faction): If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units. - -During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. - -Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. - -Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability. -- **Battlesuit Support System** (Datasheet): This model is eligible to shoot in a turn in which it Fell Back. -- **Nova Burst** (Datasheet): Once per battle, before this model makes a Normal, Advance or Fall Back move, it can use this ability. If it does, until the end of the phase, it has a Move characteristic of 18". -- **Weapon Support System** (Datasheet): Each time this model makes a ranged attack, you can ignore any or all modifiers to the Hit roll. - -**Keywords:** Walker, Vehicle, Fly, Battlesuit, Y’vahra -**Faction Keywords:** T’au Empire - -**Unit Composition:** -- 1 Y’vahra Battlesuit - -**Wargear Options:** -- This model can be equipped with up to 2 missile drones. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 210pts diff --git a/cogitator/factions/tau-empire/detachments.md b/cogitator/factions/tau-empire/detachments.md new file mode 100644 index 0000000..02bfc49 --- /dev/null +++ b/cogitator/factions/tau-empire/detachments.md @@ -0,0 +1,695 @@ +# T’au Empire Detachments + +# Auxiliary Cadre + +*The T’au’va emphasises the integration of alien auxiliaries into Fire caste military operations wherever they are of greatest value. Typically, this sees units of Kroot, Vespid, or other aliens fighting as specialists alongside predominately T’au formations or deployed in dedicated warbands, such as the Kroot hunting packs. In the case of Auxiliary Cadres, however, the doctrine of unity is realised on a grand scale. These forces comprise a majority of alien auxiliaries, fighting alongside limited numbers of T’au specialists and heavy combat assets and provided with overall T’au strategic command. Such integrated cadres provide versatile response forces to plug gaps in Fire caste lines of battle, blunt enemy aggression in dense terrain, and selflessly act as lures in grand Kauyon ambushes to spare valuable T’au lives.* + +## Abilities + +### Integrated Command Structure +Kroot and Vespid Stingwings units from your army have the following ability: + +**Targeting Triangulation (Aura):** While an enemy unit is within 9" of and visible to this unit, each time a ranged attack made by a friendly T’AU EMPIRE model (excluding KROOT, VESPID STINGWINGS and Titanic models) targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. + +T’au Empire units (excluding KROOT and VESPID STINGWINGS units) from your army have the following ability: + +**Localised Stealth Projectors (Aura):** While a friendly KROOT or VESPID STINGWINGS unit is wholly within 6" of and visible to this unit, that KROOT or VESPID STINGWINGS unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +## Stratagems + +### ALIEN EXPERTISE — 1CP +**Type:** Auxiliary Cadre – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One T’AU EMPIRE unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well. + +### EXPERIMENTAL MODIFICATIONS — 1CP +**Type:** Auxiliary Cadre – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1. + +### GUIDED FIRE — 1CP +**Type:** Auxiliary Cadre – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army (excluding Kroot and Vespid Stingwings units) that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in your unit. If your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit instead. + +### INTERLOCKING MANOUEVRES — 1CP +**Type:** Auxiliary Cadre – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One T’AU EMPIRE unit from your army that was eligible to fight this phase. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn. + +### MULTISENSORY SCANNING — 1CP +**Type:** Auxiliary Cadre – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead. + +### PHEROMONE WAYPOINTS — 1CP +**Type:** Auxiliary Cadre – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +## Enhancements + +### Admired Leader — 20pts +*Having proven themselves to their alien charges, this T’au has won their fierce loyalty and become an iconic folk hero to them.* +T’AU EMPIRE model (excluding Kroot models) only. In your Command phase, you can select one KROOT or Vespid Stingwings unit within 12" of the bearer. If you do, until the start of your next Command phase, improve the Leadership characteristic of models in that unit by 1, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in that unit. + +### Fanatical Convert — 10pts +*This true believer strives to embody the T’au’va even more entirely than the T’au themselves.* +Kroot model only. The bearer’s unit has the For the Greater Good ability. + +### Student of Kauyon — 15pts +*This Shaper has not only studied the Code of Fire but has also adapted it to best suit their people’s skills.* +Kroot Shaper model only. In the Declare Battle Formations step, you can select up to three Kroot Carnivores or Kroot Farstalkers units from your army. Models in those units have the Deep Strike ability. + +### Transponder Lock Module — 25pts +*This system detects transponders borne deep into the field by alien auxiliaries and guides its user unerringly in on their positions.* +T’au Empire Walker model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. During your first Movement phase, when you set up the bearer’s unit, it must be set up within 12" of one or more friendly Kroot or Vespid Stingwings units and not within 9" horizontally of one or more enemy units. + +--- + +# Experimental Prototype Cadre + +*A handful of elite cadres are equipped with prototype technology from the most renowned applied science divisions of the T’au Empire. It is the honour of these Fire caste warriors to field test the newest of these advanced and ingenious weapon systems under true battlefield conditions.* + +## Abilities + +### Superior Craftsmanship +Add 6" to the Range characteristic of ranged weapons equipped by T’AU EMPIRE models from your army + +## Stratagems + +### AUTOMATED REPAIR DRONES — 1CP +**Type:** Experimental Prototype Cadre – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One T’au Empire Battlesuit unit from your army. + +**EFFECT:** Select one BATTLESUIT model in your unit: that model regains up to D3+1 lost wounds. + +### EXPERIMENTAL AMMUNITION — 1CP +**Type:** Experimental Prototype Cadre – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Select one of the following to apply to your unit until the end of the phase: +- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. +- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability. + +**RESTRICTIONS:** You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. + +### EXPERIMENTAL WEAPONRY — 1CP +**Type:** Experimental Prototype Cadre – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result. + +### NEUROWEB SYSTEM JAMMER — 1CP +**Type:** Experimental Prototype Cadre – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One T’au Empire Crisis unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### REACTIVE IMPACT DAMPENERS — 1CP +**Type:** Experimental Prototype Cadre – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. + +### THREAT ASSESSMENT ANALYSER — 1CP +**Type:** Experimental Prototype Cadre – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase. + +**RESTRICTIONS:** You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. + +## Enhancements + +### Fusion Blades — 25pts +*Fusion blades resemble modified versions of the T’au fusion blaster. However, when fired, each weapon unleashes a continuous beam of volatile energy that extends from the muzzle of the weapon.* +T’AU EMPIRE model only. Select one fusion blaster equipped by the bearer. Improve the Attacks characteristic of that weapon by 1, improve the Strength characteristic of that weapon by 3, and that weapon has the [MELTA 4] ability. + +### Plasma Accelerator Rifle — 10pts +*The plasma accelerator rifle blends pulse-induction technology with a high-yield plasma generator, rendering it highly effective against both infantry and light vehicles.* +T’AU EMPIRE model only. Select one plasma rifle equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Attacks, Armour Penetration and Damage characteristics of that weapon by 1. + +### Supernova Launcher — 15pts +*Adapted from standard-issue fragmentation projectors, this weapon enables the bearer to fire explosive plasma charges on parabolic trajectories. These projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.* +T’AU EMPIRE model only. Select one airbursting fragmentation projector equipped by the bearer. Improve the Strength characteristic of that weapon by 3, and improve the Armour Penetration and Damage characteristics of that weapon by 1. + +### Thermoneutronic Projector — 20pts +*The thermoneutronic projector uses volatile gases siphoned from the coronae of neutron stars to expel a flame capable of searing through the armour plating of a battle tank.* +T’AU EMPIRE model only. Select one T’au flamer equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Armour Penetration and Damage characteristics of that weapon by 1. + +--- + +# Kauyon + +## Abilities + +### Patient Hunter +During the third, fourth and fifth battle rounds, ranged weapons equipped by T’au Empire models from your army have the [SUSTAINED HITS 1] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll. + +## Stratagems + +### A TEMPTING TRAP — 1CP +**Type:** Kauyon – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll. + +**RESTRICTIONS:** You cannot use this Stratagem during the first or second battle rounds. + +### COMBAT EMBARKATION — 1CP +**Type:** Kauyon – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One T’au Empire Infantry unit from your army that was selected as one of the targets of that charge, and one friendly Transport. + +**EFFECT:** Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge. + +**RESTRICTIONS:** Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit. + +### COORDINATE TO ENGAGE — 1CP +**Type:** Kauyon – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good). + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability. + +### PHOTON GRENADES — 1CP +**Type:** Kauyon – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One T’au Empire Grenades unit from your army that was selected as one of the targets of that charge. + +**EFFECT:** That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. + +### POINT-BLANK AMBUSH — 1CP +**Type:** Kauyon – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1. + +**RESTRICTIONS:** You cannot use this Stratagem during the first or second battle rounds. + +### WALL OF MIRRORS — 1CP +**Type:** Kauyon – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Stealth, Ghostkeel or Commander Shadowsun unit from your army. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +**RESTRICTIONS:** You cannot target a unit that is within Engagement Range of one or more enemy units. + +## Enhancements + +### Exemplar of the Kauyon — 20pts +*Long meditation upon the tenets of the Patient Hunter has seen this warrior master the application of this cunning ambush strategy. When they take to the battlefield, they embody the teachings of the Kauyon, much to the dismay of their luckless prey.* +T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, the Patient Hunter Detachment rule applies to that unit from the second battle round onwards instead of from the third. + +### Precision of the Patient Hunter — 15pts +*This warrior prowls the battlefield like a high-tech predator, stalking and assessing their quarry before they strike. When they do launch their assault, their every shot and blow is informed by careful observations, perfectly aimed where they will do the greatest harm.* +T’AU EMPIRE model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll. From the third battle round onwards, add 1 to the Wound roll as well. + +### Solid-image Projection Unit — 30pts +*This holowave-emitter drone projects beams of so-called heavy light, forming convincing illusory images while simultaneously masking the true locations of its allies with advanced refraction fields.* +T’AU EMPIRE model only. After both players have deployed their armies, select up to three T’AU EMPIRE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### Through Unity, Devastation — 40pts +*Under their calm tutelage of this leader, warriors of the Fire caste maximise every shot they fire, creating a blizzard of deadly energy.* +T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit. + +--- + +# Kroot Hunting Pack + +## Abilities + +### Hunter’s Instincts +Each time a Kroot model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength. + +### Skirmish Fighters +Kroot models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks. + +### KEYWORDS +If you select this Detachment, Kroot Carnivore units from your army have the Battleline keyword. + +## Stratagems + +### A TRAP WELL LAID — 1CP +**Type:** Kroot Hunting Pack – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Kroot unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1. + +### EMP GRENADES — 1CP +**Type:** Kroot Hunting Pack – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight. + +**TARGET:** One Kroot Grenades unit from your army within 8" of that enemy VEHICLE unit. + +**EFFECT:** Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1. + +### GUERRILLA WARRIORS — 1CP +**Type:** Kroot Hunting Pack – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Kroot unit from your army Falls Back. + +**TARGET:** That KROOT unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge. + +### HIDDEN HUNTERS — 1CP +**Type:** Kroot Hunting Pack – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Kroot unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### JOIN THE HUNT — 2CP +**Type:** Kroot Hunting Pack – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Kroot Infantry or Kroot Hounds unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. + +**RESTRICTIONS:** This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle. + +### THE GRISLY FEAST — 1CP +**Type:** Kroot Hunting Pack – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Kroot unit from your army that destroyed one or more enemy units this phase. + +**EFFECT:** In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. + +## Enhancements + +### Borthrod Gland — 15pts +*The Kroot found the flesh of the Borthrod so irresistible they hunted them to extinction. This preserved gland still exudes pheromones that drive nearby Kroot into a ravenous frenzy.* +Kroot Flesh Shaper only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### Kroothawk Flock — 10pts +*This leader has painstakingly established a deep-seated bond with a small flock of Kroothawks. The avian creatures circle on high, spying out and revealing the hiding places of the prey or warning of ambushing enemies with wing-dips, diving stoops and harsh shrieks.* +Kroot model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer. + +### Nomadic Hunter — 20pts +*This Shaper’s followers have become adept at the loping pursuit, snapping off harassing fire as they tirelessly and mercilessly run their victims to ground.* +Kroot Trail Shaper model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability. + +### Root-carved Weapons — 10pts +*Just as the Kroot venerate the so-called Roots from which their culture derives, so they prize the traditional forms of Root-carved weapons and must perform exceptional deeds to be permitted to wield them in war.* +Kroot War Shaper model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities. + +--- + +# Kroot Raiding Party + +***The Kroot are frighteningly effective combatants amidst the cramped conditions of a boarding action. Spilling from the Warspheres in fast-moving raiding parties, they hunt their victims deck by deck and leave carnage in their wake.*** + +## Abilities + +### Guerrilla Ambushers +Each time an enemy unit is selected to fire Overwatch, roll one D6: on a 4+, until the end of the turn, that unit cannot make Overwatch attacks that target KROOT units from your army. + +## Stratagems + +### BOARDING BLADES — 1CP +**Type:** Kroot Raiding Party – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One KROOT unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1. + +### BRUTE FORCE — 1CP +**Type:** Kroot Raiding Party – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a KROOTOX RIDERS unit from your army opens a Hatchway. + +**TARGET:** That KROOTOX RIDERS unit. + +**EFFECT:** Roll one D6 for each unit that is within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. + +### SWEEPING AMBUSH — 1CP +**Type:** Kroot Raiding Party – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One KROOT unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move. + +### TANGLEBOMB BOLAS — 1CP +**Type:** Kroot Raiding Party – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One KROOT unit from your army. + +**EFFECT:** Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve Advance and Charge rolls made for it. + +## Enhancements + +### Experienced Leader — 0pts +*This Shaper has defeated - and quite possibly devoured - such foes before. They are well able to advise their warriors on how to fight them.* +At the start of the first battle round, select one enemy unit on the battlefield. Until the end of the battle, each time a KROOT model from your army makes an attack that targets that enemy unit, if the bearer is on the battlefield, you can re-roll the Wound roll. + +### Quill Marker — 0pts +*Subtly adapted through careful shaping, this warrior can use their pheromone dart-quills to mark prey that their raiding party then descend upon with predatory fury.* +At the start of your Charge phase, select one enemy unit within 12" of the bearer. Until the end of the phase, each time a KROOT unit from your army declares a charge, if it is within 6" of that enemy unit, it can include that enemy unit as a target of that charge, even if it is not visible to it. + +--- + +# Mont’ka + +## Abilities + +### Killing Blow +During the first, second and third battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the [ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit, its ranged weapons have the [LETHAL HITS] ability. + +## Stratagems + +### AGGRESSIVE MOBILITY — 1CP +**Type:** Mont’ka – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### COMBAT DEBARKATION — 1CP +**Type:** Mont’ka – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’au Empire Infantry unit from your army that disembarked from a TRANSPORT this turn. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll. + +### COUNTERFIRE DEFENCE SYSTEMS — 2CP +**Type:** Mont’ka – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack. + +### FOCUSED FIRE — 1CP +**Type:** Mont’ka – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Start of your Shooting phase. + +**TARGET:** Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit. + +**EFFECT:** Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1. + +**RESTRICTIONS:** You cannot use this Stratagem during the fourth or fifth battle rounds. + +### PINPOINT COUNTER-OFFENSIVE — 1CP +**Type:** Mont’ka – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One T’AU EMPIRE unit (excluding Kroot units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll. + +### PULSE ONSLAUGHT — 2CP +**Type:** Mont’ka – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’au Empire Infantry unit (excluding Kroot units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. + +**EFFECT:** Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. + +## Enhancements + +### Coordinated Exploitation — 40pts +*This leader eschews their own martial glory in favour of seeking out an advanced vantage point then exploiting it to guide in the firepower of their fellows.* +T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit. + +### Exemplar of the Mont’ka — 10pts +*This warrior has perfected the art of the Killing Blow, formulating swift and decisive battle plans and leading their cadres from the front in aggressive strikes.* +T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during the fourth battle round as well. + +### Strategic Conqueror — 15pts +*A wise commander appreciates the strategic value of seizing a vital battlefield asset swiftly to establish a foothold, employing it as a jumping off point for further assaults or a rallying post for a swift retreat.* +T’AU EMPIRE model only. At the start of the first battle round, before the first turn begins, select one objective marker on the battlefield. While a friendly T’AU EMPIRE model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model’s Objective Control characteristic. + +### Strike Swiftly — 25pts +*This commander knows victory is best assured by taking the fight to the enemy as soon as battle is joined.* +T’AU EMPIRE model only. At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly T’AU EMPIRE units within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability. + +--- + +# Retaliation Cadre + +## Abilities + +### Bonded Heroes +Each time a T’au Empire Battlesuit model from your army makes a ranged attack that targets a unit within 12", improve the Strength characteristic of that attack by 1. If that attack targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1 as well. + +## Stratagems + +### FAIL-SAFE DETONATOR — 2CP +**Type:** Retaliation Cadre – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a T’au Empire Battlesuit model from your army is destroyed. + +**TARGET:** That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed. + +**EFFECT:** Before removing your model from play, if it has the Deadly Demise ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 mortal wounds. + +### GRAV-INHIBITOR FIELD — 1CP +**Type:** Retaliation Cadre – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One T’au Empire Battlesuit unit from your army that was selected as a target of that charge. + +**EFFECT:** That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 mortal wound. + +### STIMM INJECTORS — 1CP +**Type:** Retaliation Cadre – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. + +### THE ARRO’KON PROTOCOL — 1CP +**Type:** Retaliation Cadre – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’au Empire Battlesuit unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead. + +### THE SHORTENED BLADE — 2CP +**Type:** Retaliation Cadre – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One T’au Empire Battlesuit unit from your army that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. + +**RESTRICTIONS:** A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. + +### THE TORCHSTAR GAMBIT — 1CP +**Type:** Retaliation Cadre – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One T’au Empire Battlesuit unit from your army that can FLY whose attacks have been resolved this phase. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn + +## Enhancements + +### Internal Grenade Racks — 20pts +*These thigh plates house deployment rails of high-explosive bomblets. As the pilot jets over the foe, the racks can be triggered to dispense a rain of death.* +T’au Empire Battlesuit model only. The bearer has the Grenades keyword, and each time the bearer ends a Normal move, you can select one enemy unit that it moved over during that move. If you do, roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +### Prototype Weapon System — 15pts +*Famed battlesuit pilots are often more than willing to assist Earth caste scientists infield-testing the latest in experimental weapons technology.* +T’au Empire Battlesuit model only. Each time the bearer is selected to shoot, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until those attacks are resolved, ranged weapons equipped by the bearer have the selected ability. + +### Puretide Engram Neurochip — 25pts +*Commander Puretide was the most gifted T’au war leader of all time. Upon his death, his memories were stored in a neurochip. When implanted into the brain, the bearer can access much of this wisdom.* +T’au Empire Battlesuit model only. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP. + +### Starflare Ignition System — 20pts +*The ignition thrusters on selected battlesuits are augmented with optional feed-selectors, allowing the pilot to release a jet of enriched accelerant upon take-off and sending the pilots streaking skywards.* +T’au Empire Battlesuit model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. + +--- + +# Starfire Cadre + +***When mobilised en masse for shipboard warfare, the interconnected teams of a Starfire Cadre are swiftly moved into position by Air caste assets before commencing aggressive sweep-and-clear operations.*** + +## Abilities + +### Markerlight Precision +Each time a T’AU EMPIRE unit from your army (excluding KROOT units) is selected to shoot, ranged weapons equipped by models in your unit have their Ballistic Skill characteristic improved by 1 and have the [SUSTAINED HITS 1] ability while targeting an enemy unit that is visible to one or more friendly MARKERLiGHT units that are not within Engagement Range of one or more enemy models. + +## Stratagems + +### FIRING LINE — 1CP +**Type:** Starfire Cadre – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit destroys a T’AU EMPIRE unit from your army. + +**TARGET:** One FIRE WARRIOR or PATHfINDER TEAM unit from your army that is not within Engagement Range of one or more enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit. + +**EFFECT:** Your unit can shoot as if it were your Shooting phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ is required to score a hit. + +### PULSE BARRAGE — 1CP +**Type:** Starfire Cadre – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your opponent’s Movement or Charge phase. + +**TARGET:** One FIRE WARRIOR or PATHfINDER TEAM unit from your army that has not fired Overwatch this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. + +### RESPONSIVE VOLLEY — 1CP +**Type:** Starfire Cadre – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a FIRE WARRIOR or PATHfINDER TEAM unit from your army opens a Hatchway. + +**TARGET:** That FIRE WARRIOR or PATHFINDER TEAM unit. + +**EFFECT:** Until the end of the turn, each time a model in your unit makes a ranged attack that targets an enemy unit wholly on the opposite side of that Hatchway from them, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. + +### RETREATING FIRE — 1CP +**Type:** Starfire Cadre – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One FIRE WARRIOR or PATHfINDER TEAM unit from your army. + +**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. + +## Enhancements + +### Duty’s Echo — 0pts +*This tech-inlaid stave glows with the light of the T’au’va, inspiring nearby warriors to greater efforts.* +ETHEREAL model only. At the end of your Shooting phase, you can select one friendly FiRE WARRiOR or PATHFiNDER TEAM unit within 6" of the bearer. If you do, that unit can make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn. + +### Target Optimisation Microdrones — 0pts +*A swarm of tiny experimental drones swarm about this warrior, analysing weaknesses in enemy wargear.* +CADRE FiREbLADE model only. Once per turn, in your Shooting phase, when a friendly FiRE WARRiOR, PATHFiNDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1. diff --git a/cogitator/factions/tau-empire/detachments/auxiliary-cadre.md b/cogitator/factions/tau-empire/detachments/auxiliary-cadre.md deleted file mode 100644 index 3f17d94..0000000 --- a/cogitator/factions/tau-empire/detachments/auxiliary-cadre.md +++ /dev/null @@ -1,94 +0,0 @@ -# Auxiliary Cadre - -*The T’au’va emphasises the integration of alien auxiliaries into Fire caste military operations wherever they are of greatest value. Typically, this sees units of Kroot, Vespid, or other aliens fighting as specialists alongside predominately T’au formations or deployed in dedicated warbands, such as the Kroot hunting packs. In the case of Auxiliary Cadres, however, the doctrine of unity is realised on a grand scale. These forces comprise a majority of alien auxiliaries, fighting alongside limited numbers of T’au specialists and heavy combat assets and provided with overall T’au strategic command. Such integrated cadres provide versatile response forces to plug gaps in Fire caste lines of battle, blunt enemy aggression in dense terrain, and selflessly act as lures in grand Kauyon ambushes to spare valuable T’au lives.* - -## Abilities - -### Integrated Command Structure -Kroot and Vespid Stingwings units from your army have the following ability: - -**Targeting Triangulation (Aura):** While an enemy unit is within 9" of and visible to this unit, each time a ranged attack made by a friendly T’AU EMPIRE model (excluding KROOT, VESPID STINGWINGS and Titanic models) targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. - -T’au Empire units (excluding KROOT and VESPID STINGWINGS units) from your army have the following ability: - -**Localised Stealth Projectors (Aura):** While a friendly KROOT or VESPID STINGWINGS unit is wholly within 6" of and visible to this unit, that KROOT or VESPID STINGWINGS unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -## Stratagems - -### ALIEN EXPERTISE — 1CP -**Type:** Auxiliary Cadre – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One T’AU EMPIRE unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well. - -### EXPERIMENTAL MODIFICATIONS — 1CP -**Type:** Auxiliary Cadre – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1. - -### GUIDED FIRE — 1CP -**Type:** Auxiliary Cadre – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army (excluding Kroot and Vespid Stingwings units) that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in your unit. If your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit instead. - -### INTERLOCKING MANOUEVRES — 1CP -**Type:** Auxiliary Cadre – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One T’AU EMPIRE unit from your army that was eligible to fight this phase. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn. - -### MULTISENSORY SCANNING — 1CP -**Type:** Auxiliary Cadre – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead. - -### PHEROMONE WAYPOINTS — 1CP -**Type:** Auxiliary Cadre – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -## Enhancements - -### Admired Leader — 20pts -*Having proven themselves to their alien charges, this T’au has won their fierce loyalty and become an iconic folk hero to them.* -T’AU EMPIRE model (excluding Kroot models) only. In your Command phase, you can select one KROOT or Vespid Stingwings unit within 12" of the bearer. If you do, until the start of your next Command phase, improve the Leadership characteristic of models in that unit by 1, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in that unit. - -### Fanatical Convert — 10pts -*This true believer strives to embody the T’au’va even more entirely than the T’au themselves.* -Kroot model only. The bearer’s unit has the For the Greater Good ability. - -### Student of Kauyon — 15pts -*This Shaper has not only studied the Code of Fire but has also adapted it to best suit their people’s skills.* -Kroot Shaper model only. In the Declare Battle Formations step, you can select up to three Kroot Carnivores or Kroot Farstalkers units from your army. Models in those units have the Deep Strike ability. - -### Transponder Lock Module — 25pts -*This system detects transponders borne deep into the field by alien auxiliaries and guides its user unerringly in on their positions.* -T’au Empire Walker model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. During your first Movement phase, when you set up the bearer’s unit, it must be set up within 12" of one or more friendly Kroot or Vespid Stingwings units and not within 9" horizontally of one or more enemy units. diff --git a/cogitator/factions/tau-empire/detachments/experimental-prototype-cadre.md b/cogitator/factions/tau-empire/detachments/experimental-prototype-cadre.md deleted file mode 100644 index fcfca7c..0000000 --- a/cogitator/factions/tau-empire/detachments/experimental-prototype-cadre.md +++ /dev/null @@ -1,94 +0,0 @@ -# Experimental Prototype Cadre - -*A handful of elite cadres are equipped with prototype technology from the most renowned applied science divisions of the T’au Empire. It is the honour of these Fire caste warriors to field test the newest of these advanced and ingenious weapon systems under true battlefield conditions.* - -## Abilities - -### Superior Craftsmanship -Add 6" to the Range characteristic of ranged weapons equipped by T’AU EMPIRE models from your army - -## Stratagems - -### AUTOMATED REPAIR DRONES — 1CP -**Type:** Experimental Prototype Cadre – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One T’au Empire Battlesuit unit from your army. - -**EFFECT:** Select one BATTLESUIT model in your unit: that model regains up to D3+1 lost wounds. - -### EXPERIMENTAL AMMUNITION — 1CP -**Type:** Experimental Prototype Cadre – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Select one of the following to apply to your unit until the end of the phase: -- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1. -- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability. - -**RESTRICTIONS:** You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. - -### EXPERIMENTAL WEAPONRY — 1CP -**Type:** Experimental Prototype Cadre – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result. - -### NEUROWEB SYSTEM JAMMER — 1CP -**Type:** Experimental Prototype Cadre – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One T’au Empire Crisis unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### REACTIVE IMPACT DAMPENERS — 1CP -**Type:** Experimental Prototype Cadre – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll. - -### THREAT ASSESSMENT ANALYSER — 1CP -**Type:** Experimental Prototype Cadre – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase. - -**RESTRICTIONS:** You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase. - -## Enhancements - -### Fusion Blades — 25pts -*Fusion blades resemble modified versions of the T’au fusion blaster. However, when fired, each weapon unleashes a continuous beam of volatile energy that extends from the muzzle of the weapon.* -T’AU EMPIRE model only. Select one fusion blaster equipped by the bearer. Improve the Attacks characteristic of that weapon by 1, improve the Strength characteristic of that weapon by 3, and that weapon has the [MELTA 4] ability. - -### Plasma Accelerator Rifle — 10pts -*The plasma accelerator rifle blends pulse-induction technology with a high-yield plasma generator, rendering it highly effective against both infantry and light vehicles.* -T’AU EMPIRE model only. Select one plasma rifle equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Attacks, Armour Penetration and Damage characteristics of that weapon by 1. - -### Supernova Launcher — 15pts -*Adapted from standard-issue fragmentation projectors, this weapon enables the bearer to fire explosive plasma charges on parabolic trajectories. These projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.* -T’AU EMPIRE model only. Select one airbursting fragmentation projector equipped by the bearer. Improve the Strength characteristic of that weapon by 3, and improve the Armour Penetration and Damage characteristics of that weapon by 1. - -### Thermoneutronic Projector — 20pts -*The thermoneutronic projector uses volatile gases siphoned from the coronae of neutron stars to expel a flame capable of searing through the armour plating of a battle tank.* -T’AU EMPIRE model only. Select one T’au flamer equipped by the bearer. Improve the Strength characteristic of that weapon by 2, and improve the Armour Penetration and Damage characteristics of that weapon by 1. diff --git a/cogitator/factions/tau-empire/detachments/kauyon.md b/cogitator/factions/tau-empire/detachments/kauyon.md deleted file mode 100644 index 587719f..0000000 --- a/cogitator/factions/tau-empire/detachments/kauyon.md +++ /dev/null @@ -1,94 +0,0 @@ -# Kauyon - -## Abilities - -### Patient Hunter -During the third, fourth and fifth battle rounds, ranged weapons equipped by T’au Empire models from your army have the [SUSTAINED HITS 1] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll. - -## Stratagems - -### A TEMPTING TRAP — 1CP -**Type:** Kauyon – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll. - -**RESTRICTIONS:** You cannot use this Stratagem during the first or second battle rounds. - -### COMBAT EMBARKATION — 1CP -**Type:** Kauyon – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One T’au Empire Infantry unit from your army that was selected as one of the targets of that charge, and one friendly Transport. - -**EFFECT:** Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge. - -**RESTRICTIONS:** Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit. - -### COORDINATE TO ENGAGE — 1CP -**Type:** Kauyon – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good). - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability. - -### PHOTON GRENADES — 1CP -**Type:** Kauyon – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One T’au Empire Grenades unit from your army that was selected as one of the targets of that charge. - -**EFFECT:** That enemy unit must immediately take a Battle-shock test, and until the end of the phase, subtract 2 from Charge rolls made for that enemy unit. - -### POINT-BLANK AMBUSH — 1CP -**Type:** Kauyon – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1. - -**RESTRICTIONS:** You cannot use this Stratagem during the first or second battle rounds. - -### WALL OF MIRRORS — 1CP -**Type:** Kauyon – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Stealth, Ghostkeel or Commander Shadowsun unit from your army. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -**RESTRICTIONS:** You cannot target a unit that is within Engagement Range of one or more enemy units. - -## Enhancements - -### Exemplar of the Kauyon — 20pts -*Long meditation upon the tenets of the Patient Hunter has seen this warrior master the application of this cunning ambush strategy. When they take to the battlefield, they embody the teachings of the Kauyon, much to the dismay of their luckless prey.* -T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, the Patient Hunter Detachment rule applies to that unit from the second battle round onwards instead of from the third. - -### Precision of the Patient Hunter — 15pts -*This warrior prowls the battlefield like a high-tech predator, stalking and assessing their quarry before they strike. When they do launch their assault, their every shot and blow is informed by careful observations, perfectly aimed where they will do the greatest harm.* -T’AU EMPIRE model only. Each time the bearer makes a ranged attack, add 1 to the Hit roll. From the third battle round onwards, add 1 to the Wound roll as well. - -### Solid-image Projection Unit — 30pts -*This holowave-emitter drone projects beams of so-called heavy light, forming convincing illusory images while simultaneously masking the true locations of its allies with advanced refraction fields.* -T’AU EMPIRE model only. After both players have deployed their armies, select up to three T’AU EMPIRE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### Through Unity, Devastation — 40pts -*Under their calm tutelage of this leader, warriors of the Fire caste maximise every shot they fire, creating a blizzard of deadly energy.* -T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit. diff --git a/cogitator/factions/tau-empire/detachments/kroot-hunting-pack.md b/cogitator/factions/tau-empire/detachments/kroot-hunting-pack.md deleted file mode 100644 index 552e962..0000000 --- a/cogitator/factions/tau-empire/detachments/kroot-hunting-pack.md +++ /dev/null @@ -1,94 +0,0 @@ -# Kroot Hunting Pack - -## Abilities - -### Hunter’s Instincts -Each time a Kroot model from your army makes an attack, add 1 to the Hit roll if the target of that attack is below its Starting Strength, and add 1 to the Wound roll as well if the target of that attack is Below Half-strength. - -### Skirmish Fighters -Kroot models from your army have a 6+ invulnerable save against melee attacks and a 5+ invulnerable save against ranged attacks. - -### KEYWORDS -If you select this Detachment, Kroot Carnivore units from your army have the Battleline keyword. - -## Stratagems - -### A TRAP WELL LAID — 1CP -**Type:** Kroot Hunting Pack – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Kroot unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1. - -### EMP GRENADES — 1CP -**Type:** Kroot Hunting Pack – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy VEHICLE unit is selected to shoot or fight. - -**TARGET:** One Kroot Grenades unit from your army within 8" of that enemy VEHICLE unit. - -**EFFECT:** Until the end of the phase, worsen the Weapon Skill and Ballistic Skill characteristics of that enemy VEHICLE unit’s weapons by 1. - -### GUERRILLA WARRIORS — 1CP -**Type:** Kroot Hunting Pack – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Kroot unit from your army Falls Back. - -**TARGET:** That KROOT unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge. - -### HIDDEN HUNTERS — 1CP -**Type:** Kroot Hunting Pack – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Kroot unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### JOIN THE HUNT — 2CP -**Type:** Kroot Hunting Pack – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Kroot Infantry or Kroot Hounds unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. - -**RESTRICTIONS:** This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle. - -### THE GRISLY FEAST — 1CP -**Type:** Kroot Hunting Pack – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Kroot unit from your army that destroyed one or more enemy units this phase. - -**EFFECT:** In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase. - -## Enhancements - -### Borthrod Gland — 15pts -*The Kroot found the flesh of the Borthrod so irresistible they hunted them to extinction. This preserved gland still exudes pheromones that drive nearby Kroot into a ravenous frenzy.* -Kroot Flesh Shaper only. While the bearer is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### Kroothawk Flock — 10pts -*This leader has painstakingly established a deep-seated bond with a small flock of Kroothawks. The avian creatures circle on high, spying out and revealing the hiding places of the prey or warning of ambushing enemies with wing-dips, diving stoops and harsh shrieks.* -Kroot model only. Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability, and enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of the bearer. - -### Nomadic Hunter — 20pts -*This Shaper’s followers have become adept at the loping pursuit, snapping off harassing fire as they tirelessly and mercilessly run their victims to ground.* -Kroot Trail Shaper model only. While the bearer is leading a unit, add 3" to the Move characteristic of models in that unit and ranged weapons equipped by models in that unit have the [ASSAULT] ability. - -### Root-carved Weapons — 10pts -*Just as the Kroot venerate the so-called Roots from which their culture derives, so they prize the traditional forms of Root-carved weapons and must perform exceptional deeds to be permitted to wield them in war.* -Kroot War Shaper model only. All weapons equipped by the bearer have the [PRECISION] and [DEVASTATING WOUNDS] abilities. diff --git a/cogitator/factions/tau-empire/detachments/kroot-raiding-party.md b/cogitator/factions/tau-empire/detachments/kroot-raiding-party.md deleted file mode 100644 index e7aa5dd..0000000 --- a/cogitator/factions/tau-empire/detachments/kroot-raiding-party.md +++ /dev/null @@ -1,60 +0,0 @@ -# Kroot Raiding Party - -***The Kroot are frighteningly effective combatants amidst the cramped conditions of a boarding action. Spilling from the Warspheres in fast-moving raiding parties, they hunt their victims deck by deck and leave carnage in their wake.*** - -## Abilities - -### Guerrilla Ambushers -Each time an enemy unit is selected to fire Overwatch, roll one D6: on a 4+, until the end of the turn, that unit cannot make Overwatch attacks that target KROOT units from your army. - -## Stratagems - -### BOARDING BLADES — 1CP -**Type:** Kroot Raiding Party – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One KROOT unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. In addition, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by an additional 1. - -### BRUTE FORCE — 1CP -**Type:** Kroot Raiding Party – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a KROOTOX RIDERS unit from your army opens a Hatchway. - -**TARGET:** That KROOTOX RIDERS unit. - -**EFFECT:** Roll one D6 for each unit that is within 3" of that Hatchway, if that Hatchway is visible to that unit and that unit is wholly on the opposite side of it from your unit: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds. - -### SWEEPING AMBUSH — 1CP -**Type:** Kroot Raiding Party – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One KROOT unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, when making a Consolidation move, that model can end that move within Engagement Range of the closest enemy unit that was not visible to its unit when it started that move. - -### TANGLEBOMB BOLAS — 1CP -**Type:** Kroot Raiding Party – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One KROOT unit from your army. - -**EFFECT:** Select one enemy unit within 9" of and visible to your unit and roll one D6: on a 2+, until the start of your next Shooting phase, halve the Move characteristic of models in that enemy unit and halve Advance and Charge rolls made for it. - -## Enhancements - -### Experienced Leader — 0pts -*This Shaper has defeated - and quite possibly devoured - such foes before. They are well able to advise their warriors on how to fight them.* -At the start of the first battle round, select one enemy unit on the battlefield. Until the end of the battle, each time a KROOT model from your army makes an attack that targets that enemy unit, if the bearer is on the battlefield, you can re-roll the Wound roll. - -### Quill Marker — 0pts -*Subtly adapted through careful shaping, this warrior can use their pheromone dart-quills to mark prey that their raiding party then descend upon with predatory fury.* -At the start of your Charge phase, select one enemy unit within 12" of the bearer. Until the end of the phase, each time a KROOT unit from your army declares a charge, if it is within 6" of that enemy unit, it can include that enemy unit as a target of that charge, even if it is not visible to it. diff --git a/cogitator/factions/tau-empire/detachments/montka.md b/cogitator/factions/tau-empire/detachments/montka.md deleted file mode 100644 index 1430149..0000000 --- a/cogitator/factions/tau-empire/detachments/montka.md +++ /dev/null @@ -1,88 +0,0 @@ -# Mont’ka - -## Abilities - -### Killing Blow -During the first, second and third battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the [ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit, its ranged weapons have the [LETHAL HITS] ability. - -## Stratagems - -### AGGRESSIVE MOBILITY — 1CP -**Type:** Mont’ka – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One T’AU EMPIRE unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### COMBAT DEBARKATION — 1CP -**Type:** Mont’ka – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’au Empire Infantry unit from your army that disembarked from a TRANSPORT this turn. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll. - -### COUNTERFIRE DEFENCE SYSTEMS — 2CP -**Type:** Mont’ka – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack. - -### FOCUSED FIRE — 1CP -**Type:** Mont’ka – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Start of your Shooting phase. - -**TARGET:** Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit. - -**EFFECT:** Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1. - -**RESTRICTIONS:** You cannot use this Stratagem during the fourth or fifth battle rounds. - -### PINPOINT COUNTER-OFFENSIVE — 1CP -**Type:** Mont’ka – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One T’AU EMPIRE unit (excluding Kroot units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll. - -### PULSE ONSLAUGHT — 2CP -**Type:** Mont’ka – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’au Empire Infantry unit (excluding Kroot units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. - -**EFFECT:** Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. - -## Enhancements - -### Coordinated Exploitation — 40pts -*This leader eschews their own martial glory in favour of seeking out an advanced vantage point then exploiting it to guide in the firepower of their fellows.* -T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit. - -### Exemplar of the Mont’ka — 10pts -*This warrior has perfected the art of the Killing Blow, formulating swift and decisive battle plans and leading their cadres from the front in aggressive strikes.* -T’AU EMPIRE model only (excluding Kroot Shaper models). While the bearer is leading a unit, the Killing Blow Detachment rule applies to that unit during the fourth battle round as well. - -### Strategic Conqueror — 15pts -*A wise commander appreciates the strategic value of seizing a vital battlefield asset swiftly to establish a foothold, employing it as a jumping off point for further assaults or a rallying post for a swift retreat.* -T’AU EMPIRE model only. At the start of the first battle round, before the first turn begins, select one objective marker on the battlefield. While a friendly T’AU EMPIRE model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model’s Objective Control characteristic. - -### Strike Swiftly — 25pts -*This commander knows victory is best assured by taking the fight to the enemy as soon as battle is joined.* -T’AU EMPIRE model only. At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly T’AU EMPIRE units within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability. diff --git a/cogitator/factions/tau-empire/detachments/retaliation-cadre.md b/cogitator/factions/tau-empire/detachments/retaliation-cadre.md deleted file mode 100644 index 7b838d4..0000000 --- a/cogitator/factions/tau-empire/detachments/retaliation-cadre.md +++ /dev/null @@ -1,88 +0,0 @@ -# Retaliation Cadre - -## Abilities - -### Bonded Heroes -Each time a T’au Empire Battlesuit model from your army makes a ranged attack that targets a unit within 12", improve the Strength characteristic of that attack by 1. If that attack targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1 as well. - -## Stratagems - -### FAIL-SAFE DETONATOR — 2CP -**Type:** Retaliation Cadre – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a T’au Empire Battlesuit model from your army is destroyed. - -**TARGET:** That destroyed model’s unit. You can use this Stratagem on that unit even if that unit was just destroyed. - -**EFFECT:** Before removing your model from play, if it has the Deadly Demise ability, do not roll for that ability; instead, you can choose whether the result of that roll is a 1 or a 6. If your model does not have the Deadly Demise ability, roll one D6 for each unit within 6" of it: on a 4+, that unit suffers D3 mortal wounds. - -### GRAV-INHIBITOR FIELD — 1CP -**Type:** Retaliation Cadre – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One T’au Empire Battlesuit unit from your army that was selected as a target of that charge. - -**EFFECT:** That enemy unit must immediately take a Battle-shock test and you must roll one D6 for each model in that enemy unit: for each 6, that enemy unit suffers 1 mortal wound. - -### STIMM INJECTORS — 1CP -**Type:** Retaliation Cadre – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One T’au Empire Battlesuit unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. - -### THE ARRO’KON PROTOCOL — 1CP -**Type:** Retaliation Cadre – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’au Empire Battlesuit unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that contains 6 or more models, that attack has the [SUSTAINED HITS 1] ability. If that attack targets an enemy unit that contains 11 or more models, it has the [SUSTAINED HITS 2] ability instead. - -### THE SHORTENED BLADE — 2CP -**Type:** Retaliation Cadre – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One T’au Empire Battlesuit unit from your army that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models. - -**RESTRICTIONS:** A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. - -### THE TORCHSTAR GAMBIT — 1CP -**Type:** Retaliation Cadre – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One T’au Empire Battlesuit unit from your army that can FLY whose attacks have been resolved this phase. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. If it does, your unit cannot declare a charge this turn - -## Enhancements - -### Internal Grenade Racks — 20pts -*These thigh plates house deployment rails of high-explosive bomblets. As the pilot jets over the foe, the racks can be triggered to dispense a rain of death.* -T’au Empire Battlesuit model only. The bearer has the Grenades keyword, and each time the bearer ends a Normal move, you can select one enemy unit that it moved over during that move. If you do, roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -### Prototype Weapon System — 15pts -*Famed battlesuit pilots are often more than willing to assist Earth caste scientists infield-testing the latest in experimental weapons technology.* -T’au Empire Battlesuit model only. Each time the bearer is selected to shoot, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Until those attacks are resolved, ranged weapons equipped by the bearer have the selected ability. - -### Puretide Engram Neurochip — 25pts -*Commander Puretide was the most gifted T’au war leader of all time. Upon his death, his memories were stored in a neurochip. When implanted into the brain, the bearer can access much of this wisdom.* -T’au Empire Battlesuit model only. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP. - -### Starflare Ignition System — 20pts -*The ignition thrusters on selected battlesuits are augmented with optional feed-selectors, allowing the pilot to release a jet of enriched accelerant upon take-off and sending the pilots streaking skywards.* -T’au Empire Battlesuit model only. At the end of your opponent’s turn, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. diff --git a/cogitator/factions/tau-empire/detachments/starfire-cadre.md b/cogitator/factions/tau-empire/detachments/starfire-cadre.md deleted file mode 100644 index fe8c108..0000000 --- a/cogitator/factions/tau-empire/detachments/starfire-cadre.md +++ /dev/null @@ -1,60 +0,0 @@ -# Starfire Cadre - -***When mobilised en masse for shipboard warfare, the interconnected teams of a Starfire Cadre are swiftly moved into position by Air caste assets before commencing aggressive sweep-and-clear operations.*** - -## Abilities - -### Markerlight Precision -Each time a T’AU EMPIRE unit from your army (excluding KROOT units) is selected to shoot, ranged weapons equipped by models in your unit have their Ballistic Skill characteristic improved by 1 and have the [SUSTAINED HITS 1] ability while targeting an enemy unit that is visible to one or more friendly MARKERLiGHT units that are not within Engagement Range of one or more enemy models. - -## Stratagems - -### FIRING LINE — 1CP -**Type:** Starfire Cadre – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit destroys a T’AU EMPIRE unit from your army. - -**TARGET:** One FIRE WARRIOR or PATHfINDER TEAM unit from your army that is not within Engagement Range of one or more enemy units, has not fired Overwatch this turn and is within 9" of that enemy unit. - -**EFFECT:** Your unit can shoot as if it were your Shooting phase, but when doing so, models in your unit can only target that enemy unit (and only if it is an eligible target) and, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ is required to score a hit. - -### PULSE BARRAGE — 1CP -**Type:** Starfire Cadre – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your opponent’s Movement or Charge phase. - -**TARGET:** One FIRE WARRIOR or PATHfINDER TEAM unit from your army that has not fired Overwatch this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. - -### RESPONSIVE VOLLEY — 1CP -**Type:** Starfire Cadre – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a FIRE WARRIOR or PATHfINDER TEAM unit from your army opens a Hatchway. - -**TARGET:** That FIRE WARRIOR or PATHFINDER TEAM unit. - -**EFFECT:** Until the end of the turn, each time a model in your unit makes a ranged attack that targets an enemy unit wholly on the opposite side of that Hatchway from them, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. - -### RETREATING FIRE — 1CP -**Type:** Starfire Cadre – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One FIRE WARRIOR or PATHfINDER TEAM unit from your army. - -**EFFECT:** Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back. - -## Enhancements - -### Duty’s Echo — 0pts -*This tech-inlaid stave glows with the light of the T’au’va, inspiring nearby warriors to greater efforts.* -ETHEREAL model only. At the end of your Shooting phase, you can select one friendly FiRE WARRiOR or PATHFiNDER TEAM unit within 6" of the bearer. If you do, that unit can make a Normal move of up to 3" and then counts as having performed the Set Overwatch Tactical Manoeuvre this turn. - -### Target Optimisation Microdrones — 0pts -*A swarm of tiny experimental drones swarm about this warrior, analysing weaknesses in enemy wargear.* -CADRE FiREbLADE model only. Once per turn, in your Shooting phase, when a friendly FiRE WARRiOR, PATHFiNDER TEAM or CADRE FIREBLADE unit within 6" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1. diff --git a/cogitator/factions/thousand-sons/datasheets.md b/cogitator/factions/thousand-sons/datasheets.md new file mode 100644 index 0000000..80d5160 --- /dev/null +++ b/cogitator/factions/thousand-sons/datasheets.md @@ -0,0 +1,3773 @@ +# Thousand Sons + +# Ahriman + +**Role:** Characters + +*Ahriman fights with singularfocus and frightening determination. At range, he unleashes storms of psychic fury that transmogrify, mutate and erase from existence all who stand before him. Swooping low upon his Disc of Tzeentch, the Arch-Sorcerer strikes down anyone who survives with his terrifying Black Staff.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** inferno bolt pistol; Transmogrifying Blast; Black Staff of Ahriman. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | +| Transmogrifying Blast | 18 | D6+1 | 2 | 6 | -1 | D3 | blast, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Black Staff of Ahriman | Melee | 5 | 2 | 7 | -1 | 3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Scryer of Fates (Psychic)** (Datasheet): If your army includes this model, after both players have deployed their armies, you can select up to three Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. +- **Arch-Sorcerer of Tzeentch (Psychic)** (Datasheet): Each time this model attempts a Ritual, add 1 to the Psychic test result. + +**Keywords:** Chaos, Tzeentch, Infantry, Mounted, Character, Epic Hero, Psyker, Ahriman, Fly +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Ahriman – EPIC HERO + +**Leader:** +Can lead: Tzaangor Enlightened with Fatecaster Greatbows, Tzaangor Enlightened, Rubric Marines + +**Points:** +- 1 model: 100pts + +--- + +# Blue Horrors + +**Role:** Battleline + +*Blue Horrors are sullen, malevolent entities, as likely to throttle victims with their rubbery fingers out of sheer spite as to melt them like tallow with conjured gouts of mutating warpflame. Should one of these wretched beings be slain, it bursts into a roiling cloud of fume from which a pair of crackling Brimstone Horrors emerge.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every Blue Horror is equipped with:** coruscating blue flames; blue claws. + +**Every Brimstone Horror added to this unit using the Split ability is equipped with:** coruscating yellow flames; yellow claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coruscating blue flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | +| Coruscating yellow flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. +- **Split** (Datasheet): Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one BRIMSTONE HORROR model to this unit. +- **Sullen Malevolence (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that enemy unit by 1. +- **Exploding Horrors** (Datasheet): Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound. + +**Keywords:** Chaos, Battleline, Infantry, Tzeentch, Brimstone, Blue, Horrors, Summoned, Daemon +**Faction Keywords:** Scintillating Legions, + +**Unit Composition:** +- 10 Blue Horrors + +**Points:** +- 10 models: 90pts + +--- + +# Cerberus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. + +**Keywords:** Tzeentch, Vehicle, Chaos, Tzeentch, Smoke, Cerberus, Smoke, Vehicle, Cerberus, Chaos, Tzeentch, Smoke, Cerberus, Vehicle, Chaos, Tzeentch, Smoke, Cerberus, Vehicle, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Cerberus + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 270pts + +--- + +# Chaos Land Raider + +**Role:** Other + +*Chaos Land Raiders employed by the Thousand Sons are slab-sided armoured monsters commonly used to bear Scarab Occult Terminators into battle. Their hulls dance with energy or writhe in constant mutagenic peristalsis as their heavy weapons blaze ceaselessly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 soulshatter lascannons; twin inferno heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Twin inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this TRANSPORT after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Smoke, Transport, Vehicle, Tzeentch, Land Raider, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Chaos Land Raider + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 inferno combi-bolter +- 1 inferno combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 14 Thousand Sons Infantry models. Each Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Chaos Lord On Disc Of Tzeentch + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | +| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | +| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | +| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | +| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | +| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | +| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. +- **Lord of Fate** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. + +**Keywords:** Chaos Lord, Fly, Tzeentch, Chaos, Grenades, Infantry, Character, Disc of Tzeentch +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Chaos Lord on Disc of Tzeentch + +**Wargear Options:** +- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol +- 1 combi-bolter +- 1 combi-weapon +- 1 accursed weapon +- 1 power fist +- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol +- 1 plasma pistol +- 1 accursed weapon +- 1 power fist +- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. + +**Leader:** +Can lead: Rubric Marines + +**Points:** +- 1 model: 100pts + +--- + +# Chaos Predator Annihilator + +**Role:** Other + +*The Predator Annihilators of the Thousand Sons stalk enemy behemoths across the battlefield like hulking carrion eaters. The precognitive whispers of unnatural entities guide each blast of searing laser energy these battle tanks unleash while the undying hatred of their crews stokes the fires of their engines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ensorcelled Annihilation** (Datasheet): Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit that was hit by one or more Psychic Attacks made by a Thousand Sons Psyker model from your army this phase (including the Doombolt Ritual), you can re-roll the Hit roll and you can re-roll the Damage roll. + +**Keywords:** Predator Annihilator, Tzeentch, Chaos, Vehicle, Smoke +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Chaos Predator Annihilator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 lascannons +- 2 inferno heavy bolters +- This model can be equipped with one of the following:- 1 inferno combi-bolter +- 1 inferno combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Chaos Predator Destructor + +**Role:** Other + +*Predator Destructors use their rapid-firing weaponry to reap a tally of the enemy. Those of the Thousand Sons fire streams of heavy shells that dance with unnatural energies, the cackle of their possessor cacodaemons mingling with the chatter of their guns and the screams of their victims.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ensorcelled Destruction** (Datasheet): Each time this model makes a ranged attack that targets a unit (excluding MONSTERS and VEHICLES) that was hit by one or more Psychic Attacks made by a Thousand Sons Psyker model from your army this phase (including the Doombolt Ritual), improve the Strength and Armour Penetration characteristics of that attack by 1. + +**Keywords:** Tzeentch, Predator Destructor, Vehicle, Smoke, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Chaos Predator Destructor + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 lascannons +- 2 inferno heavy bolters +- This model can be equipped with one of the following:- 1 inferno combi-bolter +- 1 inferno combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Chaos Rhino + +**Role:** Dedicated Transports + +*Many of the Rhinos employed by the Thousand Sons are ancient vehicles, their once-noble machine spirits safuratedby the malice of the Warp, their hulls mutated and discoloured by the energies of unfettered change. Still, they bear the foot soldiers of Tzeentch swiftly into battle, guns hammering as they go.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** inferno combi-bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Sorcerous Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes a Psychic Attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll. + +**Keywords:** Dedicated Transport, Transport, Vehicle, Rhino, Tzeentch, Chaos, Smoke +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Chaos Rhino + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 additional inferno combi-bolter +- 1 inferno combi-weapon +- This model can be equipped with 1 havoc launcher or can replace 1 inferno combi-bolter with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 12 Thousand Sons Infantry models (excluding TERMiNATOR models). + +**Points:** +- 1 model: 90pts + +--- + +# Chaos Spawn + +**Role:** Other + +*Chaos Spawn are roiling masses of mutating flesh and bone that lurch towards the foe with mindless ferocity. They wail and slobberfrom fanged maws as they lash wildly about themselves with barbed pseudopods, snapping claws and clubbing limbs, tearing and crushing all who do not flee in horror.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Regenerating Monstrosities** (Datasheet): At the start of each player’s Command phase, one model in this unit regains up to 3 lost wounds. + +**Keywords:** Beast, Chaos Spawn, Mutant, Tzeentch, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 2 Chaos Spawn + +**Points:** +- 2 models: 65pts + +--- + +# Chaos Thunderhawk + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | +| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Titanic, Fly, Thunderhawk, Chaos, Transport, Aircraft, Vehicle +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Chaos Thunderhawk + +**Wargear Options:** +- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. +- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery + +**Transport:** +This model has a transport capacity of 30 Thousand Sons Infantry or Thousand Sons Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. + +**Points:** +- 1 model: 840pts + +--- + +# Chaos Vindicator + +**Role:** Other + +*The Chaos Vindicator is a brutish siege tank whose demolisher cannon fires devastatingly destructive shells that can flatten bunkers, breach fortress walls or vaporise entire squads of foes in a single hit. The Thousand Sons delight in fielding these vehicles, which effect sudden and catastrophic change with every shot.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 11 | 2+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Siege Shield** (Datasheet): When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. + +**Keywords:** Smoke, Chaos, Tzeentch, Vehicle, Vindicator +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Chaos Vindicator + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 inferno combi-bolter +- 1 inferno combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 185pts + +--- + +# Daemon Prince of Tzeentch with Wings + +**Role:** Characters + +*Buoyed upon sorcerous zephyrs or borne aloft by wings of mutated flesh, these Daemon Princes revel in hurling arcane fire from on high, reinforcing their megalomaniacal superiority over their foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 13" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Dark Blessing; infernal cannon; heliforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark Blessing | 24 | 9 | 2 | 4 | -1 | 1 | ignores cover, psychic, sustained hits 1 | +| Infernal cannon | 24 | 3 | 2 | 5 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | devastating wounds, psychic | +| Hellforged weapons – sweep | Melee | 12 | 2 | 6 | -1 | 1 | devastating wounds, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Hunter of Souls** (Datasheet): Each time this model makes an attack that targets a CHARACTER unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 (if that attack targets a PSYKER CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll instead). Each time this model destroys a CHARACTER unit, this model regains up to D3 lost wounds (if that CHARACTER unit was a PSYKER unit, this model regains up to 3 lost wounds instead). +- **Aetherstride (Psychic)** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an aetherstride. If it does: +- It can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. +- Until the end of the turn, its Dark Blessing has the [SUSTAINED HITS D3] ability. +- Until the end of the turn, it is not eligible to declare a charge. + +**Keywords:** Daemon, Fly, Psyker, Chaos, Tzeentch, Daemon Prince, Monster, Character +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Daemon Prince of Tzeentch with Wings + +**Points:** +- 1 model: 170pts + +--- + +# Daemon Prince of Tzeentch + +**Role:** Characters + +*The Daemon Princes of the Thousand Sons are potent sorcerers and monstrous warriors, terrifying in their martial might. Moreover, their mere presence bends the weave of fate into forms more advantageous for their designs, ensuring that the warriors they lead to battle strike their enemies down with unnatural precision.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 10 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Dark Blessing; infernal cannon; heliforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dark Blessing | 24 | 9 | 2 | 4 | -1 | 1 | ignores cover, psychic, sustained hits 1 | +| Infernal cannon | 24 | 3 | 2 | 5 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | devastating wounds, psychic | +| Hellforged weapons – sweep | Melee | 12 | 2 | 6 | -1 | 1 | devastating wounds, psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Servile Pawns** (Datasheet): While this model is within 3" of one or more friendly Thousand Sons Infantry units, this model has the Lone Operative ability. +- **Spirit Snare** (Datasheet): Each time a friendly Thousand Sons Psyker model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2). +- **Glamour of Tzeentch (Aura, Psychic)** (Datasheet): While a friendly Thousand Sons Infantry unit is within 6" of this model, models in that unit have the Stealth ability. + +**Keywords:** Psyker, Daemon, Character, Monster, Chaos, Tzeentch, Daemon Prince +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Daemon Prince of Tzeentch + +**Points:** +- 1 model: 180pts + +--- + +# Defiler + +**Role:** Other + +*These towering war engines advance upon iron-bound arachnid limbs that crush and rend even as their array of heavy guns rain fire on the foe. Wreathed in infernal warpflame, they shrug off enemy fire by transmuting incoming projectiles, or flow like reknitting flesh to repair damage as swiftly as it is inflicted.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Defiler cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Reaper autocannon | 36 | 4 | 3 | 7 | -2 | 1 | DEVASTATING WOUNDS, SUSTAINED HITS 1 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent, twin-linked | +| Twin inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | SUSTAINED HITS 1, TWIN-LINKED | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Defiler claws | Melee | 5 | 3 | 16 | -3 | D6+1 | — | +| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height. +- **Destroyer of Futures** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. For each of those attacks that targets an enemy unit within 9" of one or more Thousand Sons Psyker units from your army, a hit is scored on an unmodified Hit roll of 4+ instead. + +**Keywords:** Walker, Vehicle, Defiler, Tzeentch, Chaos, Smoke, Daemon +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Defiler + +**Wargear Options:** +- This model’s twin heavy flamer can be replaced with one of the following:- 1 Defiler scourge +- 1 havoc launcher +- This model’s reaper autocannon can be replaced with one of the following:- 1 twin lascannon +- 1 twin inferno heavy bolter +- This model can be equipped with 1 inferno combi-weapon. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 165pts + +--- + +# Deredeo Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | +| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | +| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | +| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | +| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Smoke, Deredeo Dreadnought +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Deredeo Dreadnought + +**Wargear Options:** +- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery +- 1 hellfire plasma carronade +- 1 volkite falconet battery +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with one of the following:- 1 aiolos missile launcher +- 1 boreas air defence missiles + +**Points:** +- 1 model: 160pts + +--- + +# Exalted Sorcerer on Disc of Tzeentch + +**Role:** Characters + +*Only the greatest wielders of esoteric power are said to be granted one of Tzeentch's daemonic steeds. Exalted Sorcerers ride these daemonic Discs on plumes of arcane flame while they manipulate coruscating energy in twisting firestorms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 3+ | 6 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Arcane Fire; inferno bolt pistol; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Arcane Fire | 18 | D6 | N/A | 6 | -2 | D3 | ignores cover, psychic, torrent | +| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 5 | 2 | 6 | -1 | D3 | psychic | +| Prosperine khopesh | Melee | 4 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Illusions of Tzeentch (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". +- **Binding Tendrils (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with Arcane Fire. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. + +**Keywords:** Grenades, Psyker, Chaos, Tzeentch, Exalted Sorcerer, Infantry, Mounted, Character, Fly +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Exalted Sorcerer + +**Wargear Options:** +- This model can be equipped with 1 Prosperine khopesh. + +**Leader:** +Can lead: Tzaangor Enlightened with Fatecaster Greatbows, Tzaangor Enlightened, Rubric Marines + +**Points:** +- 1 model: 100pts + +--- + +# Exalted Sorcerer + +**Role:** Characters + +*Greatest amongst Magnus’ lieutenants, each Exalted Sorcerer embodies forbidden power and monstrous ambition. From the soul-burning detonations of their pistols’ cursed shells to the unfettered might of their sorcery and the shimmering shields cast by their corrupt sigils of Tzeentch, they are terrifyingly powerful warriors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Astral Blast; inferno bolt pistol; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Astral Blast | 18 | D6 | 2 | 6 | -2 | D3 | blast, devastating wounds, psychic | +| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 5 | 2 | 6 | -1 | D3 | psychic | +| Prosperine khopesh | Melee | 4 | 2 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Arcane Shield (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. +- **Rebind Rubricae (Psychic)** (Datasheet): In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on a 6, you can return up to 2 destroyed Bodyguard models to that unit. + +**Keywords:** Exalted Sorcerer, Infantry, Character, Grenades, Psyker, Chaos, Tzeentch +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Exalted Sorcerer + +**Wargear Options:** +- This model can be equipped with 1 Prosperine khopesh. + +**Leader:** +Can lead: Rubric Marines + +**Points:** +- 1 model: 80pts + +--- + +# Falchion + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Falchion, Chaos, Vehicle, Titanic, Chaos, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Chaos, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Chaos, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Chaos, Tzeentch, Smoke +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Falchion + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 420pts + +--- + +# Fellblade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| | | 0 | 3 | - | 0 | - | — | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | +| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. + +**Keywords:** Chaos, Titanic, Vehicle, Fellblade, Smoke, Tzeentch, Chaos, Titanic, Vehicle, Tzeentch, Fellblade, Smoke, Tzeentch, Chaos, Titanic, Vehicle, Fellblade, Smoke, Tzeentch, Chaos, Titanic, Vehicle, Fellblade, Smoke, Chaos, Titanic, Vehicle, Fellblade, Smoke, Tzeentch +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Fellblade + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers +- 2 quad heavy bolters +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 480pts + +--- + +# Fire Raptor Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. + +**Keywords:** Vehicle, Fire Raptor Gunship, Tzeentch, Chaos, Aircraft, Tzeentch, Fly, Vehicle, Chaos, Tzeentch, Fly, Fire Raptor Gunship, Tzeentch, Aircraft, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Chaos, Aircraft, Fly, Vehicle, Fire Raptor Gunship, Tzeentch, Chaos, Aircraft, Vehicle, Fire Raptor Gunship, Tzeentch, Aircraft, Fly, Vehicle, Fire Raptor Gunship, Chaos, Fly +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Fire Raptor Gunship + +**Wargear Options:** +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons +- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. + +**Points:** +- 1 model: 290pts + +--- + +# Flamers + +**Role:** Other + +*These bizarre daemons bound through the air in convulsive leaps. The warpflame that drools from their many maws seethes with the raw power of change. When spat forth in roaring sheets, it sends its victims into agonies of mutation, their forms altering again and again before collapsing into distorted ruin.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 4 | 7+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** flickering flames; Flamer mouths. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flickering flames | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamer mouths | Melee | 3 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. +- **Bounding Leaps** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. + +**Keywords:** Infantry, Fly, Chaos, Daemon, Summoned, Tzeentch, Flamers +**Faction Keywords:** Scintillating Legions, + +**Unit Composition:** +- 1 Pyrocaster +- 2-5 Flamers + +**Points:** +- 3 models: 65pts +- 6 models: 130pts + +--- + +# Forgefiend + +**Role:** Other + +*The ectoplasma cannons and Hades heavy autocannons of the Forgefiends draw their furious energies directly from the blazing daemonforges at the heart of each murderous artillery engine. They unleash salvoes of blazing weaponised hatred that eradicate the Thousand Sons’ enemies in droves.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 Hades autocannons; 1 Forgefiend jaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ectoplasma cannon | 36 | D3 | 3 | 10 | -3 | 3 | blast | +| Hades autocannon | 36 | 6 | 3 | 8 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Forgefiend claws | Melee | 3 | 3 | 6 | 0 | 1 | — | +| Forgefiend jaws | Melee | 5 | 3 | 7 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blazing Salvoes** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Forgefiend, Daemon, Walker, Chaos, Vehicle, Tzeentch +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Forgefiend + +**Wargear Options:** +- This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons. +- This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 Forgefiend claws. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 130pts + +--- + +# Helbrute + +**Role:** Other + +*Each Thousand Sons Helbrute is a walking torture chamber piloted by a mutilated Chaos Space Marine lured and bound by the Legion’s Sorcerers into volunteering for this hideous pact. Blending martial might and armoured resilience with murderous insanity, these vile machines are deadly to any foe they encounter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** missile launcher; multi-melta; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent | +| Helbrute plasma cannon | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | +| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Twin autocannon | 48 | 2 | 3 | 9 | -2 | 3 | twin-linked | +| Twin inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Helbrute fist | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Helbrute hammer | Melee | 5 | 4 | 14 | -3 | D6+1 | — | +| Power scourge | Melee | 8 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Terrifying Assault** (Datasheet): In your Shooting phase and the Fight phase, after this model has shot or fought, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 from that test if it is within 9" of one or more Thousand Sons Psyker units from your army. +- **Devoted to Destruction** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. + +**Keywords:** Tzeentch, Chaos, Walker, Helbrute, Vehicle +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Helbrute + +**Wargear Options:** +- This model’s multi-melta can be replaced with one of the following:- 1 Helbrute plasma cannon +- 1 twin autocannon +- 1 twin inferno heavy bolter +- 1 twin lascannon +- 1 Helbrute fist +- This model’s missile launcher can be replaced with one of the following:- 1 Helbrute fist +- 1 Helbrute hammer +- 1 power scourge +- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 inferno combi-bolter +- 1 heavy flamer + +**Points:** +- 1 model: 110pts + +--- + +# Heldrake + +**Role:** Other + +*Swooping low over the battlefield upon flame-wreathed wings, Heldrakes send their enemies diving for cover. Weaving and jinking like living beasts, they unleash torrents of fire from their blazing jaw guns, tear enemy aircraft from the skies with their vicious talons and honour Tzeentch with every sacrificial kill.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Hades autocannon; Heldrake claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleflamer | 12 | D6+3 | N/A | 6 | -2 | 2 | ignores cover, torrent | +| Hades autocannon | 36 | 6 | 3 | 8 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heldrake claws | Melee | 5 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Flame-wreathed** (Datasheet): Each time this model ends a Normal move, select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. + +**Keywords:** Heldrake, Chaos, Daemon, Tzeentch, Fly, Vehicle, Aircraft +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Heldrake + +**Wargear Options:** +- This model’s Hades autocannon can be replaced with 1 baleflamer. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 215pts + +--- + +# Hell Blade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 twin autocannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Hell Blade + +**Wargear Options:** +- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. + +**Points:** +- 1 model: 115pts + +--- + +# Hell Talon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** autocannon; twin lascannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. + +**Keywords:** Fly, Tzeentch, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Talon, Aircraft, Chaos, Vehicle, Chaos, Vehicle, Hell Talon, Tzeentch, Fly, Aircraft +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Hell Talon + +**Wargear Options:** +- This model’s autocannon can be replaced with 1 havoc launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Infernal Master + +**Role:** Characters + +*Infernal Masters forge pacts with daemonic entities, euphemistically called tutelaries. Upon the battlefield, they can unleash the powers of these malign familiars to engulf their foes in swarms of momentarily corporeal terrors, to divine whispers of the future or to master the currents of the Empyrean itself.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** inferno bolt pistol; Fires of the Abyss; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | +| Fires of the Abyss – witchfire | 18 | D6 | N/A | 6 | -2 | 1 | psychic, torrent | +| Fires of the Abyss – focused witchfire | 18 | 2D6 | N/A | 6 | -2 | 1 | hazardous, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Malefic Maelstrom (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Glimpse of Eternity (Psychic)** (Datasheet): Once per turn, you can change the result of one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6. + +**Keywords:** Infernal Master, Tzeentch, Chaos, Psyker, Grenades, Character, Infantry +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Infernal Master + +**Leader:** +Can lead: Rubric Marines + +**Points:** +- 1 model: 95pts + +--- + +# Kairos Fateweaver + +**Role:** Characters + +*Wielding the warp-forged Staff of Tomorrow, and with the ability to predict all that may come to pass while knowing all that has already transpired, Kairos Fateweaver is amongst the galaxy’s most canny strategists. What the daemon lacks in physical and martial prowess, it more than makes up for in pure Tzeentchian cunning.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 6+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Infernal Gateway; Staff of Tomorrow. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal Gateway – witchfire | 24 | D6+3 | 2 | 9 | -2 | D3 | blast, indirect fire, psychic | +| Infernal Gateway – focused witchfire | 24 | D3+6 | 2 | 9 | -2 | 3 | blast, indirect fire, hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Staff of Tomorrow | Melee | 5 | 3 | 8 | -2 | 2D3 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. +- **One Head Looks Forward** (Datasheet): At the end of your Command phase, if this model is on the battlefield, take a Leadership test for this model; if that test is passed, you gain 1CP. +- **One Head Looks Back (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +**Keywords:** Tzeentch, Fly, Summoned, Kairos Fateweaver, Epic Hero, Character, Chaos, Psyker, Monster, Daemon +**Faction Keywords:** Scintillating Legions, + +**Unit Composition:** +- 1 Kairos Fateweaver – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 295pts + +--- + +# Kratos + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | +| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | +| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | +| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Chaos, Vehicle, Kratos, Smoke, Tzeentch, Chaos, Vehicle, Kratos, Smoke, Tzeentch, Chaos, Vehicle, Tzeentch, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Tzeentch +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Kratos + +**Wargear Options:** +- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun +- 1 volkite cardanelle +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- 2 volkite calivers +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers +- 2 lascannons +- 2 volkite culverins +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 havoc launcher +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 twin boltgun +- This model can be equipped with 1 hunter killer missile + +**Points:** +- 1 model: 240pts + +--- + +# Land Raider Achilles + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Smoke, Chaos, Tzeentch, Land Raider Achilles, Transport, Tzeentch, Chaos, Transport, Vehicle, Chaos, Tzeentch, Land Raider Achilles, Land Raider Achilles, Smoke, Tzeentch, Transport, Vehicle, Land Raider Achilles, Vehicle, Transport, Smoke, Chaos, Land Raider Achilles, Vehicle, Tzeentch, Chaos, Smoke, Transport, Vehicle +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Land Raider Achilles + +**Wargear Options:** +- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 230pts + +--- + +# Land Raider Proteus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Land Raider Proteus, Smoke, Vehicle, Transport, Smoke, Chaos, Land Raider Proteus, Vehicle, Vehicle, Transport, Smoke, Tzeentch, Transport, Chaos, Tzeentch, Land Raider Proteus, Vehicle, Transport, Smoke, Chaos, Tzeentch, Land Raider Proteus, Vehicle, Transport, Smoke, Chaos, Chaos, Tzeentch, Tzeentch, Land Raider Proteus +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Land Raider Proteus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 twin heavy bolter +- 1 twin heavy flamer +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 explorator augury web. + +**Transport:** +This model has a transport capacity of 12 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 220pts + +--- + +# Leviathan Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | +| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | +| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Dreadnought, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Tzeentch, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Chaos, Smoke, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Walker, Vehicle +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Leviathan Dreadnought + +**Wargear Options:** +- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance +- 1 storm cannon +- 1 meltagun and 1 Leviathan siege claw +- 1 meltagun and 1 Leviathan siege drill +- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. +- This model can be equipped with 3 hunter-killer missiles. + +**Points:** +- 1 model: 160pts + +--- + +# Lord of Change + +**Role:** Characters + +*Greater Daemons of Tzeentch are infinitely cunning sorcerers and manipulators. Their malevolent gaze lays bare the souls of their victims and blasts the sanity of even the staunchest mortal, while their ensorcelled weapons and unholy magicks violently reshape reality itself into ever-mutating forms.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 6+ | 18 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Bolt of Change; staff of Tzeentch. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rod of sorcery | 18 | 6 | 2 | 8 | -1 | 2 | psychic | +| Bolt of Change – witchfire | 18 | 9 | 2 | 9 | -1 | 1 | psychic | +| Bolt of Change – focused witchfire | 18 | 9 | 2 | 9 | -2 | 3 | hazardous, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleful sword | Melee | 3 | 3 | 7 | -2 | 3 | extra attacks | +| Staff of Tzeentch | Melee | 5 | 3 | 6 | -1 | 3 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. +- **Daemon Lord of Tzeentch (Aura)** (Datasheet): While a friendly Scintillating Legions unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack. +- **Master of Magicks (Psychic)** (Datasheet): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability. + +**Keywords:** Lord of Change, Tzeentch, Daemon, Summoned, Monster, Character, Fly, Psyker, Chaos +**Faction Keywords:** Scintillating Legions, + +**Unit Composition:** +- 1 Lord of Change + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 rod of sorcery +- 1 baleful sword + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 285pts + +--- + +# Magnus The Red + +**Role:** Characters + +*None dare meet the one-eyed gaze of the Crimson King. He is a nexus of sorcerous energies, a sentient confluence of fate and magic bound within the shimmering flesh of a daemonic demigod. Magnus unleashes his magicks in an unstoppable tempest, and the luckiest of his victims are those who die swiftly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 11 | 2+ | 16 | 5+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Gaze of Magnus; Tzeentch’s Firestorm; blade of Magnus. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gaze of Magnus | 24 | 3D3 | 2 | 11 | -2 | 3 | devastating wounds, psychic | +| Tzeentch’s Firestorm | 24 | D6+3 | 2 | 6 | -1 | 2 | blast, ignores cover, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blade of Magnus – strike | Melee | 7 | 2 | 16 | -3 | 3 | devastating wounds, psychic | +| Blade of Magnus – sweep | Melee | 14 | 2 | 8 | -1 | 2 | psychic | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Unearthly Power** (Datasheet): At the start of the battle round, select one of the abilities in the Crimson King section (see left). Until the start of the next battle round, this model has that ability. +- **Lord of the Planet of the Sorcerers (Psychic)** (Datasheet): This model can attempt up to two Rituals per turn instead of one, and each time this model attempts a Ritual, add 2 to the Psychic test result. +- **Impossible Form (Psychic)** (Primarch): Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from the Damage characteristic of that attack. +- **Treason of Tzeentch (Psychic)** (Primarch): At the start of your opponent’s Shooting phase, select one enemy unit within 24" of this PSYKER. Until the end of the phase, ranged weapons equipped by models in that unit have the [HAZARDOUS] ability. +- **Time Flux (Aura, Psychic)** (Primarch): While a friendly Thousand Sons unit is within 6" of this PSYKER, add 2" to the Move characteristic of models in that unit. +- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. + +**Keywords:** Magnus the Red, Tzeentch, Chaos, Psyker, Primarch, Daemon, Fly, Epic Hero, Character, Monster +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Magnus the Red – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 435pts + +--- + +# Mastodon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 14 | 2+ | 30 | 6+ | 12 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Tzeentch, Transport, Smoke, Mastodon, Vehicle, Titanic, Chaos, Tzeentch, Transport, Smoke, Mastodon, Chaos, Titanic, Vehicle, Tzeentch, Transport, Smoke, Mastodon, Vehicle, Titanic, Chaos, Chaos, Tzeentch, Transport, Vehicle, Titanic, Smoke, Mastodon, Smoke, Transport, Tzeentch, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Tzeentch, Chaos, Titanic, Vehicle, Mastodon +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Mastodon + +**Wargear Options:** +- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters +- 2 lascannons +- 2 volkite culverins +- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 volkite culverins + +**Transport:** +This model has a transport capacity of 45 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). + +**Points:** +- 1 model: 540pts + +--- + +# Maulerfiend + +**Role:** Other + +*Maulerfiends are ferocious Daemon Engines capable of scaling even sheer fortress walls with wicked metal talons. Those employed by the Thousand Sons are inescapable, for the daemons within them hunt as much by tracking their prey’s future choices as by the lights of their soulspoor.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lasher tendrils; Maulerfiend fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magma cutter | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | +| Maulerfiend fists | Melee | 6 | 3 | 14 | -2 | D6+1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Snarling Protector** (Datasheet): You can target this model with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. In addition, each time this model declares a charge that targets an enemy unit within Engagement Range of one or more Thousand Sons Psyker units from your army, you can re-roll the Charge roll. + +**Keywords:** Maulerfiend, Tzeentch, Chaos, Daemon, Walker, Vehicle +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Maulerfiend + +**Wargear Options:** +- This model’s lasher tendrils can be replaced with 2 magma cutters. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 120pts + +--- + +# Mutalith Vortex Beast + +**Role:** Other + +*This foul beast is an offence against sanity and natural order. Its constantly mutating form drags in and expels empyric energy in a wild tempest that twists all about it ever further out of truth. Those foes not driven insane by the monster’s presence are soon warped into fresh horrors by its foul energies.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 4+ | 13 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** warp vortex; betentacled maw; Mutalith claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp vortex – blast | 24 | D6+3 | 3 | 9 | -2 | 2 | blast | +| Warp vortex – beam | 36 | 1 | 3 | 18 | -3 | D6+6 | devastating wounds | +| Warp vortex – torrent | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Betentacled maw | Melee | 15 | 3 | 7 | 0 | 1 | — | +| Mutalith claws | Melee | 5 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Mutating Vortex (Aura)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each enemy unit within range of this ability must then take a Battle-shock test. +- **Immaterial Flare (Aura)** (Datasheet): While a friendly Thousand Sons Psyker model is within 6" of this model, each time that model Channels the Warp, add 1 to the Psychic test result. This is not cumulative with any other modifiers to the Psychic test result. + +**Keywords:** Mutant, Mutalith Vortex Beast, Monster, Chaos, Tzeentch +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Mutalith Vortex Beast + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 170pts + +--- + +# Pink Horrors + +**Role:** Battleline + +*Magic made manifest, these cavorting grotesques hurl balls of warpfire into the enemy ranks where they transmogrify and immolate their victims. Pink Horrors cackle, riddle and caper endlessly, their unsettling glee ending only in the moment when their mortal form is destroyed and forced to split messily into two Blue Horrors.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| PINK HORROR | 6" | 3 | 7+ | 1 | 7+ | 1 | +| BLUE HORROR/BRIMSTONE HORROR | 6" | 3 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every Pink Horror is equipped with:** coruscating pink flames; pink claws. + +**Every Blue Horror added to this unit using the Split ability is equipped with:** coruscating blue flames; blue claws. + +**Every Brimstone Horror added to this unit using the Split ability is equipped with:** coruscating yellow flames; yellow claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coruscating blue flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | +| Coruscating pink flames | 18 | 2 | 3 | 4 | -1 | 1 | pistol, psychic | +| Coruscating yellow flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | +| Pink claws | Melee | 1 | 4 | 3 | 0 | 1 | — | +| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. +- **Split** (Datasheet): Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. +- **HORRORS ARE PINK. HORRORS ARE BLUE. WHEREONCE THERE WAS ONE, NOW THERE ARE TWO.** (Special (правая колонка)): If, at any point, this unit contains no PINK HORROR models, use the BLUE HORRORS datasheet for this unit. + +**Designer’s Note:** *While this unit contains one or more PINK HORROR models, the Sullen Malevolence and Exploding Horrors abilities from the BLUE HORRORS datasheet do not apply to this unit.* + +**Keywords:** Daemon, Chaos, Pink, Blue, Summoned, Infantry, Tzeentch, Battleline, Horrors, Brimstone +**Faction Keywords:** Scintillating Legions, + +**Unit Composition:** +- 10 Pink Horrors + +**Wargear Options:** +- 1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 10 models: 115pts + +--- + +# Rapier Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Artillery, Rapier Carrier, Tzeentch, Chaos, Vehicle, Artillery, Rapier Carrier, Tzeentch, Chaos, Vehicle, Artillery, Rapier Carrier, Tzeentch, Rapier Carrier, Chaos, Vehicle, Artillery, Tzeentch, Chaos, Vehicle +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Rapier Carrier + +**Wargear Options:** +- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon +- 1 laser destroyer +- 1 quad launcher + +**Points:** +- 1 model: 90pts + +--- + +# Relic Contemptor Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy plasma cannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | +| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Walker, Chaos, Dreadnought, Relic Contemptor Dreadnought, Walker, Tzeentch, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Relic Contemptor Dreadnought + +**Wargear Options:** +- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon +- 1 kheres-pattern assault cannon +- 1 multi-melta +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 twin volkite culverin +- 1 Dreadnought chainfist and 1 combi-bolter +- 1 Dreadnought combat weapon and 1 combi-bolter +- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster +- 1 heavy flamer +- 1 plasma blaster +- This model can be equipped with 1 cyclone missile launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Rubric Marines + +**Role:** Battleline + +*Advancing at the command of their sorcerous master, Rubric Marines lay down withering hails of fire. Arcane shells from their inferno weapons and soulreaper cannons blast the enemy apart while gouts of mutagenic fire from their warpflamers bum and twist flesh and soul. Against such an onslaught, none can stand for long.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Rubric Marine | 6" | 4 | 3+ | 2 | 7+ | 2 | +| Aspiring Sorcerer | 6" | 4 | 3+ | 3 | 6+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Aspiring Sorcerer is equipped with:** inferno bolt pistol; Malefic Curse; force weapon. + +**Every Rubric Marine is equipped with:** inferno boltgun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inferno bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Inferno boltgun | 24 | 2 | 3 | 4 | -2 | 1 | — | +| Malefic Curse | 24 | 3 | 3 | 4 | -3 | 1 | anti-infantry 4+, devastating wounds, psychic | +| Soulreaper cannon | 24 | 6 | 3 | 6 | -2 | 1 | devastating wounds | +| Warpflame pistol | 12 | D6 | N/A | 3 | -1 | 1 | ignores cover, pistol, torrent | +| Warpflamer | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | +| Force weapon | Melee | 3 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Bringers of Change** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If that attack targets a unit within range of an objective marker you do not control, you can re-roll the Wound roll instead. +- **Icon of Flame** (Wargear): Ranged weapons equipped by models in the bearer’s unit (excluding CHARACTERS) have the [IGNORES COVER] ability. + +**Keywords:** Rubricae, Tzeentch, Chaos, Psyker, Rubric Marines, Battleline, Infantry +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Aspiring Sorcerer +- 4-9 Rubric Marines + +**Wargear Options:** +- The Aspiring Sorcerer’s inferno bolt pistol can be replaced with 1 warpflame pistol. +- 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon. +- Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer. +- 1 Rubric Marine can be equipped with 1 icon of flame. + +**Leader:** +Led By: Sorcerer, Ahriman, Exalted Sorcerer, Infernal Master, Exalted Sorcerer on Disc of Tzeentch, Chaos Lord On Disc Of Tzeentch + +**Points:** +- 5 models: 100pts +- 10 models: 190pts + +--- + +# Scarab Occult Terminators + +**Role:** Other + +*The Scarab Occult fight with all the merciless skill they did when they were Magnus’ living bodyguards, often striking into the heart of the foe via sorcerous teleportation. Wielding vicious ritual blades based on the ancient Prosperine khopesh, they cleave through those victims not laid low by their salvoes of lethal firepower.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Scarab Occult Terminator | 5" | 5 | 2+ | 3 | 7+ | 1 | +| Scarab Occult Sorcerer | 5" | 5 | 2+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**The Scarab Occult Sorcerer is equipped with:** inferno combi-bolter; Malefic Curse; force weapon. + +**Every Scarab Occult Terminator is equipped with:** inferno combi-bolter; Prosperine khopesh. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy warpflamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent | +| Hellfyre missile rack | 36 | 2 | 3 | 10 | -2 | 3 | — | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Malefic Curse | 24 | 3 | 3 | 4 | -3 | 1 | anti-infantry 4+, devastating wounds, psychic | +| Soulreaper cannon | 24 | 6 | 3 | 6 | -2 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Prosperine khopesh | Melee | 3 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Rites of Coalescence** (Datasheet): While this unit contains one or more PSYKER models, each time an attack targets this unit, subtract 1 from the Wound roll. + +**Keywords:** Chaos, Psyker, Terminator, Infantry, Scarab Occult, Rubricae, Tzeentch +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Scarab Occult Sorcerer +- 4-9 Scarab Occult Terminators + +**Wargear Options:** +- The Scarab Occult Sorcerer’s inferno combi-bolter can be replaced with 1 Prosperine khopesh. +- For every 5 models in this unit, 1 Scarab Occult Terminator’s inferno combi-bolter can be replaced with one of the following:- 1 heavy warpflamer +- 1 soulreaper cannon +- For every 5 models in this unit, 1 Scarab Occult Terminator can be equipped with 1 hellfyre missile rack. + +**Leader:** +Led By: Sorcerer In Terminator Armour + +**Points:** +- 5 models: 180pts +- 10 models: 360pts + +--- + +# Screamers + +**Role:** Other + +*These predatory daemons strike like sudden and inescapable change. They emit unearthly shrieks as they swoop down upon their prey on scintillating tides of sorcery, slicing victims to ribbons with razor-keen fins and latching on with fanged jaws from which corrosive empyric energies flow.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 4 | 6+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** lamprey bite. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lamprey bite | Melee | 3 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. +- **Slashing Dive** (Datasheet): In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Tzeentch, Fly, Beast, Screamers, Summoned, Daemon, Chaos +**Faction Keywords:** Scintillating Legions, + +**Unit Composition:** +- 3-6 Screamers + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Sekhetar Robots + +**Role:** Other + +*Sekhetar Robots are often employed by their sorcerous masters as prophetic sentinels to guard sites of power or stalk unwary interlopers. Inscribed with spells of illusion and obfuscation, Sekhetar Robots can be hidden, awaiting the moment to activate and turn their arcane weapons on the foe in gouts of empyric energy and sorcerous missiles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 4 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** heavy warpflamer; hellfyre missile rack; pyreflux meltagun; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy warpflamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent | +| Hellfyre missile rack | 36 | 2 | 4 | 10 | -2 | 3 | — | +| Pyreflux meltagun | 12 | 1 | 4 | 10 | -4 | D6 | melta 2 | +| Warpflame projector | 12 | D3 | N/A | 3 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 3 | 4 | 5 | 0 | 1 | — | +| Power claw | Melee | 3 | 4 | 10 | -2 | 2 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Prophetic Sentinels** (Datasheet): Once per battle round, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP. + +**Keywords:** Vehicle, Walker, Chaos, Tzeentch, Sekhetar Robots +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 2-4 Sekhetar Robots + +**Wargear Options:** +- Any number of models can each have their pyreflux meltagun replaced with 1 warpflame projector and 1 power claw. + +**Points:** +- 2 models: 80pts +- 4 models: 160pts + +--- + +# Sicaran Battle Tank + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Tzeentch, Smoke, Chaos, Smoke, Sicaran Battle Tank, Tzeentch, Vehicle, Sicaran Battle Tank, Vehicle, Chaos, Tzeentch, Smoke, Sicaran Battle Tank, Vehicle, Chaos, Tzeentch, Smoke, Sicaran Battle Tank, Chaos +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Sicaran Battle Tank + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Punisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Smoke, Vehicle, Chaos, Tzeentch, Vehicle, Sicaran Punisher, Sicaran Punisher, Sicaran Punisher, Chaos, Vehicle, Tzeentch, Chaos, Tzeentch, Tzeentch, Smoke, Sicaran Punisher, Smoke, Vehicle, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Sicaran Punisher + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Venator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Chaos, Tzeentch, Smoke, Sicaran Venator, Vehicle, Chaos, Tzeentch, Smoke, Sicaran Venator, Vehicle, Sicaran Venator, Sicaran Venator, Smoke, Tzeentch, Chaos, Vehicle, Smoke, Tzeentch, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Sicaran Venator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 180pts + +--- + +# Sokar-pattern Stormbird + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 13 | 2+ | 40 | 6+ | 0 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Transport, Sokar-pattern Stormbird, Sokar-pattern Stormbird, Tzeentch, Chaos, Transport, Sokar-pattern Stormbird, Aircraft, Titanic, Fly, Aircraft, Transport, Tzeentch, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Tzeentch, Chaos, Aircraft, Titanic, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Vehicle, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Sokar-pattern Stormbird + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 55 Thousand Sons Infantry or Thousand Sons Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). + +**Points:** +- 1 model: 900pts + +--- + +# Sorcerer In Terminator Armour + +**Role:** Characters + +*Clad in hulking Terminator plate, a Sorcerer of the Thousand Sons can shrug off even the punishing fire of anti-tank weaponry. So protected, they can unleash their mutative magicks with impunity, leading offensives into even the most heavily defended enemy strongpoints and laying low any who bar their path.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 2+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Gaze of Hate; inferno combi-bolter; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gaze of Hate | 18 | 3 | 3 | 4 | -3 | 2 | anti-monster 4+, anti-vehicle 4+, devastating wounds, psychic | +| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | +| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 5 | 3 | 6 | -1 | D3 | psychic | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Empyric Guidance (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Marked by Fate (Psychic)** (Datasheet): At the start of your Shooting phase, select one enemy unit that is visible to this PSYKER model. Until the end of the phase, each time a model in this unit makes an attack that targets that enemy unit, add 1 to the Hit roll. + +**Keywords:** Infantry, Character, Psyker, Terminator, Sorcerer, Chaos, Tzeentch +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Sorcerer In Terminator Armour + +**Wargear Options:** +- This model’s inferno combi-bolter can be replaced with 1 inferno combi-weapon. + +**Leader:** +Can lead: Scarab Occult Terminators + +**Points:** +- 1 model: 85pts + +--- + +# Sorcerer + +**Role:** Characters + +*The Sorcerers of the Thousand Sons direct the ranks of Rubricae in battle. All the while, they wield their twisted sorceries to wrack the foe with rampant mutation, unleash unnatural firestorms upon the enemy or veil their warriors behind flickering illusions, protected throughout by the fickle favour of Tzeentch.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** inferno bolt pistol; Pandaemonic Delusion; force weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Inferno bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | +| Pandaemonic Delusion | 24 | 6 | 3 | 5 | -1 | 1 | psychic, sustained hits 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | +| Prosperine khopesh | Melee | 3 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Empyric Guidance (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. +- **Twisted Sorceries (Psychic)** (Datasheet): Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of Psychic weapons equipped by this model by 3. + +**Keywords:** Infantry, Sorcerer, Tzeentch, Character, Psyker, Grenades, Chaos +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Sorcerer + +**Wargear Options:** +- This model can be equipped with 1 Prosperine khopesh. + +**Leader:** +Can lead: Rubric Marines + +**Points:** +- 1 model: 80pts + +--- + +# Spartan + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Chaos, Smoke, Vehicle, Tzeentch, Smoke, Spartan, Vehicle, Chaos, Tzeentch, Transport, Smoke, Spartan, Vehicle, Chaos, Transport, Transport, Smoke, Spartan, Spartan, Vehicle, Chaos, Tzeentch, Tzeentch, Smoke, Spartan, Vehicle, Chaos, Transport, Transport, Tzeentch +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Spartan + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 28 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 300pts + +--- + +# Storm Eagle Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | +| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Vehicle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Tzeentch, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Fly, Aircraft, Transport, Chaos, Aircraft +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Storm Eagle Gunship + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta +- 1 typhoon missile launcher +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons + +**Transport:** +This model has a transport capacity of 22 Thousand Sons Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 250pts + +--- + +# Terrax-pattern Termite + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | +| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Chaos, Tzeentch, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Tzeentch, Transport, Dedicated Transport, Terrax-pattern Termite, Tzeentch, Vehicle, Dedicated Transport, Dedicated Transport, Transport, Terrax-pattern Termite, Terrax-pattern Termite, Vehicle, Chaos, Vehicle, Tzeentch, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Tzeentch, Transport, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Terrax-pattern Termite + +**Wargear Options:** +- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers +- 2 twin volkite chargers + +**Transport:** +This model has a transport capacity of 12 Thousand Sons Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 200pts + +--- + +# Typhon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** dreadhammer siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). + +**Keywords:** Typhon, Smoke, Vehicle, Chaos, Tzeentch, Smoke, Tzeentch, Chaos, Vehicle, Typhon, Tzeentch, Smoke, Tzeentch, Chaos, Vehicle, Typhon, Smoke, Chaos, Vehicle, Typhon +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Typhon + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 320pts + +--- + +# Tzaangor Enlightened with Fatecaster Greatbows + +**Role:** Other + +*When armed with fatecaster greatbows, Tzaangor Enlightened use their position atop their fanged and bladed daemonic mounts to view the flow of causality. With their bows’ ectoplasmic cords pulled taut, these arcane predators seek out those foes whose pivotal actions can change destinies before loosing their ensorcelled arrows to cut short such a fate.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** fatecaster greatbow; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fatecaster greatbow | 30 | 2 | 4 | 5 | -2 | 2 | ignores cover, lethal hits, precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Malign Trickery** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". + +**Keywords:** Fly, Chaos, Tzeentch, Mutant, Tzaangor Enlightened, Tzaangor Enlightened with Fatecaster Greatbows, Mounted +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Aviarch +- 2-5 Enlightened + +**Leader:** +Led By: Ahriman, Exalted Sorcerer on Disc of Tzeentch, Tzaangor Shaman + +**Points:** +- 3 models: 55pts +- 6 models: 110pts + +--- + +# Tzaangor Enlightened + +**Role:** Other + +*Blessed amongst their mutated kind, the Enlightened can see the skeins of fate through communion with Tzeentch. They surge atop daemonic Discs on the hunt for esoteric knowledge. Tzaangor Enlightened close on their targets, emitting screeches of anticipatory triumph, and their divining spears hum as they sense their predestined prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 5+ | 2 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** divining spear. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 6 | 4 | 4 | 0 | 1 | precision | +| Divining spear | Melee | 3 | 4 | 5 | -1 | 2 | lance, precision | + +**Abilities:** +- **Prophesied Doom** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Chaos, Tzeentch, Mutant, Tzaangor Enlightened, Fly, Mounted +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Aviarch +- 2-5 Enlightened + +**Wargear Options:** +- Any number of models can each have their divining spear replaced with 1 autopistol and 1 chainsword. + +**Leader:** +Led By: Ahriman, Exalted Sorcerer on Disc of Tzeentch, Tzaangor Shaman + +**Points:** +- 3 models: 45pts +- 6 models: 90pts + +--- + +# Tzaangor Shaman + +**Role:** Characters + +*Tzaangor Shamans possess prodigious sorcerous abilities stemming from their faith in Tzeentch and can unleash ferocious psgchic bombardments against the foe as they soar high upon their daemonic Discs. The mere presence of these bestial champions inspires the herds they lead to ever greater heights of violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 4 | 5+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Baleful Devolution; force stave. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleful Devolution | 18 | D6 | 3 | 9 | 0 | 1 | blast, devastating wounds, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Force stave | Melee | 3 | 3 | 5 | -1 | D3 | psychic | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. + +**PSYCHIC TEST SEQUENCE****Roll 2D6** +**Channel the Warp** +(Optional) +Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. +DESTINY’S RUIN (PSYCHIC) + +WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. + +TEMPORAL SURGE (PSYCHIC) + +WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. + +DOOMBOLT (PSYCHIC) + +WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. + +TWIST OF FATE (PSYCHIC) + +WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. +- **Bestial Prophet** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. +- **Sacrificial Blessing** (Datasheet): While this model is leading a unit, in your Shooting phase and the Fight phase, each time that unit is selected to shoot or fight, this model can use this ability. If it does, select one Bodyguard model in that unit; that Bodyguard model is destroyed and, until the end of the phase, add D3 to the Attacks and Strength characteristics of Psychic weapons equipped by this model. + +**Keywords:** Tzeentch, Infantry, Mounted, Character, Fly, Chaos, Psyker, Tzaangor Shaman, Mutant +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Tzaangor Shaman + +**Leader:** +Can lead: Tzaangors, Tzaangor Enlightened with Fatecaster Greatbows, Tzaangor Enlightened + +**Points:** +- 1 model: 60pts + +--- + +# Tzaangors + +**Role:** Other + +*Brayhorn blasts and avian shrieks herald the onset of the Tzaangors. These mutated shock troops surge into battle, wielding baroque blades or roaring chainswords with vicious skill. Whirling skeins of dark sorcery deflect return shots and blows, for these creatures belong to Tzeentch body and soul.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Tzaangor blades. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | +| Tzaangor blades | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Ambushing Hunters** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" horizontally away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. +- **Brayhorn** (Wargear): You can re-roll Advance and Charge rolls made for the bearer’s unit. +- **Herd Banner** (Wargear): While the bearer’s unit is within range of one or more objective markers you control, improve the Leadership characteristic of models in the bearer’s unit by 1. + +**Keywords:** Mutant, Chaos, Tzeentch, Tzaangors, Infantry +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Twistbray +- 9-19 Tzaangors + +**Wargear Options:** +- Any number of models can each have their Tzaangor blades replaced with 1 autopistol and 1 chainsword. +- 1 Tzaangor not equipped with a herd banner can be equipped with 1 brayhorn. +- 1 Tzaangor not equipped with a brayhorn can be equipped with 1 herd banner. + +**Leader:** +Led By: Tzaangor Shaman + +**Points:** +- 10 models: 70pts +- 20 models: 160pts + +--- + +# Whirlwind Scorpius + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Scorpius multi-launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Vehicle, Whirlwind Scorpius, Tzeentch, Chaos, Smoke, Vehicle, Whirlwind Scorpius, Vehicle, Whirlwind Scorpius, Tzeentch, Chaos, Smoke, Whirlwind Scorpius, Tzeentch, Chaos, Smoke, Vehicle, Tzeentch, Chaos +**Faction Keywords:** Thousand Sons, + +**Unit Composition:** +- 1 Whirlwind Scorpius + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 115pts + +--- + +# Xiphon Interceptor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Tzeentch, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Xiphon Interceptor, Aircraft, Fly, Xiphon Interceptor, Aircraft, Xiphon Interceptor, Tzeentch, Chaos, Chaos, Aircraft, Fly, Vehicle, Chaos, Tzeentch, Xiphon Interceptor, Fly, Fly, Tzeentch, Tzeentch, Vehicle, Aircraft, Chaos, Vehicle, Xiphon Interceptor, Vehicle, Tzeentch, Vehicle, Fly, Aircraft, Chaos +**Faction Keywords:** , Thousand Sons + +**Unit Composition:** +- 1 Xiphon Interceptor + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts diff --git a/cogitator/factions/thousand-sons/datasheets/ahriman.md b/cogitator/factions/thousand-sons/datasheets/ahriman.md deleted file mode 100644 index 8190738..0000000 --- a/cogitator/factions/thousand-sons/datasheets/ahriman.md +++ /dev/null @@ -1,80 +0,0 @@ -# Ahriman - -**Role:** Characters - -*Ahriman fights with singularfocus and frightening determination. At range, he unleashes storms of psychic fury that transmogrify, mutate and erase from existence all who stand before him. Swooping low upon his Disc of Tzeentch, the Arch-Sorcerer strikes down anyone who survives with his terrifying Black Staff.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** inferno bolt pistol; Transmogrifying Blast; Black Staff of Ahriman. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | -| Transmogrifying Blast | 18 | D6+1 | 2 | 6 | -1 | D3 | blast, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Black Staff of Ahriman | Melee | 5 | 2 | 7 | -1 | 3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Scryer of Fates (Psychic)** (Datasheet): If your army includes this model, after both players have deployed their armies, you can select up to three Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. -- **Arch-Sorcerer of Tzeentch (Psychic)** (Datasheet): Each time this model attempts a Ritual, add 1 to the Psychic test result. - -**Keywords:** Chaos, Tzeentch, Infantry, Mounted, Character, Epic Hero, Psyker, Ahriman, Fly -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Ahriman – EPIC HERO - -**Leader:** -Can lead: Tzaangor Enlightened with Fatecaster Greatbows, Tzaangor Enlightened, Rubric Marines - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/thousand-sons/datasheets/blue-horrors.md b/cogitator/factions/thousand-sons/datasheets/blue-horrors.md deleted file mode 100644 index 98ea2a9..0000000 --- a/cogitator/factions/thousand-sons/datasheets/blue-horrors.md +++ /dev/null @@ -1,51 +0,0 @@ -# Blue Horrors - -**Role:** Battleline - -*Blue Horrors are sullen, malevolent entities, as likely to throttle victims with their rubbery fingers out of sheer spite as to melt them like tallow with conjured gouts of mutating warpflame. Should one of these wretched beings be slain, it bursts into a roiling cloud of fume from which a pair of crackling Brimstone Horrors emerge.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every Blue Horror is equipped with:** coruscating blue flames; blue claws. - -**Every Brimstone Horror added to this unit using the Split ability is equipped with:** coruscating yellow flames; yellow claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coruscating blue flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | -| Coruscating yellow flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. -- **Split** (Datasheet): Each time a BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one BRIMSTONE HORROR model to this unit. -- **Sullen Malevolence (Aura)** (Datasheet): While an enemy unit is within 6" of this unit, if this unit contains one or more BLUE HORROR models, worsen the Leadership characteristic of models in that enemy unit by 1. -- **Exploding Horrors** (Datasheet): Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more BRIMSTONE HORROR models in this unit. For each BRIMSTONE HORROR model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound. - -**Keywords:** Chaos, Battleline, Infantry, Tzeentch, Brimstone, Blue, Horrors, Summoned, Daemon -**Faction Keywords:** Scintillating Legions, - -**Unit Composition:** -- 10 Blue Horrors - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/thousand-sons/datasheets/cerberus.md b/cogitator/factions/thousand-sons/datasheets/cerberus.md deleted file mode 100644 index 5104993..0000000 --- a/cogitator/factions/thousand-sons/datasheets/cerberus.md +++ /dev/null @@ -1,53 +0,0 @@ -# Cerberus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. - -**Keywords:** Tzeentch, Vehicle, Chaos, Tzeentch, Smoke, Cerberus, Smoke, Vehicle, Cerberus, Chaos, Tzeentch, Smoke, Cerberus, Vehicle, Chaos, Tzeentch, Smoke, Cerberus, Vehicle, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Cerberus - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-land-raider.md b/cogitator/factions/thousand-sons/datasheets/chaos-land-raider.md deleted file mode 100644 index 542f043..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-land-raider.md +++ /dev/null @@ -1,58 +0,0 @@ -# Chaos Land Raider - -**Role:** Other - -*Chaos Land Raiders employed by the Thousand Sons are slab-sided armoured monsters commonly used to bear Scarab Occult Terminators into battle. Their hulls dance with energy or writhe in constant mutagenic peristalsis as their heavy weapons blaze ceaselessly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 soulshatter lascannons; twin inferno heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Soulshatter lascannon | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Twin inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this TRANSPORT after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Smoke, Transport, Vehicle, Tzeentch, Land Raider, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Chaos Land Raider - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 inferno combi-bolter -- 1 inferno combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 14 Thousand Sons Infantry models. Each Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-lord-on-disc-of-tzeentch.md b/cogitator/factions/thousand-sons/datasheets/chaos-lord-on-disc-of-tzeentch.md deleted file mode 100644 index d1e12bc..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-lord-on-disc-of-tzeentch.md +++ /dev/null @@ -1,97 +0,0 @@ -# Chaos Lord On Disc Of Tzeentch - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Astartes chainsword; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – supercharge | 12 | 1 | 2 | 8 | -3 | 2 | hazardous, pistol | -| Bolt pistol | 12 | 1 | 2 | 4 | 0 | 1 | pistol | -| Combi-bolter | 24 | 2 | 2 | 4 | 0 | 1 | rapid fire 2 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Plasma pistol – standard | 12 | 1 | 2 | 7 | -2 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 | — | -| Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 | — | -| Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 | — | -| Paired accursed weapons | Melee | 7 | 2 | 4 | -1 | 1 | twin-linked | -| Power fist | Melee | 5 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Lord of Chaos** (Datasheet): Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP. -- **Lord of Fate** (Datasheet): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds. - -**Keywords:** Chaos Lord, Fly, Tzeentch, Chaos, Grenades, Infantry, Character, Disc of Tzeentch -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Chaos Lord on Disc of Tzeentch - -**Wargear Options:** -- This model’s bolt pistol can be replaced with one of the following:- 1 plasma pistol -- 1 combi-bolter -- 1 combi-weapon -- 1 accursed weapon -- 1 power fist -- This model’s Astartes chainsword can be replaced with one of the following:- 1 bolt pistol -- 1 plasma pistol -- 1 accursed weapon -- 1 power fist -- This model’s bolt pistol and Astartes chainsword can be replaced with 1 paired accursed weapons. - -**Leader:** -Can lead: Rubric Marines - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-predator-annihilator.md b/cogitator/factions/thousand-sons/datasheets/chaos-predator-annihilator.md deleted file mode 100644 index 123324d..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-predator-annihilator.md +++ /dev/null @@ -1,58 +0,0 @@ -# Chaos Predator Annihilator - -**Role:** Other - -*The Predator Annihilators of the Thousand Sons stalk enemy behemoths across the battlefield like hulking carrion eaters. The precognitive whispers of unnatural entities guide each blast of searing laser energy these battle tanks unleash while the undying hatred of their crews stokes the fires of their engines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator twin lascannon | 48 | 1 | 3 | 14 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ensorcelled Annihilation** (Datasheet): Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit that was hit by one or more Psychic Attacks made by a Thousand Sons Psyker model from your army this phase (including the Doombolt Ritual), you can re-roll the Hit roll and you can re-roll the Damage roll. - -**Keywords:** Predator Annihilator, Tzeentch, Chaos, Vehicle, Smoke -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Chaos Predator Annihilator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 lascannons -- 2 inferno heavy bolters -- This model can be equipped with one of the following:- 1 inferno combi-bolter -- 1 inferno combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-predator-destructor.md b/cogitator/factions/thousand-sons/datasheets/chaos-predator-destructor.md deleted file mode 100644 index bbb680e..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-predator-destructor.md +++ /dev/null @@ -1,58 +0,0 @@ -# Chaos Predator Destructor - -**Role:** Other - -*Predator Destructors use their rapid-firing weaponry to reap a tally of the enemy. Those of the Thousand Sons fire streams of heavy shells that dance with unnatural energies, the cackle of their possessor cacodaemons mingling with the chatter of their guns and the screams of their victims.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Predator autocannon | 48 | 4 | 3 | 9 | -1 | 3 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ensorcelled Destruction** (Datasheet): Each time this model makes a ranged attack that targets a unit (excluding MONSTERS and VEHICLES) that was hit by one or more Psychic Attacks made by a Thousand Sons Psyker model from your army this phase (including the Doombolt Ritual), improve the Strength and Armour Penetration characteristics of that attack by 1. - -**Keywords:** Tzeentch, Predator Destructor, Vehicle, Smoke, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Chaos Predator Destructor - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 lascannons -- 2 inferno heavy bolters -- This model can be equipped with one of the following:- 1 inferno combi-bolter -- 1 inferno combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-rhino.md b/cogitator/factions/thousand-sons/datasheets/chaos-rhino.md deleted file mode 100644 index ef36b5a..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-rhino.md +++ /dev/null @@ -1,57 +0,0 @@ -# Chaos Rhino - -**Role:** Dedicated Transports - -*Many of the Rhinos employed by the Thousand Sons are ancient vehicles, their once-noble machine spirits safuratedby the malice of the Warp, their hulls mutated and discoloured by the energies of unfettered change. Still, they bear the foot soldiers of Tzeentch swiftly into battle, guns hammering as they go.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** inferno combi-bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Sorcerous Support** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes a Psychic Attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll. - -**Keywords:** Dedicated Transport, Transport, Vehicle, Rhino, Tzeentch, Chaos, Smoke -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Chaos Rhino - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 additional inferno combi-bolter -- 1 inferno combi-weapon -- This model can be equipped with 1 havoc launcher or can replace 1 inferno combi-bolter with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 12 Thousand Sons Infantry models (excluding TERMiNATOR models). - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-spawn.md b/cogitator/factions/thousand-sons/datasheets/chaos-spawn.md deleted file mode 100644 index 810f823..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-spawn.md +++ /dev/null @@ -1,36 +0,0 @@ -# Chaos Spawn - -**Role:** Other - -*Chaos Spawn are roiling masses of mutating flesh and bone that lurch towards the foe with mindless ferocity. They wail and slobberfrom fanged maws as they lash wildly about themselves with barbed pseudopods, snapping claws and clubbing limbs, tearing and crushing all who do not flee in horror.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | D6+2 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Regenerating Monstrosities** (Datasheet): At the start of each player’s Command phase, one model in this unit regains up to 3 lost wounds. - -**Keywords:** Beast, Chaos Spawn, Mutant, Tzeentch, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 2 Chaos Spawn - -**Points:** -- 2 models: 65pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-thunderhawk.md b/cogitator/factions/thousand-sons/datasheets/chaos-thunderhawk.md deleted file mode 100644 index cced57c..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-thunderhawk.md +++ /dev/null @@ -1,57 +0,0 @@ -# Chaos Thunderhawk - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | -| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Titanic, Fly, Thunderhawk, Chaos, Transport, Aircraft, Vehicle -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Chaos Thunderhawk - -**Wargear Options:** -- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. -- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery - -**Transport:** -This model has a transport capacity of 30 Thousand Sons Infantry or Thousand Sons Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. - -**Points:** -- 1 model: 840pts diff --git a/cogitator/factions/thousand-sons/datasheets/chaos-vindicator.md b/cogitator/factions/thousand-sons/datasheets/chaos-vindicator.md deleted file mode 100644 index 70afde8..0000000 --- a/cogitator/factions/thousand-sons/datasheets/chaos-vindicator.md +++ /dev/null @@ -1,54 +0,0 @@ -# Chaos Vindicator - -**Role:** Other - -*The Chaos Vindicator is a brutish siege tank whose demolisher cannon fires devastatingly destructive shells that can flatten bunkers, breach fortress walls or vaporise entire squads of foes in a single hit. The Thousand Sons delight in fielding these vehicles, which effect sudden and catastrophic change with every shot.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 11 | 2+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Siege Shield** (Datasheet): When making ranged attacks with its demolisher cannon, this model can target enemy units within Engagement Range of it (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. - -**Keywords:** Smoke, Chaos, Tzeentch, Vehicle, Vindicator -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Chaos Vindicator - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 inferno combi-bolter -- 1 inferno combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 185pts diff --git a/cogitator/factions/thousand-sons/datasheets/daemon-prince-of-tzeentch-with-wings.md b/cogitator/factions/thousand-sons/datasheets/daemon-prince-of-tzeentch-with-wings.md deleted file mode 100644 index ac3cf38..0000000 --- a/cogitator/factions/thousand-sons/datasheets/daemon-prince-of-tzeentch-with-wings.md +++ /dev/null @@ -1,74 +0,0 @@ -# Daemon Prince of Tzeentch with Wings - -**Role:** Characters - -*Buoyed upon sorcerous zephyrs or borne aloft by wings of mutated flesh, these Daemon Princes revel in hurling arcane fire from on high, reinforcing their megalomaniacal superiority over their foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 13" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Dark Blessing; infernal cannon; heliforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark Blessing | 24 | 9 | 2 | 4 | -1 | 1 | ignores cover, psychic, sustained hits 1 | -| Infernal cannon | 24 | 3 | 2 | 5 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | devastating wounds, psychic | -| Hellforged weapons – sweep | Melee | 12 | 2 | 6 | -1 | 1 | devastating wounds, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Hunter of Souls** (Datasheet): Each time this model makes an attack that targets a CHARACTER unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 (if that attack targets a PSYKER CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll instead). Each time this model destroys a CHARACTER unit, this model regains up to D3 lost wounds (if that CHARACTER unit was a PSYKER unit, this model regains up to 3 lost wounds instead). -- **Aetherstride (Psychic)** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an aetherstride. If it does: -- It can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. -- Until the end of the turn, its Dark Blessing has the [SUSTAINED HITS D3] ability. -- Until the end of the turn, it is not eligible to declare a charge. - -**Keywords:** Daemon, Fly, Psyker, Chaos, Tzeentch, Daemon Prince, Monster, Character -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Daemon Prince of Tzeentch with Wings - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/thousand-sons/datasheets/daemon-prince-of-tzeentch.md b/cogitator/factions/thousand-sons/datasheets/daemon-prince-of-tzeentch.md deleted file mode 100644 index 17af4f7..0000000 --- a/cogitator/factions/thousand-sons/datasheets/daemon-prince-of-tzeentch.md +++ /dev/null @@ -1,67 +0,0 @@ -# Daemon Prince of Tzeentch - -**Role:** Characters - -*The Daemon Princes of the Thousand Sons are potent sorcerers and monstrous warriors, terrifying in their martial might. Moreover, their mere presence bends the weave of fate into forms more advantageous for their designs, ensuring that the warriors they lead to battle strike their enemies down with unnatural precision.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 10 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Dark Blessing; infernal cannon; heliforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dark Blessing | 24 | 9 | 2 | 4 | -1 | 1 | ignores cover, psychic, sustained hits 1 | -| Infernal cannon | 24 | 3 | 2 | 5 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 6 | 2 | 8 | -2 | 3 | devastating wounds, psychic | -| Hellforged weapons – sweep | Melee | 12 | 2 | 6 | -1 | 1 | devastating wounds, psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Servile Pawns** (Datasheet): While this model is within 3" of one or more friendly Thousand Sons Infantry units, this model has the Lone Operative ability. -- **Spirit Snare** (Datasheet): Each time a friendly Thousand Sons Psyker model with the Cabal of Sorcerers ability is destroyed while within 9" of one or more models with this ability, select one of those models with this ability: until the end of the battle, each time the selected model attempts a Ritual, add 1 to the Psychic test result (to a maximum of +2). -- **Glamour of Tzeentch (Aura, Psychic)** (Datasheet): While a friendly Thousand Sons Infantry unit is within 6" of this model, models in that unit have the Stealth ability. - -**Keywords:** Psyker, Daemon, Character, Monster, Chaos, Tzeentch, Daemon Prince -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Daemon Prince of Tzeentch - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/thousand-sons/datasheets/defiler.md b/cogitator/factions/thousand-sons/datasheets/defiler.md deleted file mode 100644 index 2374d28..0000000 --- a/cogitator/factions/thousand-sons/datasheets/defiler.md +++ /dev/null @@ -1,66 +0,0 @@ -# Defiler - -**Role:** Other - -*These towering war engines advance upon iron-bound arachnid limbs that crush and rend even as their array of heavy guns rain fire on the foe. Wreathed in infernal warpflame, they shrug off enemy fire by transmuting incoming projectiles, or flow like reknitting flesh to repair damage as swiftly as it is inflicted.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Defiler cannon | 48 | D6+3 | 3 | 10 | -1 | 3 | blast | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Reaper autocannon | 36 | 4 | 3 | 7 | -2 | 1 | DEVASTATING WOUNDS, SUSTAINED HITS 1 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent, twin-linked | -| Twin inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | SUSTAINED HITS 1, TWIN-LINKED | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Defiler claws | Melee | 5 | 3 | 16 | -3 | D6+1 | — | -| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height. -- **Destroyer of Futures** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ when resolving that Stratagem. For each of those attacks that targets an enemy unit within 9" of one or more Thousand Sons Psyker units from your army, a hit is scored on an unmodified Hit roll of 4+ instead. - -**Keywords:** Walker, Vehicle, Defiler, Tzeentch, Chaos, Smoke, Daemon -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Defiler - -**Wargear Options:** -- This model’s twin heavy flamer can be replaced with one of the following:- 1 Defiler scourge -- 1 havoc launcher -- This model’s reaper autocannon can be replaced with one of the following:- 1 twin lascannon -- 1 twin inferno heavy bolter -- This model can be equipped with 1 inferno combi-weapon. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/thousand-sons/datasheets/deredeo-dreadnought.md b/cogitator/factions/thousand-sons/datasheets/deredeo-dreadnought.md deleted file mode 100644 index 1a2a4ff..0000000 --- a/cogitator/factions/thousand-sons/datasheets/deredeo-dreadnought.md +++ /dev/null @@ -1,56 +0,0 @@ -# Deredeo Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | -| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | -| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | -| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | -| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Deredeo Dreadnought, Smoke, Deredeo Dreadnought -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Deredeo Dreadnought - -**Wargear Options:** -- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery -- 1 hellfire plasma carronade -- 1 volkite falconet battery -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with one of the following:- 1 aiolos missile launcher -- 1 boreas air defence missiles - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/exalted-sorcerer-on-disc-of-tzeentch.md b/cogitator/factions/thousand-sons/datasheets/exalted-sorcerer-on-disc-of-tzeentch.md deleted file mode 100644 index 593cf01..0000000 --- a/cogitator/factions/thousand-sons/datasheets/exalted-sorcerer-on-disc-of-tzeentch.md +++ /dev/null @@ -1,84 +0,0 @@ -# Exalted Sorcerer on Disc of Tzeentch - -**Role:** Characters - -*Only the greatest wielders of esoteric power are said to be granted one of Tzeentch's daemonic steeds. Exalted Sorcerers ride these daemonic Discs on plumes of arcane flame while they manipulate coruscating energy in twisting firestorms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 3+ | 6 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Arcane Fire; inferno bolt pistol; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Arcane Fire | 18 | D6 | N/A | 6 | -2 | D3 | ignores cover, psychic, torrent | -| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 5 | 2 | 6 | -1 | D3 | psychic | -| Prosperine khopesh | Melee | 4 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Illusions of Tzeentch (Psychic)** (Datasheet): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18". -- **Binding Tendrils (Psychic)** (Datasheet): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with Arcane Fire. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. - -**Keywords:** Grenades, Psyker, Chaos, Tzeentch, Exalted Sorcerer, Infantry, Mounted, Character, Fly -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Exalted Sorcerer - -**Wargear Options:** -- This model can be equipped with 1 Prosperine khopesh. - -**Leader:** -Can lead: Tzaangor Enlightened with Fatecaster Greatbows, Tzaangor Enlightened, Rubric Marines - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/thousand-sons/datasheets/exalted-sorcerer.md b/cogitator/factions/thousand-sons/datasheets/exalted-sorcerer.md deleted file mode 100644 index fc318e6..0000000 --- a/cogitator/factions/thousand-sons/datasheets/exalted-sorcerer.md +++ /dev/null @@ -1,84 +0,0 @@ -# Exalted Sorcerer - -**Role:** Characters - -*Greatest amongst Magnus’ lieutenants, each Exalted Sorcerer embodies forbidden power and monstrous ambition. From the soul-burning detonations of their pistols’ cursed shells to the unfettered might of their sorcery and the shimmering shields cast by their corrupt sigils of Tzeentch, they are terrifyingly powerful warriors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Astral Blast; inferno bolt pistol; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Astral Blast | 18 | D6 | 2 | 6 | -2 | D3 | blast, devastating wounds, psychic | -| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 5 | 2 | 6 | -1 | D3 | psychic | -| Prosperine khopesh | Melee | 4 | 2 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Arcane Shield (Psychic)** (Datasheet): While this model is leading a unit, models in that unit have a 4+ invulnerable save. -- **Rebind Rubricae (Psychic)** (Datasheet): In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on a 6, you can return up to 2 destroyed Bodyguard models to that unit. - -**Keywords:** Exalted Sorcerer, Infantry, Character, Grenades, Psyker, Chaos, Tzeentch -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Exalted Sorcerer - -**Wargear Options:** -- This model can be equipped with 1 Prosperine khopesh. - -**Leader:** -Can lead: Rubric Marines - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/thousand-sons/datasheets/falchion.md b/cogitator/factions/thousand-sons/datasheets/falchion.md deleted file mode 100644 index 692e0e4..0000000 --- a/cogitator/factions/thousand-sons/datasheets/falchion.md +++ /dev/null @@ -1,56 +0,0 @@ -# Falchion - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Falchion, Chaos, Vehicle, Titanic, Chaos, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Chaos, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Chaos, Tzeentch, Smoke, Falchion, Vehicle, Titanic, Chaos, Tzeentch, Smoke -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Falchion - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/thousand-sons/datasheets/fellblade.md b/cogitator/factions/thousand-sons/datasheets/fellblade.md deleted file mode 100644 index e12d2b9..0000000 --- a/cogitator/factions/thousand-sons/datasheets/fellblade.md +++ /dev/null @@ -1,65 +0,0 @@ -# Fellblade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| | | 0 | 3 | - | 0 | - | — | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | -| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. - -**Keywords:** Chaos, Titanic, Vehicle, Fellblade, Smoke, Tzeentch, Chaos, Titanic, Vehicle, Tzeentch, Fellblade, Smoke, Tzeentch, Chaos, Titanic, Vehicle, Fellblade, Smoke, Tzeentch, Chaos, Titanic, Vehicle, Fellblade, Smoke, Chaos, Titanic, Vehicle, Fellblade, Smoke, Tzeentch -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Fellblade - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers -- 2 quad heavy bolters -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/thousand-sons/datasheets/fire-raptor-gunship.md b/cogitator/factions/thousand-sons/datasheets/fire-raptor-gunship.md deleted file mode 100644 index 1187870..0000000 --- a/cogitator/factions/thousand-sons/datasheets/fire-raptor-gunship.md +++ /dev/null @@ -1,53 +0,0 @@ -# Fire Raptor Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. - -**Keywords:** Vehicle, Fire Raptor Gunship, Tzeentch, Chaos, Aircraft, Tzeentch, Fly, Vehicle, Chaos, Tzeentch, Fly, Fire Raptor Gunship, Tzeentch, Aircraft, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Chaos, Aircraft, Fly, Vehicle, Fire Raptor Gunship, Tzeentch, Chaos, Aircraft, Vehicle, Fire Raptor Gunship, Tzeentch, Aircraft, Fly, Vehicle, Fire Raptor Gunship, Chaos, Fly -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Fire Raptor Gunship - -**Wargear Options:** -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons -- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/thousand-sons/datasheets/flamers.md b/cogitator/factions/thousand-sons/datasheets/flamers.md deleted file mode 100644 index f7e80c9..0000000 --- a/cogitator/factions/thousand-sons/datasheets/flamers.md +++ /dev/null @@ -1,44 +0,0 @@ -# Flamers - -**Role:** Other - -*These bizarre daemons bound through the air in convulsive leaps. The warpflame that drools from their many maws seethes with the raw power of change. When spat forth in roaring sheets, it sends its victims into agonies of mutation, their forms altering again and again before collapsing into distorted ruin.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 4 | 7+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** flickering flames; Flamer mouths. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flickering flames | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamer mouths | Melee | 3 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. -- **Bounding Leaps** (Datasheet): This unit is eligible to shoot in a turn in which it Fell Back. - -**Keywords:** Infantry, Fly, Chaos, Daemon, Summoned, Tzeentch, Flamers -**Faction Keywords:** Scintillating Legions, - -**Unit Composition:** -- 1 Pyrocaster -- 2-5 Flamers - -**Points:** -- 3 models: 65pts -- 6 models: 130pts diff --git a/cogitator/factions/thousand-sons/datasheets/forgefiend.md b/cogitator/factions/thousand-sons/datasheets/forgefiend.md deleted file mode 100644 index a03780b..0000000 --- a/cogitator/factions/thousand-sons/datasheets/forgefiend.md +++ /dev/null @@ -1,52 +0,0 @@ -# Forgefiend - -**Role:** Other - -*The ectoplasma cannons and Hades heavy autocannons of the Forgefiends draw their furious energies directly from the blazing daemonforges at the heart of each murderous artillery engine. They unleash salvoes of blazing weaponised hatred that eradicate the Thousand Sons’ enemies in droves.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 Hades autocannons; 1 Forgefiend jaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ectoplasma cannon | 36 | D3 | 3 | 10 | -3 | 3 | blast | -| Hades autocannon | 36 | 6 | 3 | 8 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Forgefiend claws | Melee | 3 | 3 | 6 | 0 | 1 | — | -| Forgefiend jaws | Melee | 5 | 3 | 7 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blazing Salvoes** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Forgefiend, Daemon, Walker, Chaos, Vehicle, Tzeentch -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Forgefiend - -**Wargear Options:** -- This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons. -- This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 Forgefiend claws. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 130pts diff --git a/cogitator/factions/thousand-sons/datasheets/helbrute.md b/cogitator/factions/thousand-sons/datasheets/helbrute.md deleted file mode 100644 index 486b964..0000000 --- a/cogitator/factions/thousand-sons/datasheets/helbrute.md +++ /dev/null @@ -1,66 +0,0 @@ -# Helbrute - -**Role:** Other - -*Each Thousand Sons Helbrute is a walking torture chamber piloted by a mutilated Chaos Space Marine lured and bound by the Legion’s Sorcerers into volunteering for this hideous pact. Blending martial might and armoured resilience with murderous insanity, these vile machines are deadly to any foe they encounter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** missile launcher; multi-melta; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent | -| Helbrute plasma cannon | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Missile launcher – frag | 48 | D6 | 3 | 4 | 0 | 1 | blast | -| Missile launcher – krak | 48 | 1 | 3 | 9 | -2 | D6 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Twin autocannon | 48 | 2 | 3 | 9 | -2 | 3 | twin-linked | -| Twin inferno heavy bolter | 36 | 3 | 3 | 5 | -2 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Helbrute fist | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Helbrute hammer | Melee | 5 | 4 | 14 | -3 | D6+1 | — | -| Power scourge | Melee | 8 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Terrifying Assault** (Datasheet): In your Shooting phase and the Fight phase, after this model has shot or fought, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 from that test if it is within 9" of one or more Thousand Sons Psyker units from your army. -- **Devoted to Destruction** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. - -**Keywords:** Tzeentch, Chaos, Walker, Helbrute, Vehicle -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Helbrute - -**Wargear Options:** -- This model’s multi-melta can be replaced with one of the following:- 1 Helbrute plasma cannon -- 1 twin autocannon -- 1 twin inferno heavy bolter -- 1 twin lascannon -- 1 Helbrute fist -- This model’s missile launcher can be replaced with one of the following:- 1 Helbrute fist -- 1 Helbrute hammer -- 1 power scourge -- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 inferno combi-bolter -- 1 heavy flamer - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/thousand-sons/datasheets/heldrake.md b/cogitator/factions/thousand-sons/datasheets/heldrake.md deleted file mode 100644 index 6267b06..0000000 --- a/cogitator/factions/thousand-sons/datasheets/heldrake.md +++ /dev/null @@ -1,55 +0,0 @@ -# Heldrake - -**Role:** Other - -*Swooping low over the battlefield upon flame-wreathed wings, Heldrakes send their enemies diving for cover. Weaving and jinking like living beasts, they unleash torrents of fire from their blazing jaw guns, tear enemy aircraft from the skies with their vicious talons and honour Tzeentch with every sacrificial kill.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Hades autocannon; Heldrake claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleflamer | 12 | D6+3 | N/A | 6 | -2 | 2 | ignores cover, torrent | -| Hades autocannon | 36 | 6 | 3 | 8 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heldrake claws | Melee | 5 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Flame-wreathed** (Datasheet): Each time this model ends a Normal move, select one enemy unit it moved over during that move. Until the end of the turn, models in that unit cannot have the Benefit of Cover. - -**Keywords:** Heldrake, Chaos, Daemon, Tzeentch, Fly, Vehicle, Aircraft -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Heldrake - -**Wargear Options:** -- This model’s Hades autocannon can be replaced with 1 baleflamer. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 215pts diff --git a/cogitator/factions/thousand-sons/datasheets/hell-blade.md b/cogitator/factions/thousand-sons/datasheets/hell-blade.md deleted file mode 100644 index 6234823..0000000 --- a/cogitator/factions/thousand-sons/datasheets/hell-blade.md +++ /dev/null @@ -1,44 +0,0 @@ -# Hell Blade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 twin autocannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Blade, Vehicle -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Hell Blade - -**Wargear Options:** -- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/thousand-sons/datasheets/hell-talon.md b/cogitator/factions/thousand-sons/datasheets/hell-talon.md deleted file mode 100644 index d7561cf..0000000 --- a/cogitator/factions/thousand-sons/datasheets/hell-talon.md +++ /dev/null @@ -1,45 +0,0 @@ -# Hell Talon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** autocannon; twin lascannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. - -**Keywords:** Fly, Tzeentch, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Tzeentch, Hell Talon, Aircraft, Chaos, Vehicle, Chaos, Vehicle, Hell Talon, Tzeentch, Fly, Aircraft -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Hell Talon - -**Wargear Options:** -- This model’s autocannon can be replaced with 1 havoc launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/thousand-sons/datasheets/infernal-master.md b/cogitator/factions/thousand-sons/datasheets/infernal-master.md deleted file mode 100644 index 58a8ff1..0000000 --- a/cogitator/factions/thousand-sons/datasheets/infernal-master.md +++ /dev/null @@ -1,81 +0,0 @@ -# Infernal Master - -**Role:** Characters - -*Infernal Masters forge pacts with daemonic entities, euphemistically called tutelaries. Upon the battlefield, they can unleash the powers of these malign familiars to engulf their foes in swarms of momentarily corporeal terrors, to divine whispers of the future or to master the currents of the Empyrean itself.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** inferno bolt pistol; Fires of the Abyss; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inferno bolt pistol | 12 | 1 | 2 | 4 | -1 | 1 | pistol | -| Fires of the Abyss – witchfire | 18 | D6 | N/A | 6 | -2 | 1 | psychic, torrent | -| Fires of the Abyss – focused witchfire | 18 | 2D6 | N/A | 6 | -2 | 1 | hazardous, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Malefic Maelstrom (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Glimpse of Eternity (Psychic)** (Datasheet): Once per turn, you can change the result of one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6. - -**Keywords:** Infernal Master, Tzeentch, Chaos, Psyker, Grenades, Character, Infantry -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Infernal Master - -**Leader:** -Can lead: Rubric Marines - -**Points:** -- 1 model: 95pts diff --git a/cogitator/factions/thousand-sons/datasheets/kairos-fateweaver.md b/cogitator/factions/thousand-sons/datasheets/kairos-fateweaver.md deleted file mode 100644 index f4705cb..0000000 --- a/cogitator/factions/thousand-sons/datasheets/kairos-fateweaver.md +++ /dev/null @@ -1,54 +0,0 @@ -# Kairos Fateweaver - -**Role:** Characters - -*Wielding the warp-forged Staff of Tomorrow, and with the ability to predict all that may come to pass while knowing all that has already transpired, Kairos Fateweaver is amongst the galaxy’s most canny strategists. What the daemon lacks in physical and martial prowess, it more than makes up for in pure Tzeentchian cunning.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 6+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Infernal Gateway; Staff of Tomorrow. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal Gateway – witchfire | 24 | D6+3 | 2 | 9 | -2 | D3 | blast, indirect fire, psychic | -| Infernal Gateway – focused witchfire | 24 | D3+6 | 2 | 9 | -2 | 3 | blast, indirect fire, hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Staff of Tomorrow | Melee | 5 | 3 | 8 | -2 | 2D3 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. -- **One Head Looks Forward** (Datasheet): At the end of your Command phase, if this model is on the battlefield, take a Leadership test for this model; if that test is passed, you gain 1CP. -- **One Head Looks Back (Aura)** (Datasheet): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -**Keywords:** Tzeentch, Fly, Summoned, Kairos Fateweaver, Epic Hero, Character, Chaos, Psyker, Monster, Daemon -**Faction Keywords:** Scintillating Legions, - -**Unit Composition:** -- 1 Kairos Fateweaver – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 295pts diff --git a/cogitator/factions/thousand-sons/datasheets/kratos.md b/cogitator/factions/thousand-sons/datasheets/kratos.md deleted file mode 100644 index f769853..0000000 --- a/cogitator/factions/thousand-sons/datasheets/kratos.md +++ /dev/null @@ -1,72 +0,0 @@ -# Kratos - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | -| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | -| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | -| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Chaos, Vehicle, Kratos, Smoke, Tzeentch, Chaos, Vehicle, Kratos, Smoke, Tzeentch, Chaos, Vehicle, Tzeentch, Kratos, Smoke, Chaos, Vehicle, Kratos, Smoke, Tzeentch -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Kratos - -**Wargear Options:** -- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun -- 1 volkite cardanelle -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- 2 volkite calivers -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers -- 2 lascannons -- 2 volkite culverins -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 havoc launcher -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 twin boltgun -- This model can be equipped with 1 hunter killer missile - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/thousand-sons/datasheets/land-raider-achilles.md b/cogitator/factions/thousand-sons/datasheets/land-raider-achilles.md deleted file mode 100644 index d97696b..0000000 --- a/cogitator/factions/thousand-sons/datasheets/land-raider-achilles.md +++ /dev/null @@ -1,54 +0,0 @@ -# Land Raider Achilles - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Smoke, Chaos, Tzeentch, Land Raider Achilles, Transport, Tzeentch, Chaos, Transport, Vehicle, Chaos, Tzeentch, Land Raider Achilles, Land Raider Achilles, Smoke, Tzeentch, Transport, Vehicle, Land Raider Achilles, Vehicle, Transport, Smoke, Chaos, Land Raider Achilles, Vehicle, Tzeentch, Chaos, Smoke, Transport, Vehicle -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Land Raider Achilles - -**Wargear Options:** -- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/thousand-sons/datasheets/land-raider-proteus.md b/cogitator/factions/thousand-sons/datasheets/land-raider-proteus.md deleted file mode 100644 index 4056643..0000000 --- a/cogitator/factions/thousand-sons/datasheets/land-raider-proteus.md +++ /dev/null @@ -1,60 +0,0 @@ -# Land Raider Proteus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Land Raider Proteus, Smoke, Vehicle, Transport, Smoke, Chaos, Land Raider Proteus, Vehicle, Vehicle, Transport, Smoke, Tzeentch, Transport, Chaos, Tzeentch, Land Raider Proteus, Vehicle, Transport, Smoke, Chaos, Tzeentch, Land Raider Proteus, Vehicle, Transport, Smoke, Chaos, Chaos, Tzeentch, Tzeentch, Land Raider Proteus -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Land Raider Proteus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 twin heavy bolter -- 1 twin heavy flamer -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 explorator augury web. - -**Transport:** -This model has a transport capacity of 12 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/thousand-sons/datasheets/leviathan-dreadnought.md b/cogitator/factions/thousand-sons/datasheets/leviathan-dreadnought.md deleted file mode 100644 index 67e9267..0000000 --- a/cogitator/factions/thousand-sons/datasheets/leviathan-dreadnought.md +++ /dev/null @@ -1,57 +0,0 @@ -# Leviathan Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | -| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | -| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Dreadnought, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Tzeentch, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Chaos, Smoke, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Chaos, Walker, Vehicle, Leviathan Dreadnought, Dreadnought, Smoke, Tzeentch, Walker, Vehicle -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Leviathan Dreadnought - -**Wargear Options:** -- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance -- 1 storm cannon -- 1 meltagun and 1 Leviathan siege claw -- 1 meltagun and 1 Leviathan siege drill -- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. -- This model can be equipped with 3 hunter-killer missiles. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/lord-of-change.md b/cogitator/factions/thousand-sons/datasheets/lord-of-change.md deleted file mode 100644 index da4826f..0000000 --- a/cogitator/factions/thousand-sons/datasheets/lord-of-change.md +++ /dev/null @@ -1,60 +0,0 @@ -# Lord of Change - -**Role:** Characters - -*Greater Daemons of Tzeentch are infinitely cunning sorcerers and manipulators. Their malevolent gaze lays bare the souls of their victims and blasts the sanity of even the staunchest mortal, while their ensorcelled weapons and unholy magicks violently reshape reality itself into ever-mutating forms.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 6+ | 18 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Bolt of Change; staff of Tzeentch. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rod of sorcery | 18 | 6 | 2 | 8 | -1 | 2 | psychic | -| Bolt of Change – witchfire | 18 | 9 | 2 | 9 | -1 | 1 | psychic | -| Bolt of Change – focused witchfire | 18 | 9 | 2 | 9 | -2 | 3 | hazardous, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleful sword | Melee | 3 | 3 | 7 | -2 | 3 | extra attacks | -| Staff of Tzeentch | Melee | 5 | 3 | 6 | -1 | 3 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. -- **Daemon Lord of Tzeentch (Aura)** (Datasheet): While a friendly Scintillating Legions unit is within 6" of this model, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack. -- **Master of Magicks (Psychic)** (Datasheet): In your Shooting phase, select one of the following abilities: [IGNORES COVER]; [LETHAL HITS]; [SUSTAINED HITS D3]. Until the end of the phase, this model’s Bolt of Change has that ability. - -**Keywords:** Lord of Change, Tzeentch, Daemon, Summoned, Monster, Character, Fly, Psyker, Chaos -**Faction Keywords:** Scintillating Legions, - -**Unit Composition:** -- 1 Lord of Change - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 rod of sorcery -- 1 baleful sword - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 285pts diff --git a/cogitator/factions/thousand-sons/datasheets/magnus-the-red.md b/cogitator/factions/thousand-sons/datasheets/magnus-the-red.md deleted file mode 100644 index 6bd90d9..0000000 --- a/cogitator/factions/thousand-sons/datasheets/magnus-the-red.md +++ /dev/null @@ -1,79 +0,0 @@ -# Magnus The Red - -**Role:** Characters - -*None dare meet the one-eyed gaze of the Crimson King. He is a nexus of sorcerous energies, a sentient confluence of fate and magic bound within the shimmering flesh of a daemonic demigod. Magnus unleashes his magicks in an unstoppable tempest, and the luckiest of his victims are those who die swiftly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 11 | 2+ | 16 | 5+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Gaze of Magnus; Tzeentch’s Firestorm; blade of Magnus. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gaze of Magnus | 24 | 3D3 | 2 | 11 | -2 | 3 | devastating wounds, psychic | -| Tzeentch’s Firestorm | 24 | D6+3 | 2 | 6 | -1 | 2 | blast, ignores cover, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blade of Magnus – strike | Melee | 7 | 2 | 16 | -3 | 3 | devastating wounds, psychic | -| Blade of Magnus – sweep | Melee | 14 | 2 | 8 | -1 | 2 | psychic | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Unearthly Power** (Datasheet): At the start of the battle round, select one of the abilities in the Crimson King section (see left). Until the start of the next battle round, this model has that ability. -- **Lord of the Planet of the Sorcerers (Psychic)** (Datasheet): This model can attempt up to two Rituals per turn instead of one, and each time this model attempts a Ritual, add 2 to the Psychic test result. -- **Impossible Form (Psychic)** (Primarch): Each time an attack is made against this PSYKER (excluding Psychic Attacks), subtract 1 from the Damage characteristic of that attack. -- **Treason of Tzeentch (Psychic)** (Primarch): At the start of your opponent’s Shooting phase, select one enemy unit within 24" of this PSYKER. Until the end of the phase, ranged weapons equipped by models in that unit have the [HAZARDOUS] ability. -- **Time Flux (Aura, Psychic)** (Primarch): While a friendly Thousand Sons unit is within 6" of this PSYKER, add 2" to the Move characteristic of models in that unit. -- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. - -**Keywords:** Magnus the Red, Tzeentch, Chaos, Psyker, Primarch, Daemon, Fly, Epic Hero, Character, Monster -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Magnus the Red – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 435pts diff --git a/cogitator/factions/thousand-sons/datasheets/mastodon.md b/cogitator/factions/thousand-sons/datasheets/mastodon.md deleted file mode 100644 index 242a3fe..0000000 --- a/cogitator/factions/thousand-sons/datasheets/mastodon.md +++ /dev/null @@ -1,56 +0,0 @@ -# Mastodon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 14 | 2+ | 30 | 6+ | 12 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Tzeentch, Transport, Smoke, Mastodon, Vehicle, Titanic, Chaos, Tzeentch, Transport, Smoke, Mastodon, Chaos, Titanic, Vehicle, Tzeentch, Transport, Smoke, Mastodon, Vehicle, Titanic, Chaos, Chaos, Tzeentch, Transport, Vehicle, Titanic, Smoke, Mastodon, Smoke, Transport, Tzeentch, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Tzeentch, Chaos, Titanic, Vehicle, Mastodon -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Mastodon - -**Wargear Options:** -- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters -- 2 lascannons -- 2 volkite culverins -- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 volkite culverins - -**Transport:** -This model has a transport capacity of 45 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). - -**Points:** -- 1 model: 540pts diff --git a/cogitator/factions/thousand-sons/datasheets/maulerfiend.md b/cogitator/factions/thousand-sons/datasheets/maulerfiend.md deleted file mode 100644 index e84c03f..0000000 --- a/cogitator/factions/thousand-sons/datasheets/maulerfiend.md +++ /dev/null @@ -1,50 +0,0 @@ -# Maulerfiend - -**Role:** Other - -*Maulerfiends are ferocious Daemon Engines capable of scaling even sheer fortress walls with wicked metal talons. Those employed by the Thousand Sons are inescapable, for the daemons within them hunt as much by tracking their prey’s future choices as by the lights of their soulspoor.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lasher tendrils; Maulerfiend fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magma cutter | 6 | 2 | 3 | 9 | -4 | D6 | melta 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | -| Maulerfiend fists | Melee | 6 | 3 | 14 | -2 | D6+1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Snarling Protector** (Datasheet): You can target this model with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. In addition, each time this model declares a charge that targets an enemy unit within Engagement Range of one or more Thousand Sons Psyker units from your army, you can re-roll the Charge roll. - -**Keywords:** Maulerfiend, Tzeentch, Chaos, Daemon, Walker, Vehicle -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Maulerfiend - -**Wargear Options:** -- This model’s lasher tendrils can be replaced with 2 magma cutters. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/thousand-sons/datasheets/mutalith-vortex-beast.md b/cogitator/factions/thousand-sons/datasheets/mutalith-vortex-beast.md deleted file mode 100644 index 0a04d74..0000000 --- a/cogitator/factions/thousand-sons/datasheets/mutalith-vortex-beast.md +++ /dev/null @@ -1,55 +0,0 @@ -# Mutalith Vortex Beast - -**Role:** Other - -*This foul beast is an offence against sanity and natural order. Its constantly mutating form drags in and expels empyric energy in a wild tempest that twists all about it ever further out of truth. Those foes not driven insane by the monster’s presence are soon warped into fresh horrors by its foul energies.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 4+ | 13 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** warp vortex; betentacled maw; Mutalith claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp vortex – blast | 24 | D6+3 | 3 | 9 | -2 | 2 | blast | -| Warp vortex – beam | 36 | 1 | 3 | 18 | -3 | D6+6 | devastating wounds | -| Warp vortex – torrent | 18 | 2D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Betentacled maw | Melee | 15 | 3 | 7 | 0 | 1 | — | -| Mutalith claws | Melee | 5 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Mutating Vortex (Aura)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. Each enemy unit within range of this ability must then take a Battle-shock test. -- **Immaterial Flare (Aura)** (Datasheet): While a friendly Thousand Sons Psyker model is within 6" of this model, each time that model Channels the Warp, add 1 to the Psychic test result. This is not cumulative with any other modifiers to the Psychic test result. - -**Keywords:** Mutant, Mutalith Vortex Beast, Monster, Chaos, Tzeentch -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Mutalith Vortex Beast - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/thousand-sons/datasheets/pink-horrors.md b/cogitator/factions/thousand-sons/datasheets/pink-horrors.md deleted file mode 100644 index 0f089ff..0000000 --- a/cogitator/factions/thousand-sons/datasheets/pink-horrors.md +++ /dev/null @@ -1,60 +0,0 @@ -# Pink Horrors - -**Role:** Battleline - -*Magic made manifest, these cavorting grotesques hurl balls of warpfire into the enemy ranks where they transmogrify and immolate their victims. Pink Horrors cackle, riddle and caper endlessly, their unsettling glee ending only in the moment when their mortal form is destroyed and forced to split messily into two Blue Horrors.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| PINK HORROR | 6" | 3 | 7+ | 1 | 7+ | 1 | -| BLUE HORROR/BRIMSTONE HORROR | 6" | 3 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every Pink Horror is equipped with:** coruscating pink flames; pink claws. - -**Every Blue Horror added to this unit using the Split ability is equipped with:** coruscating blue flames; blue claws. - -**Every Brimstone Horror added to this unit using the Split ability is equipped with:** coruscating yellow flames; yellow claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coruscating blue flames | 18 | 2 | 4 | 3 | -1 | 1 | pistol, psychic | -| Coruscating pink flames | 18 | 2 | 3 | 4 | -1 | 1 | pistol, psychic | -| Coruscating yellow flames | 18 | 2 | 5 | 2 | -1 | 1 | pistol, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blue claws | Melee | 1 | 5 | 3 | 0 | 1 | — | -| Pink claws | Melee | 1 | 4 | 3 | 0 | 1 | — | -| Yellow claws | Melee | 2 | 5 | 2 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. -- **Split** (Datasheet): Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add one BRIMSTONE HORROR model to this unit. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. -- **HORRORS ARE PINK. HORRORS ARE BLUE. WHEREONCE THERE WAS ONE, NOW THERE ARE TWO.** (Special (правая колонка)): If, at any point, this unit contains no PINK HORROR models, use the BLUE HORRORS datasheet for this unit. - -**Designer’s Note:** *While this unit contains one or more PINK HORROR models, the Sullen Malevolence and Exploding Horrors abilities from the BLUE HORRORS datasheet do not apply to this unit.* - -**Keywords:** Daemon, Chaos, Pink, Blue, Summoned, Infantry, Tzeentch, Battleline, Horrors, Brimstone -**Faction Keywords:** Scintillating Legions, - -**Unit Composition:** -- 10 Pink Horrors - -**Wargear Options:** -- 1 Pink Horror that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Pink Horror that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 10 models: 115pts diff --git a/cogitator/factions/thousand-sons/datasheets/rapier-carrier.md b/cogitator/factions/thousand-sons/datasheets/rapier-carrier.md deleted file mode 100644 index dfbf031..0000000 --- a/cogitator/factions/thousand-sons/datasheets/rapier-carrier.md +++ /dev/null @@ -1,44 +0,0 @@ -# Rapier Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Artillery, Rapier Carrier, Tzeentch, Chaos, Vehicle, Artillery, Rapier Carrier, Tzeentch, Chaos, Vehicle, Artillery, Rapier Carrier, Tzeentch, Rapier Carrier, Chaos, Vehicle, Artillery, Tzeentch, Chaos, Vehicle -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Rapier Carrier - -**Wargear Options:** -- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon -- 1 laser destroyer -- 1 quad launcher - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/thousand-sons/datasheets/relic-contemptor-dreadnought.md b/cogitator/factions/thousand-sons/datasheets/relic-contemptor-dreadnought.md deleted file mode 100644 index c03e70b..0000000 --- a/cogitator/factions/thousand-sons/datasheets/relic-contemptor-dreadnought.md +++ /dev/null @@ -1,73 +0,0 @@ -# Relic Contemptor Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy plasma cannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | -| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Walker, Chaos, Dreadnought, Relic Contemptor Dreadnought, Walker, Tzeentch, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle, Walker, Chaos, Tzeentch, Dreadnought, Relic Contemptor Dreadnought, Vehicle -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Relic Contemptor Dreadnought - -**Wargear Options:** -- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon -- 1 kheres-pattern assault cannon -- 1 multi-melta -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 twin volkite culverin -- 1 Dreadnought chainfist and 1 combi-bolter -- 1 Dreadnought combat weapon and 1 combi-bolter -- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster -- 1 heavy flamer -- 1 plasma blaster -- This model can be equipped with 1 cyclone missile launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/thousand-sons/datasheets/rubric-marines.md b/cogitator/factions/thousand-sons/datasheets/rubric-marines.md deleted file mode 100644 index f9f3459..0000000 --- a/cogitator/factions/thousand-sons/datasheets/rubric-marines.md +++ /dev/null @@ -1,78 +0,0 @@ -# Rubric Marines - -**Role:** Battleline - -*Advancing at the command of their sorcerous master, Rubric Marines lay down withering hails of fire. Arcane shells from their inferno weapons and soulreaper cannons blast the enemy apart while gouts of mutagenic fire from their warpflamers bum and twist flesh and soul. Against such an onslaught, none can stand for long.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Rubric Marine | 6" | 4 | 3+ | 2 | 7+ | 2 | -| Aspiring Sorcerer | 6" | 4 | 3+ | 3 | 6+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Aspiring Sorcerer is equipped with:** inferno bolt pistol; Malefic Curse; force weapon. - -**Every Rubric Marine is equipped with:** inferno boltgun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inferno bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Inferno boltgun | 24 | 2 | 3 | 4 | -2 | 1 | — | -| Malefic Curse | 24 | 3 | 3 | 4 | -3 | 1 | anti-infantry 4+, devastating wounds, psychic | -| Soulreaper cannon | 24 | 6 | 3 | 6 | -2 | 1 | devastating wounds | -| Warpflame pistol | 12 | D6 | N/A | 3 | -1 | 1 | ignores cover, pistol, torrent | -| Warpflamer | 12 | D6 | N/A | 4 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | -| Force weapon | Melee | 3 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Bringers of Change** (Datasheet): Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If that attack targets a unit within range of an objective marker you do not control, you can re-roll the Wound roll instead. -- **Icon of Flame** (Wargear): Ranged weapons equipped by models in the bearer’s unit (excluding CHARACTERS) have the [IGNORES COVER] ability. - -**Keywords:** Rubricae, Tzeentch, Chaos, Psyker, Rubric Marines, Battleline, Infantry -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Aspiring Sorcerer -- 4-9 Rubric Marines - -**Wargear Options:** -- The Aspiring Sorcerer’s inferno bolt pistol can be replaced with 1 warpflame pistol. -- 1 Rubric Marine’s inferno boltgun can be replaced with 1 soulreaper cannon. -- Any number of Rubric Marines can each have their inferno boltgun replaced with 1 warpflamer. -- 1 Rubric Marine can be equipped with 1 icon of flame. - -**Leader:** -Led By: Sorcerer, Ahriman, Exalted Sorcerer, Infernal Master, Exalted Sorcerer on Disc of Tzeentch, Chaos Lord On Disc Of Tzeentch - -**Points:** -- 5 models: 100pts -- 10 models: 190pts diff --git a/cogitator/factions/thousand-sons/datasheets/scarab-occult-terminators.md b/cogitator/factions/thousand-sons/datasheets/scarab-occult-terminators.md deleted file mode 100644 index 926c01a..0000000 --- a/cogitator/factions/thousand-sons/datasheets/scarab-occult-terminators.md +++ /dev/null @@ -1,81 +0,0 @@ -# Scarab Occult Terminators - -**Role:** Other - -*The Scarab Occult fight with all the merciless skill they did when they were Magnus’ living bodyguards, often striking into the heart of the foe via sorcerous teleportation. Wielding vicious ritual blades based on the ancient Prosperine khopesh, they cleave through those victims not laid low by their salvoes of lethal firepower.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Scarab Occult Terminator | 5" | 5 | 2+ | 3 | 7+ | 1 | -| Scarab Occult Sorcerer | 5" | 5 | 2+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**The Scarab Occult Sorcerer is equipped with:** inferno combi-bolter; Malefic Curse; force weapon. - -**Every Scarab Occult Terminator is equipped with:** inferno combi-bolter; Prosperine khopesh. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy warpflamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent | -| Hellfyre missile rack | 36 | 2 | 3 | 10 | -2 | 3 | — | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Malefic Curse | 24 | 3 | 3 | 4 | -3 | 1 | anti-infantry 4+, devastating wounds, psychic | -| Soulreaper cannon | 24 | 6 | 3 | 6 | -2 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Prosperine khopesh | Melee | 3 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Rites of Coalescence** (Datasheet): While this unit contains one or more PSYKER models, each time an attack targets this unit, subtract 1 from the Wound roll. - -**Keywords:** Chaos, Psyker, Terminator, Infantry, Scarab Occult, Rubricae, Tzeentch -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Scarab Occult Sorcerer -- 4-9 Scarab Occult Terminators - -**Wargear Options:** -- The Scarab Occult Sorcerer’s inferno combi-bolter can be replaced with 1 Prosperine khopesh. -- For every 5 models in this unit, 1 Scarab Occult Terminator’s inferno combi-bolter can be replaced with one of the following:- 1 heavy warpflamer -- 1 soulreaper cannon -- For every 5 models in this unit, 1 Scarab Occult Terminator can be equipped with 1 hellfyre missile rack. - -**Leader:** -Led By: Sorcerer In Terminator Armour - -**Points:** -- 5 models: 180pts -- 10 models: 360pts diff --git a/cogitator/factions/thousand-sons/datasheets/screamers.md b/cogitator/factions/thousand-sons/datasheets/screamers.md deleted file mode 100644 index 9db376e..0000000 --- a/cogitator/factions/thousand-sons/datasheets/screamers.md +++ /dev/null @@ -1,38 +0,0 @@ -# Screamers - -**Role:** Other - -*These predatory daemons strike like sudden and inescapable change. They emit unearthly shrieks as they swoop down upon their prey on scintillating tides of sorcery, slicing victims to ribbons with razor-keen fins and latching on with fanged jaws from which corrosive empyric energies flow.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 4 | 6+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** lamprey bite. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lamprey bite | Melee | 3 | 3 | 6 | -2 | 2 | anti-monster 4+, anti-vehicle 4+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Sorcery** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction. -- **Slashing Dive** (Datasheet): In your Movement phase, after this unit ends a Normal move, you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Tzeentch, Fly, Beast, Screamers, Summoned, Daemon, Chaos -**Faction Keywords:** Scintillating Legions, - -**Unit Composition:** -- 3-6 Screamers - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/sekhetar-robots.md b/cogitator/factions/thousand-sons/datasheets/sekhetar-robots.md deleted file mode 100644 index 8f0ca53..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sekhetar-robots.md +++ /dev/null @@ -1,50 +0,0 @@ -# Sekhetar Robots - -**Role:** Other - -*Sekhetar Robots are often employed by their sorcerous masters as prophetic sentinels to guard sites of power or stalk unwary interlopers. Inscribed with spells of illusion and obfuscation, Sekhetar Robots can be hidden, awaiting the moment to activate and turn their arcane weapons on the foe in gouts of empyric energy and sorcerous missiles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 4 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** heavy warpflamer; hellfyre missile rack; pyreflux meltagun; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy warpflamer | 12 | D6 | N/A | 5 | -2 | 1 | ignores cover, torrent | -| Hellfyre missile rack | 36 | 2 | 4 | 10 | -2 | 3 | — | -| Pyreflux meltagun | 12 | 1 | 4 | 10 | -4 | D6 | melta 2 | -| Warpflame projector | 12 | D3 | N/A | 3 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 3 | 4 | 5 | 0 | 1 | — | -| Power claw | Melee | 3 | 4 | 10 | -2 | 2 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Prophetic Sentinels** (Datasheet): Once per battle round, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP. - -**Keywords:** Vehicle, Walker, Chaos, Tzeentch, Sekhetar Robots -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 2-4 Sekhetar Robots - -**Wargear Options:** -- Any number of models can each have their pyreflux meltagun replaced with 1 warpflame projector and 1 power claw. - -**Points:** -- 2 models: 80pts -- 4 models: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/sicaran-battle-tank.md b/cogitator/factions/thousand-sons/datasheets/sicaran-battle-tank.md deleted file mode 100644 index 9075272..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sicaran-battle-tank.md +++ /dev/null @@ -1,51 +0,0 @@ -# Sicaran Battle Tank - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Tzeentch, Smoke, Chaos, Smoke, Sicaran Battle Tank, Tzeentch, Vehicle, Sicaran Battle Tank, Vehicle, Chaos, Tzeentch, Smoke, Sicaran Battle Tank, Vehicle, Chaos, Tzeentch, Smoke, Sicaran Battle Tank, Chaos -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Sicaran Battle Tank - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/sicaran-punisher.md b/cogitator/factions/thousand-sons/datasheets/sicaran-punisher.md deleted file mode 100644 index ef4a001..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sicaran-punisher.md +++ /dev/null @@ -1,51 +0,0 @@ -# Sicaran Punisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Smoke, Vehicle, Chaos, Tzeentch, Vehicle, Sicaran Punisher, Sicaran Punisher, Sicaran Punisher, Chaos, Vehicle, Tzeentch, Chaos, Tzeentch, Tzeentch, Smoke, Sicaran Punisher, Smoke, Vehicle, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Sicaran Punisher - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/sicaran-venator.md b/cogitator/factions/thousand-sons/datasheets/sicaran-venator.md deleted file mode 100644 index 3981a96..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sicaran-venator.md +++ /dev/null @@ -1,51 +0,0 @@ -# Sicaran Venator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Chaos, Tzeentch, Smoke, Sicaran Venator, Vehicle, Chaos, Tzeentch, Smoke, Sicaran Venator, Vehicle, Sicaran Venator, Sicaran Venator, Smoke, Tzeentch, Chaos, Vehicle, Smoke, Tzeentch, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Sicaran Venator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/thousand-sons/datasheets/sokar-pattern-stormbird.md b/cogitator/factions/thousand-sons/datasheets/sokar-pattern-stormbird.md deleted file mode 100644 index ed7868a..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sokar-pattern-stormbird.md +++ /dev/null @@ -1,54 +0,0 @@ -# Sokar-pattern Stormbird - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 13 | 2+ | 40 | 6+ | 0 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Transport, Sokar-pattern Stormbird, Sokar-pattern Stormbird, Tzeentch, Chaos, Transport, Sokar-pattern Stormbird, Aircraft, Titanic, Fly, Aircraft, Transport, Tzeentch, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Chaos, Tzeentch, Chaos, Aircraft, Titanic, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Vehicle, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Tzeentch, Sokar-pattern Stormbird, Vehicle, Titanic, Fly -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Sokar-pattern Stormbird - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 55 Thousand Sons Infantry or Thousand Sons Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). - -**Points:** -- 1 model: 900pts diff --git a/cogitator/factions/thousand-sons/datasheets/sorcerer-in-terminator-armour.md b/cogitator/factions/thousand-sons/datasheets/sorcerer-in-terminator-armour.md deleted file mode 100644 index cd6ea3e..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sorcerer-in-terminator-armour.md +++ /dev/null @@ -1,89 +0,0 @@ -# Sorcerer In Terminator Armour - -**Role:** Characters - -*Clad in hulking Terminator plate, a Sorcerer of the Thousand Sons can shrug off even the punishing fire of anti-tank weaponry. So protected, they can unleash their mutative magicks with impunity, leading offensives into even the most heavily defended enemy strongpoints and laying low any who bar their path.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 2+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Gaze of Hate; inferno combi-bolter; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gaze of Hate | 18 | 3 | 3 | 4 | -3 | 2 | anti-monster 4+, anti-vehicle 4+, devastating wounds, psychic | -| Inferno combi-bolter | 24 | 2 | 3 | 4 | -2 | 1 | rapid fire 2 | -| Inferno combi-weapon | 24 | 1 | 4 | 4 | -2 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 5 | 3 | 6 | -1 | D3 | psychic | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Empyric Guidance (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Marked by Fate (Psychic)** (Datasheet): At the start of your Shooting phase, select one enemy unit that is visible to this PSYKER model. Until the end of the phase, each time a model in this unit makes an attack that targets that enemy unit, add 1 to the Hit roll. - -**Keywords:** Infantry, Character, Psyker, Terminator, Sorcerer, Chaos, Tzeentch -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Sorcerer In Terminator Armour - -**Wargear Options:** -- This model’s inferno combi-bolter can be replaced with 1 inferno combi-weapon. - -**Leader:** -Can lead: Scarab Occult Terminators - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/thousand-sons/datasheets/sorcerer.md b/cogitator/factions/thousand-sons/datasheets/sorcerer.md deleted file mode 100644 index d5633a9..0000000 --- a/cogitator/factions/thousand-sons/datasheets/sorcerer.md +++ /dev/null @@ -1,84 +0,0 @@ -# Sorcerer - -**Role:** Characters - -*The Sorcerers of the Thousand Sons direct the ranks of Rubricae in battle. All the while, they wield their twisted sorceries to wrack the foe with rampant mutation, unleash unnatural firestorms upon the enemy or veil their warriors behind flickering illusions, protected throughout by the fickle favour of Tzeentch.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** inferno bolt pistol; Pandaemonic Delusion; force weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Inferno bolt pistol | 12 | 1 | 3 | 4 | -1 | 1 | pistol | -| Pandaemonic Delusion | 24 | 6 | 3 | 5 | -1 | 1 | psychic, sustained hits 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force weapon | Melee | 4 | 3 | 6 | -1 | D3 | psychic | -| Prosperine khopesh | Melee | 3 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Empyric Guidance (Psychic)** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. -- **Twisted Sorceries (Psychic)** (Datasheet): Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of Psychic weapons equipped by this model by 3. - -**Keywords:** Infantry, Sorcerer, Tzeentch, Character, Psyker, Grenades, Chaos -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Sorcerer - -**Wargear Options:** -- This model can be equipped with 1 Prosperine khopesh. - -**Leader:** -Can lead: Rubric Marines - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/thousand-sons/datasheets/spartan.md b/cogitator/factions/thousand-sons/datasheets/spartan.md deleted file mode 100644 index 43a6f95..0000000 --- a/cogitator/factions/thousand-sons/datasheets/spartan.md +++ /dev/null @@ -1,58 +0,0 @@ -# Spartan - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Chaos, Smoke, Vehicle, Tzeentch, Smoke, Spartan, Vehicle, Chaos, Tzeentch, Transport, Smoke, Spartan, Vehicle, Chaos, Transport, Transport, Smoke, Spartan, Spartan, Vehicle, Chaos, Tzeentch, Tzeentch, Smoke, Spartan, Vehicle, Chaos, Transport, Transport, Tzeentch -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Spartan - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 28 Thousand Sons Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/thousand-sons/datasheets/storm-eagle-gunship.md b/cogitator/factions/thousand-sons/datasheets/storm-eagle-gunship.md deleted file mode 100644 index eec8960..0000000 --- a/cogitator/factions/thousand-sons/datasheets/storm-eagle-gunship.md +++ /dev/null @@ -1,59 +0,0 @@ -# Storm Eagle Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | -| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Vehicle, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Vehicle, Fly, Tzeentch, Transport, Chaos, Tzeentch, Storm Eagle Gunship, Fly, Aircraft, Transport, Chaos, Aircraft -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Storm Eagle Gunship - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta -- 1 typhoon missile launcher -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons - -**Transport:** -This model has a transport capacity of 22 Thousand Sons Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/thousand-sons/datasheets/terrax-pattern-termite.md b/cogitator/factions/thousand-sons/datasheets/terrax-pattern-termite.md deleted file mode 100644 index 8f6497c..0000000 --- a/cogitator/factions/thousand-sons/datasheets/terrax-pattern-termite.md +++ /dev/null @@ -1,55 +0,0 @@ -# Terrax-pattern Termite - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | -| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Chaos, Tzeentch, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Tzeentch, Transport, Dedicated Transport, Terrax-pattern Termite, Tzeentch, Vehicle, Dedicated Transport, Dedicated Transport, Transport, Terrax-pattern Termite, Terrax-pattern Termite, Vehicle, Chaos, Vehicle, Tzeentch, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Tzeentch, Transport, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Terrax-pattern Termite - -**Wargear Options:** -- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers -- 2 twin volkite chargers - -**Transport:** -This model has a transport capacity of 12 Thousand Sons Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/thousand-sons/datasheets/typhon.md b/cogitator/factions/thousand-sons/datasheets/typhon.md deleted file mode 100644 index 8d7bf01..0000000 --- a/cogitator/factions/thousand-sons/datasheets/typhon.md +++ /dev/null @@ -1,53 +0,0 @@ -# Typhon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** dreadhammer siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). - -**Keywords:** Typhon, Smoke, Vehicle, Chaos, Tzeentch, Smoke, Tzeentch, Chaos, Vehicle, Typhon, Tzeentch, Smoke, Tzeentch, Chaos, Vehicle, Typhon, Smoke, Chaos, Vehicle, Typhon -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Typhon - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/thousand-sons/datasheets/tzaangor-enlightened-with-fatecaster-greatbows.md b/cogitator/factions/thousand-sons/datasheets/tzaangor-enlightened-with-fatecaster-greatbows.md deleted file mode 100644 index 437b24c..0000000 --- a/cogitator/factions/thousand-sons/datasheets/tzaangor-enlightened-with-fatecaster-greatbows.md +++ /dev/null @@ -1,41 +0,0 @@ -# Tzaangor Enlightened with Fatecaster Greatbows - -**Role:** Other - -*When armed with fatecaster greatbows, Tzaangor Enlightened use their position atop their fanged and bladed daemonic mounts to view the flow of causality. With their bows’ ectoplasmic cords pulled taut, these arcane predators seek out those foes whose pivotal actions can change destinies before loosing their ensorcelled arrows to cut short such a fate.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** fatecaster greatbow; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fatecaster greatbow | 30 | 2 | 4 | 5 | -2 | 2 | ignores cover, lethal hits, precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Malign Trickery** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". - -**Keywords:** Fly, Chaos, Tzeentch, Mutant, Tzaangor Enlightened, Tzaangor Enlightened with Fatecaster Greatbows, Mounted -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Aviarch -- 2-5 Enlightened - -**Leader:** -Led By: Ahriman, Exalted Sorcerer on Disc of Tzeentch, Tzaangor Shaman - -**Points:** -- 3 models: 55pts -- 6 models: 110pts diff --git a/cogitator/factions/thousand-sons/datasheets/tzaangor-enlightened.md b/cogitator/factions/thousand-sons/datasheets/tzaangor-enlightened.md deleted file mode 100644 index 1ae414d..0000000 --- a/cogitator/factions/thousand-sons/datasheets/tzaangor-enlightened.md +++ /dev/null @@ -1,45 +0,0 @@ -# Tzaangor Enlightened - -**Role:** Other - -*Blessed amongst their mutated kind, the Enlightened can see the skeins of fate through communion with Tzeentch. They surge atop daemonic Discs on the hunt for esoteric knowledge. Tzaangor Enlightened close on their targets, emitting screeches of anticipatory triumph, and their divining spears hum as they sense their predestined prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 5+ | 2 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** divining spear. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 6 | 4 | 4 | 0 | 1 | precision | -| Divining spear | Melee | 3 | 4 | 5 | -1 | 2 | lance, precision | - -**Abilities:** -- **Prophesied Doom** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Chaos, Tzeentch, Mutant, Tzaangor Enlightened, Fly, Mounted -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Aviarch -- 2-5 Enlightened - -**Wargear Options:** -- Any number of models can each have their divining spear replaced with 1 autopistol and 1 chainsword. - -**Leader:** -Led By: Ahriman, Exalted Sorcerer on Disc of Tzeentch, Tzaangor Shaman - -**Points:** -- 3 models: 45pts -- 6 models: 90pts diff --git a/cogitator/factions/thousand-sons/datasheets/tzaangor-shaman.md b/cogitator/factions/thousand-sons/datasheets/tzaangor-shaman.md deleted file mode 100644 index 5468385..0000000 --- a/cogitator/factions/thousand-sons/datasheets/tzaangor-shaman.md +++ /dev/null @@ -1,79 +0,0 @@ -# Tzaangor Shaman - -**Role:** Characters - -*Tzaangor Shamans possess prodigious sorcerous abilities stemming from their faith in Tzeentch and can unleash ferocious psgchic bombardments against the foe as they soar high upon their daemonic Discs. The mere presence of these bestial champions inspires the herds they lead to ever greater heights of violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 4 | 5+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Baleful Devolution; force stave. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleful Devolution | 18 | D6 | 3 | 9 | 0 | 1 | blast, devastating wounds, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Force stave | Melee | 3 | 3 | 5 | -1 | D3 | psychic | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Cabal of Sorcerers** (Faction): If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. - -**PSYCHIC TEST SEQUENCE****Roll 2D6** -**Channel the Warp** -(Optional) -Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. -DESTINY’S RUIN (PSYCHIC) - -WARP CHARGE5Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. - -TEMPORAL SURGE (PSYCHIC) - -WARP CHARGE6Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge. - -DOOMBOLT (PSYCHIC) - -WARP CHARGE7Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. - -TWIST OF FATE (PSYCHIC) - -WARP CHARGE9Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead. -- **Bestial Prophet** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. -- **Sacrificial Blessing** (Datasheet): While this model is leading a unit, in your Shooting phase and the Fight phase, each time that unit is selected to shoot or fight, this model can use this ability. If it does, select one Bodyguard model in that unit; that Bodyguard model is destroyed and, until the end of the phase, add D3 to the Attacks and Strength characteristics of Psychic weapons equipped by this model. - -**Keywords:** Tzeentch, Infantry, Mounted, Character, Fly, Chaos, Psyker, Tzaangor Shaman, Mutant -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Tzaangor Shaman - -**Leader:** -Can lead: Tzaangors, Tzaangor Enlightened with Fatecaster Greatbows, Tzaangor Enlightened - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/thousand-sons/datasheets/tzaangors.md b/cogitator/factions/thousand-sons/datasheets/tzaangors.md deleted file mode 100644 index f4af1ab..0000000 --- a/cogitator/factions/thousand-sons/datasheets/tzaangors.md +++ /dev/null @@ -1,61 +0,0 @@ -# Tzaangors - -**Role:** Other - -*Brayhorn blasts and avian shrieks herald the onset of the Tzaangors. These mutated shock troops surge into battle, wielding baroque blades or roaring chainswords with vicious skill. Whirling skeins of dark sorcery deflect return shots and blows, for these creatures belong to Tzeentch body and soul.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Tzaangor blades. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainsword | Melee | 3 | 4 | 4 | 0 | 1 | — | -| Tzaangor blades | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Ambushing Hunters** (Datasheet): At the end of your opponent’s turn, if this unit is more than 6" horizontally away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves. -- **Brayhorn** (Wargear): You can re-roll Advance and Charge rolls made for the bearer’s unit. -- **Herd Banner** (Wargear): While the bearer’s unit is within range of one or more objective markers you control, improve the Leadership characteristic of models in the bearer’s unit by 1. - -**Keywords:** Mutant, Chaos, Tzeentch, Tzaangors, Infantry -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Twistbray -- 9-19 Tzaangors - -**Wargear Options:** -- Any number of models can each have their Tzaangor blades replaced with 1 autopistol and 1 chainsword. -- 1 Tzaangor not equipped with a herd banner can be equipped with 1 brayhorn. -- 1 Tzaangor not equipped with a brayhorn can be equipped with 1 herd banner. - -**Leader:** -Led By: Tzaangor Shaman - -**Points:** -- 10 models: 70pts -- 20 models: 160pts diff --git a/cogitator/factions/thousand-sons/datasheets/whirlwind-scorpius.md b/cogitator/factions/thousand-sons/datasheets/whirlwind-scorpius.md deleted file mode 100644 index d8d947e..0000000 --- a/cogitator/factions/thousand-sons/datasheets/whirlwind-scorpius.md +++ /dev/null @@ -1,47 +0,0 @@ -# Whirlwind Scorpius - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Scorpius multi-launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Vehicle, Whirlwind Scorpius, Tzeentch, Chaos, Smoke, Vehicle, Whirlwind Scorpius, Vehicle, Whirlwind Scorpius, Tzeentch, Chaos, Smoke, Whirlwind Scorpius, Tzeentch, Chaos, Smoke, Vehicle, Tzeentch, Chaos -**Faction Keywords:** Thousand Sons, - -**Unit Composition:** -- 1 Whirlwind Scorpius - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/thousand-sons/datasheets/xiphon-interceptor.md b/cogitator/factions/thousand-sons/datasheets/xiphon-interceptor.md deleted file mode 100644 index 2009785..0000000 --- a/cogitator/factions/thousand-sons/datasheets/xiphon-interceptor.md +++ /dev/null @@ -1,44 +0,0 @@ -# Xiphon Interceptor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Tzeentch, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Xiphon Interceptor, Aircraft, Fly, Xiphon Interceptor, Aircraft, Xiphon Interceptor, Tzeentch, Chaos, Chaos, Aircraft, Fly, Vehicle, Chaos, Tzeentch, Xiphon Interceptor, Fly, Fly, Tzeentch, Tzeentch, Vehicle, Aircraft, Chaos, Vehicle, Xiphon Interceptor, Vehicle, Tzeentch, Vehicle, Fly, Aircraft, Chaos -**Faction Keywords:** , Thousand Sons - -**Unit Composition:** -- 1 Xiphon Interceptor - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/thousand-sons/detachments.md b/cogitator/factions/thousand-sons/detachments.md new file mode 100644 index 0000000..e84bb6c --- /dev/null +++ b/cogitator/factions/thousand-sons/detachments.md @@ -0,0 +1,778 @@ +# Thousand Sons Detachments + +# Changehost of Deceit + +*When the cackling daemons of Tzeentch burn their way into realspace alongside the Thousand Sons, reality splinters into a myriad of mirrored falsehoods. Changehosts of Deceit attack amidst roiling illusions that twist their doomed enemies’ perceptions. Eye-watering veils of sorcery ripple over the battlefield, blurring the foe’s vision and tricking targeting reticules. Waking dreams invade the minds of tank crews until they claw at each other in madness, while others lure enemies along fey-lit paths into ambush. Amidst the insanity, gangle-armed Horrors caper around squads of Rubric Marines, flinging spitting bolts of iridescent warpfire into their perplexed foes while gabbling incantations. Shoals of soul-hungry Screamers are followed as portents of nearby prey by hunting herds of Tzaangors, while other daemons vanish in brimstone bursts only to claw their way back out of the Warp behind their foes. Any enemy attempting to rationalise the anarchic devastation soon finds their ploys and sanity unravelling.* + +## Abilities + +### Infernal Pacts +Scintillating Legions units from your army have the following the ability: + +**Daemonic Illusions (Aura):** While a friendly Thousand Sons Psyker unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks. + +Thousand Sons units from your army have the following ability: + +**Mortal Sorcery (Aura):** While a friendly Scintillating Legions Psyker unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability. + +RESTRICTIONS +You can include Scintillating Legions units in your army, even though they do not have the THOUSAND SONS Faction keyword. The combined points cost of such units you can include in your army is: + +**Incursion:** Up to 500 pts +**Strike Force:** Up to 1000 pts +**Onslaught:** Up to 1500 pts + +No SCINTILLATING LEGIONS models from your army can be your WARLORD. + +## Stratagems + +### CHRONOSORCEROUS BLEED — 1CP +**Type:** Changehost of Deceit – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. + +**TARGET:** One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge. + +**EFFECT:** Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll). + +### DECEPTIVE GLAMOUR — 2CP +**Type:** Changehost of Deceit – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of the Fight phase. + +**TARGET:** One Thousand Sons unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible Scintillating Legions targets for those attacks. + +### ETHEREAL PHANTASM — 1CP +**Type:** Changehost of Deceit – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** One Scintillating Legions unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly Thousand Sons units. + +### FRACTAL DISJUNCTION — 1CP +**Type:** Changehost of Deceit – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Scintillating Legions unit from your army (excluding Monsters) that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". + +### GLIMMERSHIFT PORTAL — 1CP +**Type:** Changehost of Deceit – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to two Scintillating Legions units from your army (excluding Monsters), or one Scintillating Legions Monster unit from your army, if all of those units are more than 6" horizontally away from all enemy units. + +**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. + +### SULPHUROUS VEIL — 1CP +**Type:** Changehost of Deceit – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +## Enhancements + +### Diabolic Savant — 20pts +*By making a promise of blood and souls, this Sorcerer draws an infernal sentience near. It presses against the straining veil of reality, and from its fanged maw spill gibbered secrets of sanity-straining sorcery.* +Thousand Sons Infantry model only. While the bearer is within 6" of one or more friendly Scintillating Legions units, each time the bearer Channels the Warp, add 1 to the Psychic test result. + +### Duplicitous Malediction — 15pts +*This magisterial deceiver is capable of weaving bewitching illusions across entire battlefronts, hiding their true strength behind twisted falsehoods.* +THOUSAND SONS or Lord of Change model only. After both players have deployed their armies, select up to three THOUSAND SONS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### Nethershriek Mind-eater — 10pts +*This occultist draws upon an eldritch contract with a daemonic gheist. The entity gleefully tears into weak wills, feasts on doubts and screams its burning laughter into the recesses of its prey’s meagre souls.* +THOUSAND SONS or Lord of Change model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds. + +### Tome of True Names — 20pts +*Stolen from Imperial daemonhunters and added to over millennia, this dangerous tome can compel a host of empyric entities to shield the bearer in extremis. Once uttered, however, the names vanish.* +Thousand Sons Infantry model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save. + +--- + +# Chosen Cabal + +***At the command of the Thousand Sons Sorcerers, Rubric Marines and cultist thralls press through the labyrinthine corridors of enemy voidships with impossible precision, seizing objectives from under the noses of their confounded foes.*** + +## Abilities + +### Witchsight +Ranged weapons equipped by THOUSAND SONS models from your army have the [iGNORES COvER] ability. + +## Stratagems + +### COSTLY BLESSING — 1CP +**Type:** Chosen Cabal – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One THOUSAND SONS PSYKER CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your model has a 3+ invulnerable save. At the end of the phase, your model suffers D3 mortal wounds. + +### EMPYRIC DESECRATION — 1CP +**Type:** Chosen Cabal – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your Fight phase. + +**TARGET:** One THOUSAND SONS PSYKER CHARAcTER model from your army. + +**EFFECT:** Select one objective marker Secured by your opponent’s army that is within 6" of and visible to your model, then roll one D6: on a 2+, that objective marker is no longer considered Secured by your opponent’s army. + +### INFERNO BOLTERS — 1CP +**Type:** Chosen Cabal – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One RUBRIc MARINES or ScARAB OccULT TERMINATORS unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0. + +### TZEENTCH’S BOON — 1CP +**Type:** Chosen Cabal – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, each time your model makes a Psychic Attack, you can re-roll the Wound roll. + +## Enhancements + +### Fires of Change — 0pts +*Those struck by this psyker’s sorcery are engulfed in vibrant, flickering flames that inflict horrifying mutations upon their bodies.* +Each time the bearer shoots, after it has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. That unit must take a Battle-shock test, subtracting 1 from the result. + +### Warp Mastery — 0pts +*This psyker is steeped in the malefic secrets of the warp. Their powers are manifested with a terrifying and destructive intensity.* +Each time you roll to determine the number of attacks made with a Psychic weapon equipped by the bearer, you can re-roll the result. + +--- + +# Devoted Thralls + +***Having boarded by deceit and infiltration or through conjured warp portals, the mortal cultists of Tzeentch surge through the vessels of voidships to unleash riotous displays of witchery and violence on behalf of their Thousand Sons masters.*** + +## Abilities + +### Fervent Devotees +Melee weapons equipped by THOUSAND SONS models from your army have the [SUSTAiNED HiTS 1] ability while targeting an enemy unit within range of an objective marker. + +## Stratagems + +### BESTIAL SURGE — 1CP +**Type:** Devoted Thralls – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit. + +### FELL SACRIFICE — 1CP +**Type:** Devoted Thralls – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase, at the start of the Battle-shock step. + +**TARGET:** One THOUSAND SONS CHARAcTER or TzAANGORS unit from your army. + +**EFFECT:** Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. + +### FLESH CHANGE — 1CP +**Type:** Devoted Thralls – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. + +### PSYCHIC INGRESS — 1CP +**Type:** Devoted Thralls – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** End of any phase. + +**TARGET:** One THOUSAND SONS PSYKER CHARAcTER model from your army. + +**EFFECT:** Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways. + +**RESTRICTIONS:** You can only use this Stratagem once. + +## Enhancements + +### Prescient Authority — 0pts +*This Sorcerer exerts their domineering will over their mortal charges and guides their hands as they lash out at the enemy with beak, blade and talon.* +Once per turn, when a friendly THOUSAND SONS CULTiSTS or TzAANGORS unit within 3" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, each time a model in that THOUSAND SONS CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1. + +### Thrallmaster — 0pts +*In the eyes of this Sorcerer, thronging masses of cultists and Tzaangors are little more than cannon fodder to be used as living shield.* +At the start of the first battle round, you can select one friendly THOUSAND SONS CULTiSTS or TzAANGORS unit within the same Entry Zone as the bearer. If you do, that unit can make a Normal move of up to 6". + +--- + +# Fateseekers + +***Amidst the twisting corridors of voidships, upon the strange tides of the warp, many esoteric and powerful prizes wait to be claimed. Having scried the paths of fate that will lead them to these prizes, Thousand Sons Sorcerers set out with trusted coteries to claim them.*** + +## Abilities + +### Methodical Conquest +Each time a THOUSAND SONS model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, SCARAb OCCULT TERMiNATORS units from your army can perform the Set Overwatch Tactical Manoeuvre in the same turn as performing the Secure Site Tactical Manoeuvre. + +## Stratagems + +### ENDURING ANIMUS — 1CP +**Type:** Fateseekers – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### INVISIBLE ASSAILANTS — 1CP +**Type:** Fateseekers – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your opponent’s Movement phase. + +**TARGET:** One THOUSAND SONS PSYKER model from your army. + +**EFFECT:** Select one enemy unit visible to your model. That unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your opponent’s next Movement phase, subtract 2" from the Move characteristic of models in that unit and subtract 2 from Advance and Charge rolls made for it; if passed, subtract 1" from the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it. + +### PHANTASMIC MUNITIONS — 1CP +**Type:** Fateseekers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, models in your unit can ignore enemy models for the purposes of determining visibility. + +### STRATEGIC VISION — 1CP +**Type:** Fateseekers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One THOUSAND SONS PSYKER unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability, and models in your unit can target enemy units that are not within Engagement Range of them (as long as they are otherwise eligible targets). + +## Enhancements + +### Astral Predation — 0pts +*With a great psychic effort, this warrior savant projects his eldritch soul out from his mortal shell that it might pass through doorways into other futures and strike down his enemies before they have a chance to react.* +Once per battle, in your Movement phase, when the bearer is selected to move, it can use this Enhancement. If it does, select one closed Hatchway on the battlefield. Until the end of the phase, the bearer can move through that Hatchway as if it was open (note that this does not open that Hatchway - it remains closed). + +### Predestined Champion — 0pts +*Many strands of fate intertwine about this Champion of Tzeentch, for it has been foretold that he may achieve greatness. Of course, fate is ever fickle...* +While the bearer is on the battlefield, you are considered to control one additional objective marker for the purposes of the Twisting Fate army rule. + +--- + +# Grand Coven + +*When a Grand Coven of the Thousand Sons goes to war, Warp sorcery saturates the ground and air, blistering the skin and tormenting the mind. Such occult gatherings of the Cyclops’ psychic scions, bestial prophets and daemonic mages draw empyric power to them in writhing thunderheads. Coruscating wychfire leaps in crackling fingers from their outstretched staves and surges in multicoloured sheets from their gauntlets. Entrenched infantry are incinerated in vivid flame and prismatic beams core enemy battle tanks. Under the light of strange illusions, flesh and metal twist into insane new forms. Statuesque automata and the cursed shells of the Sorcerers’ former battle-brothers stride beside them, unleashing storms of firepower at their masters’ command as psychic nimbuses crawl over their armour. Sigil-etched battle tanks, Daemon Engines, and braying mutants shrieking praise to the Great Sorcerer complete ritual acts of murderous change, empowering the Thousand Sons’ malign magicks yet further.* + +## Abilities + +### Kindred Sorcery +In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.Imbued Manifestation + +Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army. + +Psychic Maelstrom + +Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. + +Wrath of the Immaterium + +Psychic weapons equipped by THOUSAND SONS models from your army have the [devastating wounds] ability. + +## Stratagems + +### ARCANE FOCUS — 1CP +**Type:** Grand Coven – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase, just after you take a Psychic test for a Thousand Sons model from your army that Channelled the Warp (before resolving that Ritual). + +**TARGET:** That THOUSAND SONS model. + +**EFFECT:** Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp). + +### DESECRATION OF WORLDS — 1CP +**Type:** Grand Coven – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Thousand Sons Psyker unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### DESTINED BY FATE — 1CP +**Type:** Grand Coven – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after a saving throw is failed for a Thousand Sons Psyker model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once. + +**TARGET:** That PSYKER model. + +**EFFECT:** Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for. + +### DEVASTATING SORCERY — 2CP +**Type:** Grand Coven – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll. + +### EGOTISTICAL POWER — 1CP +**Type:** Grand Coven – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Thousand Sons Psyker unit from your army. + +**EFFECT:** Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability. Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle. + +### PSYCHIC DOMINION — 1CP +**Type:** Grand Coven – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy unit has selected its targets. + +**TARGET:** One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks. + +## Enhancements + +### Eldritch Vortex of E’taph — 35pts +*When the insane Magister E’taph was consumed by his own ritual, his death created a semi-sentient vortex. Many have attempted to channel its power into their spells, risking E’taph’s insane gaze turning on them.* +THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer. + +### Incandaeum — 15pts +*This staff was fashioned from the sorcerously crystallized fires of a Tzeentchian Firelord. Roiling tides of apocalyptic flame surge constantly within Incandaeum’s iron-hard prison, but only through twisted incantation can they be unleashed.* +Exalted Sorcerer model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army have already attempted to manifest that Ritual this phase. + +### Lord of Forbidden Lore — 20pts +*This Sorcerer has committed many a grimoire and unholy tome to memory, giving them unparalleled knowledge of hexes, curses and destructive rites.* +THOUSAND SONS model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range. + +### Umbralefic Crystal — 20pts +*One in command of this powerful relic - coalesced from the cursed gloom of Mangel III - can use its energies to temporarily fold space, creating a gate of sorcerous translocation through which they can step.* +THOUSAND SONS model only. Once per battle, in your Command phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units. + +--- + +# Hexwarp Thrallband + +*The empyric ritualists who lead these thrallbands wield magic without restraint. They seek to shatter the veil between reality and the Warp, empowering their arcane arts and unleashing daemonic energies upon their weak-minded foes. Directing their mindless Rubricae to seize sites of power, these Sorcerers tap into the wellspring of potential power, weaving obscuring rituals and killing spells. As the tide of arcane energy builds in strength, the battlefield comes alive with mutagenic Warp energy, enhancing the Sorcerers’ magical power and haloing their thralls in fulminating coronae of uncontrolled arcane force. With warpflame and hellfire, they sweep the enemy from the field of battle, and Tzeentch claims the souls of the dead.* + +## Abilities + +### Flow of Magic +Certain areas of the battlefield are within your army’s Flow of Magic, as follows: +- Your deployment zone is always within your army’s Flow of Magic. +- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic. +- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic. + +Each time a THOUSAND SONS model from your army makes a Psychic Attack, re-roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead. + +## Stratagems + +### KALEIDOSCOPIC TEMPEST — 1CP +**Type:** Hexwarp Thrallband – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Thousand Sons Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack. + +### SCOURING WARPFLAME — 1CP +**Type:** Hexwarp Thrallband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover. + +### STRANDS OF TIME — 1CP +**Type:** Hexwarp Thrallband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back. + +**TARGET:** That Thousand Sons Psyker unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### THROUGH THE VEIL — 1CP +**Type:** Hexwarp Thrallband – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of the Reinforcements step of your Movement phase. + +**TARGET:** One Rubric Marines or Scarab Occult Terminators unit from your army that is in Strategic Reserves. + +**EFFECT:** If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models. + +**RESTRICTIONS:** If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn. + +### WARDING HEX — 1CP +**Type:** Hexwarp Thrallband – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Thousand Sons Psyker unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic. + +**EFFECT:** That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### WRATH OF THE DOOMED — 1CP +**Type:** Hexwarp Thrallband – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Enhancements + +### Arcane Might — 20pts +*Drawing upon the rampant Warp energies coursing across the battlefield, this sorcerous champion imbues their weapons and those of their talented underlings with soul-shattering force.* +THOUSAND SONS model only. Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead. + +### Empowered Manifestation — 20pts +*The many eyes of this witch lord blaze with barely contained arcane might. Whilst the spells they unleash are rendered far more lethal, such destructive power comes at significant risk.* +THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re-roll the result. + +### Empyric Onslaught — 25pts +*Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies.* +THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer. + +### Noctilith Mantle — 15pts +*With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power.* +THOUSAND SONS model only. While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals. + +--- + +# Rubricae Phalanx + +*There is no mercy in the hollow-eyed stares of the Thousand Sons’ warriors. To face one of these unholy, haunted figures is to feel the chill grasp of certain doom upon one’s soul. As an army of eldritch automatons, a Rubricae Phalanx is a terrifying immortal mechanism, its every interlocking segment fulfilling its role within the labyrinthine schemes of its sorcerous masters. The Rubricae are expertly wielded by Magnus’ scions, serving as unwavering anvils, in crushing vanguard strikes and circuitous ambushes. These armoured warriors advance in thudding lockstep, the beat of their heavy tread a deathly rhythm of impending execution that comes from all sides. Cursed weapons are raised at a silent command, a blistering salvo of ensorcelled bolts hammering out to send transmorphic flame billowing in all directions. Enemies reduced to glittering ash are ground underfoot. As the Rubricae crash into the survivors, their spirits draw upon ancient skills of conquest to crush the foe, their rune-carved armour blazing with victory.* + +## Abilities + +### All is Dust +Each time an attack with an unmodified Damage characteristic of 1 is allocated to a Rubricae model from your army, add 1 to any armour saving throw made against that attack. + +## Stratagems + +### ARDENT AUTOMATA — 1CP +**Type:** Rubricae Phalanx – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Rubricae unit from your army Falls Back. + +**TARGET:** That RUBRICAE unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### IMPLACABLE GUARDIANS — 2CP +**Type:** Rubricae Phalanx – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Rubric Marines Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack. + +### INEXORABLE ADVANCE — 1CP +**Type:** Rubricae Phalanx – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Rubricae unit from your army. + +**EFFECT:** Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability. + +### INFERNAL FUSILLADE — 2CP +**Type:** Rubricae Phalanx – Wargear Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi-bolters and inferno combi-weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5. + +### REVENGE OF THE RUBRICAE — 1CP +**Type:** Rubricae Phalanx – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after a Thousand Sons Psyker model from your army is destroyed. + +**TARGET:** One Rubricae unit from your army that was within 6" of that PSYKER model when it was destroyed. + +**EFFECT:** After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target). + +### UNWAVERING PHALANX — 1CP +**Type:** Rubricae Phalanx – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. + +**TARGET:** One Rubric Marines unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll. + +## Enhancements + +### Arcane Thralls (Aura) — 5pts +*This Warp mage has unearthed eldritch lore by which they have mastered the means to tether the Legion’s former warriors to their will with an unbreakable leash of raw sorcery.* +THOUSAND SONS model only. While a friendly Rubricae unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit. + +### Lord of the Rubricae — 15pts +*This champion draws power from the Immaterium and channels it into his Rubricae to enhance their might.* +THOUSAND SONS model only. While the bearer is leading a unit, each time a Rubricae model in that unit makes an attack, add 1 to the Hit roll. + +### Risen Rubricae — 30pts +*A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.* +THOUSAND SONS model only. At the start of the Declare Battle Formations step, select either two Rubricae Battleline units from your army or one other Rubricae unit from your army; models in the selected units have the Infiltrators ability. + +### The Stave Abominus — 20pts +*This stave is a compressed and runically imprisoned Warp rift given physical form. Every blow struck with it allows clamouring tentacular horrors to lash out from beyond the veil, their ethereal fangs and lashing pseudopods wreaking bloody havoc.* +Thousand Sons Infantry model only. The bearer’s melee weapons have the [sustained hits D3] and [devastating wounds] abilities. + +--- + +# Warpforged Cabal + +*Infused with arcane power, their engines growling with occult rhythms, the massed armoured might of a Warpforged Cabal crackles with barely containable empyric energies. Spearheads of rune-carved battle tanks surge along invisible ley lines, absorbing magical potential into sacrificial fetishes as they blast the foe with cannonades of tainted shells. Daemon Engines clamber over the enemy’s desperate barricades to reach their prey, reaching out with eager iron claws, while others soar through sorcery-wracked skies, their contrails burning arcane sigils into the air. Shimmering clouds of phantasms part to reveal the forms of Sekhetar Robots in the enemy’s midst, any panicked return fire pattering from empyric wards. Amidst the destruction, the Cabal’s Warp mages use their web of empowered war engines as reservoirs of sorcery, vampirically tapping their overloaded runes to cast psychic rituals of ever greater catastrophic power.* + +## Abilities + +### Warpfire Infusion +Each time a Thousand Sons Vehicle unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks: +- If that VEHICLE unit is within 6" of one or more friendly Thousand Sons Psyker models, you can re-roll one Hit roll, one Wound roll and one Damage roll. +- Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll. +Each time a THOUSAND SONS VEHICLE model from your army with the Deadly Demise ability is destroyed while it is within 6" of one or more friendly THOUSAND SONS PSYKER models, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of only a 6. + +## Stratagems + +### CYBERSPIRIT MACHINATIONS — 1CP +**Type:** Warpforged Cabal – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a Thousand Sons Vehicle unit from your army Falls Back. + +**TARGET:** That VEHICLE unit, and one friendly Thousand Sons Psyker unit within 6" of that VEHICLE unit. + +**EFFECT:** Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +### ENSORCELLED INFUSION — 1CP +**Type:** Warpforged Cabal – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Thousand Sons Vehicle unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly Thousand Sons Psyker units. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll. + +### HEX-MARKED ARMOUR — 1CP +**Type:** Warpforged Cabal – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Thousand Sons Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### MALEVOLENT ANIMUS — 1CP +**Type:** Warpforged Cabal – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Thousand Sons Vehicle unit from your army within 6" of one or more friendly Thousand Sons Psyker units. + +**EFFECT:** Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws). + +### MUTATE LANDSCAPE — 1CP +**Type:** Warpforged Cabal – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Thousand Sons Psyker unit from your army within range of an objective marker you control. + +**EFFECT:** That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. + +### WARPFLAME GARGOYLES — 1CP +**Type:** Warpforged Cabal – Wargear Stratagem +**Turn:** Opponent’s turn +**Phase:** Charge phase +**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. + +**TARGET:** One Thousand Sons Vehicle unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test. + +## Enhancements + +### Biomechanical Mutation — 15pts +*The war engines of the Thousand Sons seethe with Warp energies, power that this adept of eldritch metallurgy can manipulate to cause their sundered hulls to flow and reseal like wax.* +THOUSAND SONS model only. In your Command phase, you can select one friendly Thousand Sons Vehicle model within 6" of this model. That model regains up to D3 lost wounds. + +### The Perplexing Cloak — 20pts +*Woven from fibres pulled from mind impulse units while their owners are still alive, this cloak is a ritual interface between the biological and the mechanical, masking the wearer in the shadow of their iron wards.* +Thousand Sons Infantry model only. While the bearer is within 3" of one or more friendly Thousand Sons Vehicle units, the bearer has the Lone Operative ability. + +### Warp Syphon — 5pts +*This Sorcerer greedily digs into the occult ley lines that thread a cabal’s war engines, redirecting unwelcome surges of empyric overflow into the vehicles’ structure.* +THOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those VEHICLE units; that VEHICLE unit suffers 1 mortal wound and you can re-roll that additional D6. + +### Warp-cursed Runemaster — 10pts +*This malefic ritualist draws upon the power coiled within baleful runes applied to the thrallband’s armoured assets, bleeding them for empyric energy.* +THOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range. + +--- + +# Warpmeld Pact + +*For the leaders of some thrallbands, the drive to effect excruciating and repeated change upon their staid enemies is an obsession. Whether correcting what they see as realspace’s imperfect reflection of the Warp, spreading mutation as a form of devotion to Tzeentch or earthing corrupting magicks into the foe to stave off their flesh-change, these Warp mages use their sorcery to mould matter to their capricious whims. The Warpmeld Pacts they lead often amass large warherds of Tzaangor beastmen whose Shaman leaders they arrogantly hurl them towards their foes. Mutalith Vortex Beasts lumber forward as line breakers, radiating mutating energies that shatter gun lines, breaches that are then exploited by spearheads of Rubricae and loping Daemon Engines. Amidst waves of mutative magic, the most twisted of the Warpmeld Pact’s servants ripple with rapid change. Wounds reknit or broaden into leering grins; skin thickens into feathered scales, and newly sprouted pseudopods claw at enemies whose hopes of a clean death swiftly vanish.* + +## Abilities + +### Warpmeld Sacrifice +Each time an enemy unit is selected to shoot or fight and one or more Tzeentch Mutant Infantry or Tzeentch Mutant Mounted units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds. + +Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds. + +KEYWORDS +Tzaangors units from your army have the BATTLELINE keyword, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of TZAANGOR models in that unit. + +## Stratagems + +### BLESSED TRANSMUTATIONS — 1CP +**Type:** Warpmeld Pact – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Thousand Sons Psyker model from your army, and one friendly Tzaangors unit that is below its Starting Strength and within 12" of that PSYKER model. + +**EFFECT:** Return up to D3+1 destroyed models (excluding Characters) to your TZAANGORS unit. + +### DERANGED FEROCITY — 1CP +**Type:** Warpmeld Pact – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a Tzeentch Mutant unit from your army is selected to fight. + +**TARGET:** That TZEENTCH MUTANT unit. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. + +### GIFT OF CHANGE — 1CP +**Type:** Warpmeld Pact – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Thousand Sons Character model from your army (excluding Monsters) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** At the end of the phase, add one Tzeentch Chaos Spawn unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units. + +**RESTRICTIONS:** You can only use this Stratagem once per battle round. + +### TOUCHED BY TZEENTCH — 1CP +**Type:** Warpmeld Pact – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Start of your Movement phase. + +**TARGET:** One Tzeentch Mutant unit from your army. + +**EFFECT:** Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced. + +### TWISTED MIRAGE — 1CP +**Type:** Warpmeld Pact – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Reinforcements step of your Movement phase. + +**TARGET:** One Tzeentch Mutant unit from your army that is arriving from Strategic Reserves this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a Monster unit. In either case, until the end of the turn, it is not eligible to declare a charge. + +### WARPED VICISSITUDE — 1CP +**Type:** Warpmeld Pact – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Tzaangors unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +## Enhancements + +### Bray Lord — 15pts +*There are those amongst Magnus’ gene-sons that revel in dominating the twisted mutants of Sortiarius, setting themselves up as demigods over their shrieking flocks.* +Sorcerer or Infernal Master model only. The bearer has the Scouts 6" ability. During the Declare Battle Formations step, the bearer can be attached to a Tzaangors unit. + +### Diamond of Distortion — 20pts +*This precious gem is infused with a strange energy that distorts reality around the bearer, making them all but impossible to strike.* +Tzaangor Shaman model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. + +### Flowing Flesh — 10pts +*This prophet is favoured by the transmutative boon of Tzeentch’s fell mutations, their body a rippling vessel of constantly reforming flesh and sinew, feather and bone.* +Tzaangor Shaman model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5. + +### Warpmeld Dagger — 10pts +*Sacrifice is ever at the route of infernal power, even better when bought with the grossest of betrayal.* +Tzaangor Shaman model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered. diff --git a/cogitator/factions/thousand-sons/detachments/changehost-of-deceit.md b/cogitator/factions/thousand-sons/detachments/changehost-of-deceit.md deleted file mode 100644 index 2577440..0000000 --- a/cogitator/factions/thousand-sons/detachments/changehost-of-deceit.md +++ /dev/null @@ -1,103 +0,0 @@ -# Changehost of Deceit - -*When the cackling daemons of Tzeentch burn their way into realspace alongside the Thousand Sons, reality splinters into a myriad of mirrored falsehoods. Changehosts of Deceit attack amidst roiling illusions that twist their doomed enemies’ perceptions. Eye-watering veils of sorcery ripple over the battlefield, blurring the foe’s vision and tricking targeting reticules. Waking dreams invade the minds of tank crews until they claw at each other in madness, while others lure enemies along fey-lit paths into ambush. Amidst the insanity, gangle-armed Horrors caper around squads of Rubric Marines, flinging spitting bolts of iridescent warpfire into their perplexed foes while gabbling incantations. Shoals of soul-hungry Screamers are followed as portents of nearby prey by hunting herds of Tzaangors, while other daemons vanish in brimstone bursts only to claw their way back out of the Warp behind their foes. Any enemy attempting to rationalise the anarchic devastation soon finds their ploys and sanity unravelling.* - -## Abilities - -### Infernal Pacts -Scintillating Legions units from your army have the following the ability: - -**Daemonic Illusions (Aura):** While a friendly Thousand Sons Psyker unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks. - -Thousand Sons units from your army have the following ability: - -**Mortal Sorcery (Aura):** While a friendly Scintillating Legions Psyker unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability. - -RESTRICTIONS -You can include Scintillating Legions units in your army, even though they do not have the THOUSAND SONS Faction keyword. The combined points cost of such units you can include in your army is: - -**Incursion:** Up to 500 pts -**Strike Force:** Up to 1000 pts -**Onslaught:** Up to 1500 pts - -No SCINTILLATING LEGIONS models from your army can be your WARLORD. - -## Stratagems - -### CHRONOSORCEROUS BLEED — 1CP -**Type:** Changehost of Deceit – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit has declared a charge. - -**TARGET:** One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge. - -**EFFECT:** Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll). - -### DECEPTIVE GLAMOUR — 2CP -**Type:** Changehost of Deceit – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of the Fight phase. - -**TARGET:** One Thousand Sons unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible Scintillating Legions targets for those attacks. - -### ETHEREAL PHANTASM — 1CP -**Type:** Changehost of Deceit – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** One Scintillating Legions unit from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly Thousand Sons units. - -### FRACTAL DISJUNCTION — 1CP -**Type:** Changehost of Deceit – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Scintillating Legions unit from your army (excluding Monsters) that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18". - -### GLIMMERSHIFT PORTAL — 1CP -**Type:** Changehost of Deceit – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to two Scintillating Legions units from your army (excluding Monsters), or one Scintillating Legions Monster unit from your army, if all of those units are more than 6" horizontally away from all enemy units. - -**EFFECT:** Remove those units from the battlefield and place them into Strategic Reserves. - -### SULPHUROUS VEIL — 1CP -**Type:** Changehost of Deceit – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Thousand Sons or Scintillating Legions unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -## Enhancements - -### Diabolic Savant — 20pts -*By making a promise of blood and souls, this Sorcerer draws an infernal sentience near. It presses against the straining veil of reality, and from its fanged maw spill gibbered secrets of sanity-straining sorcery.* -Thousand Sons Infantry model only. While the bearer is within 6" of one or more friendly Scintillating Legions units, each time the bearer Channels the Warp, add 1 to the Psychic test result. - -### Duplicitous Malediction — 15pts -*This magisterial deceiver is capable of weaving bewitching illusions across entire battlefronts, hiding their true strength behind twisted falsehoods.* -THOUSAND SONS or Lord of Change model only. After both players have deployed their armies, select up to three THOUSAND SONS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### Nethershriek Mind-eater — 10pts -*This occultist draws upon an eldritch contract with a daemonic gheist. The entity gleefully tears into weak wills, feasts on doubts and screams its burning laughter into the recesses of its prey’s meagre souls.* -THOUSAND SONS or Lord of Change model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds. - -### Tome of True Names — 20pts -*Stolen from Imperial daemonhunters and added to over millennia, this dangerous tome can compel a host of empyric entities to shield the bearer in extremis. Once uttered, however, the names vanish.* -Thousand Sons Infantry model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save. diff --git a/cogitator/factions/thousand-sons/detachments/chosen-cabal.md b/cogitator/factions/thousand-sons/detachments/chosen-cabal.md deleted file mode 100644 index 2827615..0000000 --- a/cogitator/factions/thousand-sons/detachments/chosen-cabal.md +++ /dev/null @@ -1,60 +0,0 @@ -# Chosen Cabal - -***At the command of the Thousand Sons Sorcerers, Rubric Marines and cultist thralls press through the labyrinthine corridors of enemy voidships with impossible precision, seizing objectives from under the noses of their confounded foes.*** - -## Abilities - -### Witchsight -Ranged weapons equipped by THOUSAND SONS models from your army have the [iGNORES COvER] ability. - -## Stratagems - -### COSTLY BLESSING — 1CP -**Type:** Chosen Cabal – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One THOUSAND SONS PSYKER CHARAcTER model from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your model has a 3+ invulnerable save. At the end of the phase, your model suffers D3 mortal wounds. - -### EMPYRIC DESECRATION — 1CP -**Type:** Chosen Cabal – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your Fight phase. - -**TARGET:** One THOUSAND SONS PSYKER CHARAcTER model from your army. - -**EFFECT:** Select one objective marker Secured by your opponent’s army that is within 6" of and visible to your model, then roll one D6: on a 2+, that objective marker is no longer considered Secured by your opponent’s army. - -### INFERNO BOLTERS — 1CP -**Type:** Chosen Cabal – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One RUBRIc MARINES or ScARAB OccULT TERMINATORS unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0. - -### TZEENTCH’S BOON — 1CP -**Type:** Chosen Cabal – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, each time your model makes a Psychic Attack, you can re-roll the Wound roll. - -## Enhancements - -### Fires of Change — 0pts -*Those struck by this psyker’s sorcery are engulfed in vibrant, flickering flames that inflict horrifying mutations upon their bodies.* -Each time the bearer shoots, after it has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. That unit must take a Battle-shock test, subtracting 1 from the result. - -### Warp Mastery — 0pts -*This psyker is steeped in the malefic secrets of the warp. Their powers are manifested with a terrifying and destructive intensity.* -Each time you roll to determine the number of attacks made with a Psychic weapon equipped by the bearer, you can re-roll the result. diff --git a/cogitator/factions/thousand-sons/detachments/devoted-thralls.md b/cogitator/factions/thousand-sons/detachments/devoted-thralls.md deleted file mode 100644 index 540c304..0000000 --- a/cogitator/factions/thousand-sons/detachments/devoted-thralls.md +++ /dev/null @@ -1,62 +0,0 @@ -# Devoted Thralls - -***Having boarded by deceit and infiltration or through conjured warp portals, the mortal cultists of Tzeentch surge through the vessels of voidships to unleash riotous displays of witchery and violence on behalf of their Thousand Sons masters.*** - -## Abilities - -### Fervent Devotees -Melee weapons equipped by THOUSAND SONS models from your army have the [SUSTAiNED HiTS 1] ability while targeting an enemy unit within range of an objective marker. - -## Stratagems - -### BESTIAL SURGE — 1CP -**Type:** Devoted Thralls – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit. - -### FELL SACRIFICE — 1CP -**Type:** Devoted Thralls – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase, at the start of the Battle-shock step. - -**TARGET:** One THOUSAND SONS CHARAcTER or TzAANGORS unit from your army. - -**EFFECT:** Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. - -### FLESH CHANGE — 1CP -**Type:** Devoted Thralls – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TzAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. - -### PSYCHIC INGRESS — 1CP -**Type:** Devoted Thralls – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** End of any phase. - -**TARGET:** One THOUSAND SONS PSYKER CHARAcTER model from your army. - -**EFFECT:** Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways. - -**RESTRICTIONS:** You can only use this Stratagem once. - -## Enhancements - -### Prescient Authority — 0pts -*This Sorcerer exerts their domineering will over their mortal charges and guides their hands as they lash out at the enemy with beak, blade and talon.* -Once per turn, when a friendly THOUSAND SONS CULTiSTS or TzAANGORS unit within 3" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, each time a model in that THOUSAND SONS CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1. - -### Thrallmaster — 0pts -*In the eyes of this Sorcerer, thronging masses of cultists and Tzaangors are little more than cannon fodder to be used as living shield.* -At the start of the first battle round, you can select one friendly THOUSAND SONS CULTiSTS or TzAANGORS unit within the same Entry Zone as the bearer. If you do, that unit can make a Normal move of up to 6". diff --git a/cogitator/factions/thousand-sons/detachments/fateseekers.md b/cogitator/factions/thousand-sons/detachments/fateseekers.md deleted file mode 100644 index 0847fe5..0000000 --- a/cogitator/factions/thousand-sons/detachments/fateseekers.md +++ /dev/null @@ -1,60 +0,0 @@ -# Fateseekers - -***Amidst the twisting corridors of voidships, upon the strange tides of the warp, many esoteric and powerful prizes wait to be claimed. Having scried the paths of fate that will lead them to these prizes, Thousand Sons Sorcerers set out with trusted coteries to claim them.*** - -## Abilities - -### Methodical Conquest -Each time a THOUSAND SONS model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, SCARAb OCCULT TERMiNATORS units from your army can perform the Set Overwatch Tactical Manoeuvre in the same turn as performing the Secure Site Tactical Manoeuvre. - -## Stratagems - -### ENDURING ANIMUS — 1CP -**Type:** Fateseekers – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### INVISIBLE ASSAILANTS — 1CP -**Type:** Fateseekers – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your opponent’s Movement phase. - -**TARGET:** One THOUSAND SONS PSYKER model from your army. - -**EFFECT:** Select one enemy unit visible to your model. That unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your opponent’s next Movement phase, subtract 2" from the Move characteristic of models in that unit and subtract 2 from Advance and Charge rolls made for it; if passed, subtract 1" from the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it. - -### PHANTASMIC MUNITIONS — 1CP -**Type:** Fateseekers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, models in your unit can ignore enemy models for the purposes of determining visibility. - -### STRATEGIC VISION — 1CP -**Type:** Fateseekers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One THOUSAND SONS PSYKER unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability, and models in your unit can target enemy units that are not within Engagement Range of them (as long as they are otherwise eligible targets). - -## Enhancements - -### Astral Predation — 0pts -*With a great psychic effort, this warrior savant projects his eldritch soul out from his mortal shell that it might pass through doorways into other futures and strike down his enemies before they have a chance to react.* -Once per battle, in your Movement phase, when the bearer is selected to move, it can use this Enhancement. If it does, select one closed Hatchway on the battlefield. Until the end of the phase, the bearer can move through that Hatchway as if it was open (note that this does not open that Hatchway - it remains closed). - -### Predestined Champion — 0pts -*Many strands of fate intertwine about this Champion of Tzeentch, for it has been foretold that he may achieve greatness. Of course, fate is ever fickle...* -While the bearer is on the battlefield, you are considered to control one additional objective marker for the purposes of the Twisting Fate army rule. diff --git a/cogitator/factions/thousand-sons/detachments/grand-coven.md b/cogitator/factions/thousand-sons/detachments/grand-coven.md deleted file mode 100644 index 0827a6e..0000000 --- a/cogitator/factions/thousand-sons/detachments/grand-coven.md +++ /dev/null @@ -1,98 +0,0 @@ -# Grand Coven - -*When a Grand Coven of the Thousand Sons goes to war, Warp sorcery saturates the ground and air, blistering the skin and tormenting the mind. Such occult gatherings of the Cyclops’ psychic scions, bestial prophets and daemonic mages draw empyric power to them in writhing thunderheads. Coruscating wychfire leaps in crackling fingers from their outstretched staves and surges in multicoloured sheets from their gauntlets. Entrenched infantry are incinerated in vivid flame and prismatic beams core enemy battle tanks. Under the light of strange illusions, flesh and metal twist into insane new forms. Statuesque automata and the cursed shells of the Sorcerers’ former battle-brothers stride beside them, unleashing storms of firepower at their masters’ command as psychic nimbuses crawl over their armour. Sigil-etched battle tanks, Daemon Engines, and braying mutants shrieking praise to the Great Sorcerer complete ritual acts of murderous change, empowering the Thousand Sons’ malign magicks yet further.* - -## Abilities - -### Kindred Sorcery -In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.Imbued Manifestation - -Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army. - -Psychic Maelstrom - -Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll. - -Wrath of the Immaterium - -Psychic weapons equipped by THOUSAND SONS models from your army have the [devastating wounds] ability. - -## Stratagems - -### ARCANE FOCUS — 1CP -**Type:** Grand Coven – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase, just after you take a Psychic test for a Thousand Sons model from your army that Channelled the Warp (before resolving that Ritual). - -**TARGET:** That THOUSAND SONS model. - -**EFFECT:** Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp). - -### DESECRATION OF WORLDS — 1CP -**Type:** Grand Coven – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Thousand Sons Psyker unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### DESTINED BY FATE — 1CP -**Type:** Grand Coven – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after a saving throw is failed for a Thousand Sons Psyker model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once. - -**TARGET:** That PSYKER model. - -**EFFECT:** Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for. - -### DEVASTATING SORCERY — 2CP -**Type:** Grand Coven – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll. - -### EGOTISTICAL POWER — 1CP -**Type:** Grand Coven – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Thousand Sons Psyker unit from your army. - -**EFFECT:** Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability. Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle. - -### PSYCHIC DOMINION — 1CP -**Type:** Grand Coven – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy unit has selected its targets. - -**TARGET:** One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks. - -## Enhancements - -### Eldritch Vortex of E’taph — 35pts -*When the insane Magister E’taph was consumed by his own ritual, his death created a semi-sentient vortex. Many have attempted to channel its power into their spells, risking E’taph’s insane gaze turning on them.* -THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer. - -### Incandaeum — 15pts -*This staff was fashioned from the sorcerously crystallized fires of a Tzeentchian Firelord. Roiling tides of apocalyptic flame surge constantly within Incandaeum’s iron-hard prison, but only through twisted incantation can they be unleashed.* -Exalted Sorcerer model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army have already attempted to manifest that Ritual this phase. - -### Lord of Forbidden Lore — 20pts -*This Sorcerer has committed many a grimoire and unholy tome to memory, giving them unparalleled knowledge of hexes, curses and destructive rites.* -THOUSAND SONS model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range. - -### Umbralefic Crystal — 20pts -*One in command of this powerful relic - coalesced from the cursed gloom of Mangel III - can use its energies to temporarily fold space, creating a gate of sorcerous translocation through which they can step.* -THOUSAND SONS model only. Once per battle, in your Command phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units. diff --git a/cogitator/factions/thousand-sons/detachments/hexwarp-thrallband.md b/cogitator/factions/thousand-sons/detachments/hexwarp-thrallband.md deleted file mode 100644 index ad95b03..0000000 --- a/cogitator/factions/thousand-sons/detachments/hexwarp-thrallband.md +++ /dev/null @@ -1,95 +0,0 @@ -# Hexwarp Thrallband - -*The empyric ritualists who lead these thrallbands wield magic without restraint. They seek to shatter the veil between reality and the Warp, empowering their arcane arts and unleashing daemonic energies upon their weak-minded foes. Directing their mindless Rubricae to seize sites of power, these Sorcerers tap into the wellspring of potential power, weaving obscuring rituals and killing spells. As the tide of arcane energy builds in strength, the battlefield comes alive with mutagenic Warp energy, enhancing the Sorcerers’ magical power and haloing their thralls in fulminating coronae of uncontrolled arcane force. With warpflame and hellfire, they sweep the enemy from the field of battle, and Tzeentch claims the souls of the dead.* - -## Abilities - -### Flow of Magic -Certain areas of the battlefield are within your army’s Flow of Magic, as follows: -- Your deployment zone is always within your army’s Flow of Magic. -- At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic. -- At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic. - -Each time a THOUSAND SONS model from your army makes a Psychic Attack, re-roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead. - -## Stratagems - -### KALEIDOSCOPIC TEMPEST — 1CP -**Type:** Hexwarp Thrallband – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Thousand Sons Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack. - -### SCOURING WARPFLAME — 1CP -**Type:** Hexwarp Thrallband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover. - -### STRANDS OF TIME — 1CP -**Type:** Hexwarp Thrallband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back. - -**TARGET:** That Thousand Sons Psyker unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### THROUGH THE VEIL — 1CP -**Type:** Hexwarp Thrallband – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of the Reinforcements step of your Movement phase. - -**TARGET:** One Rubric Marines or Scarab Occult Terminators unit from your army that is in Strategic Reserves. - -**EFFECT:** If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models. - -**RESTRICTIONS:** If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn. - -### WARDING HEX — 1CP -**Type:** Hexwarp Thrallband – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Thousand Sons Psyker unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic. - -**EFFECT:** That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### WRATH OF THE DOOMED — 1CP -**Type:** Hexwarp Thrallband – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Enhancements - -### Arcane Might — 20pts -*Drawing upon the rampant Warp energies coursing across the battlefield, this sorcerous champion imbues their weapons and those of their talented underlings with soul-shattering force.* -THOUSAND SONS model only. Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead. - -### Empowered Manifestation — 20pts -*The many eyes of this witch lord blaze with barely contained arcane might. Whilst the spells they unleash are rendered far more lethal, such destructive power comes at significant risk.* -THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re-roll the result. - -### Empyric Onslaught — 25pts -*Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies.* -THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer. - -### Noctilith Mantle — 15pts -*With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power.* -THOUSAND SONS model only. While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals. diff --git a/cogitator/factions/thousand-sons/detachments/rubricae-phalanx.md b/cogitator/factions/thousand-sons/detachments/rubricae-phalanx.md deleted file mode 100644 index 0beace3..0000000 --- a/cogitator/factions/thousand-sons/detachments/rubricae-phalanx.md +++ /dev/null @@ -1,88 +0,0 @@ -# Rubricae Phalanx - -*There is no mercy in the hollow-eyed stares of the Thousand Sons’ warriors. To face one of these unholy, haunted figures is to feel the chill grasp of certain doom upon one’s soul. As an army of eldritch automatons, a Rubricae Phalanx is a terrifying immortal mechanism, its every interlocking segment fulfilling its role within the labyrinthine schemes of its sorcerous masters. The Rubricae are expertly wielded by Magnus’ scions, serving as unwavering anvils, in crushing vanguard strikes and circuitous ambushes. These armoured warriors advance in thudding lockstep, the beat of their heavy tread a deathly rhythm of impending execution that comes from all sides. Cursed weapons are raised at a silent command, a blistering salvo of ensorcelled bolts hammering out to send transmorphic flame billowing in all directions. Enemies reduced to glittering ash are ground underfoot. As the Rubricae crash into the survivors, their spirits draw upon ancient skills of conquest to crush the foe, their rune-carved armour blazing with victory.* - -## Abilities - -### All is Dust -Each time an attack with an unmodified Damage characteristic of 1 is allocated to a Rubricae model from your army, add 1 to any armour saving throw made against that attack. - -## Stratagems - -### ARDENT AUTOMATA — 1CP -**Type:** Rubricae Phalanx – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Rubricae unit from your army Falls Back. - -**TARGET:** That RUBRICAE unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### IMPLACABLE GUARDIANS — 2CP -**Type:** Rubricae Phalanx – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Rubric Marines Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack. - -### INEXORABLE ADVANCE — 1CP -**Type:** Rubricae Phalanx – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Rubricae unit from your army. - -**EFFECT:** Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability. - -### INFERNAL FUSILLADE — 2CP -**Type:** Rubricae Phalanx – Wargear Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi-bolters and inferno combi-weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5. - -### REVENGE OF THE RUBRICAE — 1CP -**Type:** Rubricae Phalanx – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after a Thousand Sons Psyker model from your army is destroyed. - -**TARGET:** One Rubricae unit from your army that was within 6" of that PSYKER model when it was destroyed. - -**EFFECT:** After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target). - -### UNWAVERING PHALANX — 1CP -**Type:** Rubricae Phalanx – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. - -**TARGET:** One Rubric Marines unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll. - -## Enhancements - -### Arcane Thralls (Aura) — 5pts -*This Warp mage has unearthed eldritch lore by which they have mastered the means to tether the Legion’s former warriors to their will with an unbreakable leash of raw sorcery.* -THOUSAND SONS model only. While a friendly Rubricae unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit. - -### Lord of the Rubricae — 15pts -*This champion draws power from the Immaterium and channels it into his Rubricae to enhance their might.* -THOUSAND SONS model only. While the bearer is leading a unit, each time a Rubricae model in that unit makes an attack, add 1 to the Hit roll. - -### Risen Rubricae — 30pts -*A plan decades in the making comes to fruition as hidden, silent Rubricae emerge at a fateful hour to deliver the killing blow.* -THOUSAND SONS model only. At the start of the Declare Battle Formations step, select either two Rubricae Battleline units from your army or one other Rubricae unit from your army; models in the selected units have the Infiltrators ability. - -### The Stave Abominus — 20pts -*This stave is a compressed and runically imprisoned Warp rift given physical form. Every blow struck with it allows clamouring tentacular horrors to lash out from beyond the veil, their ethereal fangs and lashing pseudopods wreaking bloody havoc.* -Thousand Sons Infantry model only. The bearer’s melee weapons have the [sustained hits D3] and [devastating wounds] abilities. diff --git a/cogitator/factions/thousand-sons/detachments/warpforged-cabal.md b/cogitator/factions/thousand-sons/detachments/warpforged-cabal.md deleted file mode 100644 index 31945a4..0000000 --- a/cogitator/factions/thousand-sons/detachments/warpforged-cabal.md +++ /dev/null @@ -1,91 +0,0 @@ -# Warpforged Cabal - -*Infused with arcane power, their engines growling with occult rhythms, the massed armoured might of a Warpforged Cabal crackles with barely containable empyric energies. Spearheads of rune-carved battle tanks surge along invisible ley lines, absorbing magical potential into sacrificial fetishes as they blast the foe with cannonades of tainted shells. Daemon Engines clamber over the enemy’s desperate barricades to reach their prey, reaching out with eager iron claws, while others soar through sorcery-wracked skies, their contrails burning arcane sigils into the air. Shimmering clouds of phantasms part to reveal the forms of Sekhetar Robots in the enemy’s midst, any panicked return fire pattering from empyric wards. Amidst the destruction, the Cabal’s Warp mages use their web of empowered war engines as reservoirs of sorcery, vampirically tapping their overloaded runes to cast psychic rituals of ever greater catastrophic power.* - -## Abilities - -### Warpfire Infusion -Each time a Thousand Sons Vehicle unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks: -- If that VEHICLE unit is within 6" of one or more friendly Thousand Sons Psyker models, you can re-roll one Hit roll, one Wound roll and one Damage roll. -- Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll. -Each time a THOUSAND SONS VEHICLE model from your army with the Deadly Demise ability is destroyed while it is within 6" of one or more friendly THOUSAND SONS PSYKER models, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of only a 6. - -## Stratagems - -### CYBERSPIRIT MACHINATIONS — 1CP -**Type:** Warpforged Cabal – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a Thousand Sons Vehicle unit from your army Falls Back. - -**TARGET:** That VEHICLE unit, and one friendly Thousand Sons Psyker unit within 6" of that VEHICLE unit. - -**EFFECT:** Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -### ENSORCELLED INFUSION — 1CP -**Type:** Warpforged Cabal – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Thousand Sons Vehicle unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly Thousand Sons Psyker units. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll. - -### HEX-MARKED ARMOUR — 1CP -**Type:** Warpforged Cabal – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Thousand Sons Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### MALEVOLENT ANIMUS — 1CP -**Type:** Warpforged Cabal – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Thousand Sons Vehicle unit from your army within 6" of one or more friendly Thousand Sons Psyker units. - -**EFFECT:** Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws). - -### MUTATE LANDSCAPE — 1CP -**Type:** Warpforged Cabal – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Thousand Sons Psyker unit from your army within range of an objective marker you control. - -**EFFECT:** That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. - -### WARPFLAME GARGOYLES — 1CP -**Type:** Warpforged Cabal – Wargear Stratagem -**Turn:** Opponent’s turn -**Phase:** Charge phase -**Description:** **WHEN:** Your opponent’s Charge phase, just after an enemy unit ends a Charge move. - -**TARGET:** One Thousand Sons Vehicle unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test. - -## Enhancements - -### Biomechanical Mutation — 15pts -*The war engines of the Thousand Sons seethe with Warp energies, power that this adept of eldritch metallurgy can manipulate to cause their sundered hulls to flow and reseal like wax.* -THOUSAND SONS model only. In your Command phase, you can select one friendly Thousand Sons Vehicle model within 6" of this model. That model regains up to D3 lost wounds. - -### The Perplexing Cloak — 20pts -*Woven from fibres pulled from mind impulse units while their owners are still alive, this cloak is a ritual interface between the biological and the mechanical, masking the wearer in the shadow of their iron wards.* -Thousand Sons Infantry model only. While the bearer is within 3" of one or more friendly Thousand Sons Vehicle units, the bearer has the Lone Operative ability. - -### Warp Syphon — 5pts -*This Sorcerer greedily digs into the occult ley lines that thread a cabal’s war engines, redirecting unwelcome surges of empyric overflow into the vehicles’ structure.* -THOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those VEHICLE units; that VEHICLE unit suffers 1 mortal wound and you can re-roll that additional D6. - -### Warp-cursed Runemaster — 10pts -*This malefic ritualist draws upon the power coiled within baleful runes applied to the thrallband’s armoured assets, bleeding them for empyric energy.* -THOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range. diff --git a/cogitator/factions/thousand-sons/detachments/warpmeld-pact.md b/cogitator/factions/thousand-sons/detachments/warpmeld-pact.md deleted file mode 100644 index 4d3513a..0000000 --- a/cogitator/factions/thousand-sons/detachments/warpmeld-pact.md +++ /dev/null @@ -1,95 +0,0 @@ -# Warpmeld Pact - -*For the leaders of some thrallbands, the drive to effect excruciating and repeated change upon their staid enemies is an obsession. Whether correcting what they see as realspace’s imperfect reflection of the Warp, spreading mutation as a form of devotion to Tzeentch or earthing corrupting magicks into the foe to stave off their flesh-change, these Warp mages use their sorcery to mould matter to their capricious whims. The Warpmeld Pacts they lead often amass large warherds of Tzaangor beastmen whose Shaman leaders they arrogantly hurl them towards their foes. Mutalith Vortex Beasts lumber forward as line breakers, radiating mutating energies that shatter gun lines, breaches that are then exploited by spearheads of Rubricae and loping Daemon Engines. Amidst waves of mutative magic, the most twisted of the Warpmeld Pact’s servants ripple with rapid change. Wounds reknit or broaden into leering grins; skin thickens into feathered scales, and newly sprouted pseudopods claw at enemies whose hopes of a clean death swiftly vanish.* - -## Abilities - -### Warpmeld Sacrifice -Each time an enemy unit is selected to shoot or fight and one or more Tzeentch Mutant Infantry or Tzeentch Mutant Mounted units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds. - -Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds. - -KEYWORDS -Tzaangors units from your army have the BATTLELINE keyword, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of TZAANGOR models in that unit. - -## Stratagems - -### BLESSED TRANSMUTATIONS — 1CP -**Type:** Warpmeld Pact – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Thousand Sons Psyker model from your army, and one friendly Tzaangors unit that is below its Starting Strength and within 12" of that PSYKER model. - -**EFFECT:** Return up to D3+1 destroyed models (excluding Characters) to your TZAANGORS unit. - -### DERANGED FEROCITY — 1CP -**Type:** Warpmeld Pact – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a Tzeentch Mutant unit from your army is selected to fight. - -**TARGET:** That TZEENTCH MUTANT unit. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. - -### GIFT OF CHANGE — 1CP -**Type:** Warpmeld Pact – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Thousand Sons Character model from your army (excluding Monsters) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** At the end of the phase, add one Tzeentch Chaos Spawn unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units. - -**RESTRICTIONS:** You can only use this Stratagem once per battle round. - -### TOUCHED BY TZEENTCH — 1CP -**Type:** Warpmeld Pact – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Start of your Movement phase. - -**TARGET:** One Tzeentch Mutant unit from your army. - -**EFFECT:** Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced. - -### TWISTED MIRAGE — 1CP -**Type:** Warpmeld Pact – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Reinforcements step of your Movement phase. - -**TARGET:** One Tzeentch Mutant unit from your army that is arriving from Strategic Reserves this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a Monster unit. In either case, until the end of the turn, it is not eligible to declare a charge. - -### WARPED VICISSITUDE — 1CP -**Type:** Warpmeld Pact – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Tzaangors unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -## Enhancements - -### Bray Lord — 15pts -*There are those amongst Magnus’ gene-sons that revel in dominating the twisted mutants of Sortiarius, setting themselves up as demigods over their shrieking flocks.* -Sorcerer or Infernal Master model only. The bearer has the Scouts 6" ability. During the Declare Battle Formations step, the bearer can be attached to a Tzaangors unit. - -### Diamond of Distortion — 20pts -*This precious gem is infused with a strange energy that distorts reality around the bearer, making them all but impossible to strike.* -Tzaangor Shaman model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll. - -### Flowing Flesh — 10pts -*This prophet is favoured by the transmutative boon of Tzeentch’s fell mutations, their body a rippling vessel of constantly reforming flesh and sinew, feather and bone.* -Tzaangor Shaman model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5. - -### Warpmeld Dagger — 10pts -*Sacrifice is ever at the route of infernal power, even better when bought with the grossest of betrayal.* -Tzaangor Shaman model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered. diff --git a/cogitator/factions/tyranids/datasheets.md b/cogitator/factions/tyranids/datasheets.md new file mode 100644 index 0000000..f097bb7 --- /dev/null +++ b/cogitator/factions/tyranids/datasheets.md @@ -0,0 +1,3094 @@ +# Tyranids + +# Barbed Hierodule + +**Role:** Other + +*First recorded during the invasion of Hamman’s World, these looming monstrosities are protected by thick armour plates that allow them to shrug off all but the most devastating of attacks, while their bio-cannons are able to hold off the foe as they charge forward to finish the prey at close quarters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 12 | 2+ | 18 | 8+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 bio-cannons; Hierodule scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-cannon | 48 | D6+3 | 3 | 9 | -2 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hierodule scything talons | Melee | 8 | 3 | 14 | -2 | D3+3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Overgrown Barbs** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding TITANIC units) that was hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Monster, Great Devourer, Barbed Hierodule +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Barbed Hierodule + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 340pts + +--- + +# Barbgaunts + +**Role:** Other + +*Barbgaunts are little more than living weapons, their bodies and bio-cannons slaved to the will of a pulsating ganglio-parasite that piggybacks them into battle. There, they unleash volleys of chitinous barbs that detonate with the fury of violent muscle-spasms and transfix nearby victims with hails of jagged projectiles.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 2 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** barblauncher; chitinous claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Barblauncher | 24 | D6 | 4 | 5 | 0 | 1 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitinous claws and teeth | Melee | 1 | 4 | 4 | 0 | 1 | — | + +**Abilities:** +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Disruption Bombardment** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. + +**Keywords:** Infantry, Barbgaunts, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 5-10 Barbgaunts + +**Points:** +- 5 models: 55pts +- 10 models: 110pts + +--- + +# Biovores + +**Role:** Other + +*These living artillery pieces nurture a clutch of Spore Mines within their bodies. After anchoring themselves to the ground with their chitinous spurs, the creatures fire their living ammunition in high arcs, allowing the Spore Mines to drift languidly down into the midst of the foe where they detonate with sudden violence.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 5 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Spore Mine launcher; chitin-barbed limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spore Mine launcher | 48 | D3 | 4 | 6 | -1 | 2 | blast, devastating wounds, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitin-barbed limbs | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Seed Spore Mines** (Datasheet): Once per turn, in your Shooting phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new Spore Mines unit to your army and set it up anywhere on the battlefield that is wholly within 48" of this unit and more than 9" horizontally away from all enemy units. That SPORE MINES unit contains 1 model for each model in this unit. + +**Keywords:** Infantry, Great Devourer, Biovores +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1-3 Biovores + +**Points:** +- 1 model: 50pts +- 2 models: 100pts +- 3 models: 150pts + +--- + +# Broodlord + +**Role:** Characters + +*Mightiest and most intelligent of the Genestealer bioforms, the Broodlord is an insidious predatory infiltrator. Able to act as a forward commander for the invasion swarms, it sows carnage through the enemy lines while maximising the cunning and lethality of lesser warrior organisms around it.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Broodlord claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Broodlord claws and talons | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, twin-linked | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Vicious Insight** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. +- **Hypnotic Gaze (Psychic)** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Great Devourer, Vanguard Invader, Synapse, Infantry, Character, Psyker, Broodlord +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Broodlord + +**Leader:** +Can lead: Genestealers + +**Points:** +- 1 model: 80pts + +--- + +# Carnifexes + +**Role:** Other + +*Carnifexes have been a mainstay of the hive fleets for centuries. Rugged and adaptable organisms, they can support a great range of weapon grafts and biomorphs while retaining the raw strength, durability and armoured ferocity that has seen them smash through countless prey defence lines like living battering rams.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 8 | 8+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Carnifex scything talons; Carnifex extra scything talons; chitinous claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-plasma | 12 | D3 | 4 | 7 | -2 | 1 | assault, blast | +| Deathspitters with slimer maggots | 24 | 6 | 4 | 7 | -2 | 1 | — | +| Devourers with brainleech worms | 18 | 12 | 4 | 6 | 0 | 1 | — | +| Heavy venom cannon | 36 | D3 | 4 | 9 | -2 | 3 | blast | +| Spine banks | 6 | 5 | 4 | 5 | 0 | 1 | assault | +| Stranglethorn cannon | 36 | D6+1 | 4 | 7 | -1 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Carnifex crushing claws | Melee | 4 | 4 | 12 | -3 | D6+1 | — | +| Carnifex extra scything talons | Melee | 2 | 4 | 9 | -2 | 3 | extra attacks | +| Carnifex scything talons | Melee | 6 | 4 | 9 | -2 | 3 | — | +| Chitinous claws and teeth | Melee | 4 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Blistering Assault** (Datasheet): Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit lost one or more wounds as a result of those attacks, this unit can make a Blistering Assault move. If it does, roll one D6, adding 2 to the result: each model in this unit can be moved a distance in inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. Each unit can only make one Blistering Assault move per phase. + +**Keywords:** Great Devourer, Monster, Carnifexes +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1-2 Carnifexes + +**Wargear Options:** +- Any number of models can each have their Carnifex extra scything talons replaced with one of the following:- 1 deathspitters with slimer maggots +- 1 devourers with brainleech worms +- 1 heavy venom cannon +- 1 stranglethorn cannon +- 1 Carnifex crushing claws +- Any number of models can each have their Carnifex scything talons replaced with one of the following:- 1 deathspitters with slimer maggots +- 1 devourers with brainleech worms +- 1 Carnifex crushing claws +- Any number of models can each be equipped with 1 bio-plasma. +- Any number of models can each be equipped with 1 spine banks. + +**Leader:** +Led By: Old One Eye + +**Points:** +- 1 model: 90pts +- 2 models: 180pts + +--- + +# Deathleaper + +**Role:** Characters + +*The Deathleaper is an advancement of the Lictor strain intended to act as a terror weapon. Possessing an instinctive understanding of how to spread fear through prey populations, it uses its skills in stealth, infiltration and assassination to sow paranoia and dread before the hive fleet attacks en masse.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 3+ | 7 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Lictor claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **Fear of the Unseen (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test. +- **HUNTER ORGANISM** (Special (правая колонка)): This model cannot be your WARLORD. + +**Keywords:** Deathleaper, Vanguard Invader, Great Devourer, Epic Hero, Character, Infantry +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Deathleaper – EPIC HERO + +**Points:** +- 1 model: 80pts + +--- + +# Dimachaeron + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 16 | 7+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** massive scything sickle-talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Massive scything sickle-talons | Melee | 10 | 3 | 9 | -2 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Digestion Spine** (Datasheet): Each time this model fights, after it has resolved its attacks, if one or more enemy models (excluding VEHICLE models) were destroyed as the result of those attacks, this model regains up to D3 wounds. + +**Keywords:** Monster, Dimachaeron, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Dimachaeron + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Exocrine + +**Role:** Other + +*Huge, tough and very stupid, the Exocrine’s only task is to carry the dorsal cannon organism on its back into an optimal firing position. Once in place, the bio-plasmic cannon emits a terrible, high-pitched hiss before unleashing a searing blast of bio-plasma capable of reducing tanks and bunkers to glowing craters.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bio-plasmic cannon; powerful limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-plasmic cannon | 36 | D6+3 | 3 | 9 | -3 | 3 | blast, heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Powerful limbs | Melee | 3 | 3 | 7 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Symbiotic Targeting** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that unit, re-roll a Hit roll of 1. + +**Keywords:** Monster, Great Devourer, Exocrine +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Exocrine + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Gargoyles + +**Role:** Battleline + +*Gargoyles are often the first warrior organisms hurled against a prey world. Their teeming swarms darken the skies. Their opportunistic attacks spread panic and disarray. Worst of all, the creatures can squirm through gaps that appear far too small, bursting through gun slits and vent pipes to assail horrified defenders.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 3 | 6+ | 1 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** fleshborer; blinding venom. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fleshborer | 18 | 1 | 4 | 5 | 0 | 1 | assault | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Blinding venom | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Winged Swarm** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. + +**Keywords:** Fly, Battleline, Infantry, Endless Multitude, Vanguard Invader, Gargoyles, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 10-20 Gargoyles + +**Leader:** +Led By: Winged Tyranid Prime + +**Points:** +- 10 models: 85pts +- 20 models: 170pts + +--- + +# Genestealers + +**Role:** Other + +*Swift vanguard organisms armoured in chitin and possessed of terrifying strength and agility, Genestealers are peerless predators. Their broods move ahead of the hive fleets to seek out fresh feeding grounds. Then, when the invasion swarms descend, the Genestealers burst from hiding to begin the slaughter.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 5+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** Genestealer claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Genestealer claws and talons | Melee | 4 | 2 | 4 | -2 | 1 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Vanguard Predator** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll of 1 as well. + +**Keywords:** Vanguard Invader, Genestealers, Great Devourer, Infantry +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 5-10 Genestealers + +**Leader:** +Led By: Broodlord + +**Points:** +- 5 models: 75pts +- 10 models: 140pts + +--- + +# Harpy + +**Role:** Other + +*Harpies are flying bioforms whose natural agility allows them to outmanoeuvre most prey fighter craft. They are often sent in amidst the first waves of an invasion, dropping organic munitions onto panicked defenders and diving down to attack.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** stinger salvoes; twin stranglethorn cannon; scything wings. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | +| Twin heavy venom cannon | 36 | D3 | 3 | 9 | -2 | 3 | blast, twin-linked | +| Twin stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scything wings | Melee | 4 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Spore Mine Cysts** (Datasheet): Each time this model ends a Normal move, you can select one of the following: +- Select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- Add one new Spore Mines unit containing D3 models to your army and set it up anywhere on the battlefield that is wholly within 6" of this model and more than 9" horizontally away from all enemy units. You cannot select this option for more than one model per turn. + +**Keywords:** Great Devourer, Vanguard Invader, Harpy, Monster, Fly, Aircraft +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Harpy + +**Wargear Options:** +- This model’s twin stranglethorn cannon can be replaced with 1 twin heavy venom cannon. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 215pts + +--- + +# Harridan + +**Role:** Other + +*Of the winged horrors of the Tyranids, none are as monstrously powerful as the Harridan. Borne on huge membranous wings tipped with bio-cannons, they swoop into enemy lines carving through troops and armour with their scything talons or showering shrieking Gargoyles that had been clinging batlike to the Harridan’s underbelly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 30 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 dire bio-cannons; gargantuan scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dire bio-cannon | 48 | D6+6 | 3 | 10 | -3 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gargantuan scything talons | Melee | 6 | 3 | 14 | -2 | D6 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Frenzied Metabolism** (Datasheet): Each time this model is selected to shoot, you can use this ability. If you do, until the end of the phase, each time this model makes an attack, add 1 to the Wound roll. After resolving those attacks, roll one D6: on a 2+, this model suffers D3 mortal wounds. + +**Keywords:** Fly, Titanic, Aircraft, Transport, Great Devourer, Harridan, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Harridan + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 20 Gargoyles models and 1 Winged Tyranid Prime model. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 610pts + +--- + +# Haruspex + +**Role:** Other + +*The infinite hunger of the Haruspex can see it consume an entire platoon of prey organisms in moments. Nothing escapes its yawning gullet and lashing tongue for long; its victims meet a horrible end as they are swallowed down to be gradually dissolved into raw biomass within the monster’s churning innards.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** grasping tongue; ravenous maw; shovelling claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grasping tongue | 12 | 1 | 3 | 6 | -2 | D6+1 | precision | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ravenous maw | Melee | 14 | 3 | 7 | -1 | 2 | — | +| Shovelling claws | Melee | 4 | 3 | 14 | -2 | D6+1 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Grisly Spectacle** (Datasheet): Each time this model is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, each enemy unit within 6" of this model must take a Battle-shock test. + +**Keywords:** Monster, Haruspex, Harvester, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Haruspex + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 125pts + +--- + +# Hierophant + +**Role:** Other + +*Hierophants are gargantuan specimens of Tyranid adaptation, created to rival the largest war machines and annihilate any resistance. Towering over the battlefield on spined legs that skewer tanks with ease, these apex-beasts spray foes with devastating bio-weapons, their thick chitinous plating making them almost impervious to injury.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 14 | 2+ | 30 | 8+ | 12 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** bio-plasma torrent; 2 dire bio-cannons; lashwhip pods; titanic scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-plasma torrent | 12 | 3D6 | N/A | 7 | -2 | 1 | assault, torrent | +| Dire bio-cannon | 48 | D6+6 | 3 | 10 | -3 | 3 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lashwhip pods | Melee | 10 | 3 | 5 | -1 | 1 | extra attacks | +| Titanic scything talons | Melee | 8 | 3 | 20 | -2 | D6+1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Apex-beast** (Datasheet): Each time this model makes an attack that targets a unit that is Battle-shocked, add 1 to the Hit roll. +- **Stalking Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. + +**Keywords:** Monster, Titanic, Towering, Transport, Great Devourer, Hierophant +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Hierophant + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 20 Tyranids Infantry models. Each model with a Wounds characteristic of more than 1 takes up the space of 3 models. This model cannot transport models that can Fly. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 810pts + +--- + +# Hive Crone + +**Role:** Other + +*Hive Crones scour the skies for prey fighter craft. The tentaclids they release pursue enemy aircraft before erupting in bio-electric pulses that banish motive force and send the dark, dead machines tumbling groundward. Then, drool cannons slathering, the Hive Crones dive down to seek fresh, land-based prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** drool cannon; stinger salvoes; tentaclids; scything wings; thorax spur. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drool cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | torrent | +| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | +| Tentaclids | 36 | 4 | 3 | 7 | 0 | 2 | anti-vehicle 4+, devastating wounds | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Scything wings | Melee | 4 | 4 | 7 | -1 | 2 | — | +| Thorax spur | Melee | 1 | 3 | 10 | -3 | D6 | anti-fly 2+, extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Airborne Predator** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Monster, Hive Crone, Vanguard Invader, Great Devourer, Aircraft, Fly +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Hive Crone + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Hive Guard + +**Role:** Other + +*Hive Guard are spawned to protect Tyranid bio-architecture and vital spore-seeding sites. They carry a monstrous arsenal of grafted bio-weapons and are instinctively driven – or sometimes synaptically impelled – to lay down heavy hails of firepower against those prey organisms the Hive Mind wishes to see eradicated.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 7 | 3+ | 4 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** shockcannon; chitinous claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Impaler cannon | 36 | 4 | 4 | 5 | -1 | 1 | heavy, indirect fire | +| Shockcannon | 24 | 2 | 3 | 7 | -1 | 3 | anti-vehicle 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitinous claws and teeth | Melee | 3 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Defensive Stance** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if this unit is within range of an objective marker. + +**Keywords:** Infantry, Great Devourer, Hive Guard +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 3-6 Hive Guard + +**Wargear Options:** +- Any number of models can each have their shockcannon replaced with 1 impaler cannon. + +**Points:** +- 3 models: 90pts +- 6 models: 180pts + +--- + +# Hive Tyrant + +**Role:** Characters + +*Hive Tyrants command the swarm on the Hive Mind’s behalf. Not only are they powerful warrior organisms in their own right, but they are also possessed of a depth of sentient autonomy and strategic cunning that makes them truly deadly foes. Where the Hive Tyrants bestride the battlefield, death comes for the prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 10 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** monstrous bonesword and lash whip; monstrous scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy venom cannon | 36 | D3 | 2 | 9 | -2 | 3 | blast | +| Stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monstrous bonesword and lash whip | Melee | 6 | 2 | 9 | -2 | 3 | twin-linked | +| Monstrous scything talons | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Will of the Hive Mind** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. +- **Onslaught (Aura, Psychic)** (Datasheet): While a friendly TYRANIDS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] and [LETHAL HITS] abilities. + +**Keywords:** Psyker, Great Devourer, Synapse, Hive Tyrant, Monster, Character +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Hive Tyrant + +**Wargear Options:** +- This model’s monstrous bonesword and lash whip can be replaced with one of the following:- 1 heavy venom cannon +- 1 stranglethorn cannon +- 1 monstrous scything talons +- This model’s monstrous scything talons can be replaced with one of the following:- 1 heavy venom cannon* +- 1 stranglethorn cannon* +- *This model cannot be equipped with both a stranglethorn cannon and a heavy venom cannon. This model cannot be equipped with more than 1 heavy venom cannon, and it cannot be equipped with more than 1 stranglethorn cannon. + +**Leader:** +Can lead: Tyrant Guard + +**Points:** +- 1 model: 195pts + +--- + +# Hormagaunts + +**Role:** Battleline + +*Swarming shock troops, Hormagaunts are seeded onto prey worlds in their billions. As simple hunter-slayer organisms, they can be left to rampage, wearing down defence lines and forcing the prey to expend lives and ammunition. Many formidable bastions have been buried in literal mountains of these chitinous horrors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 3 | 5+ | 1 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Hormagaunt talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hormagaunt talons | Melee | 3 | 4 | 3 | -1 | 1 | — | + +**Abilities:** +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Bounding Leap** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Battleline, Infantry, Great Devourer, Endless Multitude, Hormagaunts +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 10-20 Hormagaunts + +**Leader:** +Led By: Tyranid Prime with Lash Whip + +**Points:** +- 10 models: 65pts +- 20 models: 130pts + +--- + +# Hyperadapted Raveners + +**Role:** Characters + +*Created to fight amongst the vanguard swarms, Hyperadapted Raveners boast additional biomorphs and weapon symbiotes. The toxic scythes, rending talons and crushing claws of the heavier bioforms, coupled with bioacids and unnatural senses, allow them to pick off the armoured vehicles of the prey.* + +| Name | M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---|---| +| Ravener Prime | 10" | 5 | 4+ | 6 | 7+ | 1 | +| Raveners | 10" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Ravener Prime is equipped with:** Prime claws and talons. + +**3 Raveners are equipped with:** Ravener heavy claws and talons. + +**1 Ravener is equipped with:** venom bolt; Ravener heavy claws and talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Venom bolt | 12 | D6+3 | N/A | 6 | -1 | 1 | assault, ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prime claws and talons | Melee | 6 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | +| Ravener heavy claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Alpha Invader** (Datasheet): Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. +- **Hypersensory Array** (Datasheet): Once per battle round, you can target this unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. + +**Keywords:** Vanguard Invader, Synapse, Character, Hyperadapted Raveners, Burrowers, Great Devourer, Infantry +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Ravener Prime +- 4 Raveners + +**Leader:** +Can lead: Raveners + +**Points:** +- 5 models: 165pts + +--- + +# Lictor + +**Role:** Other + +*Lictors are an adaptation of the Tyranid Warrior bioform specialising in infiltration, scouting and assassination. Hidden by their chameleonic skin, Lictors pick off their prey opportunistically, always looking for a chance to crack open their victims’ skulls and suck out the secrets held within using their feeder tendrils.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 6 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Lictor claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **Pheromone Trail** (Datasheet): Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP. + +**Keywords:** Lictor, Vanguard Invader, Infantry, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Lictor + +**Points:** +- 1 model: 60pts + +--- + +# Malanthrope + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 10 | 7+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** grasping tail. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Grasping tail | Melee | 4 | 4 | 5 | 0 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Enhanced Toxic Miasma** (Datasheet): While this model is leading a unit, the range of that unit’s Foul Spores Aura ability is increased to 9". +- **Prey Adaptation** (Datasheet): Each time this model's unit is selected to fight, select one of the following abilities to apply to all melee weapons equipped by models in that unit until the end of the phase: +- [SUSTAINED HITS 1] +- [LANCE] +- [LETHAL HITS] + +**Keywords:** Malanthrope, Synapse, Infantry, Great Devourer, Fly, Character +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Malanthrope + +**Wargear Options:** +- None + +**Leader:** +Can lead: Venomthropes + +**Points:** +- 1 model: 75pts + +--- + +# Maleceptor + +**Role:** Other + +*Amongst the most powerful Tyranid psyker-analogues yet known, Maleceptors wield colossal synaptic power. Ethereal psychic pseudopods lash about them, able to literally detonate victims’ skulls with the slightest touch, while the encephalitic orbs set into their carapaces focus the smothering dread of the Shadow in the Warp.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 14 | 7+ | 4 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** psychic overload; massive scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psychic overload | 18 | D6+3 | 3 | 10 | -2 | 3 | blast, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Massive scything talons – strike | Melee | 3 | 3 | 9 | -2 | D6+1 | — | +| Massive scything talons – sweep | Melee | 6 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Encephalic Diffusion (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll, and, if that enemy unit is Below Half-strength, subtract 1 from the Wound roll as well. + +**Keywords:** Synapse, Great Devourer, Maleceptor, Psyker, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Maleceptor + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 170pts + +--- + +# Mawloc + +**Role:** Other + +*Vast, burrowing wormforms, Mawlocs hunt by sensing even the smallest vibrations on the surface above them. Once they have located prey, the Mawlocs surge upwards in an eruption of bedrock and soil, yawning maws swallowing everything above them before they plunge back under the surface again.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** distensible jaw; Mawloc scything talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Distensible jaw | Melee | 1 | 3 | 5 | 0 | 3 | anti-infantry 4+, devastating wounds, extra attacks | +| Mawloc scything talons | Melee | 16 | 3 | 8 | -2 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Terror From The Deep** (Datasheet): Each time this model is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test. + +**Keywords:** Vanguard Invader, Burrower, Mawloc, Great Devourer, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Mawloc + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 135pts + +--- + +# Mucolid Spores + +**Role:** Other + +*These rudimentary organisms are filled with poisonous gases held under extremely high pressure. Instinct drives them to drift towards prey formations or up into the path of enemy aircraft, before detonating in a nauseating spray of poisonous filth and chitinous shrapnel.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 4 | 7+ | 3 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Bio-minefield** (Datasheet): Enemy units cannot start or end an Advance move within 6" of this unit. +- **Floating Death** (Datasheet): Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds. + +**Keywords:** Fly, Beast, Mucolid Spores, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1-2 Mucolid Spores + +**Points:** +- 1 model: 30pts +- 2 models: 60pts + +--- + +# Neurogaunts + +**Role:** Other + +*Neurogaunts scuttle forward in seething masses, driven on by the parasitic neurocytes that cling to their backs. Their primary purpose is to protect the synaptic node-beasts coordinating invasion swarms. It is a task they go about with single-minded savagery, slashing, biting and giving their lives without hesitation.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 6+ | 1 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** chitinous claws and teeth. + +**This unit can only contain 2 Neurogaunt Nodebeasts if it contains 20 Neurogaunts.* + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitinous claws and teeth | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Neurocytes** (Datasheet): While this unit is within Synapse Range of a friendly TYRANIDS unit (excluding NEUROGAUNT units), it has the Synapse keyword. + +**Keywords:** Neurogaunts, Endless Multitude, Great Devourer, Infantry +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1-2 Neurogaunt Nodebeasts* +- 10-20 Neurogaunts + +**Leader:** +Led By: Neurotyrant + +**Points:** +- 11 models: 45pts +- 22 models: 90pts + +--- + +# Neurolictor + +**Role:** Other + +*Neurolictors are nightmarish living weapons of psychological warfare. The field of neural disruption that they project causes atavistic terror responses in even the most hardened prey, rendered all the more nightmarish as - thanks to the Neurolictors’ nigh-supernatural abilities to fool their victims’ senses and evade notice - these effects seem often to come from out of thin air.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 5 | 4+ | 7 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** piercing claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Piercing claws and talons | Melee | 6 | 2 | 6 | -2 | 1 | precision | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. +- **Neural Disruption** (Datasheet): In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test. +- **Psychological Saboteur (Aura)** (Datasheet): While an enemy unit is within 12" of this model, if that unit is Battle-shocked: +- Each time a model in that unit makes an attack, subtract 1 from the Hit roll. +- Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll. + +**Keywords:** Synapse, Infantry, Great Devourer, Vanguard Invader, Neurolictor +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Neurolictor + +**Points:** +- 1 model: 70pts + +--- + +# Neurotyrant + +**Role:** Characters + +*The Shadow in the Warp radiating from this immensely powerful psyker-analogue creeps in all directions, driving even non-psychic prey organisms to screaming madness. As its foes writhe in agony, the Neurotyrant guides the swarms around it to slaughter with brutal efficiency.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 8 | 4+ | 9 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Psychic Scream; Neurotyrant claws and lashes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psychic scream | 18 | 2D6 | N/A | 5 | -1 | 2 | ignores cover, psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Neurotyrant claws and lashes | Melee | 6 | 3 | 5 | 0 | 1 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Node Lash (Psychic)** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well. +- **Psychic Terror (Psychic)** (Datasheet): If one or more models from your army with this ability are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. +- **Neuroloids** (Datasheet): In your Command phase, you can select up to two friendly TYRANIDS units within 18" of this model’s unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army. + +**Designer’s Note:** *Place a Neuroloid token next to each selected unit to remind you.* + +**Keywords:** Neurotyrant, Synapse, Great Devourer, Psyker, Fly, Character, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Neurotyrant + +**Wargear Options:** +- None + +**Leader:** +Can lead: Zoanthropes, Tyrant Guard, Neurogaunts + +**Points:** +- 1 model: 105pts + +--- + +# Norn Assimilator + +**Role:** Other + +*Norn Assimilators are the living and inexhaustible nemeses of their prey. Using their toxinjector harpoons, these towering monsters can impale and tear down the fortifications their quarry cower behind, drag guardian war engines into their deadly embrace, or pinion the target themselves before dragging them inexorably in to their doom.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 16 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** toxinjector harpoon; monstrous scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Toxinjector Harpoon | 12 | 2 | 2 | 12 | -3 | D6+1 | harpooned | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monstrous scything talons | Melee | 6 | 2 | 9 | -2 | 3 | — | +| Toxinjector harpoon | Melee | 4 | 2 | 12 | -3 | D6+1 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Singular Purpose** (Datasheet): At the start of the first battle round, select one of the following: +- Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit, you can re-roll the Hit roll and you can re-roll the Wound roll. +- Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15. +- **Harpoon Barbs** (Datasheet): Once per turn, when an enemy unit within Engagement Range of this model is selected to Fall Back, roll one D6: on a 2+, that unit suffers D6 mortal wounds. +- **Harpooned** (Wargear profile): After the bearer has shot with this weapon, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the end of the turn, each time the bearer selects that unit as a target of a charge, add 2 to the Charge roll. + +**Keywords:** Monster, Great Devourer, Synapse, Harvester, Norn Assimilator +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Norn Assimilator + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 275pts + +--- + +# Norn Emissary + +**Role:** Other + +*Each Norn Emissary is spawned for a specific purpose, be it predating on a strategically gifted commander, abducting a knowledgeable prey-being at the behest of its Norn Queen, or some other ineffable task. Melding terrifying psionic potential with speed, agility and awful strength, the Norn Emissary is more than equal to its mission.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 16 | 7+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Psychic Tendril; monstrous scything talons; monstrous rending claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psychic Tendril – neuroparasite | 18 | 2 | 2 | 8 | -2 | D3 | precision, psychic | +| Psychic Tendril – neuroblast | 18 | 2D6 | 2 | 6 | -2 | 1 | blast, psychic | +| Psychic Tendril – neurolance | 18 | 2 | 2 | 12 | -3 | D6 | melta 2, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monstrous scything talons | Melee | 6 | 2 | 9 | -2 | 3 | — | +| Monstrous rending claws | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Singular Purpose** (Datasheet): At the start of the first battle round, select one of the following: +- Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit, you can re-roll the Hit roll and you can re-roll the Wound roll. +- Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15. +- **Unnatural Resilience** (Datasheet): This model has the Feel No Pain 4+ ability against mortal wounds. + +**Keywords:** Norn Emissary, Synapse, Great Devourer, Psyker, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Norn Emissary + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 260pts + +--- + +# Old One Eye + +**Role:** Characters + +*Known as the Beast of Calth, this unstoppable brute was first seen during the First Tyrannic War. Though many have thought it slain over the centuries, always the scarred monster rises again. Whether it is a Tyranid subgenus or the same unstoppable monster come again is a mystery few in its path live long enough to ponder.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 9 | 8+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Old One Eye’s claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Old One Eye’s claws and talons – strike | Melee | 6 | 3 | 14 | -3 | D6+1 | — | +| Old One Eye’s claws and talons – sweep | Melee | 12 | 3 | 6 | -1 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Alpha Leader** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll. +- **Unstoppable Monster** (Datasheet): At the start of each player’s Command phase, this model regains up to D3 lost wounds. + +**Keywords:** Character, Epic Hero, Monster, Great Devourer, Old One Eye +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Old One Eye – EPIC HERO + +**Leader:** +Can lead: Carnifexes + +**Points:** +- 1 model: 150pts + +--- + +# Parasite Of Mortrex + +**Role:** Characters + +*Swooping on leathery wings, Parasites of Mortrex use their barbed ovipositors to drive Ripper gestation pods deep into their victims’ bodies, from where the swiftly growing creatures soon eat their way out. Such was the doom of the defenders of Mortrex, the world first cursed by the Parasites’ onslaught.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 5 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** barbed ovipositor; clawed limbs. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Barbed ovipositor | Melee | 1 | 2 | 3 | -2 | 3 | anti-infantry 3+, extra attacks | +| Clawed limbs | Melee | 6 | 2 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Parasitic Infection** (Datasheet): Each time an INFANTRY model is destroyed by an attack made with this model’s barbed ovipositor, after this model has finished making its attacks, you can add one new Ripper Swarms unit to your army consisting of D3 models and set it up within 3" of this model. If you do, that RIPPER SWARMS unit can be set up within Engagement Range of the destroyed model’s unit (but not within Engagement Range of any other enemy units). +- **It Itches!** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test. + +**Keywords:** Fly, Synapse, Great Devourer, Vanguard Invader, Parasite of Mortrex, Infantry, Character +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Parasite of Mortrex + +**Points:** +- 1 model: 80pts + +--- + +# Psychophage + +**Role:** Other + +*These monsters stampede into battle with frightening speed. They devour any prey organism in their paths, but especially favour those victims with psychic abilities. How they metabolise such esoteric powers is unclear, but doing so allows them to project surges of psychocorrosive ash that deflagrate their victims’ minds and souls.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 8+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** psychoclastic torrent; talons and betentacled maw. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Psychoclastic torrent | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Talons and betentacled maw | Melee | 6 | 3 | 6 | -2 | 2 | anti-psyker 4+, devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Bio-stimulus** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly TYRANIDS unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. +- **Feeding Frenzy** (Datasheet): Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well. + +**Keywords:** Great Devourer, Smoke, Psychophage, Monster, Harvester +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Psychophage + +**Points:** +- 1 model: 110pts + +--- + +# Pyrovores + +**Role:** Other + +*Pyrovores exist to predigest biomass. The acids that drip from their maws are so corrosive they can melt adamantine. Meanwhile, their flame-spewing dorsal organisms can engulf entire squads of prey in roiling chemical fire. Even killing these bioforms is perilous, for their volatile innards can detonate upon death.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 5 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** flamespurt; chitin-barbed limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flamespurt | 12 | D6+1 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitin-barbed limbs | Melee | 2 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Burning Spray** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. + +**Keywords:** Infantry, Great Devourer, Pyrovores, Harvester +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1-3 Pyrovores + +**Points:** +- 1 model: 40pts +- 2 models: 70pts +- 3 models: 105pts + +--- + +# Raveners + +**Role:** Other + +*Serpentine bioforms capable of a terrifying turn of speed, Raveners are made doubly dangerous by their ability to tunnel swiftly through even solid bedrock. Often assaulting their prey from below, Raveners are especially vicious and predatory warrior organisms used as shock troops by the hive mind.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Ravener claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ravener claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | twin-linked | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Death From Below** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. + +**Keywords:** Vanguard Invader, Burrowers, Raveners, Infantry, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 5 Raveners + +**Wargear Options:** +- None + +**Leader:** +Led By: Hyperadapted Raveners + +**Points:** +- 5 models: 125pts + +--- + +# Ripper Swarms + +**Role:** Other + +*Living carpets of Rippers squirm across the ground wherever the Tyranid swarms advance. Little more than simple eating machines, these chitinous horrors swarm over the wounded and dead alike, and can even drag down trained warriors in sufficient numbers. Once a Ripper’s fangs sink home, it will not let go…* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 2 | 6+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** chitinous claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spinemaws | 6 | 4 | 5 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitinous claws and teeth | Melee | 6 | 5 | 2 | 0 | 1 | sustained hits 1 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Chitinous Horrors (Aura)** (Datasheet): While an enemy unit is within Engagement Range of this unit, halve the Objective Control characteristic of models in that enemy unit. + +**Keywords:** Swarm, Great Devourer, Harvester, Ripper Swarms +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1-3 Ripper Swarms + +**Wargear Options:** +- All models in this unit can each be equipped with 1 spinemaws. + +**Points:** +- 1 model: 25pts +- 2 models: 40pts +- 3 models: 50pts + +--- + +# Screamer-killer + +**Role:** Other + +*An older adaptation of the basic Carnifex strain, the Screamer-Killer was christened by terrified Imperial troops for the distinctive howl it emits as it generates then unleashes its bio-plasmic blasts. Screamer-Killers are often seen at the forefront of a Tyranid assault, where they can inflict the most damage quickly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 2+ | 10 | 8+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bio-plasmic scream; Screamer-Killer talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-plasmic scream | 18 | D6+3 | 4 | 8 | -2 | 1 | assault, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Screamer-killer talons | Melee | 10 | 3 | 10 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Death Scream** (Datasheet): In your Shooting phase, after this model has shot, select one unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 from that test. + +**Keywords:** Screamer-Killer, Great Devourer, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Screamer-Killer + +**Points:** +- 1 model: 125pts + +--- + +# Scythed Hierodule + +**Role:** Other + +*The Hive Mind trusts only in the power of flesh. The Hierodule is a clear embodiment of this principle, a living weapon of monstrous power whose scythed limbs can cut apart war machines with ease. Any that survive the power of its talons are subjected to torrents of mutagenic acid from the symbiote-beast that grows between its armoured plates.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 18 | 8+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bio-acid spray; Hierodule scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-acid spray | 18 | 3D6 | N/A | 6 | -2 | 1 | torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hierodule scything talons | Melee | 10 | 3 | 14 | -2 | D3+3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Irresistible Force** (Datasheet): This model is eligible to declare a charge in a turn in which it Fell Back. + +**Keywords:** Scythed Hierodule, Great Devourer, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Scythed Hierodule + +**Wargear Options:** +- None + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 330pts + +--- + +# Sky-slasher Swarms + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 2 | 6+ | 4 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Spinemaws | 6 | 4 | 5 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Claws and teeth | Melee | 6 | 5 | 2 | 0 | 1 | sustained hits 1 | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Chitinous Horrors** (Datasheet): While an enemy unit is within Engagement Range of one or more units with this ability, halve the Objective Control characteristic of models in that enemy unit. + +**Keywords:** Sky-slasher Swarms, Fly, Swarm, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 3 Sky-slasher Swarms + +**Wargear Options:** +- Any number of models can each be equipped with 1 spinemaws. + +**Points:** +- 3 models: 60pts + +--- + +# Spore Mines + +**Role:** Other + +*Spore Mines are a form of living bomb, which drift across the battlefield in shoals and detonate when they detect prey organisms nearby. Those caught in the blast are torn apart as surely as if they had caught a brace of live frag grenades. The Hive Mind often uses Spore Mines to deny areas of the battlefield to the prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 4" | 1 | 7+ | 1 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Bio-minefield** (Datasheet): Enemy units cannot start or end an Advance move within 6" of this unit. +- **Floating Death** (Datasheet): Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. + +**Keywords:** Spore Mines, Great Devourer, Beast, Fly +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 3-6 Spore Mines + +**Points:** +- 3 models: 55pts +- 6 models: 110pts + +--- + +# Sporocyst + +**Role:** Other + +*Dropped from orbit, Sporocysts dig into the surface of the prey world like ticks then begin spewing toxic spores from their living chimneys. They are able to eject shoals of Mucolid Spores, while prey who stray too close are subjected to hails of organic projectiles from the bio-cannons grafted to the Sporocyst’s hide.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 10 | 3+ | 10 | 8+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Sporocyst bio-weapons; flensing whips. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Sporocyst bio-weapons | 24 | 10 | 4 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flensing whips | Melee | 6 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Seed Mucolids** (Datasheet): Once per turn, in your Shooting phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new Mucolid Spores unit containing 1 model to your army and set it up anywhere on the battlefield that is wholly within 18" of this model and more than 9" horizontally away from all enemy units. +- **Hive Defences** (Datasheet): You can target this model with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. This model can only be targeted with that Stratagem once per turn. + +**Keywords:** Great Devourer, Sporocyst, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Sporocyst + +**Points:** +- 1 model: 145pts + +--- + +# Termagants + +**Role:** Battleline + +*Scuttling predators that attack in huge swarms, Termagants were originally spawned to roam the tight arterial passages of hive ships and hunt intruders. They harry their prey with a hail of firepower, seeking always to outflank and envelop their victims as they erode their numbers.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 3 | 5+ | 1 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** fleshborer; chitinous claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Fleshborer | 18 | 1 | 4 | 5 | 0 | 1 | assault | +| Shardlauncher | 18 | D3 | 4 | 5 | 0 | 1 | blast, heavy | +| Spike rifle | 24 | 1 | 4 | 4 | -1 | 1 | heavy | +| Strangleweb | 18 | D6 | N/A | 2 | 0 | 1 | assault, devastating wounds, torrent | +| Termagant devourer | 18 | 2 | 4 | 4 | 0 | 1 | — | +| Termagant spinefists | 12 | 2 | 4 | 3 | 0 | 1 | assault, pistol, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitinous claws and teeth | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Skulking Horrors** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". + +**Keywords:** Infantry, Battleline, Great Devourer, Endless Multitude, Termagants +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 10-20 Termagants + +**Wargear Options:** +- All models in this unit can each have their fleshborer replaced with 1 Termagant devourer. +- All models in this unit can each have their fleshborer replaced with 1 Termagant spinefists. +- For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 shardlauncher +- For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 spike rifle. +- For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 strangleweb + +**Leader:** +Led By: Tyranid Prime with Lash Whip + +**Points:** +- 10 models: 60pts +- 20 models: 120pts + +--- + +# Tervigon + +**Role:** Characters + +*Beyond simply being large and powerful synapse beasts, Tervigons are also able to spawn skittering masses of Termagant warrior organisms from within their bulging abdomens. These dripping spawn instinctively protect their broodmother with their lives, their numbers growing all the time until they overwhelm the prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 2+ | 16 | 7+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** stinger salvoes; massive scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Massive crushing claws | Melee | 4 | 4 | 12 | -3 | D6+1 | — | +| Massive scything talons – strike | Melee | 4 | 3 | 9 | -2 | D6 | — | +| Massive scything talons – sweep | Melee | 8 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Spawn Termagants** (Datasheet): In your Command phase, you can select one friendly Termagants unit within 6" of this model and return up to D3+3 destroyed models to that unit. A TERMAGANTS unit cannot be selected for this ability more than once per phase. +- **Brood Progenitor (Aura, Psychic)** (Datasheet): While a friendly Termagants unit is within 6" of this model, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. + +**Keywords:** Tervigon, Monster, Synapse, Great Devourer, Psyker, Character +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Tervigon + +**Wargear Options:** +- This model’s massive scything talons can be replaced with 1 massive crushing claws. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 160pts + +--- + +# The Swarmlord + +**Role:** Characters + +*The Swarmlord is the herald of the Hive Mind and may be as old as the Tyranid race itself. Upon death, the beast is always absorbed through the synaptic link and spawned anew. It has presided over the annihilation of countless civilisations, and with every incarnation it only becomes more deadly.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 10 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Synaptic pulse; bone sabres. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Synaptic pulse | 18 | D6+3 | N/A | 5 | -1 | 2 | psychic, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bone sabres | Melee | 8 | 2 | 9 | -2 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Hive Commander** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. +- **Malign Presence (Aura)** (Datasheet): If this model is your WARLORD, each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. + +**Designer’s Note:** *This ability takes precedence over the Lord of Deceit ability presented in the Balance Dataslate June 2024.* +- **Domination of the Hive Mind (Aura)** (Datasheet): While a friendly TYRANIDS unit is within 9" of this model, that unit is within your army’s Synapse Range. + +**Keywords:** Character, Epic Hero, Psyker, Great Devourer, Synapse, Hive Tyrant, The Swarmlord, Monster +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Swarmlord – EPIC HERO + +**Leader:** +Can lead: Tyrant Guard + +**Points:** +- 1 model: 220pts + +--- + +# Toxicrene + +**Role:** Other + +*The semi-sentient spores spewed by the Toxicrene can penetrate even sealed armour and enviro-suits before multiplying within the victim’s body to burst their organs and dissolve their flesh. Prey not slain in this horrible manner soon fall to the Toxicrene’s monstrous bulk and vast, lashing tendrils as it rampages ever onwards.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 11 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** massive toxic lashes. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Massive toxic lashes | 9 | 2D6 | 3 | 6 | -1 | 2 | anti-infantry 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Massive toxic lashes | Melee | 12 | 3 | 6 | -1 | 2 | anti-infantry 2+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Grasping Tendrils** (Datasheet): Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, you can roll one D6: on a 3+, that enemy unit must Remain Stationary instead. +- **Hypertoxic Miasma (Aura)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. + +**Keywords:** Toxicrene, Monster, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Toxicrene + +**Points:** +- 1 model: 150pts + +--- + +# Trygon + +**Role:** Other + +*Trygons are battle-tank-sized tunnelling machines. As they dig through the substrata of the prey world, they excavate huge tunnels for other Tyranid beasts to exploit. At the same time, the rasping of their chitinous plates builds up a powerful bio-electric charge that the Trygons can unleash as a weapon.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 8+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bio-electric pulse; Trygon scything talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bio-electric pulse | 12 | 6 | 3 | 5 | 0 | 1 | sustained hits 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Trygon scything talons | Melee | 12 | 3 | 9 | -2 | 3 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Subterranean Tunnels** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can use a subterranean tunnel. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. + +**Keywords:** Burrower, Great Devourer, Vanguard Invader, Monster, Trygon +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Trygon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 140pts + +--- + +# Tyranid Prime with Lash Whip + +**Role:** Characters + +*A living beacon of the Hive Mind’s will, the Tyranid Prime advances amidst swarms of warrior organisms, driving them ever forward into the prey. Should some defiant enemy anchor the line against the onrushing hordes, the Tyranid Prime strikes with its coiling lash whip to strangle, agonise and slay.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 3+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 1 rending claw; 1 lash whip; 1 scything talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Rending claw | Melee | 4 | 2 | 8 | -2 | 3 | — | +| Lash whip | Melee | 8 | 2 | 4 | -2 | 1 | — | +| Scything talons | Melee | 6 | 2 | 6 | -2 | 2 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Alpha Warrior** (Datasheet): Weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability. +- **Aggressive Leader-beast** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Surge move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Surge move per phase. + +**Keywords:** Synapse, Tyranid Prime with Lash Whip, Infantry, Character, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Tyranid Prime with Lash Whip + +**Wargear Options:** +- None. + +**Leader:** +Can lead: Termagants, Hormagaunts, Tyranid Warriors With Ranged Bio-weapons, Tyranid Warriors With Melee Bio-weapons + +**Points:** +- 1 model: 85pts + +--- + +# Tyranid Warriors With Melee Bio-weapons + +**Role:** Other + +*When adapted for close-quarters battle with an array of vicious talons, claws and chitinous blades, Tyranid Warriors excel in leading the onslaught from the front. Even as they slaughter elite prey and send lesser foes fleeing in terror, the Tyranid Warriors act as nodal relays for the insidious Hive Mind and ensure the attack is pressed home with unstoppable ferocity.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 3 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** Tyranid Warrior claws and talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tyranid Warrior claws and talons | Melee | 6 | 3 | 5 | -2 | 1 | twin-linked | + +**Abilities:** +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Adaptive Instincts** (Datasheet): At the start of the Fight phase, select one of the following: +- **Aggression Imperative:** Until the end of the phase, each time a model in this unit makes an attack, re-roll a Hit roll of 1. +- **Bioregeneration:** Until the end of the phase, each time a saving throw is made for a model in this unit, re-roll a saving throw of 1. + +**Keywords:** Tyranid Warriors with Melee Bio-weapons, Great Devourer, Infantry, Synapse +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Tyranid Prime +- 2-5 Tyranid Warriors + +**Leader:** +Led By: Winged Tyranid Prime, Tyranid Prime with Lash Whip + +**Points:** +- 3 models: 75pts +- 6 models: 150pts + +--- + +# Tyranid Warriors With Ranged Bio-weapons + +**Role:** Other + +*Strong, swift, independently intelligent and amongst the Hive Mind’s most adaptable bioforms, Tyranid Warriors are the backbone of many Tyranid invasions. Their synaptic link imbues them with advanced martial abilities, and also allows them to serve as synaptic linchpins within the wider swarms during battle.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 3 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** devourer; Tyranid Warrior claws and talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Barbed strangler | 36 | D6+1 | 4 | 6 | -1 | 1 | blast | +| Deathspitter | 24 | 3 | 4 | 5 | -1 | 1 | — | +| Devourer | 18 | 5 | 4 | 4 | 0 | 1 | — | +| Spinefists | 12 | 2 | 4 | 4 | 0 | 1 | assault, pistol, twin-linked | +| Venom cannon | 36 | D3 | 4 | 9 | -2 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tyranid Warrior claws and talons | Melee | 5 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Adaptable Predators** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. + +**Keywords:** Tyranid Warriors with Ranged Bio-weapons, Synapse, Great Devourer, Infantry +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Tyranid Prime +- 2-5 Tyranid Warriors + +**Wargear Options:** +- Any number of models can each have their devourer replaced with one of the following:- 1 deathspitter +- 1 spinefists +- For every 3 models in this unit, 1 model’s devourer can be replaced with 1 barbed strangler. +- For every 3 models in this unit, 1 model’s devourer can be replaced with 1 venom cannon. + +**Leader:** +Led By: Winged Tyranid Prime, Tyranid Prime with Lash Whip + +**Points:** +- 3 models: 65pts +- 6 models: 130pts + +--- + +# Tyrannocyte + +**Role:** Dedicated Transports + +*Tyrannocytes are huge spores, heat-resistant to endure atmospheric re-entry and with wet, pulsing interior chambers within which broods of organisms can ride down to a world’s surface. Once its passengers spill forth into battle, the Tyrannocyte drifts skyward again and goes hunting for its own prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 9 | 3+ | 10 | 8+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Tyrannocyte bio-weapons; flensing whips. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Tyrannocyte bio-weapons | 24 | 5 | 4 | 5 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Flensing whips | Melee | 6 | 4 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Aerial Seeding** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it. + +**Keywords:** Great Devourer, Dedicated Transport, Transport, Fly, Monster, Tyrannocyte, Vanguard Invader +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Tyrannocyte + +**Transport:** +This model has a transport capacity of 20 Tyranids Infantry models, or 1 Tyranids Monster model with a Wounds characteristic of 12 or less. Each INFANTRY model with a Wounds characteristic of more than 1 takes up the space of 3 models. + +**Points:** +- 1 model: 105pts + +--- + +# Tyrannofex + +**Role:** Other + +*The Tyrannofex is a walking battle tank and heavy weapons platform of huge size and resilience. These warrior organisms are extremely well armoured, more than capable of going toe-to-toe with the heaviest battle tanks of their prey species in a shooting match. Few foes can stand against even one of these beasts.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 12 | 2+ | 16 | 8+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** fleshborer hive; stinger salvoes; powerful limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Acid spray | 18 | D6+6 | N/A | 6 | -2 | 2 | torrent | +| Fleshborer hive | 24 | 20 | 3 | 5 | 0 | 1 | heavy, sustained hits 1, twin-linked | +| Rupture cannon | 48 | 2 | 3 | 18 | -4 | D6+6 | heavy | +| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Powerful limbs | Melee | 4 | 3 | 8 | 0 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Resilient Organism** (Datasheet): Once per battle, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Monster, Great Devourer, Tyrannofex +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Tyrannofex + +**Wargear Options:** +- This model’s fleshborer hive can be replaced with one of the following:- 1 acid spray +- 1 rupture cannon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Tyrant Guard + +**Role:** Other + +*Incredibly well armoured and resilient, Tyrant Guard form a mobile bulwark around their assigned synapse organism. So extreme is their bio-adaptation, they do not even possess weak spots such as eyes. Instead, they are guided as extensions of their charge’s synaptic will, acting as living weapons and shields.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 8 | 3+ | 4 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** scything talons and rending claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bone cleaver, lash whip and rending claws | Melee | 3 | 3 | 5 | -1 | 2 | — | +| Crushing claws and rending claws | Melee | 2 | 4 | 8 | -2 | 2 | twin-linked | +| Scything talons and rending claws | Melee | 5 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Guardian Organism** (Datasheet): While a Character model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability. + +**Keywords:** Great Devourer, Infantry, Tyrant Guard +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 3-6 Tyrant Guard + +**Wargear Options:** +- Any number of models can each have their scything talons and rending claws replaced with one of the following:- 1 bone cleaver, lash whip and rending claws +- 1 crushing claws and rending claws + +**Leader:** +Led By: Hive Tyrant, The Swarmlord, Neurotyrant + +**Points:** +- 3 models: 80pts +- 6 models: 160pts + +--- + +# Venomthropes + +**Role:** Other + +*Venomthropes drift forward amidst miasmal clouds of spores that spew from within their bodies. The touch of their tendrils is extremely poisonous, and those exposed to the Venomthropes’ spore clouds for any length of time drown on their own frothing fluids as they dissolve from the inside out.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** toxic lashes. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Toxic lashes | Melee | 5 | 3 | 3 | 0 | 1 | anti-infantry 2+ | + +**Abilities:** +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Foul Spores (Aura)** (Datasheet): While a friendly TYRANIDS unit is within 6" of this unit, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that attack. In addition, while a friendly TYRANIDS unit (excluding Monsters) is within 6" of this unit, models in that unit have the Stealth ability. + +**Keywords:** Great Devourer, Venomthropes, Fly, Infantry +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 3-6 Venomthropes + +**Leader:** +Led By: Malanthrope + +**Points:** +- 3 models: 70pts +- 6 models: 140pts + +--- + +# Von Ryan’s Leapers + +**Role:** Other + +*Stealthy hunters and expert ambushers, Von Ryan’s Leapers are swift, agile and especially lethal when fighting in dense terrain. Akin to living mines, they lie still at the optimum locations to cause as much damage as possible. When they sense the perfect time to strike, they butcher all around in a murderous frenzy.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 3 | 8+ | 1 | + +**Invulnerable Save:** 6 + +**Default Wargear:** +**Every model is equipped with:** Leaper’s talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Leaper’s talons | Melee | 6 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. + +Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. + +If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Pouncing Leap** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. + +**Keywords:** Infantry, Vanguard Invader, Von Ryan’s Leapers, Great Devourer +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 3-6 Von Ryan’s Leapers + +**Points:** +- 3 models: 70pts +- 6 models: 140pts + +--- + +# Winged Hive Tyrant + +**Role:** Characters + +*When the Hive Mind deploys airborne swarms, it spawns Winged Hive Tyrants to direct them in battle. Wielding an array of nightmarish organic weapons, their monstrous forms singing with the synaptic might of the Hive Mind, these dread swarm-leaders spread terror and death wherever the dark shadow of their wings falls.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 2+ | 10 | 7+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** monstrous bonesword and lash whip; Tyrant talons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy venom cannon | 36 | D3 | 2 | 9 | -2 | 3 | blast | +| Stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Monstrous bonesword and lash whip | Melee | 6 | 2 | 9 | -2 | 3 | twin-linked | +| Monstrous scything talons | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | +| Tyrant talons | Melee | 5 | 2 | 7 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Will of the Hive Mind** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. +- **Paroxysm (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 1, this PSYKER suffers D3 mortal wounds; on a 2+, until the end of the phase, subtract 1 from the Attacks characteristic of weapons equipped by models in that unit. + +**Keywords:** Hive Tyrant, Fly, Monster, Character, Psyker, Winged Hive Tyrant, Great Devourer, Synapse, Vanguard Invader +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Winged Hive Tyrant + +**Wargear Options:** +- This model’s monstrous bonesword and lash whip can be replaced with one of the following:- 1 heavy venom cannon +- 1 stranglethorn cannon +- 1 monstrous scything talons + +**Points:** +- 1 model: 170pts + +--- + +# Winged Tyranid Prime + +**Role:** Characters + +*Tyranid Primes adapted for flight possess all the physical and synaptic might of an alpha war-beast, while also boasting the frightening speed and manoeuvrability imparted by huge leathery wings. Swooping down into the midst of the foe, they rend and tear until nought remains but corpses and fleeing prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 5 | 4+ | 6 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Prime talons. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Prime talons | Melee | 6 | 2 | 6 | -1 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Alpha Warrior** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. +- **Death Blow** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +**Keywords:** Character, Infantry, Fly, Great Devourer, Synapse, Vanguard Invader, Winged Tyranid Prime +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Winged Tyranid Prime + +**Wargear Options:** +- None + +**Leader:** +Can lead: Gargoyles, Tyranid Warriors With Melee Bio-weapons, Tyranid Warriors With Ranged Bio-weapons + +**Points:** +- 1 model: 65pts + +--- + +# Zoanthropes + +**Role:** Other + +*A Zoanthrope’s physical form is given over to harnessing the might of the Hive Mind. Not only do they act as synapse nodes, but they can also draw upon the energies of the Hive Mind to unleash searing psychic blasts, and to generate fields of defensive power that can stop an artillery shell dead.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 5 | 5+ | 3 | 7+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** Warp Blast; chitinous claws and teeth. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Warp Blast – witchfire | 24 | D3 | 3 | 7 | -2 | D3 | blast, psychic | +| Warp Blast – focused witchfire | 24 | 1 | 3 | 12 | -3 | D6+1 | lethal hits, psychic | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chitinous claws and teeth | Melee | 2 | 5 | 3 | 0 | 1 | — | + +**Abilities:** +- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. +- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: +- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. +- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. +- **Spirit Leech (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this unit, if this unit contains a Neurothrope, each time that enemy unit fails a Battle-shock test, it suffers D3 mortal wounds and one model in this unit regains up to D3 lost wounds. +- **Warp Field (Aura, Psychic)** (Datasheet): While a friendly Tyranids unit is within 6" of this unit, models in that unit have a 6+ invulnerable save. + +**Keywords:** Fly, Infantry, Zoanthropes, Synapse, Great Devourer, Psyker +**Faction Keywords:** Tyranids + +**Unit Composition:** +- 1 Neurothrope +- 2-5 Zoanthropes + +**Leader:** +Led By: Neurotyrant + +**Points:** +- 3 models: 100pts +- 6 models: 200pts diff --git a/cogitator/factions/tyranids/datasheets/barbed-hierodule.md b/cogitator/factions/tyranids/datasheets/barbed-hierodule.md deleted file mode 100644 index ef4e455..0000000 --- a/cogitator/factions/tyranids/datasheets/barbed-hierodule.md +++ /dev/null @@ -1,52 +0,0 @@ -# Barbed Hierodule - -**Role:** Other - -*First recorded during the invasion of Hamman’s World, these looming monstrosities are protected by thick armour plates that allow them to shrug off all but the most devastating of attacks, while their bio-cannons are able to hold off the foe as they charge forward to finish the prey at close quarters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 12 | 2+ | 18 | 8+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 bio-cannons; Hierodule scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-cannon | 48 | D6+3 | 3 | 9 | -2 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hierodule scything talons | Melee | 8 | 3 | 14 | -2 | D3+3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Overgrown Barbs** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit (excluding TITANIC units) that was hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Monster, Great Devourer, Barbed Hierodule -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Barbed Hierodule - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 340pts diff --git a/cogitator/factions/tyranids/datasheets/barbgaunts.md b/cogitator/factions/tyranids/datasheets/barbgaunts.md deleted file mode 100644 index fce1af2..0000000 --- a/cogitator/factions/tyranids/datasheets/barbgaunts.md +++ /dev/null @@ -1,40 +0,0 @@ -# Barbgaunts - -**Role:** Other - -*Barbgaunts are little more than living weapons, their bodies and bio-cannons slaved to the will of a pulsating ganglio-parasite that piggybacks them into battle. There, they unleash volleys of chitinous barbs that detonate with the fury of violent muscle-spasms and transfix nearby victims with hails of jagged projectiles.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 2 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** barblauncher; chitinous claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Barblauncher | 24 | D6 | 4 | 5 | 0 | 1 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitinous claws and teeth | Melee | 1 | 4 | 4 | 0 | 1 | — | - -**Abilities:** -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Disruption Bombardment** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it. - -**Keywords:** Infantry, Barbgaunts, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 5-10 Barbgaunts - -**Points:** -- 5 models: 55pts -- 10 models: 110pts diff --git a/cogitator/factions/tyranids/datasheets/biovores.md b/cogitator/factions/tyranids/datasheets/biovores.md deleted file mode 100644 index e58302e..0000000 --- a/cogitator/factions/tyranids/datasheets/biovores.md +++ /dev/null @@ -1,47 +0,0 @@ -# Biovores - -**Role:** Other - -*These living artillery pieces nurture a clutch of Spore Mines within their bodies. After anchoring themselves to the ground with their chitinous spurs, the creatures fire their living ammunition in high arcs, allowing the Spore Mines to drift languidly down into the midst of the foe where they detonate with sudden violence.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 5 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Spore Mine launcher; chitin-barbed limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spore Mine launcher | 48 | D3 | 4 | 6 | -1 | 2 | blast, devastating wounds, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitin-barbed limbs | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Seed Spore Mines** (Datasheet): Once per turn, in your Shooting phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new Spore Mines unit to your army and set it up anywhere on the battlefield that is wholly within 48" of this unit and more than 9" horizontally away from all enemy units. That SPORE MINES unit contains 1 model for each model in this unit. - -**Keywords:** Infantry, Great Devourer, Biovores -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1-3 Biovores - -**Points:** -- 1 model: 50pts -- 2 models: 100pts -- 3 models: 150pts diff --git a/cogitator/factions/tyranids/datasheets/broodlord.md b/cogitator/factions/tyranids/datasheets/broodlord.md deleted file mode 100644 index a246b43..0000000 --- a/cogitator/factions/tyranids/datasheets/broodlord.md +++ /dev/null @@ -1,69 +0,0 @@ -# Broodlord - -**Role:** Characters - -*Mightiest and most intelligent of the Genestealer bioforms, the Broodlord is an insidious predatory infiltrator. Able to act as a forward commander for the invasion swarms, it sows carnage through the enemy lines while maximising the cunning and lethality of lesser warrior organisms around it.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Broodlord claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Broodlord claws and talons | Melee | 5 | 2 | 6 | -2 | 2 | devastating wounds, twin-linked | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Vicious Insight** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability. -- **Hypnotic Gaze (Psychic)** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Great Devourer, Vanguard Invader, Synapse, Infantry, Character, Psyker, Broodlord -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Broodlord - -**Leader:** -Can lead: Genestealers - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tyranids/datasheets/carnifexes.md b/cogitator/factions/tyranids/datasheets/carnifexes.md deleted file mode 100644 index 63c7587..0000000 --- a/cogitator/factions/tyranids/datasheets/carnifexes.md +++ /dev/null @@ -1,69 +0,0 @@ -# Carnifexes - -**Role:** Other - -*Carnifexes have been a mainstay of the hive fleets for centuries. Rugged and adaptable organisms, they can support a great range of weapon grafts and biomorphs while retaining the raw strength, durability and armoured ferocity that has seen them smash through countless prey defence lines like living battering rams.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 8 | 8+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Carnifex scything talons; Carnifex extra scything talons; chitinous claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-plasma | 12 | D3 | 4 | 7 | -2 | 1 | assault, blast | -| Deathspitters with slimer maggots | 24 | 6 | 4 | 7 | -2 | 1 | — | -| Devourers with brainleech worms | 18 | 12 | 4 | 6 | 0 | 1 | — | -| Heavy venom cannon | 36 | D3 | 4 | 9 | -2 | 3 | blast | -| Spine banks | 6 | 5 | 4 | 5 | 0 | 1 | assault | -| Stranglethorn cannon | 36 | D6+1 | 4 | 7 | -1 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Carnifex crushing claws | Melee | 4 | 4 | 12 | -3 | D6+1 | — | -| Carnifex extra scything talons | Melee | 2 | 4 | 9 | -2 | 3 | extra attacks | -| Carnifex scything talons | Melee | 6 | 4 | 9 | -2 | 3 | — | -| Chitinous claws and teeth | Melee | 4 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Blistering Assault** (Datasheet): Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit lost one or more wounds as a result of those attacks, this unit can make a Blistering Assault move. If it does, roll one D6, adding 2 to the result: each model in this unit can be moved a distance in inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. Each unit can only make one Blistering Assault move per phase. - -**Keywords:** Great Devourer, Monster, Carnifexes -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1-2 Carnifexes - -**Wargear Options:** -- Any number of models can each have their Carnifex extra scything talons replaced with one of the following:- 1 deathspitters with slimer maggots -- 1 devourers with brainleech worms -- 1 heavy venom cannon -- 1 stranglethorn cannon -- 1 Carnifex crushing claws -- Any number of models can each have their Carnifex scything talons replaced with one of the following:- 1 deathspitters with slimer maggots -- 1 devourers with brainleech worms -- 1 Carnifex crushing claws -- Any number of models can each be equipped with 1 bio-plasma. -- Any number of models can each be equipped with 1 spine banks. - -**Leader:** -Led By: Old One Eye - -**Points:** -- 1 model: 90pts -- 2 models: 180pts diff --git a/cogitator/factions/tyranids/datasheets/deathleaper.md b/cogitator/factions/tyranids/datasheets/deathleaper.md deleted file mode 100644 index 7947f85..0000000 --- a/cogitator/factions/tyranids/datasheets/deathleaper.md +++ /dev/null @@ -1,48 +0,0 @@ -# Deathleaper - -**Role:** Characters - -*The Deathleaper is an advancement of the Lictor strain intended to act as a terror weapon. Possessing an instinctive understanding of how to spread fear through prey populations, it uses its skills in stealth, infiltration and assassination to sow paranoia and dread before the hive fleet attacks en masse.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 3+ | 7 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Lictor claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **Fear of the Unseen (Aura)** (Datasheet): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test. -- **HUNTER ORGANISM** (Special (правая колонка)): This model cannot be your WARLORD. - -**Keywords:** Deathleaper, Vanguard Invader, Great Devourer, Epic Hero, Character, Infantry -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Deathleaper – EPIC HERO - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tyranids/datasheets/dimachaeron.md b/cogitator/factions/tyranids/datasheets/dimachaeron.md deleted file mode 100644 index 87bbdef..0000000 --- a/cogitator/factions/tyranids/datasheets/dimachaeron.md +++ /dev/null @@ -1,45 +0,0 @@ -# Dimachaeron - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 16 | 7+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** massive scything sickle-talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Massive scything sickle-talons | Melee | 10 | 3 | 9 | -2 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Digestion Spine** (Datasheet): Each time this model fights, after it has resolved its attacks, if one or more enemy models (excluding VEHICLE models) were destroyed as the result of those attacks, this model regains up to D3 wounds. - -**Keywords:** Monster, Dimachaeron, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Dimachaeron - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/tyranids/datasheets/exocrine.md b/cogitator/factions/tyranids/datasheets/exocrine.md deleted file mode 100644 index 2ecc384..0000000 --- a/cogitator/factions/tyranids/datasheets/exocrine.md +++ /dev/null @@ -1,49 +0,0 @@ -# Exocrine - -**Role:** Other - -*Huge, tough and very stupid, the Exocrine’s only task is to carry the dorsal cannon organism on its back into an optimal firing position. Once in place, the bio-plasmic cannon emits a terrible, high-pitched hiss before unleashing a searing blast of bio-plasma capable of reducing tanks and bunkers to glowing craters.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bio-plasmic cannon; powerful limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-plasmic cannon | 36 | D6+3 | 3 | 9 | -3 | 3 | blast, heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Powerful limbs | Melee | 3 | 3 | 7 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Symbiotic Targeting** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that unit, re-roll a Hit roll of 1. - -**Keywords:** Monster, Great Devourer, Exocrine -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Exocrine - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/tyranids/datasheets/gargoyles.md b/cogitator/factions/tyranids/datasheets/gargoyles.md deleted file mode 100644 index f222133..0000000 --- a/cogitator/factions/tyranids/datasheets/gargoyles.md +++ /dev/null @@ -1,48 +0,0 @@ -# Gargoyles - -**Role:** Battleline - -*Gargoyles are often the first warrior organisms hurled against a prey world. Their teeming swarms darken the skies. Their opportunistic attacks spread panic and disarray. Worst of all, the creatures can squirm through gaps that appear far too small, bursting through gun slits and vent pipes to assail horrified defenders.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 3 | 6+ | 1 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** fleshborer; blinding venom. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fleshborer | 18 | 1 | 4 | 5 | 0 | 1 | assault | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Blinding venom | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Winged Swarm** (Datasheet): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge. - -**Keywords:** Fly, Battleline, Infantry, Endless Multitude, Vanguard Invader, Gargoyles, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 10-20 Gargoyles - -**Leader:** -Led By: Winged Tyranid Prime - -**Points:** -- 10 models: 85pts -- 20 models: 170pts diff --git a/cogitator/factions/tyranids/datasheets/genestealers.md b/cogitator/factions/tyranids/datasheets/genestealers.md deleted file mode 100644 index b7a2ad3..0000000 --- a/cogitator/factions/tyranids/datasheets/genestealers.md +++ /dev/null @@ -1,50 +0,0 @@ -# Genestealers - -**Role:** Other - -*Swift vanguard organisms armoured in chitin and possessed of terrifying strength and agility, Genestealers are peerless predators. Their broods move ahead of the hive fleets to seek out fresh feeding grounds. Then, when the invasion swarms descend, the Genestealers burst from hiding to begin the slaughter.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 5+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** Genestealer claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Genestealer claws and talons | Melee | 4 | 2 | 4 | -2 | 1 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Vanguard Predator** (Datasheet): Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll of 1 as well. - -**Keywords:** Vanguard Invader, Genestealers, Great Devourer, Infantry -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 5-10 Genestealers - -**Leader:** -Led By: Broodlord - -**Points:** -- 5 models: 75pts -- 10 models: 140pts diff --git a/cogitator/factions/tyranids/datasheets/harpy.md b/cogitator/factions/tyranids/datasheets/harpy.md deleted file mode 100644 index af9cd1c..0000000 --- a/cogitator/factions/tyranids/datasheets/harpy.md +++ /dev/null @@ -1,61 +0,0 @@ -# Harpy - -**Role:** Other - -*Harpies are flying bioforms whose natural agility allows them to outmanoeuvre most prey fighter craft. They are often sent in amidst the first waves of an invasion, dropping organic munitions onto panicked defenders and diving down to attack.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** stinger salvoes; twin stranglethorn cannon; scything wings. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | -| Twin heavy venom cannon | 36 | D3 | 3 | 9 | -2 | 3 | blast, twin-linked | -| Twin stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scything wings | Melee | 4 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Spore Mine Cysts** (Datasheet): Each time this model ends a Normal move, you can select one of the following: -- Select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- Add one new Spore Mines unit containing D3 models to your army and set it up anywhere on the battlefield that is wholly within 6" of this model and more than 9" horizontally away from all enemy units. You cannot select this option for more than one model per turn. - -**Keywords:** Great Devourer, Vanguard Invader, Harpy, Monster, Fly, Aircraft -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Harpy - -**Wargear Options:** -- This model’s twin stranglethorn cannon can be replaced with 1 twin heavy venom cannon. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 215pts diff --git a/cogitator/factions/tyranids/datasheets/harridan.md b/cogitator/factions/tyranids/datasheets/harridan.md deleted file mode 100644 index b40e78d..0000000 --- a/cogitator/factions/tyranids/datasheets/harridan.md +++ /dev/null @@ -1,60 +0,0 @@ -# Harridan - -**Role:** Other - -*Of the winged horrors of the Tyranids, none are as monstrously powerful as the Harridan. Borne on huge membranous wings tipped with bio-cannons, they swoop into enemy lines carving through troops and armour with their scything talons or showering shrieking Gargoyles that had been clinging batlike to the Harridan’s underbelly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 30 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 dire bio-cannons; gargantuan scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dire bio-cannon | 48 | D6+6 | 3 | 10 | -3 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gargantuan scything talons | Melee | 6 | 3 | 14 | -2 | D6 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Frenzied Metabolism** (Datasheet): Each time this model is selected to shoot, you can use this ability. If you do, until the end of the phase, each time this model makes an attack, add 1 to the Wound roll. After resolving those attacks, roll one D6: on a 2+, this model suffers D3 mortal wounds. - -**Keywords:** Fly, Titanic, Aircraft, Transport, Great Devourer, Harridan, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Harridan - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 20 Gargoyles models and 1 Winged Tyranid Prime model. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 610pts diff --git a/cogitator/factions/tyranids/datasheets/haruspex.md b/cogitator/factions/tyranids/datasheets/haruspex.md deleted file mode 100644 index 164336e..0000000 --- a/cogitator/factions/tyranids/datasheets/haruspex.md +++ /dev/null @@ -1,50 +0,0 @@ -# Haruspex - -**Role:** Other - -*The infinite hunger of the Haruspex can see it consume an entire platoon of prey organisms in moments. Nothing escapes its yawning gullet and lashing tongue for long; its victims meet a horrible end as they are swallowed down to be gradually dissolved into raw biomass within the monster’s churning innards.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** grasping tongue; ravenous maw; shovelling claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grasping tongue | 12 | 1 | 3 | 6 | -2 | D6+1 | precision | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ravenous maw | Melee | 14 | 3 | 7 | -1 | 2 | — | -| Shovelling claws | Melee | 4 | 3 | 14 | -2 | D6+1 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Grisly Spectacle** (Datasheet): Each time this model is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, each enemy unit within 6" of this model must take a Battle-shock test. - -**Keywords:** Monster, Haruspex, Harvester, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Haruspex - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/tyranids/datasheets/hierophant.md b/cogitator/factions/tyranids/datasheets/hierophant.md deleted file mode 100644 index a1ede46..0000000 --- a/cogitator/factions/tyranids/datasheets/hierophant.md +++ /dev/null @@ -1,58 +0,0 @@ -# Hierophant - -**Role:** Other - -*Hierophants are gargantuan specimens of Tyranid adaptation, created to rival the largest war machines and annihilate any resistance. Towering over the battlefield on spined legs that skewer tanks with ease, these apex-beasts spray foes with devastating bio-weapons, their thick chitinous plating making them almost impervious to injury.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 14 | 2+ | 30 | 8+ | 12 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** bio-plasma torrent; 2 dire bio-cannons; lashwhip pods; titanic scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-plasma torrent | 12 | 3D6 | N/A | 7 | -2 | 1 | assault, torrent | -| Dire bio-cannon | 48 | D6+6 | 3 | 10 | -3 | 3 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lashwhip pods | Melee | 10 | 3 | 5 | -1 | 1 | extra attacks | -| Titanic scything talons | Melee | 8 | 3 | 20 | -2 | D6+1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Apex-beast** (Datasheet): Each time this model makes an attack that targets a unit that is Battle-shocked, add 1 to the Hit roll. -- **Stalking Forward** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. - -**Keywords:** Monster, Titanic, Towering, Transport, Great Devourer, Hierophant -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Hierophant - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 20 Tyranids Infantry models. Each model with a Wounds characteristic of more than 1 takes up the space of 3 models. This model cannot transport models that can Fly. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 810pts diff --git a/cogitator/factions/tyranids/datasheets/hive-crone.md b/cogitator/factions/tyranids/datasheets/hive-crone.md deleted file mode 100644 index c17c1f7..0000000 --- a/cogitator/factions/tyranids/datasheets/hive-crone.md +++ /dev/null @@ -1,57 +0,0 @@ -# Hive Crone - -**Role:** Other - -*Hive Crones scour the skies for prey fighter craft. The tentaclids they release pursue enemy aircraft before erupting in bio-electric pulses that banish motive force and send the dark, dead machines tumbling groundward. Then, drool cannons slathering, the Hive Crones dive down to seek fresh, land-based prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** drool cannon; stinger salvoes; tentaclids; scything wings; thorax spur. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drool cannon | 12 | 2D6 | N/A | 6 | -1 | 1 | torrent | -| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | -| Tentaclids | 36 | 4 | 3 | 7 | 0 | 2 | anti-vehicle 4+, devastating wounds | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Scything wings | Melee | 4 | 4 | 7 | -1 | 2 | — | -| Thorax spur | Melee | 1 | 3 | 10 | -3 | D6 | anti-fly 2+, extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Airborne Predator** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Monster, Hive Crone, Vanguard Invader, Great Devourer, Aircraft, Fly -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Hive Crone - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/tyranids/datasheets/hive-guard.md b/cogitator/factions/tyranids/datasheets/hive-guard.md deleted file mode 100644 index 2039e48..0000000 --- a/cogitator/factions/tyranids/datasheets/hive-guard.md +++ /dev/null @@ -1,44 +0,0 @@ -# Hive Guard - -**Role:** Other - -*Hive Guard are spawned to protect Tyranid bio-architecture and vital spore-seeding sites. They carry a monstrous arsenal of grafted bio-weapons and are instinctively driven – or sometimes synaptically impelled – to lay down heavy hails of firepower against those prey organisms the Hive Mind wishes to see eradicated.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 7 | 3+ | 4 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** shockcannon; chitinous claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Impaler cannon | 36 | 4 | 4 | 5 | -1 | 1 | heavy, indirect fire | -| Shockcannon | 24 | 2 | 3 | 7 | -1 | 3 | anti-vehicle 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitinous claws and teeth | Melee | 3 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Defensive Stance** (Datasheet): Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if this unit is within range of an objective marker. - -**Keywords:** Infantry, Great Devourer, Hive Guard -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 3-6 Hive Guard - -**Wargear Options:** -- Any number of models can each have their shockcannon replaced with 1 impaler cannon. - -**Points:** -- 3 models: 90pts -- 6 models: 180pts diff --git a/cogitator/factions/tyranids/datasheets/hive-tyrant.md b/cogitator/factions/tyranids/datasheets/hive-tyrant.md deleted file mode 100644 index 15f1081..0000000 --- a/cogitator/factions/tyranids/datasheets/hive-tyrant.md +++ /dev/null @@ -1,78 +0,0 @@ -# Hive Tyrant - -**Role:** Characters - -*Hive Tyrants command the swarm on the Hive Mind’s behalf. Not only are they powerful warrior organisms in their own right, but they are also possessed of a depth of sentient autonomy and strategic cunning that makes them truly deadly foes. Where the Hive Tyrants bestride the battlefield, death comes for the prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 10 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** monstrous bonesword and lash whip; monstrous scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy venom cannon | 36 | D3 | 2 | 9 | -2 | 3 | blast | -| Stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monstrous bonesword and lash whip | Melee | 6 | 2 | 9 | -2 | 3 | twin-linked | -| Monstrous scything talons | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Will of the Hive Mind** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. -- **Onslaught (Aura, Psychic)** (Datasheet): While a friendly TYRANIDS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] and [LETHAL HITS] abilities. - -**Keywords:** Psyker, Great Devourer, Synapse, Hive Tyrant, Monster, Character -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Hive Tyrant - -**Wargear Options:** -- This model’s monstrous bonesword and lash whip can be replaced with one of the following:- 1 heavy venom cannon -- 1 stranglethorn cannon -- 1 monstrous scything talons -- This model’s monstrous scything talons can be replaced with one of the following:- 1 heavy venom cannon* -- 1 stranglethorn cannon* -- *This model cannot be equipped with both a stranglethorn cannon and a heavy venom cannon. This model cannot be equipped with more than 1 heavy venom cannon, and it cannot be equipped with more than 1 stranglethorn cannon. - -**Leader:** -Can lead: Tyrant Guard - -**Points:** -- 1 model: 195pts diff --git a/cogitator/factions/tyranids/datasheets/hormagaunts.md b/cogitator/factions/tyranids/datasheets/hormagaunts.md deleted file mode 100644 index a6a28b4..0000000 --- a/cogitator/factions/tyranids/datasheets/hormagaunts.md +++ /dev/null @@ -1,38 +0,0 @@ -# Hormagaunts - -**Role:** Battleline - -*Swarming shock troops, Hormagaunts are seeded onto prey worlds in their billions. As simple hunter-slayer organisms, they can be left to rampage, wearing down defence lines and forcing the prey to expend lives and ammunition. Many formidable bastions have been buried in literal mountains of these chitinous horrors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 3 | 5+ | 1 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Hormagaunt talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hormagaunt talons | Melee | 3 | 4 | 3 | -1 | 1 | — | - -**Abilities:** -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Bounding Leap** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Battleline, Infantry, Great Devourer, Endless Multitude, Hormagaunts -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 10-20 Hormagaunts - -**Leader:** -Led By: Tyranid Prime with Lash Whip - -**Points:** -- 10 models: 65pts -- 20 models: 130pts diff --git a/cogitator/factions/tyranids/datasheets/hyperadapted-raveners.md b/cogitator/factions/tyranids/datasheets/hyperadapted-raveners.md deleted file mode 100644 index 455a5e2..0000000 --- a/cogitator/factions/tyranids/datasheets/hyperadapted-raveners.md +++ /dev/null @@ -1,74 +0,0 @@ -# Hyperadapted Raveners - -**Role:** Characters - -*Created to fight amongst the vanguard swarms, Hyperadapted Raveners boast additional biomorphs and weapon symbiotes. The toxic scythes, rending talons and crushing claws of the heavier bioforms, coupled with bioacids and unnatural senses, allow them to pick off the armoured vehicles of the prey.* - -| Name | M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---|---| -| Ravener Prime | 10" | 5 | 4+ | 6 | 7+ | 1 | -| Raveners | 10" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Ravener Prime is equipped with:** Prime claws and talons. - -**3 Raveners are equipped with:** Ravener heavy claws and talons. - -**1 Ravener is equipped with:** venom bolt; Ravener heavy claws and talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Venom bolt | 12 | D6+3 | N/A | 6 | -1 | 1 | assault, ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prime claws and talons | Melee | 6 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | -| Ravener heavy claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | anti-monster 5+, anti-vehicle 5+, twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Alpha Invader** (Datasheet): Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. -- **Hypersensory Array** (Datasheet): Once per battle round, you can target this unit with the Rapid Ingress or Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. - -**Keywords:** Vanguard Invader, Synapse, Character, Hyperadapted Raveners, Burrowers, Great Devourer, Infantry -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Ravener Prime -- 4 Raveners - -**Leader:** -Can lead: Raveners - -**Points:** -- 5 models: 165pts diff --git a/cogitator/factions/tyranids/datasheets/lictor.md b/cogitator/factions/tyranids/datasheets/lictor.md deleted file mode 100644 index 5c2e4f6..0000000 --- a/cogitator/factions/tyranids/datasheets/lictor.md +++ /dev/null @@ -1,47 +0,0 @@ -# Lictor - -**Role:** Other - -*Lictors are an adaptation of the Tyranid Warrior bioform specialising in infiltration, scouting and assassination. Hidden by their chameleonic skin, Lictors pick off their prey opportunistically, always looking for a chance to crack open their victims’ skulls and suck out the secrets held within using their feeder tendrils.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 6 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Lictor claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lictor claws and talons | Melee | 6 | 2 | 7 | -2 | 2 | precision | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **Pheromone Trail** (Datasheet): Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP. - -**Keywords:** Lictor, Vanguard Invader, Infantry, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Lictor - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/tyranids/datasheets/malanthrope.md b/cogitator/factions/tyranids/datasheets/malanthrope.md deleted file mode 100644 index a97b33f..0000000 --- a/cogitator/factions/tyranids/datasheets/malanthrope.md +++ /dev/null @@ -1,64 +0,0 @@ -# Malanthrope - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 10 | 7+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** grasping tail. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Grasping tail | Melee | 4 | 4 | 5 | 0 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Enhanced Toxic Miasma** (Datasheet): While this model is leading a unit, the range of that unit’s Foul Spores Aura ability is increased to 9". -- **Prey Adaptation** (Datasheet): Each time this model's unit is selected to fight, select one of the following abilities to apply to all melee weapons equipped by models in that unit until the end of the phase: -- [SUSTAINED HITS 1] -- [LANCE] -- [LETHAL HITS] - -**Keywords:** Malanthrope, Synapse, Infantry, Great Devourer, Fly, Character -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Malanthrope - -**Wargear Options:** -- None - -**Leader:** -Can lead: Venomthropes - -**Points:** -- 1 model: 75pts diff --git a/cogitator/factions/tyranids/datasheets/maleceptor.md b/cogitator/factions/tyranids/datasheets/maleceptor.md deleted file mode 100644 index a55a8f7..0000000 --- a/cogitator/factions/tyranids/datasheets/maleceptor.md +++ /dev/null @@ -1,51 +0,0 @@ -# Maleceptor - -**Role:** Other - -*Amongst the most powerful Tyranid psyker-analogues yet known, Maleceptors wield colossal synaptic power. Ethereal psychic pseudopods lash about them, able to literally detonate victims’ skulls with the slightest touch, while the encephalitic orbs set into their carapaces focus the smothering dread of the Shadow in the Warp.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 14 | 7+ | 4 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** psychic overload; massive scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psychic overload | 18 | D6+3 | 3 | 10 | -2 | 3 | blast, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Massive scything talons – strike | Melee | 3 | 3 | 9 | -2 | D6+1 | — | -| Massive scything talons – sweep | Melee | 6 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Encephalic Diffusion (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll, and, if that enemy unit is Below Half-strength, subtract 1 from the Wound roll as well. - -**Keywords:** Synapse, Great Devourer, Maleceptor, Psyker, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Maleceptor - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/tyranids/datasheets/mawloc.md b/cogitator/factions/tyranids/datasheets/mawloc.md deleted file mode 100644 index b17fe21..0000000 --- a/cogitator/factions/tyranids/datasheets/mawloc.md +++ /dev/null @@ -1,44 +0,0 @@ -# Mawloc - -**Role:** Other - -*Vast, burrowing wormforms, Mawlocs hunt by sensing even the smallest vibrations on the surface above them. Once they have located prey, the Mawlocs surge upwards in an eruption of bedrock and soil, yawning maws swallowing everything above them before they plunge back under the surface again.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** distensible jaw; Mawloc scything talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Distensible jaw | Melee | 1 | 3 | 5 | 0 | 3 | anti-infantry 4+, devastating wounds, extra attacks | -| Mawloc scything talons | Melee | 16 | 3 | 8 | -2 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Terror From The Deep** (Datasheet): Each time this model is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test. - -**Keywords:** Vanguard Invader, Burrower, Mawloc, Great Devourer, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Mawloc - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 135pts diff --git a/cogitator/factions/tyranids/datasheets/mucolid-spores.md b/cogitator/factions/tyranids/datasheets/mucolid-spores.md deleted file mode 100644 index 072d99b..0000000 --- a/cogitator/factions/tyranids/datasheets/mucolid-spores.md +++ /dev/null @@ -1,41 +0,0 @@ -# Mucolid Spores - -**Role:** Other - -*These rudimentary organisms are filled with poisonous gases held under extremely high pressure. Instinct drives them to drift towards prey formations or up into the path of enemy aircraft, before detonating in a nauseating spray of poisonous filth and chitinous shrapnel.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 4 | 7+ | 3 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Bio-minefield** (Datasheet): Enemy units cannot start or end an Advance move within 6" of this unit. -- **Floating Death** (Datasheet): Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds. - -**Keywords:** Fly, Beast, Mucolid Spores, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1-2 Mucolid Spores - -**Points:** -- 1 model: 30pts -- 2 models: 60pts diff --git a/cogitator/factions/tyranids/datasheets/neurogaunts.md b/cogitator/factions/tyranids/datasheets/neurogaunts.md deleted file mode 100644 index 2401ad7..0000000 --- a/cogitator/factions/tyranids/datasheets/neurogaunts.md +++ /dev/null @@ -1,41 +0,0 @@ -# Neurogaunts - -**Role:** Other - -*Neurogaunts scuttle forward in seething masses, driven on by the parasitic neurocytes that cling to their backs. Their primary purpose is to protect the synaptic node-beasts coordinating invasion swarms. It is a task they go about with single-minded savagery, slashing, biting and giving their lives without hesitation.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 6+ | 1 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** chitinous claws and teeth. - -**This unit can only contain 2 Neurogaunt Nodebeasts if it contains 20 Neurogaunts.* - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitinous claws and teeth | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Neurocytes** (Datasheet): While this unit is within Synapse Range of a friendly TYRANIDS unit (excluding NEUROGAUNT units), it has the Synapse keyword. - -**Keywords:** Neurogaunts, Endless Multitude, Great Devourer, Infantry -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1-2 Neurogaunt Nodebeasts* -- 10-20 Neurogaunts - -**Leader:** -Led By: Neurotyrant - -**Points:** -- 11 models: 45pts -- 22 models: 90pts diff --git a/cogitator/factions/tyranids/datasheets/neurolictor.md b/cogitator/factions/tyranids/datasheets/neurolictor.md deleted file mode 100644 index ac1ef37..0000000 --- a/cogitator/factions/tyranids/datasheets/neurolictor.md +++ /dev/null @@ -1,48 +0,0 @@ -# Neurolictor - -**Role:** Other - -*Neurolictors are nightmarish living weapons of psychological warfare. The field of neural disruption that they project causes atavistic terror responses in even the most hardened prey, rendered all the more nightmarish as - thanks to the Neurolictors’ nigh-supernatural abilities to fool their victims’ senses and evade notice - these effects seem often to come from out of thin air.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 5 | 4+ | 7 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** piercing claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Piercing claws and talons | Melee | 6 | 2 | 6 | -2 | 1 | precision | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Feeder Tendrils** (Datasheet): Each time this model destroys an enemy CHARACTER model, you gain 1CP. -- **Neural Disruption** (Datasheet): In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test. -- **Psychological Saboteur (Aura)** (Datasheet): While an enemy unit is within 12" of this model, if that unit is Battle-shocked: -- Each time a model in that unit makes an attack, subtract 1 from the Hit roll. -- Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll. - -**Keywords:** Synapse, Infantry, Great Devourer, Vanguard Invader, Neurolictor -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Neurolictor - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/tyranids/datasheets/neurotyrant.md b/cogitator/factions/tyranids/datasheets/neurotyrant.md deleted file mode 100644 index df79c9d..0000000 --- a/cogitator/factions/tyranids/datasheets/neurotyrant.md +++ /dev/null @@ -1,68 +0,0 @@ -# Neurotyrant - -**Role:** Characters - -*The Shadow in the Warp radiating from this immensely powerful psyker-analogue creeps in all directions, driving even non-psychic prey organisms to screaming madness. As its foes writhe in agony, the Neurotyrant guides the swarms around it to slaughter with brutal efficiency.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 8 | 4+ | 9 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Psychic Scream; Neurotyrant claws and lashes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psychic scream | 18 | 2D6 | N/A | 5 | -1 | 2 | ignores cover, psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Neurotyrant claws and lashes | Melee | 6 | 3 | 5 | 0 | 1 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Node Lash (Psychic)** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well. -- **Psychic Terror (Psychic)** (Datasheet): If one or more models from your army with this ability are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. -- **Neuroloids** (Datasheet): In your Command phase, you can select up to two friendly TYRANIDS units within 18" of this model’s unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army. - -**Designer’s Note:** *Place a Neuroloid token next to each selected unit to remind you.* - -**Keywords:** Neurotyrant, Synapse, Great Devourer, Psyker, Fly, Character, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Neurotyrant - -**Wargear Options:** -- None - -**Leader:** -Can lead: Zoanthropes, Tyrant Guard, Neurogaunts - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/tyranids/datasheets/norn-assimilator.md b/cogitator/factions/tyranids/datasheets/norn-assimilator.md deleted file mode 100644 index 3058e32..0000000 --- a/cogitator/factions/tyranids/datasheets/norn-assimilator.md +++ /dev/null @@ -1,55 +0,0 @@ -# Norn Assimilator - -**Role:** Other - -*Norn Assimilators are the living and inexhaustible nemeses of their prey. Using their toxinjector harpoons, these towering monsters can impale and tear down the fortifications their quarry cower behind, drag guardian war engines into their deadly embrace, or pinion the target themselves before dragging them inexorably in to their doom.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 16 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** toxinjector harpoon; monstrous scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Toxinjector Harpoon | 12 | 2 | 2 | 12 | -3 | D6+1 | harpooned | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monstrous scything talons | Melee | 6 | 2 | 9 | -2 | 3 | — | -| Toxinjector harpoon | Melee | 4 | 2 | 12 | -3 | D6+1 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Singular Purpose** (Datasheet): At the start of the first battle round, select one of the following: -- Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit, you can re-roll the Hit roll and you can re-roll the Wound roll. -- Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15. -- **Harpoon Barbs** (Datasheet): Once per turn, when an enemy unit within Engagement Range of this model is selected to Fall Back, roll one D6: on a 2+, that unit suffers D6 mortal wounds. -- **Harpooned** (Wargear profile): After the bearer has shot with this weapon, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the end of the turn, each time the bearer selects that unit as a target of a charge, add 2 to the Charge roll. - -**Keywords:** Monster, Great Devourer, Synapse, Harvester, Norn Assimilator -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Norn Assimilator - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/tyranids/datasheets/norn-emissary.md b/cogitator/factions/tyranids/datasheets/norn-emissary.md deleted file mode 100644 index c7acda5..0000000 --- a/cogitator/factions/tyranids/datasheets/norn-emissary.md +++ /dev/null @@ -1,56 +0,0 @@ -# Norn Emissary - -**Role:** Other - -*Each Norn Emissary is spawned for a specific purpose, be it predating on a strategically gifted commander, abducting a knowledgeable prey-being at the behest of its Norn Queen, or some other ineffable task. Melding terrifying psionic potential with speed, agility and awful strength, the Norn Emissary is more than equal to its mission.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 16 | 7+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Psychic Tendril; monstrous scything talons; monstrous rending claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psychic Tendril – neuroparasite | 18 | 2 | 2 | 8 | -2 | D3 | precision, psychic | -| Psychic Tendril – neuroblast | 18 | 2D6 | 2 | 6 | -2 | 1 | blast, psychic | -| Psychic Tendril – neurolance | 18 | 2 | 2 | 12 | -3 | D6 | melta 2, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monstrous scything talons | Melee | 6 | 2 | 9 | -2 | 3 | — | -| Monstrous rending claws | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Singular Purpose** (Datasheet): At the start of the first battle round, select one of the following: -- Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit, you can re-roll the Hit roll and you can re-roll the Wound roll. -- Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15. -- **Unnatural Resilience** (Datasheet): This model has the Feel No Pain 4+ ability against mortal wounds. - -**Keywords:** Norn Emissary, Synapse, Great Devourer, Psyker, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Norn Emissary - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 260pts diff --git a/cogitator/factions/tyranids/datasheets/old-one-eye.md b/cogitator/factions/tyranids/datasheets/old-one-eye.md deleted file mode 100644 index a0a9345..0000000 --- a/cogitator/factions/tyranids/datasheets/old-one-eye.md +++ /dev/null @@ -1,62 +0,0 @@ -# Old One Eye - -**Role:** Characters - -*Known as the Beast of Calth, this unstoppable brute was first seen during the First Tyrannic War. Though many have thought it slain over the centuries, always the scarred monster rises again. Whether it is a Tyranid subgenus or the same unstoppable monster come again is a mystery few in its path live long enough to ponder.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 9 | 8+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Old One Eye’s claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Old One Eye’s claws and talons – strike | Melee | 6 | 3 | 14 | -3 | D6+1 | — | -| Old One Eye’s claws and talons – sweep | Melee | 12 | 3 | 6 | -1 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Alpha Leader** (Datasheet): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll. -- **Unstoppable Monster** (Datasheet): At the start of each player’s Command phase, this model regains up to D3 lost wounds. - -**Keywords:** Character, Epic Hero, Monster, Great Devourer, Old One Eye -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Old One Eye – EPIC HERO - -**Leader:** -Can lead: Carnifexes - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/tyranids/datasheets/parasite-of-mortrex.md b/cogitator/factions/tyranids/datasheets/parasite-of-mortrex.md deleted file mode 100644 index bedb0ce..0000000 --- a/cogitator/factions/tyranids/datasheets/parasite-of-mortrex.md +++ /dev/null @@ -1,47 +0,0 @@ -# Parasite Of Mortrex - -**Role:** Characters - -*Swooping on leathery wings, Parasites of Mortrex use their barbed ovipositors to drive Ripper gestation pods deep into their victims’ bodies, from where the swiftly growing creatures soon eat their way out. Such was the doom of the defenders of Mortrex, the world first cursed by the Parasites’ onslaught.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 5 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** barbed ovipositor; clawed limbs. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Barbed ovipositor | Melee | 1 | 2 | 3 | -2 | 3 | anti-infantry 3+, extra attacks | -| Clawed limbs | Melee | 6 | 2 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Parasitic Infection** (Datasheet): Each time an INFANTRY model is destroyed by an attack made with this model’s barbed ovipositor, after this model has finished making its attacks, you can add one new Ripper Swarms unit to your army consisting of D3 models and set it up within 3" of this model. If you do, that RIPPER SWARMS unit can be set up within Engagement Range of the destroyed model’s unit (but not within Engagement Range of any other enemy units). -- **It Itches!** (Datasheet): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test. - -**Keywords:** Fly, Synapse, Great Devourer, Vanguard Invader, Parasite of Mortrex, Infantry, Character -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Parasite of Mortrex - -**Points:** -- 1 model: 80pts diff --git a/cogitator/factions/tyranids/datasheets/psychophage.md b/cogitator/factions/tyranids/datasheets/psychophage.md deleted file mode 100644 index 50555a5..0000000 --- a/cogitator/factions/tyranids/datasheets/psychophage.md +++ /dev/null @@ -1,51 +0,0 @@ -# Psychophage - -**Role:** Other - -*These monsters stampede into battle with frightening speed. They devour any prey organism in their paths, but especially favour those victims with psychic abilities. How they metabolise such esoteric powers is unclear, but doing so allows them to project surges of psychocorrosive ash that deflagrate their victims’ minds and souls.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 8+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** psychoclastic torrent; talons and betentacled maw. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Psychoclastic torrent | 12 | D6 | N/A | 6 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Talons and betentacled maw | Melee | 6 | 3 | 6 | -2 | 2 | anti-psyker 4+, devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Bio-stimulus** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly TYRANIDS unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn. -- **Feeding Frenzy** (Datasheet): Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well. - -**Keywords:** Great Devourer, Smoke, Psychophage, Monster, Harvester -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Psychophage - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/tyranids/datasheets/pyrovores.md b/cogitator/factions/tyranids/datasheets/pyrovores.md deleted file mode 100644 index 69f974d..0000000 --- a/cogitator/factions/tyranids/datasheets/pyrovores.md +++ /dev/null @@ -1,47 +0,0 @@ -# Pyrovores - -**Role:** Other - -*Pyrovores exist to predigest biomass. The acids that drip from their maws are so corrosive they can melt adamantine. Meanwhile, their flame-spewing dorsal organisms can engulf entire squads of prey in roiling chemical fire. Even killing these bioforms is perilous, for their volatile innards can detonate upon death.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 5 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** flamespurt; chitin-barbed limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flamespurt | 12 | D6+1 | N/A | 6 | -1 | 1 | ignores cover, torrent, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitin-barbed limbs | Melee | 2 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Burning Spray** (Datasheet): In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover. - -**Keywords:** Infantry, Great Devourer, Pyrovores, Harvester -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1-3 Pyrovores - -**Points:** -- 1 model: 40pts -- 2 models: 70pts -- 3 models: 105pts diff --git a/cogitator/factions/tyranids/datasheets/raveners.md b/cogitator/factions/tyranids/datasheets/raveners.md deleted file mode 100644 index 761bf9a..0000000 --- a/cogitator/factions/tyranids/datasheets/raveners.md +++ /dev/null @@ -1,45 +0,0 @@ -# Raveners - -**Role:** Other - -*Serpentine bioforms capable of a terrifying turn of speed, Raveners are made doubly dangerous by their ability to tunnel swiftly through even solid bedrock. Often assaulting their prey from below, Raveners are especially vicious and predatory warrior organisms used as shock troops by the hive mind.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Ravener claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ravener claws and talons | Melee | 3 | 3 | 5 | -2 | 2 | twin-linked | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Death From Below** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. - -**Keywords:** Vanguard Invader, Burrowers, Raveners, Infantry, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 5 Raveners - -**Wargear Options:** -- None - -**Leader:** -Led By: Hyperadapted Raveners - -**Points:** -- 5 models: 125pts diff --git a/cogitator/factions/tyranids/datasheets/ripper-swarms.md b/cogitator/factions/tyranids/datasheets/ripper-swarms.md deleted file mode 100644 index 263304e..0000000 --- a/cogitator/factions/tyranids/datasheets/ripper-swarms.md +++ /dev/null @@ -1,49 +0,0 @@ -# Ripper Swarms - -**Role:** Other - -*Living carpets of Rippers squirm across the ground wherever the Tyranid swarms advance. Little more than simple eating machines, these chitinous horrors swarm over the wounded and dead alike, and can even drag down trained warriors in sufficient numbers. Once a Ripper’s fangs sink home, it will not let go…* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 2 | 6+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** chitinous claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spinemaws | 6 | 4 | 5 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitinous claws and teeth | Melee | 6 | 5 | 2 | 0 | 1 | sustained hits 1 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Chitinous Horrors (Aura)** (Datasheet): While an enemy unit is within Engagement Range of this unit, halve the Objective Control characteristic of models in that enemy unit. - -**Keywords:** Swarm, Great Devourer, Harvester, Ripper Swarms -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1-3 Ripper Swarms - -**Wargear Options:** -- All models in this unit can each be equipped with 1 spinemaws. - -**Points:** -- 1 model: 25pts -- 2 models: 40pts -- 3 models: 50pts diff --git a/cogitator/factions/tyranids/datasheets/screamer-killer.md b/cogitator/factions/tyranids/datasheets/screamer-killer.md deleted file mode 100644 index f042150..0000000 --- a/cogitator/factions/tyranids/datasheets/screamer-killer.md +++ /dev/null @@ -1,45 +0,0 @@ -# Screamer-killer - -**Role:** Other - -*An older adaptation of the basic Carnifex strain, the Screamer-Killer was christened by terrified Imperial troops for the distinctive howl it emits as it generates then unleashes its bio-plasmic blasts. Screamer-Killers are often seen at the forefront of a Tyranid assault, where they can inflict the most damage quickly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 2+ | 10 | 8+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bio-plasmic scream; Screamer-Killer talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-plasmic scream | 18 | D6+3 | 4 | 8 | -2 | 1 | assault, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Screamer-killer talons | Melee | 10 | 3 | 10 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Death Scream** (Datasheet): In your Shooting phase, after this model has shot, select one unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 from that test. - -**Keywords:** Screamer-Killer, Great Devourer, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Screamer-Killer - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/tyranids/datasheets/scythed-hierodule.md b/cogitator/factions/tyranids/datasheets/scythed-hierodule.md deleted file mode 100644 index 2538faf..0000000 --- a/cogitator/factions/tyranids/datasheets/scythed-hierodule.md +++ /dev/null @@ -1,52 +0,0 @@ -# Scythed Hierodule - -**Role:** Other - -*The Hive Mind trusts only in the power of flesh. The Hierodule is a clear embodiment of this principle, a living weapon of monstrous power whose scythed limbs can cut apart war machines with ease. Any that survive the power of its talons are subjected to torrents of mutagenic acid from the symbiote-beast that grows between its armoured plates.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 18 | 8+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bio-acid spray; Hierodule scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-acid spray | 18 | 3D6 | N/A | 6 | -2 | 1 | torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hierodule scything talons | Melee | 10 | 3 | 14 | -2 | D3+3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Irresistible Force** (Datasheet): This model is eligible to declare a charge in a turn in which it Fell Back. - -**Keywords:** Scythed Hierodule, Great Devourer, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Scythed Hierodule - -**Wargear Options:** -- None - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 330pts diff --git a/cogitator/factions/tyranids/datasheets/sky-slasher-swarms.md b/cogitator/factions/tyranids/datasheets/sky-slasher-swarms.md deleted file mode 100644 index e7dd1a0..0000000 --- a/cogitator/factions/tyranids/datasheets/sky-slasher-swarms.md +++ /dev/null @@ -1,45 +0,0 @@ -# Sky-slasher Swarms - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 2 | 6+ | 4 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Spinemaws | 6 | 4 | 5 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Claws and teeth | Melee | 6 | 5 | 2 | 0 | 1 | sustained hits 1 | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Chitinous Horrors** (Datasheet): While an enemy unit is within Engagement Range of one or more units with this ability, halve the Objective Control characteristic of models in that enemy unit. - -**Keywords:** Sky-slasher Swarms, Fly, Swarm, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 3 Sky-slasher Swarms - -**Wargear Options:** -- Any number of models can each be equipped with 1 spinemaws. - -**Points:** -- 3 models: 60pts diff --git a/cogitator/factions/tyranids/datasheets/spore-mines.md b/cogitator/factions/tyranids/datasheets/spore-mines.md deleted file mode 100644 index bdf2597..0000000 --- a/cogitator/factions/tyranids/datasheets/spore-mines.md +++ /dev/null @@ -1,41 +0,0 @@ -# Spore Mines - -**Role:** Other - -*Spore Mines are a form of living bomb, which drift across the battlefield in shoals and detonate when they detect prey organisms nearby. Those caught in the blast are torn apart as surely as if they had caught a brace of live frag grenades. The Hive Mind often uses Spore Mines to deny areas of the battlefield to the prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 4" | 1 | 7+ | 1 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Bio-minefield** (Datasheet): Enemy units cannot start or end an Advance move within 6" of this unit. -- **Floating Death** (Datasheet): Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. - -**Keywords:** Spore Mines, Great Devourer, Beast, Fly -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 3-6 Spore Mines - -**Points:** -- 3 models: 55pts -- 6 models: 110pts diff --git a/cogitator/factions/tyranids/datasheets/sporocyst.md b/cogitator/factions/tyranids/datasheets/sporocyst.md deleted file mode 100644 index e212a61..0000000 --- a/cogitator/factions/tyranids/datasheets/sporocyst.md +++ /dev/null @@ -1,46 +0,0 @@ -# Sporocyst - -**Role:** Other - -*Dropped from orbit, Sporocysts dig into the surface of the prey world like ticks then begin spewing toxic spores from their living chimneys. They are able to eject shoals of Mucolid Spores, while prey who stray too close are subjected to hails of organic projectiles from the bio-cannons grafted to the Sporocyst’s hide.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 10 | 3+ | 10 | 8+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Sporocyst bio-weapons; flensing whips. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Sporocyst bio-weapons | 24 | 10 | 4 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flensing whips | Melee | 6 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Seed Mucolids** (Datasheet): Once per turn, in your Shooting phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new Mucolid Spores unit containing 1 model to your army and set it up anywhere on the battlefield that is wholly within 18" of this model and more than 9" horizontally away from all enemy units. -- **Hive Defences** (Datasheet): You can target this model with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. This model can only be targeted with that Stratagem once per turn. - -**Keywords:** Great Devourer, Sporocyst, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Sporocyst - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/tyranids/datasheets/termagants.md b/cogitator/factions/tyranids/datasheets/termagants.md deleted file mode 100644 index 95686c6..0000000 --- a/cogitator/factions/tyranids/datasheets/termagants.md +++ /dev/null @@ -1,55 +0,0 @@ -# Termagants - -**Role:** Battleline - -*Scuttling predators that attack in huge swarms, Termagants were originally spawned to roam the tight arterial passages of hive ships and hunt intruders. They harry their prey with a hail of firepower, seeking always to outflank and envelop their victims as they erode their numbers.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 3 | 5+ | 1 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** fleshborer; chitinous claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Fleshborer | 18 | 1 | 4 | 5 | 0 | 1 | assault | -| Shardlauncher | 18 | D3 | 4 | 5 | 0 | 1 | blast, heavy | -| Spike rifle | 24 | 1 | 4 | 4 | -1 | 1 | heavy | -| Strangleweb | 18 | D6 | N/A | 2 | 0 | 1 | assault, devastating wounds, torrent | -| Termagant devourer | 18 | 2 | 4 | 4 | 0 | 1 | — | -| Termagant spinefists | 12 | 2 | 4 | 3 | 0 | 1 | assault, pistol, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitinous claws and teeth | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Skulking Horrors** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". - -**Keywords:** Infantry, Battleline, Great Devourer, Endless Multitude, Termagants -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 10-20 Termagants - -**Wargear Options:** -- All models in this unit can each have their fleshborer replaced with 1 Termagant devourer. -- All models in this unit can each have their fleshborer replaced with 1 Termagant spinefists. -- For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 shardlauncher -- For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 spike rifle. -- For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 strangleweb - -**Leader:** -Led By: Tyranid Prime with Lash Whip - -**Points:** -- 10 models: 60pts -- 20 models: 120pts diff --git a/cogitator/factions/tyranids/datasheets/tervigon.md b/cogitator/factions/tyranids/datasheets/tervigon.md deleted file mode 100644 index 521ca9c..0000000 --- a/cogitator/factions/tyranids/datasheets/tervigon.md +++ /dev/null @@ -1,56 +0,0 @@ -# Tervigon - -**Role:** Characters - -*Beyond simply being large and powerful synapse beasts, Tervigons are also able to spawn skittering masses of Termagant warrior organisms from within their bulging abdomens. These dripping spawn instinctively protect their broodmother with their lives, their numbers growing all the time until they overwhelm the prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 2+ | 16 | 7+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** stinger salvoes; massive scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Massive crushing claws | Melee | 4 | 4 | 12 | -3 | D6+1 | — | -| Massive scything talons – strike | Melee | 4 | 3 | 9 | -2 | D6 | — | -| Massive scything talons – sweep | Melee | 8 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Spawn Termagants** (Datasheet): In your Command phase, you can select one friendly Termagants unit within 6" of this model and return up to D3+3 destroyed models to that unit. A TERMAGANTS unit cannot be selected for this ability more than once per phase. -- **Brood Progenitor (Aura, Psychic)** (Datasheet): While a friendly Termagants unit is within 6" of this model, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability. - -**Keywords:** Tervigon, Monster, Synapse, Great Devourer, Psyker, Character -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Tervigon - -**Wargear Options:** -- This model’s massive scything talons can be replaced with 1 massive crushing claws. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/tyranids/datasheets/the-swarmlord.md b/cogitator/factions/tyranids/datasheets/the-swarmlord.md deleted file mode 100644 index d7a132b..0000000 --- a/cogitator/factions/tyranids/datasheets/the-swarmlord.md +++ /dev/null @@ -1,71 +0,0 @@ -# The Swarmlord - -**Role:** Characters - -*The Swarmlord is the herald of the Hive Mind and may be as old as the Tyranid race itself. Upon death, the beast is always absorbed through the synaptic link and spawned anew. It has presided over the annihilation of countless civilisations, and with every incarnation it only becomes more deadly.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 10 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Synaptic pulse; bone sabres. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Synaptic pulse | 18 | D6+3 | N/A | 5 | -1 | 2 | psychic, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bone sabres | Melee | 8 | 2 | 9 | -2 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Hive Commander** (Datasheet): At the start of your Command phase, if this model is on the battlefield, you gain 1CP. -- **Malign Presence (Aura)** (Datasheet): If this model is your WARLORD, each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP. - -**Designer’s Note:** *This ability takes precedence over the Lord of Deceit ability presented in the Balance Dataslate June 2024.* -- **Domination of the Hive Mind (Aura)** (Datasheet): While a friendly TYRANIDS unit is within 9" of this model, that unit is within your army’s Synapse Range. - -**Keywords:** Character, Epic Hero, Psyker, Great Devourer, Synapse, Hive Tyrant, The Swarmlord, Monster -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Swarmlord – EPIC HERO - -**Leader:** -Can lead: Tyrant Guard - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/tyranids/datasheets/toxicrene.md b/cogitator/factions/tyranids/datasheets/toxicrene.md deleted file mode 100644 index 5bcb8b5..0000000 --- a/cogitator/factions/tyranids/datasheets/toxicrene.md +++ /dev/null @@ -1,46 +0,0 @@ -# Toxicrene - -**Role:** Other - -*The semi-sentient spores spewed by the Toxicrene can penetrate even sealed armour and enviro-suits before multiplying within the victim’s body to burst their organs and dissolve their flesh. Prey not slain in this horrible manner soon fall to the Toxicrene’s monstrous bulk and vast, lashing tendrils as it rampages ever onwards.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 11 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** massive toxic lashes. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Massive toxic lashes | 9 | 2D6 | 3 | 6 | -1 | 2 | anti-infantry 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Massive toxic lashes | Melee | 12 | 3 | 6 | -1 | 2 | anti-infantry 2+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Grasping Tendrils** (Datasheet): Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, you can roll one D6: on a 3+, that enemy unit must Remain Stationary instead. -- **Hypertoxic Miasma (Aura)** (Datasheet): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds. - -**Keywords:** Toxicrene, Monster, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Toxicrene - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/tyranids/datasheets/trygon.md b/cogitator/factions/tyranids/datasheets/trygon.md deleted file mode 100644 index ec120c1..0000000 --- a/cogitator/factions/tyranids/datasheets/trygon.md +++ /dev/null @@ -1,48 +0,0 @@ -# Trygon - -**Role:** Other - -*Trygons are battle-tank-sized tunnelling machines. As they dig through the substrata of the prey world, they excavate huge tunnels for other Tyranid beasts to exploit. At the same time, the rasping of their chitinous plates builds up a powerful bio-electric charge that the Trygons can unleash as a weapon.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 8+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bio-electric pulse; Trygon scything talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bio-electric pulse | 12 | 6 | 3 | 5 | 0 | 1 | sustained hits 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Trygon scything talons | Melee | 12 | 3 | 9 | -2 | 3 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Subterranean Tunnels** (Datasheet): In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can use a subterranean tunnel. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. - -**Keywords:** Burrower, Great Devourer, Vanguard Invader, Monster, Trygon -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Trygon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/tyranids/datasheets/tyranid-prime-with-lash-whip.md b/cogitator/factions/tyranids/datasheets/tyranid-prime-with-lash-whip.md deleted file mode 100644 index 78b00a8..0000000 --- a/cogitator/factions/tyranids/datasheets/tyranid-prime-with-lash-whip.md +++ /dev/null @@ -1,62 +0,0 @@ -# Tyranid Prime with Lash Whip - -**Role:** Characters - -*A living beacon of the Hive Mind’s will, the Tyranid Prime advances amidst swarms of warrior organisms, driving them ever forward into the prey. Should some defiant enemy anchor the line against the onrushing hordes, the Tyranid Prime strikes with its coiling lash whip to strangle, agonise and slay.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 3+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 1 rending claw; 1 lash whip; 1 scything talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Rending claw | Melee | 4 | 2 | 8 | -2 | 3 | — | -| Lash whip | Melee | 8 | 2 | 4 | -2 | 1 | — | -| Scything talons | Melee | 6 | 2 | 6 | -2 | 2 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Alpha Warrior** (Datasheet): Weapons equipped by models in this model’s unit have the [SUSTAINED HITS 1] ability. -- **Aggressive Leader-beast** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Surge move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Surge move per phase. - -**Keywords:** Synapse, Tyranid Prime with Lash Whip, Infantry, Character, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Tyranid Prime with Lash Whip - -**Wargear Options:** -- None. - -**Leader:** -Can lead: Termagants, Hormagaunts, Tyranid Warriors With Ranged Bio-weapons, Tyranid Warriors With Melee Bio-weapons - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/tyranids/datasheets/tyranid-warriors-with-melee-bio-weapons.md b/cogitator/factions/tyranids/datasheets/tyranid-warriors-with-melee-bio-weapons.md deleted file mode 100644 index e2adf22..0000000 --- a/cogitator/factions/tyranids/datasheets/tyranid-warriors-with-melee-bio-weapons.md +++ /dev/null @@ -1,42 +0,0 @@ -# Tyranid Warriors With Melee Bio-weapons - -**Role:** Other - -*When adapted for close-quarters battle with an array of vicious talons, claws and chitinous blades, Tyranid Warriors excel in leading the onslaught from the front. Even as they slaughter elite prey and send lesser foes fleeing in terror, the Tyranid Warriors act as nodal relays for the insidious Hive Mind and ensure the attack is pressed home with unstoppable ferocity.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 3 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** Tyranid Warrior claws and talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tyranid Warrior claws and talons | Melee | 6 | 3 | 5 | -2 | 1 | twin-linked | - -**Abilities:** -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Adaptive Instincts** (Datasheet): At the start of the Fight phase, select one of the following: -- **Aggression Imperative:** Until the end of the phase, each time a model in this unit makes an attack, re-roll a Hit roll of 1. -- **Bioregeneration:** Until the end of the phase, each time a saving throw is made for a model in this unit, re-roll a saving throw of 1. - -**Keywords:** Tyranid Warriors with Melee Bio-weapons, Great Devourer, Infantry, Synapse -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Tyranid Prime -- 2-5 Tyranid Warriors - -**Leader:** -Led By: Winged Tyranid Prime, Tyranid Prime with Lash Whip - -**Points:** -- 3 models: 75pts -- 6 models: 150pts diff --git a/cogitator/factions/tyranids/datasheets/tyranid-warriors-with-ranged-bio-weapons.md b/cogitator/factions/tyranids/datasheets/tyranid-warriors-with-ranged-bio-weapons.md deleted file mode 100644 index 0456990..0000000 --- a/cogitator/factions/tyranids/datasheets/tyranid-warriors-with-ranged-bio-weapons.md +++ /dev/null @@ -1,55 +0,0 @@ -# Tyranid Warriors With Ranged Bio-weapons - -**Role:** Other - -*Strong, swift, independently intelligent and amongst the Hive Mind’s most adaptable bioforms, Tyranid Warriors are the backbone of many Tyranid invasions. Their synaptic link imbues them with advanced martial abilities, and also allows them to serve as synaptic linchpins within the wider swarms during battle.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 3 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** devourer; Tyranid Warrior claws and talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Barbed strangler | 36 | D6+1 | 4 | 6 | -1 | 1 | blast | -| Deathspitter | 24 | 3 | 4 | 5 | -1 | 1 | — | -| Devourer | 18 | 5 | 4 | 4 | 0 | 1 | — | -| Spinefists | 12 | 2 | 4 | 4 | 0 | 1 | assault, pistol, twin-linked | -| Venom cannon | 36 | D3 | 4 | 9 | -2 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tyranid Warrior claws and talons | Melee | 5 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Adaptable Predators** (Datasheet): This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. - -**Keywords:** Tyranid Warriors with Ranged Bio-weapons, Synapse, Great Devourer, Infantry -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Tyranid Prime -- 2-5 Tyranid Warriors - -**Wargear Options:** -- Any number of models can each have their devourer replaced with one of the following:- 1 deathspitter -- 1 spinefists -- For every 3 models in this unit, 1 model’s devourer can be replaced with 1 barbed strangler. -- For every 3 models in this unit, 1 model’s devourer can be replaced with 1 venom cannon. - -**Leader:** -Led By: Winged Tyranid Prime, Tyranid Prime with Lash Whip - -**Points:** -- 3 models: 65pts -- 6 models: 130pts diff --git a/cogitator/factions/tyranids/datasheets/tyrannocyte.md b/cogitator/factions/tyranids/datasheets/tyrannocyte.md deleted file mode 100644 index 6c4d514..0000000 --- a/cogitator/factions/tyranids/datasheets/tyrannocyte.md +++ /dev/null @@ -1,53 +0,0 @@ -# Tyrannocyte - -**Role:** Dedicated Transports - -*Tyrannocytes are huge spores, heat-resistant to endure atmospheric re-entry and with wet, pulsing interior chambers within which broods of organisms can ride down to a world’s surface. Once its passengers spill forth into battle, the Tyrannocyte drifts skyward again and goes hunting for its own prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 9 | 3+ | 10 | 8+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Tyrannocyte bio-weapons; flensing whips. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Tyrannocyte bio-weapons | 24 | 5 | 4 | 5 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Flensing whips | Melee | 6 | 4 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Aerial Seeding** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it. - -**Keywords:** Great Devourer, Dedicated Transport, Transport, Fly, Monster, Tyrannocyte, Vanguard Invader -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Tyrannocyte - -**Transport:** -This model has a transport capacity of 20 Tyranids Infantry models, or 1 Tyranids Monster model with a Wounds characteristic of 12 or less. Each INFANTRY model with a Wounds characteristic of more than 1 takes up the space of 3 models. - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/tyranids/datasheets/tyrannofex.md b/cogitator/factions/tyranids/datasheets/tyrannofex.md deleted file mode 100644 index 90aa354..0000000 --- a/cogitator/factions/tyranids/datasheets/tyrannofex.md +++ /dev/null @@ -1,56 +0,0 @@ -# Tyrannofex - -**Role:** Other - -*The Tyrannofex is a walking battle tank and heavy weapons platform of huge size and resilience. These warrior organisms are extremely well armoured, more than capable of going toe-to-toe with the heaviest battle tanks of their prey species in a shooting match. Few foes can stand against even one of these beasts.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 12 | 2+ | 16 | 8+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** fleshborer hive; stinger salvoes; powerful limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Acid spray | 18 | D6+6 | N/A | 6 | -2 | 2 | torrent | -| Fleshborer hive | 24 | 20 | 3 | 5 | 0 | 1 | heavy, sustained hits 1, twin-linked | -| Rupture cannon | 48 | 2 | 3 | 18 | -4 | D6+6 | heavy | -| Stinger salvoes | 24 | 8 | 3 | 5 | 0 | 1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Powerful limbs | Melee | 4 | 3 | 8 | 0 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Resilient Organism** (Datasheet): Once per battle, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Monster, Great Devourer, Tyrannofex -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Tyrannofex - -**Wargear Options:** -- This model’s fleshborer hive can be replaced with one of the following:- 1 acid spray -- 1 rupture cannon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/tyranids/datasheets/tyrant-guard.md b/cogitator/factions/tyranids/datasheets/tyrant-guard.md deleted file mode 100644 index bf868c7..0000000 --- a/cogitator/factions/tyranids/datasheets/tyrant-guard.md +++ /dev/null @@ -1,44 +0,0 @@ -# Tyrant Guard - -**Role:** Other - -*Incredibly well armoured and resilient, Tyrant Guard form a mobile bulwark around their assigned synapse organism. So extreme is their bio-adaptation, they do not even possess weak spots such as eyes. Instead, they are guided as extensions of their charge’s synaptic will, acting as living weapons and shields.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 8 | 3+ | 4 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** scything talons and rending claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bone cleaver, lash whip and rending claws | Melee | 3 | 3 | 5 | -1 | 2 | — | -| Crushing claws and rending claws | Melee | 2 | 4 | 8 | -2 | 2 | twin-linked | -| Scything talons and rending claws | Melee | 5 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Guardian Organism** (Datasheet): While a Character model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability. - -**Keywords:** Great Devourer, Infantry, Tyrant Guard -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 3-6 Tyrant Guard - -**Wargear Options:** -- Any number of models can each have their scything talons and rending claws replaced with one of the following:- 1 bone cleaver, lash whip and rending claws -- 1 crushing claws and rending claws - -**Leader:** -Led By: Hive Tyrant, The Swarmlord, Neurotyrant - -**Points:** -- 3 models: 80pts -- 6 models: 160pts diff --git a/cogitator/factions/tyranids/datasheets/venomthropes.md b/cogitator/factions/tyranids/datasheets/venomthropes.md deleted file mode 100644 index 1cf3f45..0000000 --- a/cogitator/factions/tyranids/datasheets/venomthropes.md +++ /dev/null @@ -1,41 +0,0 @@ -# Venomthropes - -**Role:** Other - -*Venomthropes drift forward amidst miasmal clouds of spores that spew from within their bodies. The touch of their tendrils is extremely poisonous, and those exposed to the Venomthropes’ spore clouds for any length of time drown on their own frothing fluids as they dissolve from the inside out.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** toxic lashes. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Toxic lashes | Melee | 5 | 3 | 3 | 0 | 1 | anti-infantry 2+ | - -**Abilities:** -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Foul Spores (Aura)** (Datasheet): While a friendly TYRANIDS unit is within 6" of this unit, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that attack. In addition, while a friendly TYRANIDS unit (excluding Monsters) is within 6" of this unit, models in that unit have the Stealth ability. - -**Keywords:** Great Devourer, Venomthropes, Fly, Infantry -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 3-6 Venomthropes - -**Leader:** -Led By: Malanthrope - -**Points:** -- 3 models: 70pts -- 6 models: 140pts diff --git a/cogitator/factions/tyranids/datasheets/von-ryans-leapers.md b/cogitator/factions/tyranids/datasheets/von-ryans-leapers.md deleted file mode 100644 index 06834f1..0000000 --- a/cogitator/factions/tyranids/datasheets/von-ryans-leapers.md +++ /dev/null @@ -1,44 +0,0 @@ -# Von Ryan’s Leapers - -**Role:** Other - -*Stealthy hunters and expert ambushers, Von Ryan’s Leapers are swift, agile and especially lethal when fighting in dense terrain. Akin to living mines, they lie still at the optimum locations to cause as much damage as possible. When they sense the perfect time to strike, they butcher all around in a murderous frenzy.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 3 | 8+ | 1 | - -**Invulnerable Save:** 6 - -**Default Wargear:** -**Every model is equipped with:** Leaper’s talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Leaper’s talons | Melee | 6 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Fights First** (Core): FIGHTS FIRSTSome warriors attack with blinding speed, landing their blows before their foes can react. - -Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Stealth** (Core): STEALTHSome warriors are masters of disguise and concealment. - -If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Pouncing Leap** (Datasheet): You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase. - -**Keywords:** Infantry, Vanguard Invader, Von Ryan’s Leapers, Great Devourer -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 3-6 Von Ryan’s Leapers - -**Points:** -- 3 models: 70pts -- 6 models: 140pts diff --git a/cogitator/factions/tyranids/datasheets/winged-hive-tyrant.md b/cogitator/factions/tyranids/datasheets/winged-hive-tyrant.md deleted file mode 100644 index 2d0c66d..0000000 --- a/cogitator/factions/tyranids/datasheets/winged-hive-tyrant.md +++ /dev/null @@ -1,60 +0,0 @@ -# Winged Hive Tyrant - -**Role:** Characters - -*When the Hive Mind deploys airborne swarms, it spawns Winged Hive Tyrants to direct them in battle. Wielding an array of nightmarish organic weapons, their monstrous forms singing with the synaptic might of the Hive Mind, these dread swarm-leaders spread terror and death wherever the dark shadow of their wings falls.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 2+ | 10 | 7+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** monstrous bonesword and lash whip; Tyrant talons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy venom cannon | 36 | D3 | 2 | 9 | -2 | 3 | blast | -| Stranglethorn cannon | 36 | D6+1 | 2 | 7 | -1 | 2 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Monstrous bonesword and lash whip | Melee | 6 | 2 | 9 | -2 | 3 | twin-linked | -| Monstrous scything talons | Melee | 4 | 2 | 7 | -2 | 2 | extra attacks | -| Tyrant talons | Melee | 5 | 2 | 7 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Will of the Hive Mind** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. -- **Paroxysm (Psychic)** (Datasheet): At the start of the Fight phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 1, this PSYKER suffers D3 mortal wounds; on a 2+, until the end of the phase, subtract 1 from the Attacks characteristic of weapons equipped by models in that unit. - -**Keywords:** Hive Tyrant, Fly, Monster, Character, Psyker, Winged Hive Tyrant, Great Devourer, Synapse, Vanguard Invader -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Winged Hive Tyrant - -**Wargear Options:** -- This model’s monstrous bonesword and lash whip can be replaced with one of the following:- 1 heavy venom cannon -- 1 stranglethorn cannon -- 1 monstrous scything talons - -**Points:** -- 1 model: 170pts diff --git a/cogitator/factions/tyranids/datasheets/winged-tyranid-prime.md b/cogitator/factions/tyranids/datasheets/winged-tyranid-prime.md deleted file mode 100644 index d3fac1c..0000000 --- a/cogitator/factions/tyranids/datasheets/winged-tyranid-prime.md +++ /dev/null @@ -1,65 +0,0 @@ -# Winged Tyranid Prime - -**Role:** Characters - -*Tyranid Primes adapted for flight possess all the physical and synaptic might of an alpha war-beast, while also boasting the frightening speed and manoeuvrability imparted by huge leathery wings. Swooping down into the midst of the foe, they rend and tear until nought remains but corpses and fleeing prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 5 | 4+ | 6 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Prime talons. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Prime talons | Melee | 6 | 2 | 6 | -1 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Alpha Warrior** (Datasheet): While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability. -- **Death Blow** (Datasheet): If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -**Keywords:** Character, Infantry, Fly, Great Devourer, Synapse, Vanguard Invader, Winged Tyranid Prime -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Winged Tyranid Prime - -**Wargear Options:** -- None - -**Leader:** -Can lead: Gargoyles, Tyranid Warriors With Melee Bio-weapons, Tyranid Warriors With Ranged Bio-weapons - -**Points:** -- 1 model: 65pts diff --git a/cogitator/factions/tyranids/datasheets/zoanthropes.md b/cogitator/factions/tyranids/datasheets/zoanthropes.md deleted file mode 100644 index 4312716..0000000 --- a/cogitator/factions/tyranids/datasheets/zoanthropes.md +++ /dev/null @@ -1,47 +0,0 @@ -# Zoanthropes - -**Role:** Other - -*A Zoanthrope’s physical form is given over to harnessing the might of the Hive Mind. Not only do they act as synapse nodes, but they can also draw upon the energies of the Hive Mind to unleash searing psychic blasts, and to generate fields of defensive power that can stop an artillery shell dead.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 5 | 5+ | 3 | 7+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** Warp Blast; chitinous claws and teeth. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Warp Blast – witchfire | 24 | D3 | 3 | 7 | -2 | D3 | blast, psychic | -| Warp Blast – focused witchfire | 24 | 1 | 3 | 12 | -3 | D6+1 | lethal hits, psychic | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chitinous claws and teeth | Melee | 2 | 5 | 3 | 0 | 1 | — | - -**Abilities:** -- **Shadow in the Warp** (Faction): If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. -- **Synapse** (Faction): If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: -- Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. -- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. -- **Spirit Leech (Aura, Psychic)** (Datasheet): While an enemy unit is within 6" of this unit, if this unit contains a Neurothrope, each time that enemy unit fails a Battle-shock test, it suffers D3 mortal wounds and one model in this unit regains up to D3 lost wounds. -- **Warp Field (Aura, Psychic)** (Datasheet): While a friendly Tyranids unit is within 6" of this unit, models in that unit have a 6+ invulnerable save. - -**Keywords:** Fly, Infantry, Zoanthropes, Synapse, Great Devourer, Psyker -**Faction Keywords:** Tyranids - -**Unit Composition:** -- 1 Neurothrope -- 2-5 Zoanthropes - -**Leader:** -Led By: Neurotyrant - -**Points:** -- 3 models: 100pts -- 6 models: 200pts diff --git a/cogitator/factions/tyranids/detachments.md b/cogitator/factions/tyranids/detachments.md new file mode 100644 index 0000000..0192700 --- /dev/null +++ b/cogitator/factions/tyranids/detachments.md @@ -0,0 +1,1008 @@ +# Tyranids Detachments + +# Assimilation Swarm + +## Abilities + +### Feed the Swarm +In your Command phase, each Harvester unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following: +- One model in that unit regains up to D3+1 lost wounds. +- One destroyed Infantry model (excluding Characters) is returned to that unit with its full wounds remaining. If that unit is an Endless Multitude unit, up to 3 destroyed models are returned instead. + +## Stratagems + +### ABLATIVE CARAPACE — 2CP +**Type:** Assimilation Swarm – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Harvester unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead. + +### BROODGUARD IMPULSE — 1CP +**Type:** Assimilation Swarm – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Harvester unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll. + +### RAPACIOUS HUNGER — 1CP +**Type:** Assimilation Swarm – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Fight phase +**Description:** **WHEN:** Your Fight phase. + +**TARGET:** One TYRANIDS unit from your army that just destroyed an enemy unit. + +**EFFECT:** Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead. + +### RECLAIM BIOMASS — 1CP +**Type:** Assimilation Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, when a TYRANIDS unit from your army is destroyed, before the last model in it is removed from play. + +**TARGET:** One Harvester unit from your army that is within 6" of that destroyed unit. + +**EFFECT:** Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm). + +### SECURE BIOMASS — 1CP +**Type:** Assimilation Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One TYRANIDS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well. + +### TYRANNOFORMED — 1CP +**Type:** Assimilation Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Harvester unit from your army that is within range of an objective marker you control. + +**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. + +## Enhancements + +### Biophagic Flow (Aura) — 10pts +*Parasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.* +TYRANIDS model only. While a friendly Harvester model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly TYRANIDS unit that is within 9" of it, instead of one within 6". + +### Instinctive Defence — 15pts +*The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.* +TYRANIDS model only. While the bearer is within 6" of one or more friendly Harvester units, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability. + +### Parasitic Biomorphology — 25pts +*These warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the fluids of their prey.* +TYRANIDS model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in the Fight phase while the bearer is within 6" of one or more friendly Harvester units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit. + +### Regenerating Monstrosity — 20pts +*This nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzles down the hunks of bubbling biomatter that were once foes.* +TYRANIDS model only (excluding Monsters models). The bearer’s unit can be regenerated up to twice per phase, instead of once. + +--- + +# Biotide + +***Whether responding to attacks by hostile boarding parties or spilling into an already-breached prey vessel, these unceasing waves of warrior organisms overrun their victims like a multiplying virus.*** + +## Abilities + +### Unstoppable Swarm +Each time a TYRANIDS unit from your army moves, models in that unit can move through friendly TYRANIDS models as if they were not there. In addition, each time a TYRANIDS unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off. + +## Stratagems + +### LIVING AVALANCHE — 1CP +**Type:** Biotide – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway. + +**TARGET:** That TYRANIDS unit. + +**EFFECT:** Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units. + +### ONRUSHING HORDE — 1CP +**Type:** Biotide – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units), that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### SQUIRMING MASSES — 1CP +**Type:** Biotide – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. + +**TARGET:** One ENDLESS MULTITUDE unit from your army that is in Reserves. + +**EFFECT:** Until the end of the phase, models in your unit have the Deep Strike ability and, when setting them upon the battlefield using that ability, they can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, provided they are also within Synapse Range of your army. + +**RESTRICTIONS:** You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to declare a charge. + +### SWARM HUNTERS — 1CP +**Type:** Biotide – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One TERMAGANTs unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. In addition, if your unit is within Synapse Range of your army, each time a model in your unit makes an attack, you can re-roll the Hit roll. + +## Enhancements + +### Hypersurge Gland — 0pts +*This internal symbiote can expend itself in a single flood of aggression stimulants and drive its host into a sudden, accelerated attack against a key target.* +Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase. + +### Synaptic Beacon — 0pts +*Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anchors all the swarms flowing about it.* +While a friendly TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army. + +--- + +# Boarding Swarm + +***When Tyranid hive ships latch onto prey vessels, they unleash tailored swarms of swift vanguard organisms whose purpose is to sow terror amongst the defenders and strike for vital targets such as the enginarium and command bridge.*** + +## Abilities + +### Priority Predation +Each time an enemy unit within Engagement Range of one or more TYRANIDS units from your army is selected to Fall Back, after that enemy unit has made that Fall Back move, for each of those TYRANIDS units, if there are no other enemy units within Engagement Range of it, it can make a Normal move of up to 3". + +## Stratagems + +### ADRENALISED SLAUGHTER — 1CP +**Type:** Boarding Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 5+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### LITHE KILLERS — 1CP +**Type:** Boarding Swarm – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 5+ invulnerable save. + +### PREDATORY POUNCE — 1CP +**Type:** Boarding Swarm – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit opens a Hatchway. + +**TARGET:** One TYRANIDS unit from your army that is within 3" of that Hatchway and is not within Engagement Range of one or more enemy units. + +**EFFECT:** Your unit can make a Pounce move. To do so, your unit can be moved up to 3", but must end that move as close as possible to that Hatchway. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit. + +### TALON-TIP SWARM — 1CP +**Type:** Boarding Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a TYRANIDS unit from your army destroys an enemy unit. + +**TARGET:** That TYRANIDS unit. + +**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of that objective marker, that objective marker is Secured by your army. + +## Enhancements + +### Monoform Predators — 0pts +*These hunter organisms are already perfectly tailored to their task. The Hive Mind does not waste biomass in altering them further.* +TYRANiDS models in this Detachment cannot be given Enhancements. + +--- + +# Crusher Stampede + +## Abilities + +### Enraged Behemoths +Each time a Tyranids Monster model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit. + +## Stratagems + +### CORROSIVE VISCERA — 1CP +**Type:** Crusher Stampede – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after a Tyranids Monster model from your army with the Deadly Demise ability that cannot FLY is destroyed. + +**TARGET:** That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed. + +**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. + +### MASSIVE IMPACT — 1CP +**Type:** Crusher Stampede – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase, just after a Tyranids Monster model from your army ends a Charge move. + +**TARGET:** That TYRANIDS MONSTER model. + +**EFFECT:** Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +### RAMPAGING MONSTROSITIES — 1CP +**Type:** Crusher Stampede – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Tyranids Monster unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. + +### SAVAGE ROAR — 1CP +**Type:** Crusher Stampede – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Tyranids Monster unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well. + +### SWARM-GUIDED SALVOES — 1CP +**Type:** Crusher Stampede – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Tyranids Monster unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll. + +### UNTRAMMELLED FEROCITY — 1CP +**Type:** Crusher Stampede – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Tyranids Monster unit from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: +- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. +- It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked. + +## Enhancements + +### Enraged Reserves — 20pts +*Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids linked to a ring of vascular-pneumatic sphincters, allowing them one last-ditch strike.* +Tyranids Monster model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. It can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +### Monstrous Nemesis — 25pts +*With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.* +Tyranids Monster model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll. + +### Null Nodules — 10pts +*A contraganglion knot in this creature’s cranium channels and amplifies the smothering power of the Shadow in the Warp to nullify its prey’s psychic abilities.* +Tyranids Monster model only. Once per battle, when a Psychic Attack is allocated to the bearer, it can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 5+ ability against Psychic Attacks. + +### Ominous Presence — 15pts +*The crushing menace of the Hive Mind rolls off this monstrous creature in waves, causing it to loom even larger in the minds of its quailing prey and lending it absolute dominance of the battlefield.* +Tyranids Monster model only. Add 3 to the bearer’s Objective Control characteristic. + +--- + +# Infestation Swarm + +***Many doomed voidships have been infested by Genestealers, their corridors and crawlways transformed into the hunting grounds and brood-lairs of monstrous vanguard organisms. Such infestations prove nightmarishly deadly to any unwise enough to board these apparent derelicts.*** + +## Abilities + +### Half-Glimpsed Shadows +Each time a ranged attack targets a GREAT DEvOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll. + +## Stratagems + +### HUNTING GROUNDS — 1CP +**Type:** Infestation Swarm – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway. + +**TARGET:** That GREAT DEVOURER unit. + +**EFFECT:** Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it. + +### HYPERADRENAL REFLEXES — 1CP +**Type:** Infestation Swarm – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. + +### OUTFLANK — 1CP +**Type:** Infestation Swarm – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One GENESTEALERs or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed. + +### PERVASIVE DREAD — 1CP +**Type:** Infestation Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army. + +**TARGET:** That GREAT DEVOURER unit. + +**EFFECT:** In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase. + +## Enhancements + +### Psi-spoor Sensitivity — 0pts +*Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.* +Each time the bearer declares a charge, it can target enemy units that are not visible to it. + +### Stalking Menace — 0pts +*Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.* +Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge. + +--- + +# Invasion Fleet + +## Abilities + +### Hyper-adaptations +At the start of the first battle round, select one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle: + +Swarming Instincts + +Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability. + +Hyper-aggression + +Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. + +Hive Predators + +Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability. + +## Stratagems + +### ADRENAL SURGE — 2CP +**Type:** Invasion Fleet – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight. + +**EFFECT:** Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### DEATH FRENZY — 1CP +**Type:** Invasion Fleet – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +### ENDLESS SWARM — 1CP +**Type:** Invasion Fleet – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Up to two Endless Multitude units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army. + +**EFFECT:** You can return up to D3+3 destroyed models to each of the selected units. + +### OVERRUN — 1CP +**Type:** Invasion Fleet – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just before a TYRANIDS unit from your army Consolidates. + +**TARGET:** That TYRANIDS unit. + +**EFFECT:** Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6". + +### PREDATORY IMPERATIVE — 1CP +**Type:** Invasion Fleet – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army. + +**EFFECT:** Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army. + +**RESTRICTIONS:** You cannot select the same Hyper-adaptation you selected at the start of the first battle round. + +### RAPID REGENERATION — 1CP +**Type:** Invasion Fleet – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead. + +## Enhancements + +### Adaptive Biology — 25pts +*The same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.* +TYRANIDS model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead. + +### Alien Cunning — 30pts +*This leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and adapt the disposition of its warriors to seize them before the foe even recognise their value.* +TYRANIDS model only. After both players have deployed their armies, select up to three TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. + +### Perfectly Adapted — 15pts +*This creature was created for one purpose: to completely eradicate the defenders of the target prey world.* +TYRANIDS model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer. + +### Synaptic Linchpin — 20pts +*With a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as a blazing synaptic beacon to the lesser creatures of the swarm, the better to direct their actions and react to the ever-changing state of battle.* +TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army. + +--- + +# Subterranean Assault + +*When the hive fleet’s organisms descend, no place is truly safe from their wrath. As the lands swarm and writhe, and the skies are clouded with winged monstrosities, other foes advance unseen below. Mawlocs, Raveners and Trygons burst from the ground to emerge in the midst of clustered defenders, scything apart and devouring screaming victims before they can raise their weapons in defence, sowing crippling fear and confusion through those that witness the unexpected violence.* + +## Abilities + +### Surprise Assault +Each time a Tyranids model from your army makes an attack, re-roll a Hit roll of 1. + +Each time a Burrower unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units. + +In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units. + +If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield. + +KEYWORDS +Mawloc and Trygon units from your army have the BURROWER keyword. + +In the Muster Armies step, you can select up to 2 TRYGON models from your army. The selected units gain the CHARACTER keyword. + +**Designer’s Note:** *This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.* + +## Stratagems + +### ADAPTIVE OPTIMISATION — 1CP +**Type:** Subterranean Assault – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Mawloc or Trygon unit from your army. + +**EFFECT:** Until the start of your next Command phase, your unit has the Synapse keyword. + +### ENFILADING EMERGENCE — 1CP +**Type:** Subterranean Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your Movement phase. + +**TARGET:** One Tyranids unit from your army that was set up as Reinforcements this turn. + +**EFFECT:** Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. + +### REPLENISHING SWARMS — 1CP +**Type:** Subterranean Assault – Wargear Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed. + +**EFFECT:** One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead. + +### RETREAT BELOW — 1CP +**Type:** Subterranean Assault – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### SWARMING ASSAULT — 1CP +**Type:** Subterranean Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One Tyranids Monster unit from your army that was set up as Reinforcements this turn. + +**EFFECT:** Until the end of the phase, friendly Tyranids units within 6" of your unit can re-roll Charge rolls. + +### TUNNEL NETWORK — 1CP +**Type:** Subterranean Assault – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** End of your Movement phase. + +**TARGET:** One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units. + +## Enhancements + +### Synaptic Strategy — 15pts +*Possessing an exceptionally acute connection to the hive mind, this creature benefits from a constant influx of sensory data, enabling it to traverse the battlefield and emerge at the place and time of maximum impact.* +Tyranids model only. Once per battle, you can target the bearer’s unit with the Rapid Ingress stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. + +### Tremor Senses — 20pts +*From its concealed position beneath the battlefield, this bioform picks up on subtle traces of movement from the enemy force, impelling its fellow organisms to reposition themselves in preparation for a coordinated assault.* +Tyranids model only. After both players have deployed their armies, select up to three friendly TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Trygon Prime — 20pts +*Only rarely manifested by the hive fleets, the Trygon Prime possesses a greatly enhanced synaptic network within its neural cortex, enabling it to more precisely coordinate the assaults of burrowing Tyranid creatures.* +Trygon model only. The bearer gains the Synapse keyword. Improve the Strength and Weapon Skill characteristics of melee weapons equipped by the bearer by 1. + +### Vanguard Intellect — 15pts +*This bioform uses its own keen senses and predatory intellect to burrow into position and strike before the enemy can react.* +Tyranids model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. + +--- + +# Synaptic Nexus + +## Abilities + +### Synaptic Imperatives +At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic Imperative is active for your army and while a TYRANIDS unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle. +- **Synaptic Augmentation:** While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save. +- **Surging Vitality:** While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit. +- **Goaded to Slaughter:** While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1 to the Hit roll. + +## Stratagems + +### IMPERATIVE DOMINANCE — 1CP +**Type:** Synaptic Nexus – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One TYRANIDS unit from your army that is within Synapse Range of your army. + +**EFFECT:** Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army. + +### IRRESISTIBLE WILL — 1CP +**Type:** Synaptic Nexus – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit. + +**EFFECT:** Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. + +### OVERRIDE INSTINCTS — 1CP +**Type:** Synaptic Nexus – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase. + +**EFFECT:** Your unit is eligible to shoot and declare a charge this turn. + +### REINFORCED HIVE NODE — 1CP +**Type:** Synaptic Nexus – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. + +### SYNAPTIC CHANNELLING — 1CP +**Type:** Synaptic Nexus – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Command phase +**Description:** **WHEN:** Command phase. + +**TARGET:** One Synapse unit from your army. + +**EFFECT:** Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army. + +### THE SMOTHERING SHADOW — 1CP +**Type:** Synaptic Nexus – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just after an enemy unit fails a Battle-shock test. + +**TARGET:** One Synapse unit from your army within 12" of that enemy unit. + +**EFFECT:** Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound. + +## Enhancements + +### Power of the Hive Mind — 10pts +*The Hive Mind channels lethal energy through its synaptic bioforms.* +Tyranids Psyker model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1. + +### Psychostatic Disruption — 30pts +*A maelstrom of psychostatic disruption boils about this bioform. It degrades artificial and biological cognition alike, causing teleport signals to fluctuate, geopositioning cogitators to spew contradictory data, and onrushing enemy warriors to reel in confusion.* +Tyranids Synapse model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield from Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn. + +### Synaptic Control — 20pts +*The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.* +Tyranids Synapse model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. + +### The Dirgeheart of Kharis (Aura) — 15pts +*This grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic note. The longer prey are exposed to the sound, the worse their atavistic terror response becomes...* +Tyranids Synapse model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1. + +--- + +# Tyranid Attack + +***Amidst the dark of the void, the alien horror of the Tyranids is rendered all the more terrifying. Whether swarming forth to defend their own bio-ships or stalking their prey through the decks of voidships or star forts, the hunting swarms leave none alive.*** + +## Abilities + +### Xeno-Terror +When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn. + +## Stratagems + +### BIO-ACID SURGE — 1CP +**Type:** Tyranid Attack – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. + +### EXPENDABLE BIOMASS — 1CP +**Type:** Tyranid Attack – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** WHEN: Your Shooting phase. + +TARGET: One TYRANID WARRIORS wITH RANGED BIO-wEAPONS unit from your army that has not been selected to shoot this phase. + +EFFECT: Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SwARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 mortal wounds. + +### HIVE SIGHT — 1CP +**Type:** Tyranid Attack – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Charge phase. + +**TARGET:** One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase. + +**EFFECT:** Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll. + +### PHAGIC SPORES — 1CP +**Type:** Tyranid Attack – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One TYRANID WARRIORS wITH MELEE BIO-wEAPONS or TYRANID WARRIORS wITH RANGED BIO-wEAPONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play. + +## Enhancements + +### Reinforced Carapace — 0pts +*Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has a dull glint that hints at its formidable resilience.* +Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit). + +### Synaptic Goad — 0pts +*This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leading warrior organisms, driving them on to greater speed and aggression.* +In your Command phase, select one friendly TYRANiD WARRiORS wiTH MELEE BiO-wEAPONS or TYRANiD WARRiORS wiTH RANGED BiO-wEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit. + +--- + +# Unending Swarm + +## Abilities + +### Insurmountable Odds +Each time an enemy unit is selected to shoot, after that unit has finished making its attacks, if one or more models from one or more Endless Multitude units from your army were destroyed as a result of those attacks, each such unit can make a Surge move. To do so, roll one D6: that unit can be moved a distance in inches up to the result, but that unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Surge move while it is Battle-shocked. + +## Stratagems + +### BOUNDING ADVANCE — 1CP +**Type:** Unending Swarm – Battle Tactic Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Endless Multitude unit from your army. + +**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. + +### PRESERVATION IMPERATIVE — 1CP +**Type:** Unending Swarm – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Endless Multitude unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit is treated as containing fewer than five models for the purpose of the [BLAST] ability. + +### SWARMING MASSES — 1CP +**Type:** Unending Swarm – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One Endless Multitude unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. + +### SYNAPTIC GOADING — 1CP +**Type:** Unending Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, just before an Endless Multitude unit from your army that is within Synapse Range of your army makes a Surge move. + +**TARGET:** That ENDLESS MULTITUDE unit. + +**EFFECT:** When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit]. All other rules for making Surge moves still apply. + +### TEEMING MASSES — 1CP +**Type:** Unending Swarm – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Endless Multitude unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. + +### UNENDING WAVES — 2CP +**Type:** Unending Swarm – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Endless Multitude unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. + +**RESTRICTIONS:** Any destroyed Character units that were attached to your unit are not returned. You can only use this Stratagem once per battle. + +## Enhancements + +### Adrenalised Onslaught — 15pts +*Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of speed.* +TYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3". + +### Naturalised Camouflage — 30pts +*These warrior organisms possess limited chameleonic properties that conceal their advance. The benefits of such deceptions decrease as they approach their prey, but can be enough to bring them safely into range to strike.* +TYRANIDS model only. At the start of the first battle round, select up to three friendly Endless Multitude units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack. + +### Piercing Talons — 25pts +*A simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number boast diamond-sharp talon tips. Lashing suddenly from amidst the mass of thrashing weapon limbs these plunge through armour to pierce organs and rupture delicate systems.* +TYRANIDS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. + +### Relentless Hunger — 20pts +*An overriding need to sink their fangs into the flesh of their prey drives these creatures toward the foe.* +TYRANIDS model only. Add 2" to the Move characteristic of models in the bearer’s unit. + +--- + +# Vanguard Onslaught + +## Abilities + +### Questing Tendrils +TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. Vanguard Invader units with this ability are eligible to charge in a turn in which they Advanced. + +## Stratagems + +### ASSASSIN BEASTS — 1CP +**Type:** Vanguard Onslaught – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. + +### HYPERSENSORY SCILLIA — 2CP +**Type:** Vanguard Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. + +**TARGET:** Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit. + +**EFFECT:** Those selected units can each make a Normal move of up to 6". + +**RESTRICTIONS:** You cannot target units that are within Engagement Range of one or more enemy units. + +### INVISIBLE HUNTER — 1CP +**Type:** Vanguard Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army. + +**EFFECT:** Remove the targeted units from the battlefield and place them into Strategic Reserves. + +**RESTRICTIONS:** The targeted units must be more than 3" away from all enemy units. + +### SEEDED BROODS — 1CP +**Type:** Vanguard Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves. + +**EFFECT:** Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is. + +### SURPRISE ASSAULT — 1CP +**Type:** Vanguard Onslaught – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets. + +**TARGET:** That VANGUARD INVADER unit. + +**EFFECT:** Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well. + +### UNSEEN LURKERS — 1CP +**Type:** Vanguard Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks. + +## Enhancements + +### Chameleonic — 15pts +*Subdermal crystals in this organisms carapace capture and redirect light, helping to conceal it.* +Vanguard Invader model only. The bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack. + +### Hunting Grounds — 20pts +*This warrior organism has identified installations and routes of communication and supply vital to the prey. As the Tyranid invasion commences so the beast orchestrates ambushes and terror raids against these priority targets, ensuring that those enemy reinforcements who do reach the battlefield do so in bloodied disarray.* +TYRANIDS model only. While the bearer is on the battlefield, each time your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test. + +### Neuronode — 20pts +*While no true synapse beast, this bioform has been grafted with a limited synaptic symbiote, the influence of which increases its host’s ability to formulate and enforce large-scale predatory strategies.* +TYRANIDS model only. After both players have deployed their armies, you can select up to three Vanguard Invader units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +### Stalker — 10pts +*This hunter seeks vital priority prey that has been pheromonally marked for swift slaughter.* +Vanguard Invader model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll. + +--- + +# Warrior Bioform Onslaught + +*None of the synapse-beasts comprising the hive fleets are more prevalent than Tyranid Warriors. Lethal killing machines in their own right, these bioforms serve not only as instruments of destruction but as relay nodes through which the will of the Hive Mind transmits. Armed with an array of devastating weaponised biomorphs, broods of Tyranid Warriors and other bioforms slaughter their way through any resistance and open a path for hordes of Hormagaunts and Termagants to pour in to obliterate all remaining resistance.* + +## Abilities + +### Leader-beasts +Tyranid Warriors (see below) and Winged Tyranid Prime units from your army have a 5+ invulnerable save. + +KEYWORDS +Tyranid Warriors with Ranged Bio-weapons and Tyranid Warriors with Melee Bio-weapons units from your army gain the TYRANID WARRIORS and BATTLELINE keywords, and while such a unit is not Battle-shocked, TYRANID WARRIORS models in that unit have an Objective Control characteristic of 3. + +## Stratagems + +### PARASITIC PAYLOAD — 1CP +**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your Shooting phase. + +**TARGET:** One Tyranid Warriors with Ranged Bio-weapons unit from your army that has not been selected to shoot this phase. + +**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has resolved its shooting attacks this phase, select one enemy unit hit by one or more of those attacks. Until the end of the turn, models in that unit cannot have the Benefit of Cover. + +### RESTORATIVE IMPULSE — 1CP +**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One Tyranid Warriors unit from your army that is below its Starting Strength. + +**EFFECT:** Return 1 destroyed model (excluding CHARACTER models) to your unit. + +### SPONTANEOUS HYPERCORROSION — 1CP +**Type:** Warrior Bioform Onslaught – Wargear Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit. + +### SYNAPTIC AMPLIFICATION — 1CP +**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your Shooting phase or the Fight phase. + +**TARGET:** One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. + +**EFFECT:** If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well. + +### SYNAPTIC MICRONODES — 1CP +**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Tyranid Warriors unit from your army. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### SYNAPTIC SHIELD — 1CP +**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One Tyranid Warriors unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** If that unit is a TYRANID WARRIORS unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a ranged attack targets one of those units, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. + +## Enhancements + +### Elevated Might — 30pts +*This bioform and its accompanying organisms possess muscular adaptations that give them incredible speed and endurance.* +TYRANIDS model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced. + +### Ocular Adaptation — 20pts +*This node-beast’s bio-adaptations allow it to perceive the minutest electrical impulse or heat signature. Few prey organisms escape its clutches.* +Winged Tyranid Prime model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll. + +### Sensory Assimilation — 20pts +*The Hive Mind feeds accumulated sensory data to this leader‑beast, providing it with forewarning of incoming attacks long before the foe can land a blow.* +Winged Tyranid Prime model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll. + +### Synaptic Tyrant — 10pts +*This Neurotyrant has been integrated into the synaptic web, maximising its control over the lesser bioforms and providing an additional layer of protection.* +Neurotyrant model only. During the Declare Battle Formations step, the bearer can be attached to a Tyranid Warriors unit. diff --git a/cogitator/factions/tyranids/detachments/assimilation-swarm.md b/cogitator/factions/tyranids/detachments/assimilation-swarm.md deleted file mode 100644 index ba79ab0..0000000 --- a/cogitator/factions/tyranids/detachments/assimilation-swarm.md +++ /dev/null @@ -1,88 +0,0 @@ -# Assimilation Swarm - -## Abilities - -### Feed the Swarm -In your Command phase, each Harvester unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following: -- One model in that unit regains up to D3+1 lost wounds. -- One destroyed Infantry model (excluding Characters) is returned to that unit with its full wounds remaining. If that unit is an Endless Multitude unit, up to 3 destroyed models are returned instead. - -## Stratagems - -### ABLATIVE CARAPACE — 2CP -**Type:** Assimilation Swarm – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Harvester unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead. - -### BROODGUARD IMPULSE — 1CP -**Type:** Assimilation Swarm – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Harvester unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll. - -### RAPACIOUS HUNGER — 1CP -**Type:** Assimilation Swarm – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Fight phase -**Description:** **WHEN:** Your Fight phase. - -**TARGET:** One TYRANIDS unit from your army that just destroyed an enemy unit. - -**EFFECT:** Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead. - -### RECLAIM BIOMASS — 1CP -**Type:** Assimilation Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, when a TYRANIDS unit from your army is destroyed, before the last model in it is removed from play. - -**TARGET:** One Harvester unit from your army that is within 6" of that destroyed unit. - -**EFFECT:** Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm). - -### SECURE BIOMASS — 1CP -**Type:** Assimilation Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One TYRANIDS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well. - -### TYRANNOFORMED — 1CP -**Type:** Assimilation Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Harvester unit from your army that is within range of an objective marker you control. - -**EFFECT:** That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. - -## Enhancements - -### Biophagic Flow (Aura) — 10pts -*Parasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.* -TYRANIDS model only. While a friendly Harvester model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly TYRANIDS unit that is within 9" of it, instead of one within 6". - -### Instinctive Defence — 15pts -*The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.* -TYRANIDS model only. While the bearer is within 6" of one or more friendly Harvester units, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability. - -### Parasitic Biomorphology — 25pts -*These warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the fluids of their prey.* -TYRANIDS model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in the Fight phase while the bearer is within 6" of one or more friendly Harvester units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit. - -### Regenerating Monstrosity — 20pts -*This nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzles down the hunks of bubbling biomatter that were once foes.* -TYRANIDS model only (excluding Monsters models). The bearer’s unit can be regenerated up to twice per phase, instead of once. diff --git a/cogitator/factions/tyranids/detachments/biotide.md b/cogitator/factions/tyranids/detachments/biotide.md deleted file mode 100644 index 6f38b39..0000000 --- a/cogitator/factions/tyranids/detachments/biotide.md +++ /dev/null @@ -1,62 +0,0 @@ -# Biotide - -***Whether responding to attacks by hostile boarding parties or spilling into an already-breached prey vessel, these unceasing waves of warrior organisms overrun their victims like a multiplying virus.*** - -## Abilities - -### Unstoppable Swarm -Each time a TYRANIDS unit from your army moves, models in that unit can move through friendly TYRANIDS models as if they were not there. In addition, each time a TYRANIDS unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off. - -## Stratagems - -### LIVING AVALANCHE — 1CP -**Type:** Biotide – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway. - -**TARGET:** That TYRANIDS unit. - -**EFFECT:** Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units. - -### ONRUSHING HORDE — 1CP -**Type:** Biotide – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units), that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### SQUIRMING MASSES — 1CP -**Type:** Biotide – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, at the start of the Reinforcements step. - -**TARGET:** One ENDLESS MULTITUDE unit from your army that is in Reserves. - -**EFFECT:** Until the end of the phase, models in your unit have the Deep Strike ability and, when setting them upon the battlefield using that ability, they can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, provided they are also within Synapse Range of your army. - -**RESTRICTIONS:** You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to declare a charge. - -### SWARM HUNTERS — 1CP -**Type:** Biotide – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One TERMAGANTs unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. In addition, if your unit is within Synapse Range of your army, each time a model in your unit makes an attack, you can re-roll the Hit roll. - -## Enhancements - -### Hypersurge Gland — 0pts -*This internal symbiote can expend itself in a single flood of aggression stimulants and drive its host into a sudden, accelerated attack against a key target.* -Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase. - -### Synaptic Beacon — 0pts -*Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anchors all the swarms flowing about it.* -While a friendly TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army. diff --git a/cogitator/factions/tyranids/detachments/boarding-swarm.md b/cogitator/factions/tyranids/detachments/boarding-swarm.md deleted file mode 100644 index 4aad119..0000000 --- a/cogitator/factions/tyranids/detachments/boarding-swarm.md +++ /dev/null @@ -1,56 +0,0 @@ -# Boarding Swarm - -***When Tyranid hive ships latch onto prey vessels, they unleash tailored swarms of swift vanguard organisms whose purpose is to sow terror amongst the defenders and strike for vital targets such as the enginarium and command bridge.*** - -## Abilities - -### Priority Predation -Each time an enemy unit within Engagement Range of one or more TYRANIDS units from your army is selected to Fall Back, after that enemy unit has made that Fall Back move, for each of those TYRANIDS units, if there are no other enemy units within Engagement Range of it, it can make a Normal move of up to 3". - -## Stratagems - -### ADRENALISED SLAUGHTER — 1CP -**Type:** Boarding Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 5+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### LITHE KILLERS — 1CP -**Type:** Boarding Swarm – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 5+ invulnerable save. - -### PREDATORY POUNCE — 1CP -**Type:** Boarding Swarm – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit opens a Hatchway. - -**TARGET:** One TYRANIDS unit from your army that is within 3" of that Hatchway and is not within Engagement Range of one or more enemy units. - -**EFFECT:** Your unit can make a Pounce move. To do so, your unit can be moved up to 3", but must end that move as close as possible to that Hatchway. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit. - -### TALON-TIP SWARM — 1CP -**Type:** Boarding Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a TYRANIDS unit from your army destroys an enemy unit. - -**TARGET:** That TYRANIDS unit. - -**EFFECT:** If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of that objective marker, that objective marker is Secured by your army. - -## Enhancements - -### Monoform Predators — 0pts -*These hunter organisms are already perfectly tailored to their task. The Hive Mind does not waste biomass in altering them further.* -TYRANiDS models in this Detachment cannot be given Enhancements. diff --git a/cogitator/factions/tyranids/detachments/crusher-stampede.md b/cogitator/factions/tyranids/detachments/crusher-stampede.md deleted file mode 100644 index 7cdac8a..0000000 --- a/cogitator/factions/tyranids/detachments/crusher-stampede.md +++ /dev/null @@ -1,88 +0,0 @@ -# Crusher Stampede - -## Abilities - -### Enraged Behemoths -Each time a Tyranids Monster model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit. - -## Stratagems - -### CORROSIVE VISCERA — 1CP -**Type:** Crusher Stampede – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after a Tyranids Monster model from your army with the Deadly Demise ability that cannot FLY is destroyed. - -**TARGET:** That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed. - -**EFFECT:** Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted. - -### MASSIVE IMPACT — 1CP -**Type:** Crusher Stampede – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase, just after a Tyranids Monster model from your army ends a Charge move. - -**TARGET:** That TYRANIDS MONSTER model. - -**EFFECT:** Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -### RAMPAGING MONSTROSITIES — 1CP -**Type:** Crusher Stampede – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Tyranids Monster unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. - -### SAVAGE ROAR — 1CP -**Type:** Crusher Stampede – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Tyranids Monster unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well. - -### SWARM-GUIDED SALVOES — 1CP -**Type:** Crusher Stampede – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Tyranids Monster unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll. - -### UNTRAMMELLED FEROCITY — 1CP -**Type:** Crusher Stampede – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Tyranids Monster unit from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so: -- It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. -- It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked. - -## Enhancements - -### Enraged Reserves — 20pts -*Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids linked to a ring of vascular-pneumatic sphincters, allowing them one last-ditch strike.* -Tyranids Monster model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. It can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -### Monstrous Nemesis — 25pts -*With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.* -Tyranids Monster model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll. - -### Null Nodules — 10pts -*A contraganglion knot in this creature’s cranium channels and amplifies the smothering power of the Shadow in the Warp to nullify its prey’s psychic abilities.* -Tyranids Monster model only. Once per battle, when a Psychic Attack is allocated to the bearer, it can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 5+ ability against Psychic Attacks. - -### Ominous Presence — 15pts -*The crushing menace of the Hive Mind rolls off this monstrous creature in waves, causing it to loom even larger in the minds of its quailing prey and lending it absolute dominance of the battlefield.* -Tyranids Monster model only. Add 3 to the bearer’s Objective Control characteristic. diff --git a/cogitator/factions/tyranids/detachments/infestation-swarm.md b/cogitator/factions/tyranids/detachments/infestation-swarm.md deleted file mode 100644 index 893289d..0000000 --- a/cogitator/factions/tyranids/detachments/infestation-swarm.md +++ /dev/null @@ -1,60 +0,0 @@ -# Infestation Swarm - -***Many doomed voidships have been infested by Genestealers, their corridors and crawlways transformed into the hunting grounds and brood-lairs of monstrous vanguard organisms. Such infestations prove nightmarishly deadly to any unwise enough to board these apparent derelicts.*** - -## Abilities - -### Half-Glimpsed Shadows -Each time a ranged attack targets a GREAT DEvOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll. - -## Stratagems - -### HUNTING GROUNDS — 1CP -**Type:** Infestation Swarm – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway. - -**TARGET:** That GREAT DEVOURER unit. - -**EFFECT:** Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it. - -### HYPERADRENAL REFLEXES — 1CP -**Type:** Infestation Swarm – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have a 4+ invulnerable save. - -### OUTFLANK — 1CP -**Type:** Infestation Swarm – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One GENESTEALERs or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed. - -### PERVASIVE DREAD — 1CP -**Type:** Infestation Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army. - -**TARGET:** That GREAT DEVOURER unit. - -**EFFECT:** In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase. - -## Enhancements - -### Psi-spoor Sensitivity — 0pts -*Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.* -Each time the bearer declares a charge, it can target enemy units that are not visible to it. - -### Stalking Menace — 0pts -*Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.* -Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge. diff --git a/cogitator/factions/tyranids/detachments/invasion-fleet.md b/cogitator/factions/tyranids/detachments/invasion-fleet.md deleted file mode 100644 index b06234c..0000000 --- a/cogitator/factions/tyranids/detachments/invasion-fleet.md +++ /dev/null @@ -1,100 +0,0 @@ -# Invasion Fleet - -## Abilities - -### Hyper-adaptations -At the start of the first battle round, select one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle: - -Swarming Instincts - -Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability. - -Hyper-aggression - -Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. - -Hive Predators - -Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability. - -## Stratagems - -### ADRENAL SURGE — 2CP -**Type:** Invasion Fleet – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight. - -**EFFECT:** Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### DEATH FRENZY — 1CP -**Type:** Invasion Fleet – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -### ENDLESS SWARM — 1CP -**Type:** Invasion Fleet – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Up to two Endless Multitude units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army. - -**EFFECT:** You can return up to D3+3 destroyed models to each of the selected units. - -### OVERRUN — 1CP -**Type:** Invasion Fleet – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just before a TYRANIDS unit from your army Consolidates. - -**TARGET:** That TYRANIDS unit. - -**EFFECT:** Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6". - -### PREDATORY IMPERATIVE — 1CP -**Type:** Invasion Fleet – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army. - -**EFFECT:** Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army. - -**RESTRICTIONS:** You cannot select the same Hyper-adaptation you selected at the start of the first battle round. - -### RAPID REGENERATION — 1CP -**Type:** Invasion Fleet – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead. - -## Enhancements - -### Adaptive Biology — 25pts -*The same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.* -TYRANIDS model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead. - -### Alien Cunning — 30pts -*This leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and adapt the disposition of its warriors to seize them before the foe even recognise their value.* -TYRANIDS model only. After both players have deployed their armies, select up to three TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. - -### Perfectly Adapted — 15pts -*This creature was created for one purpose: to completely eradicate the defenders of the target prey world.* -TYRANIDS model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer. - -### Synaptic Linchpin — 20pts -*With a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as a blazing synaptic beacon to the lesser creatures of the swarm, the better to direct their actions and react to the ever-changing state of battle.* -TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army. diff --git a/cogitator/factions/tyranids/detachments/subterranean-assault.md b/cogitator/factions/tyranids/detachments/subterranean-assault.md deleted file mode 100644 index c5b6b51..0000000 --- a/cogitator/factions/tyranids/detachments/subterranean-assault.md +++ /dev/null @@ -1,101 +0,0 @@ -# Subterranean Assault - -*When the hive fleet’s organisms descend, no place is truly safe from their wrath. As the lands swarm and writhe, and the skies are clouded with winged monstrosities, other foes advance unseen below. Mawlocs, Raveners and Trygons burst from the ground to emerge in the midst of clustered defenders, scything apart and devouring screaming victims before they can raise their weapons in defence, sowing crippling fear and confusion through those that witness the unexpected violence.* - -## Abilities - -### Surprise Assault -Each time a Tyranids model from your army makes an attack, re-roll a Hit roll of 1. - -Each time a Burrower unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units. - -In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units. - -If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield. - -KEYWORDS -Mawloc and Trygon units from your army have the BURROWER keyword. - -In the Muster Armies step, you can select up to 2 TRYGON models from your army. The selected units gain the CHARACTER keyword. - -**Designer’s Note:** *This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.* - -## Stratagems - -### ADAPTIVE OPTIMISATION — 1CP -**Type:** Subterranean Assault – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Mawloc or Trygon unit from your army. - -**EFFECT:** Until the start of your next Command phase, your unit has the Synapse keyword. - -### ENFILADING EMERGENCE — 1CP -**Type:** Subterranean Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your Movement phase. - -**TARGET:** One Tyranids unit from your army that was set up as Reinforcements this turn. - -**EFFECT:** Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities. - -### REPLENISHING SWARMS — 1CP -**Type:** Subterranean Assault – Wargear Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed. - -**EFFECT:** One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead. - -### RETREAT BELOW — 1CP -**Type:** Subterranean Assault – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### SWARMING ASSAULT — 1CP -**Type:** Subterranean Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One Tyranids Monster unit from your army that was set up as Reinforcements this turn. - -**EFFECT:** Until the end of the phase, friendly Tyranids units within 6" of your unit can re-roll Charge rolls. - -### TUNNEL NETWORK — 1CP -**Type:** Subterranean Assault – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** End of your Movement phase. - -**TARGET:** One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units. - -## Enhancements - -### Synaptic Strategy — 15pts -*Possessing an exceptionally acute connection to the hive mind, this creature benefits from a constant influx of sensory data, enabling it to traverse the battlefield and emerge at the place and time of maximum impact.* -Tyranids model only. Once per battle, you can target the bearer’s unit with the Rapid Ingress stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase. - -### Tremor Senses — 20pts -*From its concealed position beneath the battlefield, this bioform picks up on subtle traces of movement from the enemy force, impelling its fellow organisms to reposition themselves in preparation for a coordinated assault.* -Tyranids model only. After both players have deployed their armies, select up to three friendly TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Trygon Prime — 20pts -*Only rarely manifested by the hive fleets, the Trygon Prime possesses a greatly enhanced synaptic network within its neural cortex, enabling it to more precisely coordinate the assaults of burrowing Tyranid creatures.* -Trygon model only. The bearer gains the Synapse keyword. Improve the Strength and Weapon Skill characteristics of melee weapons equipped by the bearer by 1. - -### Vanguard Intellect — 15pts -*This bioform uses its own keen senses and predatory intellect to burrow into position and strike before the enemy can react.* -Tyranids model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. diff --git a/cogitator/factions/tyranids/detachments/synaptic-nexus.md b/cogitator/factions/tyranids/detachments/synaptic-nexus.md deleted file mode 100644 index d001b7a..0000000 --- a/cogitator/factions/tyranids/detachments/synaptic-nexus.md +++ /dev/null @@ -1,89 +0,0 @@ -# Synaptic Nexus - -## Abilities - -### Synaptic Imperatives -At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic Imperative is active for your army and while a TYRANIDS unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle. -- **Synaptic Augmentation:** While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save. -- **Surging Vitality:** While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit. -- **Goaded to Slaughter:** While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1 to the Hit roll. - -## Stratagems - -### IMPERATIVE DOMINANCE — 1CP -**Type:** Synaptic Nexus – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One TYRANIDS unit from your army that is within Synapse Range of your army. - -**EFFECT:** Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army. - -### IRRESISTIBLE WILL — 1CP -**Type:** Synaptic Nexus – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit. - -**EFFECT:** Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. - -### OVERRIDE INSTINCTS — 1CP -**Type:** Synaptic Nexus – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase. - -**EFFECT:** Your unit is eligible to shoot and declare a charge this turn. - -### REINFORCED HIVE NODE — 1CP -**Type:** Synaptic Nexus – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. - -### SYNAPTIC CHANNELLING — 1CP -**Type:** Synaptic Nexus – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Command phase -**Description:** **WHEN:** Command phase. - -**TARGET:** One Synapse unit from your army. - -**EFFECT:** Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army. - -### THE SMOTHERING SHADOW — 1CP -**Type:** Synaptic Nexus – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just after an enemy unit fails a Battle-shock test. - -**TARGET:** One Synapse unit from your army within 12" of that enemy unit. - -**EFFECT:** Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound. - -## Enhancements - -### Power of the Hive Mind — 10pts -*The Hive Mind channels lethal energy through its synaptic bioforms.* -Tyranids Psyker model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1. - -### Psychostatic Disruption — 30pts -*A maelstrom of psychostatic disruption boils about this bioform. It degrades artificial and biological cognition alike, causing teleport signals to fluctuate, geopositioning cogitators to spew contradictory data, and onrushing enemy warriors to reel in confusion.* -Tyranids Synapse model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield from Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn. - -### Synaptic Control — 20pts -*The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.* -Tyranids Synapse model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. - -### The Dirgeheart of Kharis (Aura) — 15pts -*This grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic note. The longer prey are exposed to the sound, the worse their atavistic terror response becomes...* -Tyranids Synapse model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1. diff --git a/cogitator/factions/tyranids/detachments/tyranid-attack.md b/cogitator/factions/tyranids/detachments/tyranid-attack.md deleted file mode 100644 index c1d1a72..0000000 --- a/cogitator/factions/tyranids/detachments/tyranid-attack.md +++ /dev/null @@ -1,60 +0,0 @@ -# Tyranid Attack - -***Amidst the dark of the void, the alien horror of the Tyranids is rendered all the more terrifying. Whether swarming forth to defend their own bio-ships or stalking their prey through the decks of voidships or star forts, the hunting swarms leave none alive.*** - -## Abilities - -### Xeno-Terror -When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn. - -## Stratagems - -### BIO-ACID SURGE — 1CP -**Type:** Tyranid Attack – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. - -### EXPENDABLE BIOMASS — 1CP -**Type:** Tyranid Attack – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** WHEN: Your Shooting phase. - -TARGET: One TYRANID WARRIORS wITH RANGED BIO-wEAPONS unit from your army that has not been selected to shoot this phase. - -EFFECT: Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SwARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 mortal wounds. - -### HIVE SIGHT — 1CP -**Type:** Tyranid Attack – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Charge phase. - -**TARGET:** One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase. - -**EFFECT:** Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll. - -### PHAGIC SPORES — 1CP -**Type:** Tyranid Attack – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One TYRANID WARRIORS wITH MELEE BIO-wEAPONS or TYRANID WARRIORS wITH RANGED BIO-wEAPONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play. - -## Enhancements - -### Reinforced Carapace — 0pts -*Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has a dull glint that hints at its formidable resilience.* -Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit). - -### Synaptic Goad — 0pts -*This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leading warrior organisms, driving them on to greater speed and aggression.* -In your Command phase, select one friendly TYRANiD WARRiORS wiTH MELEE BiO-wEAPONS or TYRANiD WARRiORS wiTH RANGED BiO-wEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit. diff --git a/cogitator/factions/tyranids/detachments/unending-swarm.md b/cogitator/factions/tyranids/detachments/unending-swarm.md deleted file mode 100644 index a5ec411..0000000 --- a/cogitator/factions/tyranids/detachments/unending-swarm.md +++ /dev/null @@ -1,88 +0,0 @@ -# Unending Swarm - -## Abilities - -### Insurmountable Odds -Each time an enemy unit is selected to shoot, after that unit has finished making its attacks, if one or more models from one or more Endless Multitude units from your army were destroyed as a result of those attacks, each such unit can make a Surge move. To do so, roll one D6: that unit can be moved a distance in inches up to the result, but that unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Surge move while it is Battle-shocked. - -## Stratagems - -### BOUNDING ADVANCE — 1CP -**Type:** Unending Swarm – Battle Tactic Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Endless Multitude unit from your army. - -**EFFECT:** Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. - -### PRESERVATION IMPERATIVE — 1CP -**Type:** Unending Swarm – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Endless Multitude unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit is treated as containing fewer than five models for the purpose of the [BLAST] ability. - -### SWARMING MASSES — 1CP -**Type:** Unending Swarm – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One Endless Multitude unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit. - -### SYNAPTIC GOADING — 1CP -**Type:** Unending Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, just before an Endless Multitude unit from your army that is within Synapse Range of your army makes a Surge move. - -**TARGET:** That ENDLESS MULTITUDE unit. - -**EFFECT:** When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit]. All other rules for making Surge moves still apply. - -### TEEMING MASSES — 1CP -**Type:** Unending Swarm – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Endless Multitude unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. - -### UNENDING WAVES — 2CP -**Type:** Unending Swarm – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Endless Multitude unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. - -**RESTRICTIONS:** Any destroyed Character units that were attached to your unit are not returned. You can only use this Stratagem once per battle. - -## Enhancements - -### Adrenalised Onslaught — 15pts -*Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of speed.* -TYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3". - -### Naturalised Camouflage — 30pts -*These warrior organisms possess limited chameleonic properties that conceal their advance. The benefits of such deceptions decrease as they approach their prey, but can be enough to bring them safely into range to strike.* -TYRANIDS model only. At the start of the first battle round, select up to three friendly Endless Multitude units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack. - -### Piercing Talons — 25pts -*A simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number boast diamond-sharp talon tips. Lashing suddenly from amidst the mass of thrashing weapon limbs these plunge through armour to pierce organs and rupture delicate systems.* -TYRANIDS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1. - -### Relentless Hunger — 20pts -*An overriding need to sink their fangs into the flesh of their prey drives these creatures toward the foe.* -TYRANIDS model only. Add 2" to the Move characteristic of models in the bearer’s unit. diff --git a/cogitator/factions/tyranids/detachments/vanguard-onslaught.md b/cogitator/factions/tyranids/detachments/vanguard-onslaught.md deleted file mode 100644 index 7fcf12e..0000000 --- a/cogitator/factions/tyranids/detachments/vanguard-onslaught.md +++ /dev/null @@ -1,90 +0,0 @@ -# Vanguard Onslaught - -## Abilities - -### Questing Tendrils -TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. Vanguard Invader units with this ability are eligible to charge in a turn in which they Advanced. - -## Stratagems - -### ASSASSIN BEASTS — 1CP -**Type:** Vanguard Onslaught – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability. - -### HYPERSENSORY SCILLIA — 2CP -**Type:** Vanguard Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. - -**TARGET:** Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit. - -**EFFECT:** Those selected units can each make a Normal move of up to 6". - -**RESTRICTIONS:** You cannot target units that are within Engagement Range of one or more enemy units. - -### INVISIBLE HUNTER — 1CP -**Type:** Vanguard Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army. - -**EFFECT:** Remove the targeted units from the battlefield and place them into Strategic Reserves. - -**RESTRICTIONS:** The targeted units must be more than 3" away from all enemy units. - -### SEEDED BROODS — 1CP -**Type:** Vanguard Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves. - -**EFFECT:** Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is. - -### SURPRISE ASSAULT — 1CP -**Type:** Vanguard Onslaught – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets. - -**TARGET:** That VANGUARD INVADER unit. - -**EFFECT:** Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well. - -### UNSEEN LURKERS — 1CP -**Type:** Vanguard Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks. - -## Enhancements - -### Chameleonic — 15pts -*Subdermal crystals in this organisms carapace capture and redirect light, helping to conceal it.* -Vanguard Invader model only. The bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack. - -### Hunting Grounds — 20pts -*This warrior organism has identified installations and routes of communication and supply vital to the prey. As the Tyranid invasion commences so the beast orchestrates ambushes and terror raids against these priority targets, ensuring that those enemy reinforcements who do reach the battlefield do so in bloodied disarray.* -TYRANIDS model only. While the bearer is on the battlefield, each time your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test. - -### Neuronode — 20pts -*While no true synapse beast, this bioform has been grafted with a limited synaptic symbiote, the influence of which increases its host’s ability to formulate and enforce large-scale predatory strategies.* -TYRANIDS model only. After both players have deployed their armies, you can select up to three Vanguard Invader units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. - -### Stalker — 10pts -*This hunter seeks vital priority prey that has been pheromonally marked for swift slaughter.* -Vanguard Invader model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll. diff --git a/cogitator/factions/tyranids/detachments/warrior-bioform-onslaught.md b/cogitator/factions/tyranids/detachments/warrior-bioform-onslaught.md deleted file mode 100644 index 7e5f7db..0000000 --- a/cogitator/factions/tyranids/detachments/warrior-bioform-onslaught.md +++ /dev/null @@ -1,91 +0,0 @@ -# Warrior Bioform Onslaught - -*None of the synapse-beasts comprising the hive fleets are more prevalent than Tyranid Warriors. Lethal killing machines in their own right, these bioforms serve not only as instruments of destruction but as relay nodes through which the will of the Hive Mind transmits. Armed with an array of devastating weaponised biomorphs, broods of Tyranid Warriors and other bioforms slaughter their way through any resistance and open a path for hordes of Hormagaunts and Termagants to pour in to obliterate all remaining resistance.* - -## Abilities - -### Leader-beasts -Tyranid Warriors (see below) and Winged Tyranid Prime units from your army have a 5+ invulnerable save. - -KEYWORDS -Tyranid Warriors with Ranged Bio-weapons and Tyranid Warriors with Melee Bio-weapons units from your army gain the TYRANID WARRIORS and BATTLELINE keywords, and while such a unit is not Battle-shocked, TYRANID WARRIORS models in that unit have an Objective Control characteristic of 3. - -## Stratagems - -### PARASITIC PAYLOAD — 1CP -**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your Shooting phase. - -**TARGET:** One Tyranid Warriors with Ranged Bio-weapons unit from your army that has not been selected to shoot this phase. - -**EFFECT:** Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has resolved its shooting attacks this phase, select one enemy unit hit by one or more of those attacks. Until the end of the turn, models in that unit cannot have the Benefit of Cover. - -### RESTORATIVE IMPULSE — 1CP -**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One Tyranid Warriors unit from your army that is below its Starting Strength. - -**EFFECT:** Return 1 destroyed model (excluding CHARACTER models) to your unit. - -### SPONTANEOUS HYPERCORROSION — 1CP -**Type:** Warrior Bioform Onslaught – Wargear Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit. - -### SYNAPTIC AMPLIFICATION — 1CP -**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your Shooting phase or the Fight phase. - -**TARGET:** One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. - -**EFFECT:** If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well. - -### SYNAPTIC MICRONODES — 1CP -**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Tyranid Warriors unit from your army. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### SYNAPTIC SHIELD — 1CP -**Type:** Warrior Bioform Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One Tyranid Warriors unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** If that unit is a TYRANID WARRIORS unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a ranged attack targets one of those units, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll. - -## Enhancements - -### Elevated Might — 30pts -*This bioform and its accompanying organisms possess muscular adaptations that give them incredible speed and endurance.* -TYRANIDS model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced. - -### Ocular Adaptation — 20pts -*This node-beast’s bio-adaptations allow it to perceive the minutest electrical impulse or heat signature. Few prey organisms escape its clutches.* -Winged Tyranid Prime model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll. - -### Sensory Assimilation — 20pts -*The Hive Mind feeds accumulated sensory data to this leader‑beast, providing it with forewarning of incoming attacks long before the foe can land a blow.* -Winged Tyranid Prime model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll. - -### Synaptic Tyrant — 10pts -*This Neurotyrant has been integrated into the synaptic web, maximising its control over the lesser bioforms and providing an additional layer of protection.* -Neurotyrant model only. During the Declare Battle Formations step, the bearer can be attached to a Tyranid Warriors unit. diff --git a/cogitator/factions/unaligned-forces/datasheets.md b/cogitator/factions/unaligned-forces/datasheets.md new file mode 100644 index 0000000..0f77b9b --- /dev/null +++ b/cogitator/factions/unaligned-forces/datasheets.md @@ -0,0 +1,1182 @@ +# Unaligned Forces + +# Aegis Defence Line With Weapon Emplacement + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This unit is equipped with:** quad-gun. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | +| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Defence Line** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. While an INFANTRY model has the Benefit of Cover as a result of this FORTIFICATION (see below), that model has a 4+ invulnerable save. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Aegis Defence Line with Weapon Emplacement +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Aegis Defence Line with Weapon Emplacement (4 large shield sections, 4 small shield sections and 1 gun emplacement) + +**Wargear Options:** +- This unit’s quad-gun can be replaced with 1 Icarus lascannon. + +**Points:** +- 1 model: 145pts + +--- + +# Ambull + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 8 | 3+ | 8 | 8+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** enormous claws. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Enormous claws | Melee | 4 | 3 | 6 | -2 | D3 | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Borewyrm Infestation** (Wargear): Twice per battle, at the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. + +**Designer’s Note:** *Place two Borewyrm Infestation tokens next to this model, removing one each time this ability has been used.* +- **Frenzy** (Datasheet): Each time an enemy unit is selected to shoot or fight, after it has finished making its attacks, if one or more of those attacks targeted this model and this model is not destroyed, this model can fight as if it were the Fight phase. + +**Keywords:** Character, Ambull, Monster +**Faction Keywords:** Unaligned, Unaligned Forces + +**Unit Composition:** +- 1 Ambull + +**Wargear Options:** +- None + +**Points:** +- 1 model: 85pts + +--- + +# Bastion + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 18 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 4 heavy bolters. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | +| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. +- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Towering, Vehicle, Fortification, Transport, Bastion +**Faction Keywords:** Unaligned, Unaligned Forces + +**Unit Composition:** +- 1 Bastion + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 comms antenna +- 1 Icarus lascannon +- 1 quad-gun + +**Transport:** +This FORTIFICATION has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 275pts + +--- + +# Castellum Stronghold + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 50 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Castellum air defence missiles | 48 | D6 | 4 | 9 | -2 | D6 | anti-fly 2+ | +| Castellum battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | +| Castellum Icarus quad lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | +| Twin assault cannon | 24 | 6 | 4 | 6 | 0 | 1 | devastating wounds, twin-linked | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 2 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | +| Whirlwind castellan launcher | 72 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Stronghold** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. Any friendly model can be set up or end any type of move on the ramp or platform section of this FORTIFICATION. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **MIGHTY EDIFICE** (Fortification (левая колонка)): You can only include this FORTIFICATION in your army in games of Onslaught size or greater. + +**Keywords:** Castellum Stronghold, Fortification, Titanic, Vehicle, Transport +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Castellum Stronghold + +**Wargear Options:** +- This model can be equipped with up to three of the following (but cannot be equipped with duplicates of the same weapon):- 1 Castellum air defence missiles +- 1 multi-melta +- 1 twin assault cannon +- 1 twin heavy bolter +- 1 twin heavy flamer +- 1 twin lascannon +- This model can be equipped with up to two of the following (but cannot be equipped with duplicates of the same weapon):- 1 Castellum air defence missiles +- 1 Castellum battle cannon +- 1 Castellum Icarus quad lascannon +- 1 multi-melta +- 1 twin heavy bolter +- 1 twin assault cannon +- 1 twin heavy flamer +- 1 twin lascannon +- 1 Whirlwind castellan launcher +- Comms antenna + +**Transport:** +This FORTIFICATION has a transport capacity of 60 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-15 +While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +--- + +# Firestorm Redoubt + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 18 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battle cannon | 48 | D6+3 | 5 | 9 | -1 | 3 | blast | +| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | +| Punisher gatling cannon | 24 | 20 | 5 | 6 | 0 | 1 | — | +| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | +| Quad lascannon | 48 | 2 | 5 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this Fortification, roll one D6: on a 5+, you gain 1CP. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Transport, Vehicle, Wall of Martyrs, Firestorm Redoubt, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Firestorm Redoubt + +**Wargear Options:** +- Each of this model’s quad lascannons can be replaced with one of the following:- 1 Punisher gatling cannon +- 1 battle cannon +- This model can be equipped with one of the following:- 1 comms antenna +- 1 Icarus lascannon +- 1 quad-gun + +**Transport:** +This FORTIFICATION has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 260pts + +--- + +# Fortress Of Redemption + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 30 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** redemptor lascannons; redemptor missile silo. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Redemptor lascannons | 48 | 2 | 4 | 14 | -3 | D6+1 | anti-fly 2+ | +| Redemptor missile silo – superfrag | 48 | 2D6+2 | 4 | 5 | 0 | 1 | blast | +| Redemptor missile silo – superkrak | 48 | 2 | 4 | 10 | -2 | D6+1 | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. +- **Vantage Point** (Datasheet): While a model is on top of the tower roof of this FORTIFICATION, improve the Armour Penetration characteristic of ranged weapons equipped by that model by 1. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortress of Redemption, Towering, Vehicle, Titanic, Transport, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Fortress of Redemption + +**Wargear Options:** +- This model can be equipped with up to 4 heavy bolters. + +**Transport:** +This FORTIFICATION has a transport capacity of 20 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 480pts + +--- + +# Guardian Drone + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 7 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** destroyer pulse; Guardian salvo launchers; manipulator limbs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Destroyer pulse | 18 | 1 | 4 | 8 | -2 | 2 | pistol | +| Guardian salvo launchers | 24 | D6 | 4 | 5 | -1 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Manipulator limbs | Melee | 4 | 4 | 5 | 0 | 1 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Drone Commander (Aura)** (Datasheet): While a friendly Spindle Drones unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to the Hit roll. + +**Keywords:** Monster, Guardian Drone +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Guardian Drone + +**Wargear Options:** +- None + +**Points:** +- 1 model: 45pts + +--- + +# Imperial Fortress Walls + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 14 | 2+ | 80 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every gate tower section is equipped with:** twin heavy bolter. + +**Every tower section is equipped with:** twin long-barrelled autocannon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin long-barrelled autocannon | 60 | 2 | 4 | 9 | -1 | 3 | twin-linked | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Battlements** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION. +- **Fortress** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up in contact with another part. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. +- **MIGHTY EDIFICE** (Primarch): You can only include this FORTIFICATION in your army in games of Onslaught(Up to 1000 pts) size or greater. + +**Keywords:** Titanic, Vehicle, Towering, Transport, Imperial Fortress Walls, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Imperial Fortress Walls (1 gate section, 2 gate tower sections, 2 tower sections and 2 wall sections) + +**Wargear Options:** +- Any number of gate tower section’s twin heavy bolters can each be replaced with 1 twin lascannon. +- Each tower section can be equipped with one of the following:- 1 twin lascannon +- 1 twin heavy bolter + +**Transport:** +This FORTIFICATION has a transport capacity of 65 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-30 +While this model has 1-30 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +--- + +# Macro-cannon Aquila Strongpoint + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 30 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Aquila macro-cannon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Aquila macro-cannon | 72 | D6+6 | 5 | 16 | -4 | 4 | — | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. +- **Tremor Quake** (Datasheet): In your Shooting phase, just after selecting a target for this model’s Aquila macro-cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Fortification, Macro-cannon Aquila Strongpoint, Wall of Martyrs, Transport, Vehicle, Titanic +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Macro-cannon Aquila Strongpoint + +**Wargear Options:** +- This model can be equipped with up to 4 heavy bolters. + +**Transport:** +This FORTIFICATION has a transport capacity of 30 Infantry models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 550pts + +--- + +# Plasma Obliterator + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 18 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** plasma obliterator. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma obliterator – standard | 48 | D6+3 | 5 | 9 | -3 | 3 | blast | +| Plasma obliterator – supercharge | 48 | D6+3 | 5 | 10 | -4 | 4 | blast, hazardous | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Emergency Plasma Vents** (Datasheet): Each time this FORTIFICATION suffers a mortal wound as the result of a failed Hazardous test, roll one D6: on a 4+, that wound is not lost. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Vehicle, Plasma Obliterator, Towering, Transport, Fortification +**Faction Keywords:** Unaligned, Unaligned Forces + +**Unit Composition:** +- 1 Plasma Obliterator + +**Wargear Options:** +- None + +**Transport:** +This FORTIFICATION has a transport capacity of 20 Infantry models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 225pts + +--- + +# Primaris Redoubt + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 3+ | 18 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Primaris Redoubt turbo-laser destructor. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | BLAST | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | MELTA 2 | +| Primaris Icarus lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | anti-fly 2+ | +| Primaris Icarus quad lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | +| Primaris air defence missiles | 48 | D6 | 4 | 6 | -2 | 2 | anti-fly 2+ | +| Primaris castellan launcher | 72 | D6+1 | 4 | 6 | 0 | 1 | blast, indirect fire | +| Primaris quad-gun | 48 | 4 | 4 | 8 | -1 | 2 | — | +| Primaris Redoubt turbo-laser destructor | 96 | D3+1 | 4 | 16 | -3 | D6+3 | blast | +| Primaris vengeance launcher | 72 | D3+1 | 4 | 7 | -1 | 2 | blast, indirect fire | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | SUSTAINED HITS 1, TWIN-LINKED | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT, TWIN-LINKED | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | TWIN-LINKED | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Gates** (Datasheet): When this FORTIFICATION is first set up on the battlefield, each gate section can be set up with its gate open or closed. In your Command phase, you can open or close the gate of each of this model’s gate sections. While a gate is open, models can move and draw line of sight through it as if it were not there. +- **Battlements** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat battlement sections of this FORTIFICATION. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Primaris Redoubt, Vehicle, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Primaris Redoubt + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 Primaris air defence missiles +- 1 battle cannon +- 1 Primaris Icarus lascannon +- 1 Primaris Icarus quad lascannon +- 1 multi-melta +- 1 Primaris quad-gun +- 1 twin heavy bolter +- 1 twin heavy flamer +- 1 twin lascannon +- 1 Primaris castellan launcher +- 1 Primaris vengeance launcher +- This model can be equipped with up to 4 heavy bolters. + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Skyshield Landing Pad + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 3+ | 16 | 7+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This unit is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Skyshield** (Datasheet): Friendly INFANTRY models and friendly units that can Fly can be set up or end any type of move on top of the platform section of this FORTIFICATION. While such a model is on the platform section of this FORTIFICATION, that model has a 5+ invulnerable save against ranged attacks. +- **Repair Aircraft** (Datasheet): At the end of your Movement phase, if there is a friendly Aircraft model on top of this FORTIFICATION, that AIRCRAFT regains up to D3 lost wounds. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Skyshield Landing Pad, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Skyshield Landing Pad + +**Wargear Options:** +- None + +**Points:** +- 1 model: 125pts + +--- + +# Spindle Drones + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 4 | 4+ | 2 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** drone pulse; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Drone pulse | 18 | 1 | 4 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Threat Level Rising** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. + +**Keywords:** Spindle Drones, Infantry +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 4 Spindle Drones + +**Wargear Options:** +- None + +**Points:** +- 4 models: 35pts + +--- + +# The Archivist + +**Role:** Characters + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 5" | 6 | 3+ | 6 | 7+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** atomic disassembler; eradicator glove. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Atomic disassembler | 18 | 1 | 3 | 8 | -2 | 2 | ignores cover, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Eradicator glove | Melee | 4 | 4 | 8 | -2 | 2 | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. + +Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". +- **Fearsome Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. +- **Disruptive Influence (Aura)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test. + +**Keywords:** Epic Hero, The Archivist, Monster, Character +**Faction Keywords:** Unaligned + +**Unit Composition:** +- 1 Archivist – EPIC HERO + +**Wargear Options:** +- None + +**Points:** +- 1 model: 70pts + +--- + +# Vengeance Weapon Battery + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** battle cannon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Battle cannon | 48 | D6+3 | 5 | 9 | -1 | 3 | blast | +| Punisher gatling cannon | 24 | 20 | 5 | 6 | 0 | 1 | — | +| Quad-lascannon | 48 | 2 | 5 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Automated Defences** (Datasheet): Each time this model makes a ranged attack that targets the closest enemy unit: +- If that attack is made with a Punisher gatling cannon and the target is not a MONSTER or VEHICLE, add 1 to the Hit roll. +- If that attack is made with a battle cannon and the target is a MONSTER or VEHICLE, add 1 to the Hit roll. +- If that attack is made with a quad-lascannon and the target can Fly, add 1 to the Hit roll. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Wall of Martyrs, Fortification, Vehicle, Vengeance Weapon Battery +**Faction Keywords:** Unaligned, Unaligned Forces + +**Unit Composition:** +- 1 Vengeance Weapon Battery + +**Wargear Options:** +- This model’s battle cannon can be replaced with one of the following:- 1 Punisher gatling cannon +- 1 quad-lascannon + +**Points:** +- 1 model: 140pts + +--- + +# Void Shield Generator + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 3+ | 16 | 7+ | 0 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Projected Void Shields (Aura)** (Datasheet): While a friendly model is wholly within 6" of this FORTIFICATION, that model has a 4+ invulnerable save against ranged attacks. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Void Shield Generator, Fortification +**Faction Keywords:** Unaligned, Unaligned Forces + +**Unit Composition:** +- 1 Void Shield Generator + +**Wargear Options:** +- None + +**Points:** +- 1 model: 155pts + +--- + +# Vortex Missile Strongpoint + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 30 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** vortex missile battery. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | +| Vortex missile battery | 72 | D6+3 | 5 | 16 | -4 | D6 | blast, devastating wounds, hazardous, indirect fire | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. +- **Vortex** (Datasheet): In your Shooting phase, each time you select a target for this model’s vortex missile battery, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 4+, the unit being rolled for is struck by the vortex; after resolving all of this model’s attacks against the target unit, each unit struck by the vortex suffers D3 mortal wounds. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Vortex Missile Strongpoint, Wall of Martyrs, Transport, Vehicle, Titanic, Fortification +**Faction Keywords:** Unaligned, Unaligned Forces + +**Unit Composition:** +- 1 Vortex Missile Strongpoint + +**Wargear Options:** +- This model can be equipped with up to 4 heavy bolters. + +**Transport:** +This FORTIFICATION has a transport capacity of 30 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non- CHARACTER models with a Wounds characteristic of 4 or more. + +**Damaged Profile:** +Remaining Wounds: 1-10 +While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 525pts + +--- + +# Wall Of Martyrs Bunker + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 13 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | +| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. +- **Inviolable Bastion** (Datasheet): Each time an attack is allocated to this FORTIFICATION, subtract 1 from the Damage characteristic of that attack. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Transport, Vehicle, Bunker, Wall of Martyrs, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Wall of Martyrs Bunker + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 comms antenna +- 1 Icarus lascannon +- 1 quad-gun + +**Transport:** +This FORTIFICATION has a transport capacity of 11 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. + +**Points:** +- 1 model: 180pts + +--- + +# Wall Of Martyrs Defence Emplacement + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Defence Line** (Datasheet): While an INFANTRY model has the Benefit of Cover as a result of this Fortification(see below), that model has a 4+ invulnerable save. +- **Trench Line** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Wall of Martyrs, Fortification, Defence Emplacement +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1 Wall of Martyrs Defence Emplacement + +**Wargear Options:** +- None + +**Points:** +- 1 model: 140pts + +--- + +# Wall Of Martyrs Defence Line + +**Role:** Fortifications + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| - | 12 | 2+ | 10 | 7+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This unit is equipped with:** nothing. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| | | 0 | - | - | 0 | - | — | + +**Abilities:** +- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: +- **Incursion:** Up to 250 pts +- **Strike Force:** Up to 500 pts +- **Onslaught:** Up to 1000 pts +No UNALIGNED FORCES models can be your WARLORD. +- **Defence Line** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. While an INFANTRY model has the Benefit of Cover as a result of this FORTIFICATION (see in FORTIFICATION section), that model has a 4+ invulnerable save. +- **Trench Line** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION. +- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. +- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: +- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. +- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. + +**Keywords:** Defence Line, Wall of Martyrs, Fortification +**Faction Keywords:** Unaligned Forces, Unaligned + +**Unit Composition:** +- 1-2 Wall of Martyrs Defence Lines + +**Wargear Options:** +- None + +**Points:** +- 1 model: 140pts +- 2 models: 280pts diff --git a/cogitator/factions/unaligned-forces/datasheets/aegis-defence-line-with-weapon-emplacement.md b/cogitator/factions/unaligned-forces/datasheets/aegis-defence-line-with-weapon-emplacement.md deleted file mode 100644 index a2d119b..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/aegis-defence-line-with-weapon-emplacement.md +++ /dev/null @@ -1,42 +0,0 @@ -# Aegis Defence Line With Weapon Emplacement - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This unit is equipped with:** quad-gun. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | -| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Defence Line** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. While an INFANTRY model has the Benefit of Cover as a result of this FORTIFICATION (see below), that model has a 4+ invulnerable save. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Aegis Defence Line with Weapon Emplacement -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Aegis Defence Line with Weapon Emplacement (4 large shield sections, 4 small shield sections and 1 gun emplacement) - -**Wargear Options:** -- This unit’s quad-gun can be replaced with 1 Icarus lascannon. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/unaligned-forces/datasheets/ambull.md b/cogitator/factions/unaligned-forces/datasheets/ambull.md deleted file mode 100644 index 0c2d599..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/ambull.md +++ /dev/null @@ -1,50 +0,0 @@ -# Ambull - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 8 | 3+ | 8 | 8+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** enormous claws. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Enormous claws | Melee | 4 | 3 | 6 | -2 | D3 | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Borewyrm Infestation** (Wargear): Twice per battle, at the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. - -**Designer’s Note:** *Place two Borewyrm Infestation tokens next to this model, removing one each time this ability has been used.* -- **Frenzy** (Datasheet): Each time an enemy unit is selected to shoot or fight, after it has finished making its attacks, if one or more of those attacks targeted this model and this model is not destroyed, this model can fight as if it were the Fight phase. - -**Keywords:** Character, Ambull, Monster -**Faction Keywords:** Unaligned, Unaligned Forces - -**Unit Composition:** -- 1 Ambull - -**Wargear Options:** -- None - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/unaligned-forces/datasheets/bastion.md b/cogitator/factions/unaligned-forces/datasheets/bastion.md deleted file mode 100644 index 72a974b..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/bastion.md +++ /dev/null @@ -1,64 +0,0 @@ -# Bastion - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 18 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 4 heavy bolters. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | -| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. -- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Towering, Vehicle, Fortification, Transport, Bastion -**Faction Keywords:** Unaligned, Unaligned Forces - -**Unit Composition:** -- 1 Bastion - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 comms antenna -- 1 Icarus lascannon -- 1 quad-gun - -**Transport:** -This FORTIFICATION has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 275pts diff --git a/cogitator/factions/unaligned-forces/datasheets/castellum-stronghold.md b/cogitator/factions/unaligned-forces/datasheets/castellum-stronghold.md deleted file mode 100644 index 0d2bd9d..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/castellum-stronghold.md +++ /dev/null @@ -1,81 +0,0 @@ -# Castellum Stronghold - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 50 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Castellum air defence missiles | 48 | D6 | 4 | 9 | -2 | D6 | anti-fly 2+ | -| Castellum battle cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast | -| Castellum Icarus quad lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2 | -| Twin assault cannon | 24 | 6 | 4 | 6 | 0 | 1 | devastating wounds, twin-linked | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 2 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | -| Whirlwind castellan launcher | 72 | D6+3 | 4 | 8 | -2 | 2 | blast, indirect fire | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Stronghold** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. Any friendly model can be set up or end any type of move on the ramp or platform section of this FORTIFICATION. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **MIGHTY EDIFICE** (Fortification (левая колонка)): You can only include this FORTIFICATION in your army in games of Onslaught size or greater. - -**Keywords:** Castellum Stronghold, Fortification, Titanic, Vehicle, Transport -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Castellum Stronghold - -**Wargear Options:** -- This model can be equipped with up to three of the following (but cannot be equipped with duplicates of the same weapon):- 1 Castellum air defence missiles -- 1 multi-melta -- 1 twin assault cannon -- 1 twin heavy bolter -- 1 twin heavy flamer -- 1 twin lascannon -- This model can be equipped with up to two of the following (but cannot be equipped with duplicates of the same weapon):- 1 Castellum air defence missiles -- 1 Castellum battle cannon -- 1 Castellum Icarus quad lascannon -- 1 multi-melta -- 1 twin heavy bolter -- 1 twin assault cannon -- 1 twin heavy flamer -- 1 twin lascannon -- 1 Whirlwind castellan launcher -- Comms antenna - -**Transport:** -This FORTIFICATION has a transport capacity of 60 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-15 -While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/unaligned-forces/datasheets/firestorm-redoubt.md b/cogitator/factions/unaligned-forces/datasheets/firestorm-redoubt.md deleted file mode 100644 index 4de2f95..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/firestorm-redoubt.md +++ /dev/null @@ -1,68 +0,0 @@ -# Firestorm Redoubt - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 18 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battle cannon | 48 | D6+3 | 5 | 9 | -1 | 3 | blast | -| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | -| Punisher gatling cannon | 24 | 20 | 5 | 6 | 0 | 1 | — | -| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | -| Quad lascannon | 48 | 2 | 5 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this Fortification, roll one D6: on a 5+, you gain 1CP. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Transport, Vehicle, Wall of Martyrs, Firestorm Redoubt, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Firestorm Redoubt - -**Wargear Options:** -- Each of this model’s quad lascannons can be replaced with one of the following:- 1 Punisher gatling cannon -- 1 battle cannon -- This model can be equipped with one of the following:- 1 comms antenna -- 1 Icarus lascannon -- 1 quad-gun - -**Transport:** -This FORTIFICATION has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 260pts diff --git a/cogitator/factions/unaligned-forces/datasheets/fortress-of-redemption.md b/cogitator/factions/unaligned-forces/datasheets/fortress-of-redemption.md deleted file mode 100644 index 41b9bb7..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/fortress-of-redemption.md +++ /dev/null @@ -1,63 +0,0 @@ -# Fortress Of Redemption - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 30 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** redemptor lascannons; redemptor missile silo. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Redemptor lascannons | 48 | 2 | 4 | 14 | -3 | D6+1 | anti-fly 2+ | -| Redemptor missile silo – superfrag | 48 | 2D6+2 | 4 | 5 | 0 | 1 | blast | -| Redemptor missile silo – superkrak | 48 | 2 | 4 | 10 | -2 | D6+1 | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. -- **Vantage Point** (Datasheet): While a model is on top of the tower roof of this FORTIFICATION, improve the Armour Penetration characteristic of ranged weapons equipped by that model by 1. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortress of Redemption, Towering, Vehicle, Titanic, Transport, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Fortress of Redemption - -**Wargear Options:** -- This model can be equipped with up to 4 heavy bolters. - -**Transport:** -This FORTIFICATION has a transport capacity of 20 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/unaligned-forces/datasheets/guardian-drone.md b/cogitator/factions/unaligned-forces/datasheets/guardian-drone.md deleted file mode 100644 index 9e479be..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/guardian-drone.md +++ /dev/null @@ -1,48 +0,0 @@ -# Guardian Drone - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 7 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** destroyer pulse; Guardian salvo launchers; manipulator limbs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Destroyer pulse | 18 | 1 | 4 | 8 | -2 | 2 | pistol | -| Guardian salvo launchers | 24 | D6 | 4 | 5 | -1 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Manipulator limbs | Melee | 4 | 4 | 5 | 0 | 1 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Drone Commander (Aura)** (Datasheet): While a friendly Spindle Drones unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to the Hit roll. - -**Keywords:** Monster, Guardian Drone -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Guardian Drone - -**Wargear Options:** -- None - -**Points:** -- 1 model: 45pts diff --git a/cogitator/factions/unaligned-forces/datasheets/imperial-fortress-walls.md b/cogitator/factions/unaligned-forces/datasheets/imperial-fortress-walls.md deleted file mode 100644 index 16538e7..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/imperial-fortress-walls.md +++ /dev/null @@ -1,64 +0,0 @@ -# Imperial Fortress Walls - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 14 | 2+ | 80 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every gate tower section is equipped with:** twin heavy bolter. - -**Every tower section is equipped with:** twin long-barrelled autocannon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin long-barrelled autocannon | 60 | 2 | 4 | 9 | -1 | 3 | twin-linked | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | twin-linked | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Battlements** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION. -- **Fortress** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up in contact with another part. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. -- **MIGHTY EDIFICE** (Primarch): You can only include this FORTIFICATION in your army in games of Onslaught(Up to 1000 pts) size or greater. - -**Keywords:** Titanic, Vehicle, Towering, Transport, Imperial Fortress Walls, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Imperial Fortress Walls (1 gate section, 2 gate tower sections, 2 tower sections and 2 wall sections) - -**Wargear Options:** -- Any number of gate tower section’s twin heavy bolters can each be replaced with 1 twin lascannon. -- Each tower section can be equipped with one of the following:- 1 twin lascannon -- 1 twin heavy bolter - -**Transport:** -This FORTIFICATION has a transport capacity of 65 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-30 -While this model has 1-30 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/unaligned-forces/datasheets/macro-cannon-aquila-strongpoint.md b/cogitator/factions/unaligned-forces/datasheets/macro-cannon-aquila-strongpoint.md deleted file mode 100644 index c3e28f2..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/macro-cannon-aquila-strongpoint.md +++ /dev/null @@ -1,61 +0,0 @@ -# Macro-cannon Aquila Strongpoint - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 30 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Aquila macro-cannon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Aquila macro-cannon | 72 | D6+6 | 5 | 16 | -4 | 4 | — | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. -- **Tremor Quake** (Datasheet): In your Shooting phase, just after selecting a target for this model’s Aquila macro-cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Fortification, Macro-cannon Aquila Strongpoint, Wall of Martyrs, Transport, Vehicle, Titanic -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Macro-cannon Aquila Strongpoint - -**Wargear Options:** -- This model can be equipped with up to 4 heavy bolters. - -**Transport:** -This FORTIFICATION has a transport capacity of 30 Infantry models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 550pts diff --git a/cogitator/factions/unaligned-forces/datasheets/plasma-obliterator.md b/cogitator/factions/unaligned-forces/datasheets/plasma-obliterator.md deleted file mode 100644 index f749609..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/plasma-obliterator.md +++ /dev/null @@ -1,60 +0,0 @@ -# Plasma Obliterator - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 18 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** plasma obliterator. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma obliterator – standard | 48 | D6+3 | 5 | 9 | -3 | 3 | blast | -| Plasma obliterator – supercharge | 48 | D6+3 | 5 | 10 | -4 | 4 | blast, hazardous | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Emergency Plasma Vents** (Datasheet): Each time this FORTIFICATION suffers a mortal wound as the result of a failed Hazardous test, roll one D6: on a 4+, that wound is not lost. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Vehicle, Plasma Obliterator, Towering, Transport, Fortification -**Faction Keywords:** Unaligned, Unaligned Forces - -**Unit Composition:** -- 1 Plasma Obliterator - -**Wargear Options:** -- None - -**Transport:** -This FORTIFICATION has a transport capacity of 20 Infantry models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 225pts diff --git a/cogitator/factions/unaligned-forces/datasheets/primaris-redoubt.md b/cogitator/factions/unaligned-forces/datasheets/primaris-redoubt.md deleted file mode 100644 index 2f1f0fb..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/primaris-redoubt.md +++ /dev/null @@ -1,75 +0,0 @@ -# Primaris Redoubt - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 3+ | 18 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Primaris Redoubt turbo-laser destructor. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battle cannon | 48 | D6+3 | 4 | 9 | -1 | 3 | BLAST | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | MELTA 2 | -| Primaris Icarus lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | anti-fly 2+ | -| Primaris Icarus quad lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | -| Primaris air defence missiles | 48 | D6 | 4 | 6 | -2 | 2 | anti-fly 2+ | -| Primaris castellan launcher | 72 | D6+1 | 4 | 6 | 0 | 1 | blast, indirect fire | -| Primaris quad-gun | 48 | 4 | 4 | 8 | -1 | 2 | — | -| Primaris Redoubt turbo-laser destructor | 96 | D3+1 | 4 | 16 | -3 | D6+3 | blast | -| Primaris vengeance launcher | 72 | D3+1 | 4 | 7 | -1 | 2 | blast, indirect fire | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | SUSTAINED HITS 1, TWIN-LINKED | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT, TWIN-LINKED | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | TWIN-LINKED | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Gates** (Datasheet): When this FORTIFICATION is first set up on the battlefield, each gate section can be set up with its gate open or closed. In your Command phase, you can open or close the gate of each of this model’s gate sections. While a gate is open, models can move and draw line of sight through it as if it were not there. -- **Battlements** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat battlement sections of this FORTIFICATION. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Primaris Redoubt, Vehicle, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Primaris Redoubt - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 Primaris air defence missiles -- 1 battle cannon -- 1 Primaris Icarus lascannon -- 1 Primaris Icarus quad lascannon -- 1 multi-melta -- 1 Primaris quad-gun -- 1 twin heavy bolter -- 1 twin heavy flamer -- 1 twin lascannon -- 1 Primaris castellan launcher -- 1 Primaris vengeance launcher -- This model can be equipped with up to 4 heavy bolters. - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/unaligned-forces/datasheets/skyshield-landing-pad.md b/cogitator/factions/unaligned-forces/datasheets/skyshield-landing-pad.md deleted file mode 100644 index 41fb4fa..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/skyshield-landing-pad.md +++ /dev/null @@ -1,48 +0,0 @@ -# Skyshield Landing Pad - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 3+ | 16 | 7+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This unit is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Skyshield** (Datasheet): Friendly INFANTRY models and friendly units that can Fly can be set up or end any type of move on top of the platform section of this FORTIFICATION. While such a model is on the platform section of this FORTIFICATION, that model has a 5+ invulnerable save against ranged attacks. -- **Repair Aircraft** (Datasheet): At the end of your Movement phase, if there is a friendly Aircraft model on top of this FORTIFICATION, that AIRCRAFT regains up to D3 lost wounds. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Skyshield Landing Pad, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Skyshield Landing Pad - -**Wargear Options:** -- None - -**Points:** -- 1 model: 125pts diff --git a/cogitator/factions/unaligned-forces/datasheets/spindle-drones.md b/cogitator/factions/unaligned-forces/datasheets/spindle-drones.md deleted file mode 100644 index 9d114db..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/spindle-drones.md +++ /dev/null @@ -1,47 +0,0 @@ -# Spindle Drones - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 4 | 4+ | 2 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** drone pulse; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Drone pulse | 18 | 1 | 4 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 1 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Threat Level Rising** (Datasheet): Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength. - -**Keywords:** Spindle Drones, Infantry -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 4 Spindle Drones - -**Wargear Options:** -- None - -**Points:** -- 4 models: 35pts diff --git a/cogitator/factions/unaligned-forces/datasheets/the-archivist.md b/cogitator/factions/unaligned-forces/datasheets/the-archivist.md deleted file mode 100644 index 87c40ee..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/the-archivist.md +++ /dev/null @@ -1,46 +0,0 @@ -# The Archivist - -**Role:** Characters - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 5" | 6 | 3+ | 6 | 7+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** atomic disassembler; eradicator glove. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Atomic disassembler | 18 | 1 | 3 | 8 | -2 | 2 | ignores cover, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Eradicator glove | Melee | 4 | 4 | 8 | -2 | 2 | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Lone Operative** (Core): LONE OPERATIVEAssassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle. - -Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12". -- **Fearsome Assault** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. -- **Disruptive Influence (Aura)** (Datasheet): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test. - -**Keywords:** Epic Hero, The Archivist, Monster, Character -**Faction Keywords:** Unaligned - -**Unit Composition:** -- 1 Archivist – EPIC HERO - -**Wargear Options:** -- None - -**Points:** -- 1 model: 70pts diff --git a/cogitator/factions/unaligned-forces/datasheets/vengeance-weapon-battery.md b/cogitator/factions/unaligned-forces/datasheets/vengeance-weapon-battery.md deleted file mode 100644 index 1e39c0b..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/vengeance-weapon-battery.md +++ /dev/null @@ -1,53 +0,0 @@ -# Vengeance Weapon Battery - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** battle cannon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Battle cannon | 48 | D6+3 | 5 | 9 | -1 | 3 | blast | -| Punisher gatling cannon | 24 | 20 | 5 | 6 | 0 | 1 | — | -| Quad-lascannon | 48 | 2 | 5 | 12 | -3 | D6+1 | anti-fly 2+, twin-linked | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Automated Defences** (Datasheet): Each time this model makes a ranged attack that targets the closest enemy unit: -- If that attack is made with a Punisher gatling cannon and the target is not a MONSTER or VEHICLE, add 1 to the Hit roll. -- If that attack is made with a battle cannon and the target is a MONSTER or VEHICLE, add 1 to the Hit roll. -- If that attack is made with a quad-lascannon and the target can Fly, add 1 to the Hit roll. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Wall of Martyrs, Fortification, Vehicle, Vengeance Weapon Battery -**Faction Keywords:** Unaligned, Unaligned Forces - -**Unit Composition:** -- 1 Vengeance Weapon Battery - -**Wargear Options:** -- This model’s battle cannon can be replaced with one of the following:- 1 Punisher gatling cannon -- 1 quad-lascannon - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/unaligned-forces/datasheets/void-shield-generator.md b/cogitator/factions/unaligned-forces/datasheets/void-shield-generator.md deleted file mode 100644 index 7de9517..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/void-shield-generator.md +++ /dev/null @@ -1,47 +0,0 @@ -# Void Shield Generator - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 3+ | 16 | 7+ | 0 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Projected Void Shields (Aura)** (Datasheet): While a friendly model is wholly within 6" of this FORTIFICATION, that model has a 4+ invulnerable save against ranged attacks. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Void Shield Generator, Fortification -**Faction Keywords:** Unaligned, Unaligned Forces - -**Unit Composition:** -- 1 Void Shield Generator - -**Wargear Options:** -- None - -**Points:** -- 1 model: 155pts diff --git a/cogitator/factions/unaligned-forces/datasheets/vortex-missile-strongpoint.md b/cogitator/factions/unaligned-forces/datasheets/vortex-missile-strongpoint.md deleted file mode 100644 index 56fa8d4..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/vortex-missile-strongpoint.md +++ /dev/null @@ -1,61 +0,0 @@ -# Vortex Missile Strongpoint - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 30 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** vortex missile battery. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | sustained hits 1 | -| Vortex missile battery | 72 | D6+3 | 5 | 16 | -4 | D6 | blast, devastating wounds, hazardous, indirect fire | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. -- **Vortex** (Datasheet): In your Shooting phase, each time you select a target for this model’s vortex missile battery, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 4+, the unit being rolled for is struck by the vortex; after resolving all of this model’s attacks against the target unit, each unit struck by the vortex suffers D3 mortal wounds. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Vortex Missile Strongpoint, Wall of Martyrs, Transport, Vehicle, Titanic, Fortification -**Faction Keywords:** Unaligned, Unaligned Forces - -**Unit Composition:** -- 1 Vortex Missile Strongpoint - -**Wargear Options:** -- This model can be equipped with up to 4 heavy bolters. - -**Transport:** -This FORTIFICATION has a transport capacity of 30 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non- CHARACTER models with a Wounds characteristic of 4 or more. - -**Damaged Profile:** -Remaining Wounds: 1-10 -While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 525pts diff --git a/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-bunker.md b/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-bunker.md deleted file mode 100644 index afa9fb6..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-bunker.md +++ /dev/null @@ -1,60 +0,0 @@ -# Wall Of Martyrs Bunker - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 13 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Icarus lascannon | 48 | 1 | 5 | 12 | -3 | D6+1 | anti-fly 2+ | -| Quad-gun | 48 | 4 | 5 | 9 | -1 | 3 | anti-fly 3+, twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Roof Access** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. -- **Inviolable Bastion** (Datasheet): Each time an attack is allocated to this FORTIFICATION, subtract 1 from the Damage characteristic of that attack. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **Comms Antenna** (Wargear): In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Transport, Vehicle, Bunker, Wall of Martyrs, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Wall of Martyrs Bunker - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 comms antenna -- 1 Icarus lascannon -- 1 quad-gun - -**Transport:** -This FORTIFICATION has a transport capacity of 11 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-defence-emplacement.md b/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-defence-emplacement.md deleted file mode 100644 index 5fccd18..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-defence-emplacement.md +++ /dev/null @@ -1,42 +0,0 @@ -# Wall Of Martyrs Defence Emplacement - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Defence Line** (Datasheet): While an INFANTRY model has the Benefit of Cover as a result of this Fortification(see below), that model has a 4+ invulnerable save. -- **Trench Line** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Wall of Martyrs, Fortification, Defence Emplacement -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1 Wall of Martyrs Defence Emplacement - -**Wargear Options:** -- None - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-defence-line.md b/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-defence-line.md deleted file mode 100644 index a80ba74..0000000 --- a/cogitator/factions/unaligned-forces/datasheets/wall-of-martyrs-defence-line.md +++ /dev/null @@ -1,43 +0,0 @@ -# Wall Of Martyrs Defence Line - -**Role:** Fortifications - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| - | 12 | 2+ | 10 | 7+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This unit is equipped with:** nothing. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| | | 0 | - | - | 0 | - | — | - -**Abilities:** -- **Unaligned Forces** (Faction): You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows: -- **Incursion:** Up to 250 pts -- **Strike Force:** Up to 500 pts -- **Onslaught:** Up to 1000 pts -No UNALIGNED FORCES models can be your WARLORD. -- **Defence Line** (Datasheet): When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. While an INFANTRY model has the Benefit of Cover as a result of this FORTIFICATION (see in FORTIFICATION section), that model has a 4+ invulnerable save. -- **Trench Line** (Datasheet): Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION. -- **Reinforced Cover** (Datasheet): Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack. -- **FORTIFICATION** (Fortification (левая колонка)): While an enemy unit is only within Engagement Range of one or more Fortifications from your army: -- That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll. -- Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so. - -**Keywords:** Defence Line, Wall of Martyrs, Fortification -**Faction Keywords:** Unaligned Forces, Unaligned - -**Unit Composition:** -- 1-2 Wall of Martyrs Defence Lines - -**Wargear Options:** -- None - -**Points:** -- 1 model: 140pts -- 2 models: 280pts diff --git a/cogitator/factions/world-eaters/datasheets.md b/cogitator/factions/world-eaters/datasheets.md new file mode 100644 index 0000000..6dcfa1b --- /dev/null +++ b/cogitator/factions/world-eaters/datasheets.md @@ -0,0 +1,4690 @@ +# World Eaters + +# Angron + +**Role:** Characters + +*Angron is rage given immortal form. An engine of destruction, he possesses the strength to tear apart Imperial bastions with his bare hands and stop Titans in their tracks. Armed with the sword Samni’arius and the axe Spinegrinder, he is capable of carving his way through entire armies of foes in a whirlwind of apocalyptic bloodshed.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 11 | 2+ | 16 | 5+ | 6 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** Samni’arius and Spinegrinder. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Samni’arius and Spinegrinder – strike | Melee | 8 | 2 | 14 | -3 | D6+2 | devastating wounds | +| Samni’arius and Spinegrinder – sweep | Melee | 16 | 2 | 7 | -2 | 2 | devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Reborn in Blood** (Datasheet): At the start of the battle round, when you make a Blessings of Khorne roll, if this model is destroyed, you can use a triple 6 from that roll to use this ability instead of activating any Blessings of Khorne at the start of that battle round. If you do, this model is no longer destroyed and in the Reinforcements step of your next Movement phase, it is set up anywhere on the battlefield using its Deep Strike ability, with 8 wounds remaining. +- **Wrathful Presence** (Datasheet): At the start of the battle round, select one Wrathful Presence ability. Until the start of the next battle round, this model has that ability. +- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. +- **The Blood God’s Favour** (Primarch): Each time you make a Blessings of Khorne roll, if this model is on the battlefield, you can re-roll up to six of the D6 rolled. +- **Overwhelming Wrath (Aura)** (Primarch): Each time an enemy unit within 6" of this model is selected to Fall Back, that unit must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. +- **Driven by Ultimate Rage (Aura)** (Primarch): While a friendly World Eaters unit is within 6" of this model, you can ignore any or all modifiers to that unit’s Move characteristic and to Advance and Charge rolls made for it, and each time a model in that unit makes a melee attack, you can ignore any or all modifiers to that attack’s Weapon Skill characteristic and/or any or all modifiers to the Hit roll. + +**Keywords:** Khorne, Fly, Epic Hero, Chaos, Daemon, Angron, Primarch, Character, Monster +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Angron – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 340pts + +--- + +# Blood Slaughterer + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** impaler harpoon; slaughter blade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Impaler harpoon | 12 | 1 | 3 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, impaled | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | — | +| Twin slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Scuttling Gait** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. +- **Impaled** (Wargear profile): Each time this weapon scores a hit against an enemy MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer + +**Keywords:** Blood Slaughterer, Vehicle, Walker, Chaos, Khorne, Daemon +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Blood Slaughterer + +**Wargear Options:** +- This model’s impaler harpoon and slaughter blade can be replaced with 1 twin slaughter blade. + +**Points:** +- 1 model: 160pts + +--- + +# Bloodcrushers + +**Role:** Other + +*Unholy fusions of daemon and machine, Juggernauts of Khorne are unstoppable beasts whose blood is fire and whose every step is thunder. When ridden into battle by Bloodletters, they act as shock cavalry, bearing down on their victims like battering rams. The destruction when their charge hits home is hideous to behold.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 7 | 3+ | 4 | 7+ | 2 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hellblade; bladed horn. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | +| Bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. +- **Brass Stampede** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers D3 mortal wounds. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Khorne, Mounted, Chaos, Daemon, Summoned, Bloodcrushers +**Faction Keywords:** Blood Legions, + +**Unit Composition:** +- 1 Bloodhunter +- 2-5 Bloodcrushers + +**Wargear Options:** +- 1 Bloodcrusher that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Bloodcrusher that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 3 models: 110pts +- 6 models: 220pts + +--- + +# Bloodletters + +**Role:** Battleline + +*Bloodletters are hate and violence made manifest. Attacking in berserk packs or in martial, marching ranks, they hack apart their victims with monstrous hellblades. These weapons glow red-hot with the fury of their wielders, and even the slightest wound they inflict can see the victim bled dry in seconds.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 7+ | 1 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** hellblade. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. +- **Bane of Cowards** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. +- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. +- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. + +**Keywords:** Chaos, Daemon, Khorne, Summoned, Infantry, Battleline, Bloodletters +**Faction Keywords:** Blood Legions, + +**Unit Composition:** +- 1 Bloodreaper +- 9 Bloodletters + +**Wargear Options:** +- 1 Bloodletter that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. +- 1 Bloodletter that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. + +**Points:** +- 10 models: 90pts + +--- + +# Bloodthirster + +**Role:** Characters + +*Bloodthirsters are supreme warriors, ferocious embodiments of the Blood God’s rage and murderlust. Commanders and champions of the Khornate daemon legions, Bloodthirsters are possessed of supreme martial skill. They wield baroque weapons of appalling power, and slaughter all in their paths.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 11 | 3+ | 18 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** hellfire breath; great axe of Khorne + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bloodflail | 12 | 1 | 2 | 16 | -3 | D6+1 | devastating wounds | +| Hellfire breath | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Lash of Khorne | 12 | 9 | 2 | 8 | -1 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of Khorne – strike | Melee | 8 | 2 | 14 | -4 | D3+1 | — | +| Axe of Khorne – sweep | Melee | 16 | 2 | 8 | -2 | 1 | — | +| Great axe of Khorne – strike | Melee | 7 | 2 | 16 | -4 | D6+2 | — | +| Great axe of Khorne – sweep | Melee | 14 | 2 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. +- **Daemon Lord of Khorne (Aura)** (Datasheet): While a friendly Blood Legions unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll. +- **Relentless Carnage** (Datasheet): At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Daemon, Khorne, Bloodthirster, Chaos, Fly, Character, Monster, Summoned +**Faction Keywords:** Blood Legions, + +**Unit Composition:** +- 1 Bloodthirster + +**Wargear Options:** +- This model’s great axe of Khorne can be replaced with 1 axe of Khorne and one of the following:- 1 bloodflail +- 1 lash of Khorne + +**Damaged Profile:** +Remaining Wounds: 1-6 +While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 305pts + +--- + +# Cerberus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. + +**Keywords:** Vehicle, Khorne, Smoke, Khorne, Chaos, Vehicle, Chaos, Cerberus, Cerberus, Smoke, Khorne, Chaos, Vehicle, Cerberus, Smoke, Chaos, Vehicle, Cerberus, Smoke, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Cerberus + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 270pts + +--- + +# Chaos Land Raider + +**Role:** Other + +*Land Raiders dedicated to Khorne are massive armoured transports bristling with heavy armaments and seething with a killer spirit. Strung with trophies taken from those slain by the savage warriors the tanks carry to the front line, Land Raiders are the gore-encrusted spear tip of many World Eaters assaults.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | +| Soulshatter lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | rapid fire 2 | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 9 | 3 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Smoke, Vehicle, Transport, Chaos, Khorne, Land Raider +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Chaos Land Raider + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 14 World Eaters Infantry models. Each Possessed and Terminator model takes up the space of 2 models. + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 220pts + +--- + +# Chaos Predator Annihilator + +**Role:** Other + +*These ancient battle tanks are animated by malevolent spirits and operated by battle-hungry crews who seek to earn Khorne’s favours by bringing down the largest and most monstrous enemies. To this end, they unleash lascannon beams with reckless fury, grinding infantry beneath their metallic tracks as they rumble towards their chosen prey.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator twin lascannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Predator twin lascannon | 48 | 1 | 4 | 14 | -3 | D6+1 | rapid fire 2, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Blood-hungry Annihilator** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE target within 18", you can re-roll the Wound roll and you can re-roll the Damage roll. + +**Keywords:** Vehicle, Chaos, Smoke, Khorne, Predator Annihilator +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Chaos Predator Annihilator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Chaos Predator Destructor + +**Role:** Other + +*The crews of World Eaters vehicles lust for carnage and bloodshed, preferring to unleash their vehicle’s firepower at close range. Rumbling into battle on gore-slick tracks, Predator Destructors unload torrents of fire into infantry formations and enemy war machines, suppressing their targets as the World Eaters’ infantry thunder into the fray.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Predator autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1 | +| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | +| Predator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 6 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Punishing Suppression** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks (excluding MONSTERS and VEHICLES). Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +**Keywords:** Vehicle, Chaos, Khorne, Predator Destructor, Smoke +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Chaos Predator Destructor + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 145pts + +--- + +# Chaos Rhino + +**Role:** Dedicated Transports + +*Rhinos are well-adapted for battlefield transportation. Even when corrupted by the Warp and encrusted with dried blood, they remain as reliable as ever, safely carrying their passengers overfire-swept terrain. Many of these vehicles are adorned with blades and have machine spirits just as bloodthirsty as their occupants.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 9 | 3+ | 10 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 1 combi-bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. + +Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. + +- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Meet Any Challenge** (Datasheet): In your opponent’s Movement phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 9" of this model, any units embarked within it can disembark. + +**Keywords:** Khorne, Chaos, Smoke, Rhino, Dedicated Transport, Transport, Vehicle +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Chaos Rhino + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 additional combi-bolter +- 1 combi-weapon +- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. + +**Transport:** +This model has a transport capacity of 12 World Eaters Infantry models. It cannot transport Possessed or Terminator models. + +**Points:** +- 1 model: 85pts + +--- + +# Chaos Spawn + +**Role:** Other + +*Becoming a Chaos Spawn is the dark fate of many upon the Path to Glory. Wracked with the endless gifts of the Dark Gods, they are mutated mounds of muscle, writhing pseudopods, slathering maws and far more. Chaos Spawn are herded towards their terrified foes, advancing in loping runs, seeking only to tear, crush and consume.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 5 | 4+ | 4 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** hideous mutations. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hideous mutations | Melee | D6+4 | 4 | 5 | -1 | 2 | — | + +**Abilities:** +- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. + +Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. + +- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **To Slake its Rage** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Beast, Chaos, Khorne, Spawn +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 2 Chaos Spawn + +**Points:** +- 2 models: 90pts + +--- + +# Chaos Terminators + +**Role:** Other + +*The champions of World Eaters warbands highly prize Terminator armour. When clad in this corrupted plate, such a champion becomes a walking tank, impervious to all but the heaviest incoming fire. The Blood God’s Terminators wield a powerful array of heavy firepower and brutal melee weapons with which they tear through elite squads and carve through armoured war machines.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 5 | 2+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**Every model is equipped with:** combi-bolter; accursed weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Reaper autocannon | 36 | 4 | 4 | 7 | -1 | 1 | devastating wounds, rapid fire 2, sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | +| Chainfist | Melee | 3 | 4 | 8 | -3 | 2 | anti-vehicle 3+ | +| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | +| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Bloody Fury** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest enemy unit, you can re-roll the Hit roll. Each time this unit declares a charge that targets the closest eligible enemy unit, you can re-roll the Charge roll. + +**Keywords:** Infantry, Chaos, Khorne, Terminator Squad, Terminator +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Terminator Champion +- 4-9 Chaos Terminators + +**Wargear Options:** +- For every 5 models in this unit, 1 Chaos Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer +- 1 reaper autocannon +- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. +- For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. +- For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist. +- For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist. + +**Points:** +- 5 models: 175pts +- 10 models: 350pts + +--- + +# Chaos Thunderhawk + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 12 | 2+ | 30 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | +| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Chaos, Thunderhawk, Aircraft, Vehicle, Titanic, Fly, Transport +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Chaos Thunderhawk + +**Wargear Options:** +- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. +- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery + +**Transport:** +This model has a transport capacity of 30 World Eaters Infantry or World Eaters Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. + +**Points:** +- 1 model: 840pts + +--- + +# Daemon Prince of Khorne with Wings + +**Role:** Characters + +*Desperate eagerness to kill in Khorne’s name is a trait shared by all World Eaters Daemon Princes. The blessing of a pair of powerful, hooked wings is the perfect aid. Descending from the skies at the speed of bullets, they slam into their enemies, roaring oaths to Khorne and swearing the doom of those before them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 14" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 3 | 5 | -1 | 2 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 8 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 16 | 2 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Bloodied Terror** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of this model must take a Battle-shock test, subtracting 1 from that test if that enemy unit is Below Half-strength. +- **Swooping Predator** (Datasheet): Each time this model ends a Normal or Advance move, you can select one enemy unit that it moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. + +**Keywords:** Character, Monster, Chaos, Khorne, Daemon, Daemon Prince, Fly +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Daemon Prince of Khorne with Wings + +**Points:** +- 1 model: 180pts + +--- + +# Daemon Prince of Khorne + +**Role:** Characters + +*The trail of blood a World Eater must leave behind him to become a Daemon Prince is so vast that it could submerge entire worlds. For their deeds, the Lord of Rage has rewarded them with infernal immortality and might. In battle, Daemon Princes lead their warbands in devastating assaults, striding unharmed through enemy attacks.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** infernal cannon; hellforged weapons. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Infernal cannon | 24 | 3 | 3 | 5 | -1 | 2 | rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellforged weapons – strike | Melee | 8 | 2 | 8 | -2 | 3 | — | +| Hellforged weapons – sweep | Melee | 16 | 2 | 6 | -1 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Lord of Murder** (Datasheet): While this model is within 3" of one or more friendly World Eaters Infantry units, this model has the Lone Operative ability. +- **Devastating Assault** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [DEVASTATING WOUNDS] ability. +- **Direct the Slaughter** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly World Eaters unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. + +**Keywords:** Monster, Character, Chaos, Khorne, Daemon, Daemon Prince +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Daemon Prince of Khorne + +**Points:** +- 1 model: 200pts + +--- + +# Defiler + +**Role:** Other + +*Defilers are Daemon Engines possessed by abominable entities. Towering creations that stomp across the battlefield on piston-driven legs, their clanking claws are easily capable of cutting a Space Marine in half. Foes are not safe at a distance either, as Defilers’ monstrous heavy weapons are just as deadly at long range.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 14 | 6+ | 5 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | +| Defiler cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, rapid fire 3 | +| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | +| Reaper autocannon | 36 | 4 | 4 | 7 | -1 | 1 | devastating wounds, rapid fire 4, sustained hits 1 | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1, twin-linked | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | rapid fire 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Defiler claws | Melee | 6 | 3 | 16 | -3 | D6+1 | — | +| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height. +- **Unleash Wrath** (Datasheet): At the end of your opponent’s Movement phase, you can select one enemy unit that was set up on the battlefield within 12" of this model; this model can then either: +- Shoot at that unit, but only if it is an eligible target. +- Declare a charge against that unit (note that even if this charge is successful, this model does not receive any Charge bonus this turn). + +**Keywords:** Khorne, Daemon, Defiler, Chaos, Vehicle, Walker, Smoke +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Defiler + +**Wargear Options:** +- This model’s twin heavy flamer can be replaced with one of the following:- 1 havoc launcher +- 1 Defiler scourge +- This model’s reaper autocannon can be replaced with one of the following:- 1 twin heavy bolter +- 1 twin lascannon +- This model can be equipped with one of the following:- 1 combi-bolter +- 1 combi-weapon + +**Damaged Profile:** +Remaining Wounds: 1-5 +While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 180pts + +--- + +# Deredeo Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | +| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | +| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | +| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. + +**Keywords:** Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Vehicle, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Vehicle, Chaos, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Khorne, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Deredeo Dreadnought + +**Wargear Options:** +- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery +- 1 hellfire plasma carronade +- 1 volkite falconet battery +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with one of the following:- 1 aiolos missile launcher +- 1 boreas air defence missiles + +**Points:** +- 1 model: 160pts + +--- + +# Eightbound + +**Role:** Other + +*Virtually unrecognisable from the World Eaters they once were, Eightbound are Heretic Astartes whose form is possessed by eight daemons of Khorne. As a result they have incredible strength and savagery far in excess of others in their warband. Carrying all manner of chain weapons, they can rip apart any who stand against them.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** chainblades. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainblades | Melee | 5 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Beacons of Rage (Aura)** (Datasheet): While a friendly WORLD EATERS unit is within 6" of this unit, each time a model in that unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), add 1 to the Hit roll. If that attack targets a unit (excluding MONSTERS and VEHICLES) that is Below Half-strength, add 1 to the Wound roll as well. + +**Keywords:** Infantry, Chaos, Eightbound, Khorne, Daemon, Possessed +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Eightbound Champion +- 2-5 Eightbound + +**Leader:** +Led By: Lord Invocatus, Lord on Juggernaut, Slaughterbound + +**Points:** +- 3 models: 135pts +- 6 models: 270pts + +--- + +# Exalted Eightbound + +**Role:** Other + +*Some Eightbound reach a level of apotheosis when the soul of the World Eater they once were becomes one with the eight daemons sharing their physical form. This only makes them more dangerous. With no internal competition for control over their body, the Exalted Eightbound possess a purer kind of rage that is directed at their foes.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 3 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**Every model is equipped with:** chainblades. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainblades | Melee | 4 | 3 | 8 | -3 | 2 | anti-monster 3+, anti-vehicle 3+ | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Rend and Tear** (Datasheet): Each time a model in this unit makes a melee attack that targets a MONSTER or VEHICLE unit, until the end of the phase, improve the Damage characteristic of that attack by 1. + +**Keywords:** Exalted Eightbound, Daemon, Infantry, Chaos, Khorne, Possessed +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Exalted Eightbound Champion +- 2-5 Exalted Eightbound + +**Leader:** +Led By: Lord Invocatus, Lord on Juggernaut, Slaughterbound + +**Points:** +- 3 models: 140pts +- 6 models: 280pts + +--- + +# Falchion + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. + +**Keywords:** Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Falchion + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 420pts + +--- + +# Fellblade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 13 | 2+ | 24 | 6+ | 8 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | +| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| | | 0 | 3 | - | 0 | - | — | +| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. + +**Keywords:** Smoke, Khorne, Chaos, Titanic, Vehicle, Titanic, Fellblade, Smoke, Khorne, Chaos, Khorne, Chaos, Vehicle, Vehicle, Fellblade, Titanic, Fellblade, Smoke, Khorne, Chaos, Titanic, Vehicle, Fellblade, Smoke, Khorne, Chaos, Titanic, Smoke, Vehicle, Fellblade +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Fellblade + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers +- 2 quad heavy bolters +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. +- This model can be equipped with 1 havoc launcher. +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 480pts + +--- + +# Fire Raptor Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. + +**Keywords:** Chaos, Khorne, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Khorne, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Khorne, Fire Raptor Gunship, Vehicle, Khorne, Fire Raptor Gunship, Khorne, Chaos, Aircraft, Fly, Vehicle, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Khorne, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Aircraft, Fly +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Fire Raptor Gunship + +**Wargear Options:** +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons +- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. + +**Points:** +- 1 model: 290pts + +--- + +# Flesh Hounds + +**Role:** Other + +*Khorne’s hunting hounds track their prey’s terror spoor across interstellar gulfs. The brass collars about their necks ward away even the most potent sorceries of their desperate prey before the slavering Flesh Hounds launch themselves onto their victims, swinging vicious talons and sinking foot-long fangs deep.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 4 | 7+ | 2 | 7+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**The Gore Hound is equipped with:** burning roar; gore-drenched fangs; collar of Khorne. + +**Every Flesh Hound is equipped with:** gore-drenched fangs; collar of Khorne. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Burning roar | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gore-drenched fangs | Melee | 3 | 3 | 5 | -1 | 1 | — | + +**Abilities:** +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. +- **Hunters from the Warp** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. +- **Collar of Khorne** (Wargear): The bearer has the Feel No Pain 3+ ability against Psychic Attacks. + +**Keywords:** Beast, Chaos, Daemon, Khorne, Summoned, Flesh Hounds +**Faction Keywords:** , Blood Legions + +**Unit Composition:** +- 1 Gore Hound +- 4-9 Flesh Hounds + +**Wargear Options:** +- None + +**Points:** +- 5 models: 75pts +- 10 models: 150pts + +--- + +# Forgefiend + +**Role:** Other + +*Forgefiends are fused with enormous rotary cannons that fire fist-sized phosphor shells, or else with ancient artefact ordnance perverted to vomit ectoplasma from the beasts’ own innards. With such weaponry they mow down masses of enemy troops and blast glowing craters into the toughest opposition.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 Hades autocannons; 1 Forgefiend jaws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Ectoplasma cannon | 36 | D3 | 4 | 10 | -3 | 3 | blast, rapid fire 1 | +| Hades autocannon | 36 | 6 | 4 | 8 | -1 | 2 | rapid fire 4 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Forgefiend claws | Melee | 6 | 3 | 6 | 0 | 1 | — | +| Forgefiend jaws | Melee | 8 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Furious Onslaught** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible target within 18", you can re-roll the Hit roll. + +**Keywords:** Daemon, Walker, Forgefiend, Chaos, Khorne, Vehicle +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Forgefiend + +**Wargear Options:** +- This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons. +- This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 Forgefiend claws. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 165pts + +--- + +# Goremongers + +**Role:** Other + +*Goremongers are mortal cultists obsessed with mechanically augmenting their physical forms into macabre approximations of Khome’s Bloodletter daemons. Their augmetic limbs propel them across the battlefield at terrifying speed, allowing them to bring their brutal chain weapons to bear before the foe can respond.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** autopistol; chainblade; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | +| Blood harpoon | 18 | 1 | 4 | 5 | -1 | 2 | assault, sustained hits d3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainblade | Melee | 3 | 4 | 3 | 0 | 1 | lance | +| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | + +**Abilities:** +- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. + +During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Loping Speed** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". + +**Keywords:** Chaos, Grenades, Khorne, Goremongers, Infantry +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Blood Herald +- 7 Goremongers + +**Wargear Options:** +- 1 Goremonger’s chainblade can be replaced with 1 autopistol. +- 1 Goremonger’s chainblade can be replaced with 1 blood harpoon. + +**Points:** +- 8 models: 75pts + +--- + +# Greater Brass Scorpion + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 3+ | 26 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** demolisher cannon; Scorpion cannon; hellmaw flame cannons; hellcrusher claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellmaw flame cannons | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | +| Scorpion cannon | 36 | 15 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hellcrusher claws – strike | Melee | 6 | 3 | 14 | -3 | 6 | — | +| Hellcrusher claws – sweep | Melee | 18 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Runes of the Blood God** (Datasheet): This model has the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. + +**Keywords:** Khorne, Vehicle, Titanic, Walker, Daemon, Greater Brass Scorpion, Chaos +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Greater Brass Scorpion + +**Wargear Options:** +- None + +**Points:** +- 1 model: 500pts + +--- + +# Helbrute + +**Role:** Other + +*Helbrutes are walking engines of destruction; their frehzied occupants are kept alive in a state of agony and insanity. These infernal sarcophagi are fitted with various powerful armaments to blast enemy armour open from afar and cruel appendages with which to hack, crush and claim a bounty of skulls for Khorne.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 9 | 2+ | 8 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** missile launcher; multi-melta; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Plasma cannon | 36 | D3 | 4 | 8 | -3 | 3 | blast, hazardous, rapid fire D3 | +| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, rapid fire 3 | +| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | rapid fire 1 | +| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2, rapid fire 1 | +| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | rapid fire 2, twin-linked | +| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | rapid fire 1, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 6 | 3 | 6 | 0 | 1 | — | +| Helbrute fist | Melee | 6 | 3 | 12 | -2 | 3 | — | +| Helbrute hammer | Melee | 6 | 4 | 14 | -3 | D6+1 | — | +| Power scourge | Melee | 10 | 3 | 7 | -1 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Devoted to Destruction** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. +- **Frenzy** (Datasheet): In your opponent’s Shooting phase, and in the Fight phase, each time an enemy unit targets this model, after that unit has finished making its attacks, this model can either shoot or fight, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). + +**Keywords:** Walker, Chaos, Khorne, Helbrute, Vehicle +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Helbrute + +**Wargear Options:** +- This model’s multi-melta can be replaced with one of the following:- 1 plasma cannon +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 Helbrute fist +- This model’s missile launcher can be replaced with one of the following:- 1 Helbrute fist +- 1 Helbrute hammer +- 1 power scourge +- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 combi-bolter +- 1 heavy flamer + +**Points:** +- 1 model: 120pts + +--- + +# Heldrake + +**Role:** Other + +*Like immense predators of myth, Heldrakes sweep suddenly out of the sky. These airborne Daemon Engines excel at intercepting the enemy’s aerial assets, tearing them from the air and incinerating their crew. World Eaters Heldrakes are ever eager to swoop down into the thick of the fighting, tearing and ripping with razor-sharp talons to sate the bloodlust of their possessing daemons.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Hades autocannon; Heldrake claws. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | +| Hades autocannon | 36 | 6 | 4 | 8 | -1 | 2 | rapid fire 4 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heldrake claws | Melee | 6 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Airborne Predator** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Chaos, Daemon, Fly, Heldrake, Aircraft, Khorne, Vehicle +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Heldrake + +**Wargear Options:** +- This model’s Hades autocannon can be replaced with 1 baleflamer. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 200pts + +--- + +# Hell Blade + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 8 | 3+ | 10 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 twin autocannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. + +**Keywords:** Fly, Khorne, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Aircraft, Hell Blade, Aircraft, Chaos, Vehicle, Khorne, Hell Blade, Fly, Hell Blade, Khorne, Fly, Chaos, Vehicle, Vehicle, Chaos, Aircraft, Khorne +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Hell Blade + +**Wargear Options:** +- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. + +**Points:** +- 1 model: 115pts + +--- + +# Hell Talon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 14 | 6+ | 0 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** autocannon; twin lascannon; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. + +**Keywords:** Vehicle, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Talon, Hell Talon, Chaos, Aircraft, Fly, Khorne, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Hell Talon + +**Wargear Options:** +- This model’s autocannon can be replaced with 1 havoc launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Jakhals + +**Role:** Other + +*Jakhals are amongst the strongest and most bloodthirsty of all the mortal followers of the World Eaters, and seek to emulate their gore-crazed masters in every way they can. When sent into battle, they enter the fray with wild abandon, hacking and slashing with their chain weapons in the hope of earning the favour of their lords.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 7" | 4 | 6+ | 1 | 7+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**The Jakhal Pack Leader and every Jakhal is equipped with:** autopistol; chainblades. + +**Every Dishonoured is equipped with:** paired manglers. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainblades | Melee | 3 | 4 | 3 | 0 | 1 | — | +| Paired manglers | Melee | 4 | 4 | 4 | 0 | 1 | — | +| Mauler chainblade | Melee | 3 | 5 | 4 | -1 | 2 | — | +| Skullsmasher and mangler | Melee | 2 | 4 | 4 | -1 | 2 | — | + +**Abilities:** +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Objective Ravaged** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. +- **Icon of Khorne** (Wargear): If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost. + +**Keywords:** Grenades, Infantry, Khorne, Chaos, Jakhals +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Jakhal Pack Leader, 1 Dishonoured and 8 Jakhals +- or: +- 1 Jakhal Pack Leader, 2 Dishonoured and 17 Jakhals + +**Wargear Options:** +- For every 10 models in this unit, 1 Jakhal’s chainblades can be replaced with 1 mauler chainblade. +- Any number of Dishonoured models can each have their paired manglers replaced with 1 skullsmasher and mangler. +- For every 10 models in this unit, 1 Jakhal can be equipped with 1 icon of Khorne. + +**Points:** +- 10 models: 65pts +- 20 models: 140pts + +--- + +# Khorne Berzerkers + +**Role:** Battleline + +*Berzerkers of Khorne relish their role as the Blood God’s sacred destroyers, and are fanatical in the extreme. The warp-fuelled anger of these psychopathic warriors drives them into an endless frenzy of action. Those who face them in battle disappear under a rain of heavy blows, each potent enough to shear limbs and shatter shields.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 2 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**Every model is equipped with:** bolt pistol; chainblade. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | +| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Chainblade | Melee | 4 | 3 | 4 | -1 | 1 | — | +| Khornate eviscerator | Melee | 3 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Blood Surge** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Blood Surge move. To do so, roll one D6 and add 2 to the roll: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Blood Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Blood Surge move per phase. +- **Icon of Khorne** (Wargear): If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost. + +**Keywords:** Battleline, Berzerkers, Infantry, Grenades, Chaos, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Khorne Berzerker Champion +- 9-19 Khorne Berzerkers + +**Wargear Options:** +- The Khorne Berzerker Champion’s bolt pistol can be replaced with 1 plasma pistol. +- For every 5 models in this unit, 1 Khorne Berzerker’s bolt pistol can be replaced with 1 plasma pistol. +- For every 5 models in this unit, 1 Khorne Berzerker’s chainblade can be replaced with 1 Khornate eviscerator. +- 1 model can be equipped with 1 icon of Khorne. + +**Leader:** +Led By: Khârn The Betrayer, Lord Invocatus, Lord on Juggernaut, Master of Executions + +**Points:** +- 10 models: 180pts +- 20 models: 360pts + +--- + +# Khorne Lord of Skulls + +**Role:** Other + +*Lords of Skulls are insane, monolithic creations fuelled by boiling blood and dedicated to slaughtering in the name of Khorne. They plough through the enemy’s ranks, crushing infantry beneath their tracks, hacking tanks into kindling with sweeps of their cleaver and hurling brazen projectiles or burning ichor at the survivors.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 13 | 3+ | 24 | 6+ | 8 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** gorestorm cannon; Hades gatling cannon; great cleaver of Khorne. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Daemongore cannon | 18 | D6 | 4 | 14 | -4 | D6+2 | blast, rapid fire 3 | +| Gorestorm cannon | 24 | D6+3 | 4 | 10 | -2 | 3 | blast, rapid fire 3 | +| Hades gatling cannon | 48 | 12 | 4 | 8 | -2 | 2 | rapid fire 6, sustained hits 1 | +| Ichor cannon | 48 | 2D6 | 4 | 7 | -2 | 2 | blast, rapid fire 4 | +| Skullhurler | 60 | 2D6 | 4 | 14 | -3 | 3 | rapid fire 3 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Great cleaver of Khorne – strike | Melee | 6 | 3 | 16 | -4 | 8 | — | +| Great cleaver of Khorne – sweep | Melee | 18 | 3 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Idol of Blessed Blood** (Datasheet): At the start of the battle round, if this model is on the battlefield, when you make a Blessings of Khorne roll, roll one additional D6. +- **Super-heavy War Engine** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so it can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a roll of 1, this model is Battle-shocked. + +**Keywords:** Vehicle, Titanic, Towering, Daemon, Lord of Skulls, Chaos, Khorne +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Khorne Lord of Skulls + +**Wargear Options:** +- This model’s gorestorm cannon can be replaced with one of the following:- 1 daemongore cannon +- 1 ichor cannon +- This model’s Hades gatling cannon can be replaced with 1 skullhurler. + +**Damaged Profile:** +Remaining Wounds: 1-8 +While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 505pts + +--- + +# Khârn The Betrayer + +**Role:** Characters + +*Khârn is a raging storm of slaughter, the embodiment of the eightfold path of Khorne. As he sprints into battle, his bellowed war cries boom from the vox-grille of his helm. Khârn’s mantra – ‘Kill! Maim! Burn!’ – has become infamous across the Imperium, a terrifying harbinger of the carnage to come.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 5 | 6+ | 1 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; Gorechild. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Gorechild | Melee | 8 | 2 | 7 | -2 | 3 | — | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Legendary Killer** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. +- **The Betrayer** (Datasheet): At the end of your Charge phase, if this model is leading a unit and that unit is not within Engagement Range of one or more enemy units, you must take a Leadership test for this model. If that test is failed, one Bodyguard model in that unit is destroyed. +- **Berzerker Frenzy** (Datasheet): The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining. + +**Keywords:** Khârn the Betrayer, Infantry, Character, Epic Hero, Grenades, Chaos, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Khârn the Betrayer – EPIC HERO + +**Leader:** +Can lead: Khorne Berzerkers + +**Points:** +- 1 model: 100pts + +--- + +# Kratos + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | +| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | +| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | +| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | +| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | +| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | +| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Kratos, Vehicle, Vehicle, Chaos, Khorne, Smoke, Kratos, Kratos, Vehicle, Chaos, Vehicle, Chaos, Khorne, Smoke, Khorne, Smoke, Kratos, Chaos, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Kratos + +**Wargear Options:** +- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun +- 1 volkite cardanelle +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons +- 2 lascannons +- 2 volkite calivers +- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers +- 2 lascannons +- 2 volkite culverins +- This model can be equipped with one of the following:- 1 combi-weapon +- 1 havoc launcher +- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 twin boltgun +- This model can be equipped with 1 hunter killer missile + +**Points:** +- 1 model: 240pts + +--- + +# Kytan Ravager + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 3+ | 24 | 6+ | 10 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** Kytan gatling cannon; Kytan cleaver. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kytan gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Kytan cleaver – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | +| Kytan cleaver – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. +- **Bloodlust** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [SUSTAINED HITS 1] ability. In addition, once per battle, this model is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Chaos, Daemon, Vehicle, Titanic, Walker, Khorne, Kytan Ravager +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Kytan Ravager + +**Wargear Options:** +- None + +**Points:** +- 1 model: 400pts + +--- + +# Land Raider Achilles + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Khorne, Chaos, Smoke, Vehicle, Transport, Smoke, Transport, Vehicle, Land Raider Achilles, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Chaos, Khorne, Land Raider Achilles +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Land Raider Achilles + +**Wargear Options:** +- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Transport:** +This model has a transport capacity of 12 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 230pts + +--- + +# Land Raider Proteus + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 12 | 2+ | 16 | 6+ | 5 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Chaos, Khorne, Land Raider Proteus, Vehicle, Smoke, Transport, Vehicle, Vehicle, Transport, Land Raider Proteus, Khorne, Chaos, Smoke, Transport, Smoke, Land Raider Proteus, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Khorne, Chaos +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Land Raider Proteus + +**Wargear Options:** +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 multi-melta +- 1 twin heavy bolter +- 1 twin heavy flamer +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. +- This model can be equipped with 1 explorator augury web. + +**Transport:** +This model has a transport capacity of 12 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 220pts + +--- + +# Leviathan Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 2+ | 12 | 6+ | 4 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | +| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | +| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | +| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | +| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Chaos, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Leviathan Dreadnought, Vehicle, Walker, Chaos, Leviathan Dreadnought, Dreadnought, Smoke, Khorne, Dreadnought +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Leviathan Dreadnought + +**Wargear Options:** +- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance +- 1 storm cannon +- 1 meltagun and 1 Leviathan siege claw +- 1 meltagun and 1 Leviathan siege drill +- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. +- This model can be equipped with 3 hunter-killer missiles. + +**Points:** +- 1 model: 160pts + +--- + +# Lord Invocatus + +**Role:** Characters + +*A master of swift raiding, devastating counter-attacks and hit-and-run strategies, Lord Invocatus seeks to shed more blood and take more skulls for Khorne by moving from one war zone to another at great speed, leading his hosts as they smash into enemy battle lines while mounted upon his mighty Juggernaut, Khal’guruth.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 8 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bolt pistol; Coward’s Bane, bladed horn. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Coward’s Bane | Melee | 7 | 2 | 6 | -2 | 2 | devastating wounds | +| Bladed horn | Melee | 4 | 3 | 6 | -1 | 2 | extra attacks, lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. + +Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". + +DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). + +A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. + +**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". +- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. +- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. +- Must end this move more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Fire Riders** (Datasheet): While this model is leading a unit, models in that unit have the Deep Strike ability and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. When making a Normal, Advance or Fall Back move, models in that unit can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed. +- **Bloody Stampede** (Datasheet): Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model, then roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. + +**Keywords:** Character, Mounted, Epic Hero, Chaos, Khorne, Lord Invocatus +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Lord Invocatus – EPIC HERO + +**Leader:** +Can lead: Khorne Berzerkers, Eightbound, Exalted Eightbound + +**Points:** +- 1 model: 110pts + +--- + +# Lord on Juggernaut + +**Role:** Characters + +*Lords of the World Eaters have spent countless mortal lifetimes leading their warriors. Some have achieved such feats of greatness that their bloody patron has seen fit to reward them with a Juggernaut. These savage daemonic steeds crush all in their path when they stampede forward.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 7 | 6+ | 2 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** plasma pistol; exalted chainblade; bladed horn. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | +| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Exalted chainblade | Melee | 7 | 2 | 6 | -1 | 2 | — | +| Bladed horn | Melee | 4 | 3 | 6 | -1 | 2 | extra attacks, lance | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Aggressive Advance** (Datasheet): While this model is leading a unit, models in that unit have a Move characteristic of 10" and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features. +- **Crush All Who Stand Before Us** (Datasheet): Each time this model’s unit is selected to fight, you can use this ability. When determining which models in this unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. + +**Keywords:** Mounted, Chaos, Lord on Juggernaut, Character, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Lord on Juggernaut + +**Leader:** +Can lead: Khorne Berzerkers, Eightbound, Exalted Eightbound + +**Points:** +- 1 model: 105pts + +--- + +# Master of Executions + +**Role:** Characters + +*Masters of Executions are corrupted axemen who single-mindedly seek out the greatest enemy champions to claim their skulls for Khorne, bellowing a fatal decree before crashing forward and hacking through armour, flesh and bone.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 4 | 3+ | 4 | 6+ | 1 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** bolt pistol; axe of dismemberment. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Axe of dismemberment | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | + +**Abilities:** +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Forwards, for Blood!** (Datasheet): While this model is leading a unit, you can re-roll Advance rolls made for that unit and each time that unit makes a Blood Surge move, you can re-roll the D6 used to determine how far models in that unit move. +- **A Worthy Skull** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys a CHARACTER model, you gain 1CP. + +**Keywords:** Infantry, Character, Chaos, Khorne, Master of Executions +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Master of Executions + +**Leader:** +Can lead: Khorne Berzerkers + +**Points:** +- 1 model: 60pts + +--- + +# Mastodon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 9" | 14 | 2+ | 30 | 6+ | 12 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | +| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | +| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | +| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. + +**Keywords:** Khorne, Transport, Smoke, Mastodon, Titanic, Vehicle, Mastodon, Vehicle, Smoke, Transport, Khorne, Chaos, Titanic, Mastodon, Smoke, Transport, Khorne, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Khorne, Chaos, Titanic, Vehicle, Vehicle, Mastodon, Smoke, Transport, Chaos, Khorne, Chaos, Titanic, Titanic, Vehicle, Mastodon, Smoke, Transport, Khorne, Chaos +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Mastodon + +**Wargear Options:** +- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters +- 2 lascannons +- 2 volkite culverins +- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters +- 2 heavy flamers +- 2 volkite culverins + +**Transport:** +This model has a transport capacity of 45 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). + +**Points:** +- 1 model: 540pts + +--- + +# Maulerfiend + +**Role:** Other + +*Maulerfiends stalk the battlefield like immense hunting beasts. With the enemy in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at their prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and lashing tendrils.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 12" | 10 | 3+ | 12 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lasher tendrils; Maulerfiend fists. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Magma cutter | 6 | 2 | 4 | 9 | -4 | D6 | melta 2, rapid fire 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | +| Maulerfiend fists | Melee | 8 | 3 | 14 | -2 | D6+1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **The Scent of Blood** (Datasheet): Each time this model declares a charge that targets one or more units below Starting Strength, add 1 to the Charge roll. If one or more of the targets of that charge are Below Half-strength, add 2 to the Charge roll instead. +- **Savage Exaltation** (Datasheet): Each time this model makes a melee attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll and, if that attack targets an enemy unit that is Below Half-strength, add 1 to the Wound roll as well. + +**Keywords:** Khorne, Vehicle, Maulerfiend, Chaos, Daemon, Walker +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Maulerfiend + +**Wargear Options:** +- This model’s lasher tendrils can be replaced with 2 magma cutters. + +**Damaged Profile:** +Remaining Wounds: 1-4 +While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. + +**Points:** +- 1 model: 150pts + +--- + +# Rapier Carrier + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 3" | 6 | 2+ | 6 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | +| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | +| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | +| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | +| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | + +**Abilities:** +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. + +**Keywords:** Chaos, Khorne, Rapier Carrier, Artillery, Vehicle, Chaos, Khorne, Rapier Carrier, Artillery, Vehicle, Chaos, Khorne, Rapier Carrier, Artillery, Vehicle, Chaos, Khorne, Rapier Carrier, Artillery, Vehicle +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Rapier Carrier + +**Wargear Options:** +- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon +- 1 laser destroyer +- 1 quad launcher + +**Points:** +- 1 model: 90pts + +--- + +# Relic Contemptor Dreadnought + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 6" | 9 | 2+ | 10 | 6+ | 3 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** 2 heavy plasma cannons; armoured feet. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | +| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | +| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | +| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | +| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | +| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | +| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | +| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | +| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | +| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | +| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | +| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. +- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. + +**Keywords:** Khorne, Walker, Vehicle, Chaos, Chaos, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Relic Contemptor Dreadnought + +**Wargear Options:** +- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon +- 1 kheres-pattern assault cannon +- 1 multi-melta +- 1 twin autocannon +- 1 twin heavy bolter +- 1 twin lascannon +- 1 twin volkite culverin +- 1 Dreadnought chainfist and 1 combi-bolter +- 1 Dreadnought combat weapon and 1 combi-bolter +- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster +- 1 heavy flamer +- 1 plasma blaster +- This model can be equipped with 1 cyclone missile launcher. + +**Points:** +- 1 model: 140pts + +--- + +# Sicaran Battle Tank + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Khorne, Sicaran Battle Tank, Smoke, Khorne, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Khorne, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Khorne, Chaos, Vehicle +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Sicaran Battle Tank + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Punisher + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Smoke, Sicaran Punisher, Chaos, Khorne, Smoke, Sicaran Punisher, Vehicle, Vehicle, Chaos, Khorne, Smoke, Sicaran Punisher, Vehicle, Chaos, Khorne, Smoke, Sicaran Punisher, Vehicle, Chaos, Khorne +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Sicaran Punisher + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 160pts + +--- + +# Sicaran Venator + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 2+ | 14 | 6+ | 4 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Vehicle, Vehicle, Chaos, Khorne, Smoke, Sicaran Venator, Sicaran Venator, Vehicle, Chaos, Khorne, Smoke, Khorne, Smoke, Smoke, Sicaran Venator, Vehicle, Sicaran Venator, Chaos, Khorne, Chaos +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Sicaran Venator + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 180pts + +--- + +# Skarbrand + +**Role:** Characters + +*Never pausing, never relenting, Skarbrand storms across realspace hacking apart every luckless foe that stands in its path. Worse, all who find themselves in the daemon’s presence are seized by its feral murderlust, a madness that sees elegant strategies collapse into orgies of primal savagery.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 11 | 3+ | 20 | 6+ | 5 | + +**Invulnerable Save:** 4 + +**Default Wargear:** +**This model is equipped with:** bellow of endless fury; Slaughter and Carnage. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Bellow of endless fury | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Slaughter and Carnage – strike | Melee | 8 | 2 | 16 | -4 | 6 | — | +| Slaughter and Carnage – sweep | Melee | 16 | 2 | 8 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. +- **Rage Embodied (Aura)** (Datasheet): While a friendly Blood Legions unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. +- **Murderlust** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. + +**Keywords:** Daemon, Skarbrand, Summoned, Khorne, Chaos, Epic Hero, Character, Monster +**Faction Keywords:** Blood Legions, + +**Unit Composition:** +- 1 Skarbrand – EPIC HERO + +**Damaged Profile:** +Remaining Wounds: 1-7 +While this model has 1-7 wounds remaining, add 2 to the Attacks characteristic of this model’s melee weapons. + +**Points:** +- 1 model: 305pts + +--- + +# Slaughterbound + +**Role:** Characters + +*Some World Eaters will go to terrible lengths to increase their lethality. The Slaughterbound share their forms with the possessing spirit of a Bloodthirster. Such an infernal fusion lends the host colossal strength and insatiable rage, driving them to reckless butchery. Containing such power requires great force of will, however, and the demise of such a warrior is often explosive.* + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 6 | 3+ | 6 | 6+ | 1 | + +**Invulnerable Save:** 5 + +**Default Wargear:** +**This model is equipped with:** lacerator and daemonic claw. + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Lacerator and daemonic claw | Melee | 6 | 2 | 10 | -2 | 2 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. + +Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. + +During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. + +While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. + +Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. + +Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. + +**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* +- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. +- Attached units can only contain one Leader. +- Attacks cannot be allocated to CHARACTER models in Attached units. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Rage Eternal** (Datasheet): While this model is leading a unit, in your Command phase, you can return one destroyed Bodyguard model to that unit. +- **Possessed Lord** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. +- **LORD OF THE EIGHTBOUND** (Fortification (левая колонка)): If this model is attached to a World Eaters Possessed unit during the Declare Battle Formations step, until the end of the battle, this model has the Deep Strike and Scouts 6" abilities. + +**Keywords:** Possessed, Infantry, Character, Chaos, Khorne, Daemon, Slaughterbound +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Slaughterbound + +**Leader:** +Can lead: Eightbound, Exalted Eightbound + +**Points:** +- 1 model: 100pts + +--- + +# Sokar-pattern Stormbird + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 13 | 2+ | 40 | 6+ | 0 | + +**Invulnerable Save:** 4 +** Against ranged attacks only* + +**Default Wargear:** +**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Fly, Titanic, Vehicle, Transport, Transport, Chaos, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Transport, Transport, Chaos, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Titanic, Vehicle, Sokar-pattern Stormbird, Khorne, Chaos, Transport, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Khorne, Chaos, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Khorne, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Aircraft, Fly, Aircraft, Chaos, Khorne, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Aircraft +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Sokar-pattern Stormbird + +**Wargear Options:** +- None + +**Transport:** +This model has a transport capacity of 55 World Eaters Infantry or World Eaters Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). + +**Points:** +- 1 model: 900pts + +--- + +# Spartan + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | +| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | +| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +**Keywords:** Spartan, Spartan, Transport, Smoke, Vehicle, Chaos, Transport, Transport, Smoke, Spartan, Vehicle, Chaos, Khorne, Smoke, Spartan, Chaos, Khorne, Transport, Smoke, Spartan, Vehicle, Chaos, Khorne, Transport, Khorne, Smoke, Vehicle, Chaos, Khorne, Vehicle +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Spartan + +**Wargear Options:** +- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. +- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Transport:** +This model has a transport capacity of 28 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 300pts + +--- + +# Storm Eagle Gunship + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 10 | 3+ | 18 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | +| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | +| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | +| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | +| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. + +Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. + +If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. + +**Keywords:** Aircraft, Vehicle, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Transport, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Fly, Vehicle, Aircraft, Transport, Chaos, Fly, Khorne, Storm Eagle Gunship, Storm Eagle Gunship +**Faction Keywords:** World Eaters, + +**Unit Composition:** +- 1 Storm Eagle Gunship + +**Wargear Options:** +- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta +- 1 typhoon missile launcher +- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons + +**Transport:** +This model has a transport capacity of 22 World Eaters Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. + +**Points:** +- 1 model: 250pts + +--- + +# Terrax-pattern Termite + +**Role:** Dedicated Transports + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 8" | 10 | 3+ | 14 | 6+ | 2 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | +| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. + +During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. +- Unit can be set up in Reserves instead of on the battlefield. +- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. + +**Keywords:** Chaos, Terrax-pattern Termite, Terrax-pattern Termite, Dedicated Transport, Vehicle, Chaos, Khorne, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Transport, Dedicated Transport, Khorne, Chaos, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Khorne, Khorne, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Khorne, Chaos, Vehicle, Transport +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Terrax-pattern Termite + +**Wargear Options:** +- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers +- 2 twin volkite chargers + +**Transport:** +This model has a transport capacity of 12 World Eaters Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). + +**Points:** +- 1 model: 200pts + +--- + +# Typhon + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 12 | 2+ | 18 | 6+ | 6 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** dreadhammer siege cannon; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | +| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | +| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | +| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | +| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). + +**Keywords:** Khorne, Typhon, Smoke, Khorne, Chaos, Vehicle, Typhon, Smoke, Vehicle, Khorne, Chaos, Typhon, Smoke, Khorne, Chaos, Vehicle, Chaos, Smoke, Typhon, Vehicle +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Typhon + +**Wargear Options:** +- This model can be equipped with one of the following:- 2 heavy bolters +- 2 lascannons +- This model can be equipped with one of the following:- 1 heavy bolter +- 1 heavy flamer +- 1 multi-melta +- 1 storm bolter + +**Points:** +- 1 model: 320pts + +--- + +# Whirlwind Scorpius + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 10" | 10 | 3+ | 11 | 6+ | 3 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** Scorpius multi-launcher; armoured tracks. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | +| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | +| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. +- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. + +**Keywords:** Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Whirlwind Scorpius + +**Wargear Options:** +- This model can be equipped with 1 hunter-killer missile. +- This model can be equipped with 1 storm bolter. + +**Points:** +- 1 model: 115pts + +--- + +# Xiphon Interceptor + +**Role:** Other + +| M | T | Sv | W | Ld | OC | +|---|---|---|---|---|---| +| 20+" | 9 | 3+ | 12 | 6+ | 0 | + +**Invulnerable Save:** - + +**Default Wargear:** +**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. + +**Ranged Weapons** +| Name | Range | A | BS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | +| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | + +**Melee Weapons** +| Name | Range | A | WS | S | AP | D | Keywords | +|---|---|---|---|---|---|---|---| +| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | + +**Abilities:** +- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. + +Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). + +**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. +- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. +- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. + +**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. +UNBRIDLED BLOODLUST + +You can re-roll Charge rolls made for this unit. + +RAGE-FUELLED INVIGORATION + +Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +TOTAL CARNAGE + +Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +MARTIAL EXCELLENCE + +Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. + +WARP BLADES + +Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. + +DECAPITATING STRIKES + +Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. +- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. + +**Keywords:** Chaos, Aircraft, Fly, Fly, Vehicle, Xiphon Interceptor, Khorne, Chaos, Aircraft, Fly, Xiphon Interceptor, Fly, Vehicle, Vehicle, Khorne, Chaos, Aircraft, Fly, Vehicle, Xiphon Interceptor, Aircraft, Chaos, Khorne, Xiphon Interceptor, Vehicle, Aircraft, Chaos, Khorne, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Khorne, Xiphon Interceptor, Khorne +**Faction Keywords:** , World Eaters + +**Unit Composition:** +- 1 Xiphon Interceptor + +**Wargear Options:** +- None + +**Points:** +- 1 model: 115pts diff --git a/cogitator/factions/world-eaters/datasheets/angron.md b/cogitator/factions/world-eaters/datasheets/angron.md deleted file mode 100644 index 94af165..0000000 --- a/cogitator/factions/world-eaters/datasheets/angron.md +++ /dev/null @@ -1,78 +0,0 @@ -# Angron - -**Role:** Characters - -*Angron is rage given immortal form. An engine of destruction, he possesses the strength to tear apart Imperial bastions with his bare hands and stop Titans in their tracks. Armed with the sword Samni’arius and the axe Spinegrinder, he is capable of carving his way through entire armies of foes in a whirlwind of apocalyptic bloodshed.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 11 | 2+ | 16 | 5+ | 6 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** Samni’arius and Spinegrinder. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Samni’arius and Spinegrinder – strike | Melee | 8 | 2 | 14 | -3 | D6+2 | devastating wounds | -| Samni’arius and Spinegrinder – sweep | Melee | 16 | 2 | 7 | -2 | 2 | devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Reborn in Blood** (Datasheet): At the start of the battle round, when you make a Blessings of Khorne roll, if this model is destroyed, you can use a triple 6 from that roll to use this ability instead of activating any Blessings of Khorne at the start of that battle round. If you do, this model is no longer destroyed and in the Reinforcements step of your next Movement phase, it is set up anywhere on the battlefield using its Deep Strike ability, with 8 wounds remaining. -- **Wrathful Presence** (Datasheet): At the start of the battle round, select one Wrathful Presence ability. Until the start of the next battle round, this model has that ability. -- **SUPREME COMMANDER** (Fortification (левая колонка)): If this model is in your army, it must be your WARLORD. -- **The Blood God’s Favour** (Primarch): Each time you make a Blessings of Khorne roll, if this model is on the battlefield, you can re-roll up to six of the D6 rolled. -- **Overwhelming Wrath (Aura)** (Primarch): Each time an enemy unit within 6" of this model is selected to Fall Back, that unit must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. -- **Driven by Ultimate Rage (Aura)** (Primarch): While a friendly World Eaters unit is within 6" of this model, you can ignore any or all modifiers to that unit’s Move characteristic and to Advance and Charge rolls made for it, and each time a model in that unit makes a melee attack, you can ignore any or all modifiers to that attack’s Weapon Skill characteristic and/or any or all modifiers to the Hit roll. - -**Keywords:** Khorne, Fly, Epic Hero, Chaos, Daemon, Angron, Primarch, Character, Monster -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Angron – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 340pts diff --git a/cogitator/factions/world-eaters/datasheets/blood-slaughterer.md b/cogitator/factions/world-eaters/datasheets/blood-slaughterer.md deleted file mode 100644 index 294b848..0000000 --- a/cogitator/factions/world-eaters/datasheets/blood-slaughterer.md +++ /dev/null @@ -1,71 +0,0 @@ -# Blood Slaughterer - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** impaler harpoon; slaughter blade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Impaler harpoon | 12 | 1 | 3 | 12 | -2 | 3 | anti-monster 2+, anti-vehicle 2+, impaled | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | — | -| Twin slaughter blade | Melee | 5 | 3 | 12 | -3 | 3 | twin-linked | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Scuttling Gait** (Datasheet): Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. -- **Impaled** (Wargear profile): Each time this weapon scores a hit against an enemy MONSTER or VEHICLE unit, until the end of the turn, if the bearer selects that unit as a target of a charge, add 2 to Charge rolls made for the bearer - -**Keywords:** Blood Slaughterer, Vehicle, Walker, Chaos, Khorne, Daemon -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Blood Slaughterer - -**Wargear Options:** -- This model’s impaler harpoon and slaughter blade can be replaced with 1 twin slaughter blade. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/world-eaters/datasheets/bloodcrushers.md b/cogitator/factions/world-eaters/datasheets/bloodcrushers.md deleted file mode 100644 index 61e3a4e..0000000 --- a/cogitator/factions/world-eaters/datasheets/bloodcrushers.md +++ /dev/null @@ -1,46 +0,0 @@ -# Bloodcrushers - -**Role:** Other - -*Unholy fusions of daemon and machine, Juggernauts of Khorne are unstoppable beasts whose blood is fire and whose every step is thunder. When ridden into battle by Bloodletters, they act as shock cavalry, bearing down on their victims like battering rams. The destruction when their charge hits home is hideous to behold.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 7 | 3+ | 4 | 7+ | 2 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hellblade; bladed horn. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | -| Bladed horn | Melee | 4 | 4 | 6 | -1 | 1 | extra attacks, lance | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. -- **Brass Stampede** (Datasheet): Each time this unit ends a Charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers D3 mortal wounds. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Khorne, Mounted, Chaos, Daemon, Summoned, Bloodcrushers -**Faction Keywords:** Blood Legions, - -**Unit Composition:** -- 1 Bloodhunter -- 2-5 Bloodcrushers - -**Wargear Options:** -- 1 Bloodcrusher that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Bloodcrusher that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 3 models: 110pts -- 6 models: 220pts diff --git a/cogitator/factions/world-eaters/datasheets/bloodletters.md b/cogitator/factions/world-eaters/datasheets/bloodletters.md deleted file mode 100644 index 56ea2f0..0000000 --- a/cogitator/factions/world-eaters/datasheets/bloodletters.md +++ /dev/null @@ -1,44 +0,0 @@ -# Bloodletters - -**Role:** Battleline - -*Bloodletters are hate and violence made manifest. Attacking in berserk packs or in martial, marching ranks, they hack apart their victims with monstrous hellblades. These weapons glow red-hot with the fury of their wielders, and even the slightest wound they inflict can see the victim bled dry in seconds.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 7+ | 1 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** hellblade. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellblade | Melee | 2 | 3 | 5 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. -- **Bane of Cowards** (Datasheet): Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also Battle-shocked, subtract 1 from each of those Desperate Escape tests. -- **Daemonic Icon** (Wargear): Models in the bearer’s unit have a Leadership characteristic of 6+. -- **Instrument of Chaos** (Wargear): Add 1 to Charge rolls made for the bearer’s unit. - -**Keywords:** Chaos, Daemon, Khorne, Summoned, Infantry, Battleline, Bloodletters -**Faction Keywords:** Blood Legions, - -**Unit Composition:** -- 1 Bloodreaper -- 9 Bloodletters - -**Wargear Options:** -- 1 Bloodletter that is not equipped with a daemonic icon can be equipped with 1 instrument of Chaos. -- 1 Bloodletter that is not equipped with an instrument of Chaos can be equipped with 1 daemonic icon. - -**Points:** -- 10 models: 90pts diff --git a/cogitator/factions/world-eaters/datasheets/bloodthirster.md b/cogitator/factions/world-eaters/datasheets/bloodthirster.md deleted file mode 100644 index ff7c4fd..0000000 --- a/cogitator/factions/world-eaters/datasheets/bloodthirster.md +++ /dev/null @@ -1,62 +0,0 @@ -# Bloodthirster - -**Role:** Characters - -*Bloodthirsters are supreme warriors, ferocious embodiments of the Blood God’s rage and murderlust. Commanders and champions of the Khornate daemon legions, Bloodthirsters are possessed of supreme martial skill. They wield baroque weapons of appalling power, and slaughter all in their paths.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 11 | 3+ | 18 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** hellfire breath; great axe of Khorne - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bloodflail | 12 | 1 | 2 | 16 | -3 | D6+1 | devastating wounds | -| Hellfire breath | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Lash of Khorne | 12 | 9 | 2 | 8 | -1 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of Khorne – strike | Melee | 8 | 2 | 14 | -4 | D3+1 | — | -| Axe of Khorne – sweep | Melee | 16 | 2 | 8 | -2 | 1 | — | -| Great axe of Khorne – strike | Melee | 7 | 2 | 16 | -4 | D6+2 | — | -| Great axe of Khorne – sweep | Melee | 14 | 2 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. -- **Daemon Lord of Khorne (Aura)** (Datasheet): While a friendly Blood Legions unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Hit roll. -- **Relentless Carnage** (Datasheet): At the end of the Fight phase, you can select one enemy unit within Engagement Range of this model and roll eight D6: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Daemon, Khorne, Bloodthirster, Chaos, Fly, Character, Monster, Summoned -**Faction Keywords:** Blood Legions, - -**Unit Composition:** -- 1 Bloodthirster - -**Wargear Options:** -- This model’s great axe of Khorne can be replaced with 1 axe of Khorne and one of the following:- 1 bloodflail -- 1 lash of Khorne - -**Damaged Profile:** -Remaining Wounds: 1-6 -While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 305pts diff --git a/cogitator/factions/world-eaters/datasheets/cerberus.md b/cogitator/factions/world-eaters/datasheets/cerberus.md deleted file mode 100644 index f10edd5..0000000 --- a/cogitator/factions/world-eaters/datasheets/cerberus.md +++ /dev/null @@ -1,79 +0,0 @@ -# Cerberus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Cerberus neutron pulse array; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Cerberus neutron pulse array | 48 | 3 | 3 | 16 | -4 | D6+3 | twin-linked | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Atomantic Arc-reactor** (Datasheet): Each time this unit shoots its Cerberus neutron pulse array in your Shooting phase, provided it Remained Stationary this turn, that weapon has the [LETHAL HITS] ability. - -**Keywords:** Vehicle, Khorne, Smoke, Khorne, Chaos, Vehicle, Chaos, Cerberus, Cerberus, Smoke, Khorne, Chaos, Vehicle, Cerberus, Smoke, Chaos, Vehicle, Cerberus, Smoke, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Cerberus - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 270pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-land-raider.md b/cogitator/factions/world-eaters/datasheets/chaos-land-raider.md deleted file mode 100644 index d8df890..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-land-raider.md +++ /dev/null @@ -1,84 +0,0 @@ -# Chaos Land Raider - -**Role:** Other - -*Land Raiders dedicated to Khorne are massive armoured transports bristling with heavy armaments and seething with a killer spirit. Strung with trophies taken from those slain by the savage warriors the tanks carry to the front line, Land Raiders are the gore-encrusted spear tip of many World Eaters assaults.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 soulshatter lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | -| Soulshatter lascannon | 48 | 2 | 4 | 12 | -3 | D6+1 | rapid fire 2 | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 9 | 3 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Smoke, Vehicle, Transport, Chaos, Khorne, Land Raider -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Chaos Land Raider - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 14 World Eaters Infantry models. Each Possessed and Terminator model takes up the space of 2 models. - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-predator-annihilator.md b/cogitator/factions/world-eaters/datasheets/chaos-predator-annihilator.md deleted file mode 100644 index 7ed4fa8..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-predator-annihilator.md +++ /dev/null @@ -1,84 +0,0 @@ -# Chaos Predator Annihilator - -**Role:** Other - -*These ancient battle tanks are animated by malevolent spirits and operated by battle-hungry crews who seek to earn Khorne’s favours by bringing down the largest and most monstrous enemies. To this end, they unleash lascannon beams with reckless fury, grinding infantry beneath their metallic tracks as they rumble towards their chosen prey.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator twin lascannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Predator twin lascannon | 48 | 1 | 4 | 14 | -3 | D6+1 | rapid fire 2, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Blood-hungry Annihilator** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE target within 18", you can re-roll the Wound roll and you can re-roll the Damage roll. - -**Keywords:** Vehicle, Chaos, Smoke, Khorne, Predator Annihilator -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Chaos Predator Annihilator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-predator-destructor.md b/cogitator/factions/world-eaters/datasheets/chaos-predator-destructor.md deleted file mode 100644 index 6e405b2..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-predator-destructor.md +++ /dev/null @@ -1,84 +0,0 @@ -# Chaos Predator Destructor - -**Role:** Other - -*The crews of World Eaters vehicles lust for carnage and bloodshed, preferring to unleash their vehicle’s firepower at close range. Rumbling into battle on gore-slick tracks, Predator Destructors unload torrents of fire into infantry formations and enemy war machines, suppressing their targets as the World Eaters’ infantry thunder into the fray.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Predator autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1 | -| Lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | — | -| Predator autocannon | 48 | 4 | 4 | 9 | -1 | 3 | rapid fire 6 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Punishing Suppression** (Datasheet): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks (excluding MONSTERS and VEHICLES). Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. - -**Keywords:** Vehicle, Chaos, Khorne, Predator Destructor, Smoke -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Chaos Predator Destructor - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 145pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-rhino.md b/cogitator/factions/world-eaters/datasheets/chaos-rhino.md deleted file mode 100644 index 73d6136..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-rhino.md +++ /dev/null @@ -1,83 +0,0 @@ -# Chaos Rhino - -**Role:** Dedicated Transports - -*Rhinos are well-adapted for battlefield transportation. Even when corrupted by the Warp and encrusted with dried blood, they remain as reliable as ever, safely carrying their passengers overfire-swept terrain. Many of these vehicles are adorned with blades and have machine spirits just as bloodthirsty as their occupants.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 9 | 3+ | 10 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 1 combi-bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Firing Deck** (Core): FIRING DECKSome transports have firing hatches, ports or platforms from which embarked passengers can shoot. - -Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot. - -- **Firing Deck ‘x’:** Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Meet Any Challenge** (Datasheet): In your opponent’s Movement phase, each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within 9" of this model, any units embarked within it can disembark. - -**Keywords:** Khorne, Chaos, Smoke, Rhino, Dedicated Transport, Transport, Vehicle -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Chaos Rhino - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 additional combi-bolter -- 1 combi-weapon -- This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher. - -**Transport:** -This model has a transport capacity of 12 World Eaters Infantry models. It cannot transport Possessed or Terminator models. - -**Points:** -- 1 model: 85pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-spawn.md b/cogitator/factions/world-eaters/datasheets/chaos-spawn.md deleted file mode 100644 index bd0563e..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-spawn.md +++ /dev/null @@ -1,74 +0,0 @@ -# Chaos Spawn - -**Role:** Other - -*Becoming a Chaos Spawn is the dark fate of many upon the Path to Glory. Wracked with the endless gifts of the Dark Gods, they are mutated mounds of muscle, writhing pseudopods, slathering maws and far more. Chaos Spawn are herded towards their terrified foes, advancing in loping runs, seeking only to tear, crush and consume.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 5 | 4+ | 4 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** hideous mutations. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hideous mutations | Melee | D6+4 | 4 | 5 | -1 | 2 | — | - -**Abilities:** -- **Feel No Pain** (Core): FEEL NO PAINSome warriors refuse to be laid low, even by what should be fatal wounds. - -Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. - -- **Feel No Pain x+:** Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **To Slake its Rage** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Beast, Chaos, Khorne, Spawn -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 2 Chaos Spawn - -**Points:** -- 2 models: 90pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-terminators.md b/cogitator/factions/world-eaters/datasheets/chaos-terminators.md deleted file mode 100644 index 20d36b1..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-terminators.md +++ /dev/null @@ -1,83 +0,0 @@ -# Chaos Terminators - -**Role:** Other - -*The champions of World Eaters warbands highly prize Terminator armour. When clad in this corrupted plate, such a champion becomes a walking tank, impervious to all but the heaviest incoming fire. The Blood God’s Terminators wield a powerful array of heavy firepower and brutal melee weapons with which they tear through elite squads and carve through armoured war machines.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 5 | 2+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**Every model is equipped with:** combi-bolter; accursed weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Reaper autocannon | 36 | 4 | 4 | 7 | -1 | 1 | devastating wounds, rapid fire 2, sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Accursed weapon | Melee | 4 | 3 | 5 | -2 | 1 | — | -| Chainfist | Melee | 3 | 4 | 8 | -3 | 2 | anti-vehicle 3+ | -| Paired accursed weapons | Melee | 5 | 3 | 5 | -2 | 1 | twin-linked | -| Power fist | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Bloody Fury** (Datasheet): Each time a model in this unit makes a ranged attack that targets the closest enemy unit, you can re-roll the Hit roll. Each time this unit declares a charge that targets the closest eligible enemy unit, you can re-roll the Charge roll. - -**Keywords:** Infantry, Chaos, Khorne, Terminator Squad, Terminator -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Terminator Champion -- 4-9 Chaos Terminators - -**Wargear Options:** -- For every 5 models in this unit, 1 Chaos Terminator’s combi-bolter can be replaced with one of the following:- 1 heavy flamer -- 1 reaper autocannon -- Any number of models can each have their combi-bolter replaced with 1 combi-weapon. -- For every 5 models in this unit, 1 model’s combi-bolter and accursed weapon can be replaced with 1 paired accursed weapons. -- For every 5 models in this unit, up to 3 models can each have their accursed weapon replaced with 1 power fist. -- For every 5 models in this unit, 1 model’s accursed weapon can be replaced with 1 chainfist. - -**Points:** -- 5 models: 175pts -- 10 models: 350pts diff --git a/cogitator/factions/world-eaters/datasheets/chaos-thunderhawk.md b/cogitator/factions/world-eaters/datasheets/chaos-thunderhawk.md deleted file mode 100644 index 605b8e8..0000000 --- a/cogitator/factions/world-eaters/datasheets/chaos-thunderhawk.md +++ /dev/null @@ -1,83 +0,0 @@ -# Chaos Thunderhawk - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 12 | 2+ | 30 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; armoured hull; Thunderhawk cluster bombs. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellstrike missile battery | 72 | 4 | 3 | 8 | -2 | 3 | anti-fly 4+ | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Thunderhawk heavy cannon | 48 | D6+6 | 3 | 10 | -2 | 3 | blast | -| Turbo-laser destructor | 96 | D3+1 | 3 | 20 | -4 | D6+6 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Thunderhawk Cluster Bombs** (Wargear): Each time the bearer ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Chaos, Thunderhawk, Aircraft, Vehicle, Titanic, Fly, Transport -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Chaos Thunderhawk - -**Wargear Options:** -- This model’s Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor. -- This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery - -**Transport:** -This model has a transport capacity of 30 World Eaters Infantry or World Eaters Mounted models. Each Jump Pack, Possessed and Terminator model takes up the space of 2 models. Each Obliterator model takes up the space of 3 models. Each MOUNTED model takes up the space of 4 models. - -**Points:** -- 1 model: 840pts diff --git a/cogitator/factions/world-eaters/datasheets/daemon-prince-of-khorne-with-wings.md b/cogitator/factions/world-eaters/datasheets/daemon-prince-of-khorne-with-wings.md deleted file mode 100644 index 54ec191..0000000 --- a/cogitator/factions/world-eaters/datasheets/daemon-prince-of-khorne-with-wings.md +++ /dev/null @@ -1,75 +0,0 @@ -# Daemon Prince of Khorne with Wings - -**Role:** Characters - -*Desperate eagerness to kill in Khorne’s name is a trait shared by all World Eaters Daemon Princes. The blessing of a pair of powerful, hooked wings is the perfect aid. Descending from the skies at the speed of bullets, they slam into their enemies, roaring oaths to Khorne and swearing the doom of those before them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 14" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 3 | 5 | -1 | 2 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 8 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 16 | 2 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Bloodied Terror** (Datasheet): At the start of the Fight phase, each enemy unit within Engagement Range of this model must take a Battle-shock test, subtracting 1 from that test if that enemy unit is Below Half-strength. -- **Swooping Predator** (Datasheet): Each time this model ends a Normal or Advance move, you can select one enemy unit that it moved over during that move and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. - -**Keywords:** Character, Monster, Chaos, Khorne, Daemon, Daemon Prince, Fly -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Daemon Prince of Khorne with Wings - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/world-eaters/datasheets/daemon-prince-of-khorne.md b/cogitator/factions/world-eaters/datasheets/daemon-prince-of-khorne.md deleted file mode 100644 index 72a4e5b..0000000 --- a/cogitator/factions/world-eaters/datasheets/daemon-prince-of-khorne.md +++ /dev/null @@ -1,71 +0,0 @@ -# Daemon Prince of Khorne - -**Role:** Characters - -*The trail of blood a World Eater must leave behind him to become a Daemon Prince is so vast that it could submerge entire worlds. For their deeds, the Lord of Rage has rewarded them with infernal immortality and might. In battle, Daemon Princes lead their warbands in devastating assaults, striding unharmed through enemy attacks.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** infernal cannon; hellforged weapons. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Infernal cannon | 24 | 3 | 3 | 5 | -1 | 2 | rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellforged weapons – strike | Melee | 8 | 2 | 8 | -2 | 3 | — | -| Hellforged weapons – sweep | Melee | 16 | 2 | 6 | -1 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Lord of Murder** (Datasheet): While this model is within 3" of one or more friendly World Eaters Infantry units, this model has the Lone Operative ability. -- **Devastating Assault** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [DEVASTATING WOUNDS] ability. -- **Direct the Slaughter** (Datasheet): Once per battle round, one model from your army with this ability can use it when a friendly World Eaters unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP. - -**Keywords:** Monster, Character, Chaos, Khorne, Daemon, Daemon Prince -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Daemon Prince of Khorne - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/world-eaters/datasheets/defiler.md b/cogitator/factions/world-eaters/datasheets/defiler.md deleted file mode 100644 index b0807ea..0000000 --- a/cogitator/factions/world-eaters/datasheets/defiler.md +++ /dev/null @@ -1,91 +0,0 @@ -# Defiler - -**Role:** Other - -*Defilers are Daemon Engines possessed by abominable entities. Towering creations that stomp across the battlefield on piston-driven legs, their clanking claws are easily capable of cutting a Space Marine in half. Foes are not safe at a distance either, as Defilers’ monstrous heavy weapons are just as deadly at long range.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 14 | 6+ | 5 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Defiler cannon; reaper autocannon; twin heavy flamer; Defiler claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | -| Defiler cannon | 48 | D6+3 | 4 | 10 | -1 | 3 | blast, rapid fire 3 | -| Havoc launcher | 48 | D6 | 4 | 5 | 0 | 1 | blast | -| Reaper autocannon | 36 | 4 | 4 | 7 | -1 | 1 | devastating wounds, rapid fire 4, sustained hits 1 | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1, twin-linked | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | rapid fire 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Defiler claws | Melee | 6 | 3 | 16 | -3 | D6+1 | — | -| Defiler scourge | Melee | 3 | 3 | 12 | -1 | 2 | extra attacks | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Scuttling Walker** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height. -- **Unleash Wrath** (Datasheet): At the end of your opponent’s Movement phase, you can select one enemy unit that was set up on the battlefield within 12" of this model; this model can then either: -- Shoot at that unit, but only if it is an eligible target. -- Declare a charge against that unit (note that even if this charge is successful, this model does not receive any Charge bonus this turn). - -**Keywords:** Khorne, Daemon, Defiler, Chaos, Vehicle, Walker, Smoke -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Defiler - -**Wargear Options:** -- This model’s twin heavy flamer can be replaced with one of the following:- 1 havoc launcher -- 1 Defiler scourge -- This model’s reaper autocannon can be replaced with one of the following:- 1 twin heavy bolter -- 1 twin lascannon -- This model can be equipped with one of the following:- 1 combi-bolter -- 1 combi-weapon - -**Damaged Profile:** -Remaining Wounds: 1-5 -While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/world-eaters/datasheets/deredeo-dreadnought.md b/cogitator/factions/world-eaters/datasheets/deredeo-dreadnought.md deleted file mode 100644 index daab44a..0000000 --- a/cogitator/factions/world-eaters/datasheets/deredeo-dreadnought.md +++ /dev/null @@ -1,82 +0,0 @@ -# Deredeo Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** anvilus autocannon battery; twin heavy bolter; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellfire plasma cannonade – supercharge | 36 | 6 | 3 | 8 | -3 | 3 | hazardous | -| Arachnus heavy lascannon battery | 48 | 2 | 3 | 12 | -3 | D6+1 | — | -| Anvilus autocannon battery | 48 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Volkite falconet battery | 30 | 6 | 3 | 9 | 0 | 2 | devastating wounds | -| Aiolos missile launcher | 48 | D6+3 | 3 | 5 | 0 | 1 | blast | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Boreas air defence missiles | 48 | 1 | 3 | 12 | -3 | D6+1 | anti-fly 2+ | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Hellfire plasma cannonade – standard | 36 | 6 | 3 | 7 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Deredeo Strike** (Datasheet): Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll the Hit roll. - -**Keywords:** Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Vehicle, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Vehicle, Chaos, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Chaos, Walker, Deredeo Dreadnought, Dreadnought, Smoke, Khorne, Khorne, Chaos, Walker, Vehicle, Deredeo Dreadnought, Dreadnought, Smoke -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Deredeo Dreadnought - -**Wargear Options:** -- This model’s anvilus autocannon battery can be replaced with one of the following- 1 arachnus heavy lascannon battery -- 1 hellfire plasma carronade -- 1 volkite falconet battery -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with one of the following:- 1 aiolos missile launcher -- 1 boreas air defence missiles - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/world-eaters/datasheets/eightbound.md b/cogitator/factions/world-eaters/datasheets/eightbound.md deleted file mode 100644 index 6dbfb46..0000000 --- a/cogitator/factions/world-eaters/datasheets/eightbound.md +++ /dev/null @@ -1,74 +0,0 @@ -# Eightbound - -**Role:** Other - -*Virtually unrecognisable from the World Eaters they once were, Eightbound are Heretic Astartes whose form is possessed by eight daemons of Khorne. As a result they have incredible strength and savagery far in excess of others in their warband. Carrying all manner of chain weapons, they can rip apart any who stand against them.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** chainblades. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainblades | Melee | 5 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Beacons of Rage (Aura)** (Datasheet): While a friendly WORLD EATERS unit is within 6" of this unit, each time a model in that unit makes a melee attack that targets a unit (excluding MONSTERS and VEHICLES), add 1 to the Hit roll. If that attack targets a unit (excluding MONSTERS and VEHICLES) that is Below Half-strength, add 1 to the Wound roll as well. - -**Keywords:** Infantry, Chaos, Eightbound, Khorne, Daemon, Possessed -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Eightbound Champion -- 2-5 Eightbound - -**Leader:** -Led By: Lord Invocatus, Lord on Juggernaut, Slaughterbound - -**Points:** -- 3 models: 135pts -- 6 models: 270pts diff --git a/cogitator/factions/world-eaters/datasheets/exalted-eightbound.md b/cogitator/factions/world-eaters/datasheets/exalted-eightbound.md deleted file mode 100644 index 99ba8d3..0000000 --- a/cogitator/factions/world-eaters/datasheets/exalted-eightbound.md +++ /dev/null @@ -1,67 +0,0 @@ -# Exalted Eightbound - -**Role:** Other - -*Some Eightbound reach a level of apotheosis when the soul of the World Eater they once were becomes one with the eight daemons sharing their physical form. This only makes them more dangerous. With no internal competition for control over their body, the Exalted Eightbound possess a purer kind of rage that is directed at their foes.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 3 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**Every model is equipped with:** chainblades. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainblades | Melee | 4 | 3 | 8 | -3 | 2 | anti-monster 3+, anti-vehicle 3+ | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Rend and Tear** (Datasheet): Each time a model in this unit makes a melee attack that targets a MONSTER or VEHICLE unit, until the end of the phase, improve the Damage characteristic of that attack by 1. - -**Keywords:** Exalted Eightbound, Daemon, Infantry, Chaos, Khorne, Possessed -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Exalted Eightbound Champion -- 2-5 Exalted Eightbound - -**Leader:** -Led By: Lord Invocatus, Lord on Juggernaut, Slaughterbound - -**Points:** -- 3 models: 140pts -- 6 models: 280pts diff --git a/cogitator/factions/world-eaters/datasheets/falchion.md b/cogitator/factions/world-eaters/datasheets/falchion.md deleted file mode 100644 index a6dfc2f..0000000 --- a/cogitator/factions/world-eaters/datasheets/falchion.md +++ /dev/null @@ -1,82 +0,0 @@ -# Falchion - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin Falchion volcano cannon | 120 | D3+1 | 3 | 24 | -5 | 12 | blast, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Titan-killer** (Datasheet): Each time this model makes a ranged attack with its twin Falchion volcano cannon that targets a MONSTER or VEHICLE unit, that attack has the [DEVASTATING WOUNDS] ability. - -**Keywords:** Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos, Khorne, Smoke, Falchion, Vehicle, Titanic, Chaos -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Falchion - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 420pts diff --git a/cogitator/factions/world-eaters/datasheets/fellblade.md b/cogitator/factions/world-eaters/datasheets/fellblade.md deleted file mode 100644 index 58f5d30..0000000 --- a/cogitator/factions/world-eaters/datasheets/fellblade.md +++ /dev/null @@ -1,91 +0,0 @@ -# Fellblade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 13 | 2+ | 24 | 6+ | 8 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Fellblade accelerator cannon – HE shells | 72 | 2D6 | 3 | 8 | -1 | 2 | blast | -| Fellblade accelerator cannon – AP shells | 72 | 2 | 3 | 14 | -3 | 6 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| | | 0 | 3 | - | 0 | - | — | -| Combi-weapon | 24 | 1 | 4 | 4 | 0 | 1 | anti-infantry 4+, devastating wounds, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Rolling Fortress** (Datasheet): Each time a ranged attack is allocated to a model from your army, if that model is not fully visible to every model in the attacking unit because of this Fellblade model, that model has the Benefit of Cover against that attack. - -**Keywords:** Smoke, Khorne, Chaos, Titanic, Vehicle, Titanic, Fellblade, Smoke, Khorne, Chaos, Khorne, Chaos, Vehicle, Vehicle, Fellblade, Titanic, Fellblade, Smoke, Khorne, Chaos, Titanic, Vehicle, Fellblade, Smoke, Khorne, Chaos, Titanic, Smoke, Vehicle, Fellblade -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Fellblade - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with one of the following:- 2 laser destroyers -- 2 quad heavy bolters -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer. -- This model can be equipped with 1 havoc launcher. -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 480pts diff --git a/cogitator/factions/world-eaters/datasheets/fire-raptor-gunship.md b/cogitator/factions/world-eaters/datasheets/fire-raptor-gunship.md deleted file mode 100644 index b46acc8..0000000 --- a/cogitator/factions/world-eaters/datasheets/fire-raptor-gunship.md +++ /dev/null @@ -1,79 +0,0 @@ -# Fire Raptor Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers; armoured hull - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin avenger bolt cannon | 36 | 10 | 3 | 6 | -1 | 2 | twin-linked | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Strafing Run** (Datasheet): Each time this model makes a ranged attack that targets a unit that cannot Fly, add 1 to the Hit roll. - -**Keywords:** Chaos, Khorne, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Khorne, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Khorne, Fire Raptor Gunship, Vehicle, Khorne, Fire Raptor Gunship, Khorne, Chaos, Aircraft, Fly, Vehicle, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Khorne, Fire Raptor Gunship, Vehicle, Fly, Aircraft, Chaos, Aircraft, Fly -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Fire Raptor Gunship - -**Wargear Options:** -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons -- This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters. - -**Points:** -- 1 model: 290pts diff --git a/cogitator/factions/world-eaters/datasheets/flesh-hounds.md b/cogitator/factions/world-eaters/datasheets/flesh-hounds.md deleted file mode 100644 index 048d0c8..0000000 --- a/cogitator/factions/world-eaters/datasheets/flesh-hounds.md +++ /dev/null @@ -1,50 +0,0 @@ -# Flesh Hounds - -**Role:** Other - -*Khorne’s hunting hounds track their prey’s terror spoor across interstellar gulfs. The brass collars about their necks ward away even the most potent sorceries of their desperate prey before the slavering Flesh Hounds launch themselves onto their victims, swinging vicious talons and sinking foot-long fangs deep.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 4 | 7+ | 2 | 7+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**The Gore Hound is equipped with:** burning roar; gore-drenched fangs; collar of Khorne. - -**Every Flesh Hound is equipped with:** gore-drenched fangs; collar of Khorne. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Burning roar | 12 | D6 | N/A | 4 | 0 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gore-drenched fangs | Melee | 3 | 3 | 5 | -1 | 1 | — | - -**Abilities:** -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. -- **Hunters from the Warp** (Datasheet): At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. -- **Collar of Khorne** (Wargear): The bearer has the Feel No Pain 3+ ability against Psychic Attacks. - -**Keywords:** Beast, Chaos, Daemon, Khorne, Summoned, Flesh Hounds -**Faction Keywords:** , Blood Legions - -**Unit Composition:** -- 1 Gore Hound -- 4-9 Flesh Hounds - -**Wargear Options:** -- None - -**Points:** -- 5 models: 75pts -- 10 models: 150pts diff --git a/cogitator/factions/world-eaters/datasheets/forgefiend.md b/cogitator/factions/world-eaters/datasheets/forgefiend.md deleted file mode 100644 index 48e05f9..0000000 --- a/cogitator/factions/world-eaters/datasheets/forgefiend.md +++ /dev/null @@ -1,78 +0,0 @@ -# Forgefiend - -**Role:** Other - -*Forgefiends are fused with enormous rotary cannons that fire fist-sized phosphor shells, or else with ancient artefact ordnance perverted to vomit ectoplasma from the beasts’ own innards. With such weaponry they mow down masses of enemy troops and blast glowing craters into the toughest opposition.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 Hades autocannons; 1 Forgefiend jaws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Ectoplasma cannon | 36 | D3 | 4 | 10 | -3 | 3 | blast, rapid fire 1 | -| Hades autocannon | 36 | 6 | 4 | 8 | -1 | 2 | rapid fire 4 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Forgefiend claws | Melee | 6 | 3 | 6 | 0 | 1 | — | -| Forgefiend jaws | Melee | 8 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Furious Onslaught** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible target within 18", you can re-roll the Hit roll. - -**Keywords:** Daemon, Walker, Forgefiend, Chaos, Khorne, Vehicle -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Forgefiend - -**Wargear Options:** -- This model’s 2 Hades autocannons can be replaced with 2 ectoplasma cannons. -- This model’s Forgefiend jaws can be replaced with 1 ectoplasma cannon and 1 Forgefiend claws. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 165pts diff --git a/cogitator/factions/world-eaters/datasheets/goremongers.md b/cogitator/factions/world-eaters/datasheets/goremongers.md deleted file mode 100644 index b988bb1..0000000 --- a/cogitator/factions/world-eaters/datasheets/goremongers.md +++ /dev/null @@ -1,72 +0,0 @@ -# Goremongers - -**Role:** Other - -*Goremongers are mortal cultists obsessed with mechanically augmenting their physical forms into macabre approximations of Khome’s Bloodletter daemons. Their augmetic limbs propel them across the battlefield at terrifying speed, allowing them to bring their brutal chain weapons to bear before the foe can respond.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** autopistol; chainblade; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | -| Blood harpoon | 18 | 1 | 4 | 5 | -1 | 2 | assault, sustained hits d3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainblade | Melee | 3 | 4 | 3 | 0 | 1 | lance | -| Close combat weapon | Melee | 2 | 4 | 3 | 0 | 1 | — | - -**Abilities:** -- **Infiltrators** (Core): INFILTRATORSMany armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. - -During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Loping Speed** (Datasheet): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6". - -**Keywords:** Chaos, Grenades, Khorne, Goremongers, Infantry -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Blood Herald -- 7 Goremongers - -**Wargear Options:** -- 1 Goremonger’s chainblade can be replaced with 1 autopistol. -- 1 Goremonger’s chainblade can be replaced with 1 blood harpoon. - -**Points:** -- 8 models: 75pts diff --git a/cogitator/factions/world-eaters/datasheets/greater-brass-scorpion.md b/cogitator/factions/world-eaters/datasheets/greater-brass-scorpion.md deleted file mode 100644 index 4910db8..0000000 --- a/cogitator/factions/world-eaters/datasheets/greater-brass-scorpion.md +++ /dev/null @@ -1,73 +0,0 @@ -# Greater Brass Scorpion - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 3+ | 26 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** demolisher cannon; Scorpion cannon; hellmaw flame cannons; hellcrusher claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellmaw flame cannons | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | -| Scorpion cannon | 36 | 15 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Demolisher cannon | 24 | D6+3 | 3 | 14 | -3 | D6 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hellcrusher claws – strike | Melee | 6 | 3 | 14 | -3 | 6 | — | -| Hellcrusher claws – sweep | Melee | 18 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Runes of the Blood God** (Datasheet): This model has the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks. - -**Keywords:** Khorne, Vehicle, Titanic, Walker, Daemon, Greater Brass Scorpion, Chaos -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Greater Brass Scorpion - -**Wargear Options:** -- None - -**Points:** -- 1 model: 500pts diff --git a/cogitator/factions/world-eaters/datasheets/helbrute.md b/cogitator/factions/world-eaters/datasheets/helbrute.md deleted file mode 100644 index 7d32be3..0000000 --- a/cogitator/factions/world-eaters/datasheets/helbrute.md +++ /dev/null @@ -1,92 +0,0 @@ -# Helbrute - -**Role:** Other - -*Helbrutes are walking engines of destruction; their frehzied occupants are kept alive in a state of agony and insanity. These infernal sarcophagi are fitted with various powerful armaments to blast enemy armour open from afar and cruel appendages with which to hack, crush and claim a bounty of skulls for Khorne.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 9 | 2+ | 8 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** missile launcher; multi-melta; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Combi-bolter | 24 | 2 | 4 | 4 | 0 | 1 | rapid fire 4 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Plasma cannon | 36 | D3 | 4 | 8 | -3 | 3 | blast, hazardous, rapid fire D3 | -| Missile launcher – frag | 48 | D6 | 4 | 4 | 0 | 1 | blast, rapid fire 3 | -| Missile launcher – krak | 48 | 1 | 4 | 9 | -2 | D6 | rapid fire 1 | -| Multi-melta | 18 | 2 | 4 | 9 | -4 | D6 | melta 2, rapid fire 1 | -| Twin autocannon | 48 | 2 | 4 | 9 | -1 | 3 | rapid fire 2, twin-linked | -| Twin heavy bolter | 36 | 3 | 4 | 5 | -1 | 2 | rapid fire 2, sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 4 | 12 | -3 | D6+1 | rapid fire 1, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 6 | 3 | 6 | 0 | 1 | — | -| Helbrute fist | Melee | 6 | 3 | 12 | -2 | 3 | — | -| Helbrute hammer | Melee | 6 | 4 | 14 | -3 | D6+1 | — | -| Power scourge | Melee | 10 | 3 | 7 | -1 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Devoted to Destruction** (Datasheet): If this model is equipped with two melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristic of those two weapons. -- **Frenzy** (Datasheet): In your opponent’s Shooting phase, and in the Fight phase, each time an enemy unit targets this model, after that unit has finished making its attacks, this model can either shoot or fight, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target). - -**Keywords:** Walker, Chaos, Khorne, Helbrute, Vehicle -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Helbrute - -**Wargear Options:** -- This model’s multi-melta can be replaced with one of the following:- 1 plasma cannon -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 Helbrute fist -- This model’s missile launcher can be replaced with one of the following:- 1 Helbrute fist -- 1 Helbrute hammer -- 1 power scourge -- For each Helbrute fist this model is equipped with, it can be equipped with one of the following:- 1 combi-bolter -- 1 heavy flamer - -**Points:** -- 1 model: 120pts diff --git a/cogitator/factions/world-eaters/datasheets/heldrake.md b/cogitator/factions/world-eaters/datasheets/heldrake.md deleted file mode 100644 index 07cd297..0000000 --- a/cogitator/factions/world-eaters/datasheets/heldrake.md +++ /dev/null @@ -1,81 +0,0 @@ -# Heldrake - -**Role:** Other - -*Like immense predators of myth, Heldrakes sweep suddenly out of the sky. These airborne Daemon Engines excel at intercepting the enemy’s aerial assets, tearing them from the air and incinerating their crew. World Eaters Heldrakes are ever eager to swoop down into the thick of the fighting, tearing and ripping with razor-sharp talons to sate the bloodlust of their possessing daemons.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Hades autocannon; Heldrake claws. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Baleflamer | 12 | D6+3 | N/A | 6 | -1 | 2 | ignores cover, torrent | -| Hades autocannon | 36 | 6 | 4 | 8 | -1 | 2 | rapid fire 4 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heldrake claws | Melee | 6 | 3 | 7 | -1 | 2 | anti-fly 2+, devastating wounds | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Airborne Predator** (Datasheet): Each time this model makes an attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Chaos, Daemon, Fly, Heldrake, Aircraft, Khorne, Vehicle -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Heldrake - -**Wargear Options:** -- This model’s Hades autocannon can be replaced with 1 baleflamer. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/world-eaters/datasheets/hell-blade.md b/cogitator/factions/world-eaters/datasheets/hell-blade.md deleted file mode 100644 index a353f69..0000000 --- a/cogitator/factions/world-eaters/datasheets/hell-blade.md +++ /dev/null @@ -1,70 +0,0 @@ -# Hell Blade - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 8 | 3+ | 10 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 twin autocannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin autocannon | 48 | 2 | 3 | 9 | -3 | 3 | twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll. - -**Keywords:** Fly, Khorne, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Blade, Vehicle, Chaos, Aircraft, Fly, Aircraft, Hell Blade, Aircraft, Chaos, Vehicle, Khorne, Hell Blade, Fly, Hell Blade, Khorne, Fly, Chaos, Vehicle, Vehicle, Chaos, Aircraft, Khorne -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Hell Blade - -**Wargear Options:** -- This model’s 2 twin autocannons can be replaced with 2 twin lascannons. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/world-eaters/datasheets/hell-talon.md b/cogitator/factions/world-eaters/datasheets/hell-talon.md deleted file mode 100644 index 82ce2b4..0000000 --- a/cogitator/factions/world-eaters/datasheets/hell-talon.md +++ /dev/null @@ -1,71 +0,0 @@ -# Hell Talon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 14 | 6+ | 0 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** autocannon; twin lascannon; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Bomb Rack** (Datasheet): Each time this model ends a Normal move, you can select one enemy unit it moved across during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound. - -**Keywords:** Vehicle, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Talon, Hell Talon, Chaos, Aircraft, Fly, Khorne, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Khorne, Hell Talon, Vehicle, Chaos, Aircraft, Fly, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Hell Talon - -**Wargear Options:** -- This model’s autocannon can be replaced with 1 havoc launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/world-eaters/datasheets/jakhals.md b/cogitator/factions/world-eaters/datasheets/jakhals.md deleted file mode 100644 index 67d7076..0000000 --- a/cogitator/factions/world-eaters/datasheets/jakhals.md +++ /dev/null @@ -1,76 +0,0 @@ -# Jakhals - -**Role:** Other - -*Jakhals are amongst the strongest and most bloodthirsty of all the mortal followers of the World Eaters, and seek to emulate their gore-crazed masters in every way they can. When sent into battle, they enter the fray with wild abandon, hacking and slashing with their chain weapons in the hope of earning the favour of their lords.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 7" | 4 | 6+ | 1 | 7+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**The Jakhal Pack Leader and every Jakhal is equipped with:** autopistol; chainblades. - -**Every Dishonoured is equipped with:** paired manglers. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Autopistol | 12 | 1 | 4 | 3 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainblades | Melee | 3 | 4 | 3 | 0 | 1 | — | -| Paired manglers | Melee | 4 | 4 | 4 | 0 | 1 | — | -| Mauler chainblade | Melee | 3 | 5 | 4 | -1 | 2 | — | -| Skullsmasher and mangler | Melee | 2 | 4 | 4 | -1 | 2 | — | - -**Abilities:** -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Objective Ravaged** (Datasheet): At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. -- **Icon of Khorne** (Wargear): If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost. - -**Keywords:** Grenades, Infantry, Khorne, Chaos, Jakhals -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Jakhal Pack Leader, 1 Dishonoured and 8 Jakhals -- or: -- 1 Jakhal Pack Leader, 2 Dishonoured and 17 Jakhals - -**Wargear Options:** -- For every 10 models in this unit, 1 Jakhal’s chainblades can be replaced with 1 mauler chainblade. -- Any number of Dishonoured models can each have their paired manglers replaced with 1 skullsmasher and mangler. -- For every 10 models in this unit, 1 Jakhal can be equipped with 1 icon of Khorne. - -**Points:** -- 10 models: 65pts -- 20 models: 140pts diff --git a/cogitator/factions/world-eaters/datasheets/khorne-berzerkers.md b/cogitator/factions/world-eaters/datasheets/khorne-berzerkers.md deleted file mode 100644 index 78e63e8..0000000 --- a/cogitator/factions/world-eaters/datasheets/khorne-berzerkers.md +++ /dev/null @@ -1,77 +0,0 @@ -# Khorne Berzerkers - -**Role:** Battleline - -*Berzerkers of Khorne relish their role as the Blood God’s sacred destroyers, and are fanatical in the extreme. The warp-fuelled anger of these psychopathic warriors drives them into an endless frenzy of action. Those who face them in battle disappear under a rain of heavy blows, each potent enough to shear limbs and shatter shields.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 2 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**Every model is equipped with:** bolt pistol; chainblade. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 4 | 4 | 0 | 1 | pistol | -| Plasma pistol – standard | 12 | 1 | 4 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 4 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Chainblade | Melee | 4 | 3 | 4 | -1 | 1 | — | -| Khornate eviscerator | Melee | 3 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Blood Surge** (Datasheet): In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Blood Surge move. To do so, roll one D6 and add 2 to the roll: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Blood Surge move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Blood Surge move per phase. -- **Icon of Khorne** (Wargear): If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost. - -**Keywords:** Battleline, Berzerkers, Infantry, Grenades, Chaos, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Khorne Berzerker Champion -- 9-19 Khorne Berzerkers - -**Wargear Options:** -- The Khorne Berzerker Champion’s bolt pistol can be replaced with 1 plasma pistol. -- For every 5 models in this unit, 1 Khorne Berzerker’s bolt pistol can be replaced with 1 plasma pistol. -- For every 5 models in this unit, 1 Khorne Berzerker’s chainblade can be replaced with 1 Khornate eviscerator. -- 1 model can be equipped with 1 icon of Khorne. - -**Leader:** -Led By: Khârn The Betrayer, Lord Invocatus, Lord on Juggernaut, Master of Executions - -**Points:** -- 10 models: 180pts -- 20 models: 360pts diff --git a/cogitator/factions/world-eaters/datasheets/khorne-lord-of-skulls.md b/cogitator/factions/world-eaters/datasheets/khorne-lord-of-skulls.md deleted file mode 100644 index 86a8c1f..0000000 --- a/cogitator/factions/world-eaters/datasheets/khorne-lord-of-skulls.md +++ /dev/null @@ -1,83 +0,0 @@ -# Khorne Lord of Skulls - -**Role:** Other - -*Lords of Skulls are insane, monolithic creations fuelled by boiling blood and dedicated to slaughtering in the name of Khorne. They plough through the enemy’s ranks, crushing infantry beneath their tracks, hacking tanks into kindling with sweeps of their cleaver and hurling brazen projectiles or burning ichor at the survivors.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 13 | 3+ | 24 | 6+ | 8 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** gorestorm cannon; Hades gatling cannon; great cleaver of Khorne. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Daemongore cannon | 18 | D6 | 4 | 14 | -4 | D6+2 | blast, rapid fire 3 | -| Gorestorm cannon | 24 | D6+3 | 4 | 10 | -2 | 3 | blast, rapid fire 3 | -| Hades gatling cannon | 48 | 12 | 4 | 8 | -2 | 2 | rapid fire 6, sustained hits 1 | -| Ichor cannon | 48 | 2D6 | 4 | 7 | -2 | 2 | blast, rapid fire 4 | -| Skullhurler | 60 | 2D6 | 4 | 14 | -3 | 3 | rapid fire 3 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Great cleaver of Khorne – strike | Melee | 6 | 3 | 16 | -4 | 8 | — | -| Great cleaver of Khorne – sweep | Melee | 18 | 3 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Idol of Blessed Blood** (Datasheet): At the start of the battle round, if this model is on the battlefield, when you make a Blessings of Khorne roll, roll one additional D6. -- **Super-heavy War Engine** (Datasheet): Each time this model makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so it can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them. It can also move through sections of terrain features that are more than 4" in height, but if it does, after it has moved, roll one D6: on a roll of 1, this model is Battle-shocked. - -**Keywords:** Vehicle, Titanic, Towering, Daemon, Lord of Skulls, Chaos, Khorne -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Khorne Lord of Skulls - -**Wargear Options:** -- This model’s gorestorm cannon can be replaced with one of the following:- 1 daemongore cannon -- 1 ichor cannon -- This model’s Hades gatling cannon can be replaced with 1 skullhurler. - -**Damaged Profile:** -Remaining Wounds: 1-8 -While this model has 1-8 wounds remaining, subtract 4 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 505pts diff --git a/cogitator/factions/world-eaters/datasheets/khrn-the-betrayer.md b/cogitator/factions/world-eaters/datasheets/khrn-the-betrayer.md deleted file mode 100644 index 170c8e1..0000000 --- a/cogitator/factions/world-eaters/datasheets/khrn-the-betrayer.md +++ /dev/null @@ -1,86 +0,0 @@ -# Khârn The Betrayer - -**Role:** Characters - -*Khârn is a raging storm of slaughter, the embodiment of the eightfold path of Khorne. As he sprints into battle, his bellowed war cries boom from the vox-grille of his helm. Khârn’s mantra – ‘Kill! Maim! Burn!’ – has become infamous across the Imperium, a terrifying harbinger of the carnage to come.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 5 | 6+ | 1 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; Gorechild. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Gorechild | Melee | 8 | 2 | 7 | -2 | 3 | — | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Legendary Killer** (Datasheet): While this model is leading a unit, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1. -- **The Betrayer** (Datasheet): At the end of your Charge phase, if this model is leading a unit and that unit is not within Engagement Range of one or more enemy units, you must take a Leadership test for this model. If that test is failed, one Bodyguard model in that unit is destroyed. -- **Berzerker Frenzy** (Datasheet): The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining. - -**Keywords:** Khârn the Betrayer, Infantry, Character, Epic Hero, Grenades, Chaos, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Khârn the Betrayer – EPIC HERO - -**Leader:** -Can lead: Khorne Berzerkers - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/world-eaters/datasheets/kratos.md b/cogitator/factions/world-eaters/datasheets/kratos.md deleted file mode 100644 index 8cb905d..0000000 --- a/cogitator/factions/world-eaters/datasheets/kratos.md +++ /dev/null @@ -1,98 +0,0 @@ -# Kratos - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** autocannon; Kratos battle cannon; 4 heavy bolters; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kratos battle cannon – AP | 36 | 1 | 3 | 18 | -4 | D6+3 | heavy | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | SUSTAINED HITS 1 | -| Havoc launcher | 48 | D6 | 3 | 5 | 0 | 1 | blast | -| Combi-weapon | 24 | 1 | 3 | 4 | 0 | 1 | ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1 | -| Autocannon | 48 | 2 | 3 | 9 | -1 | 3 | — | -| Melta blast-gun | 24 | 4 | 3 | 12 | -4 | D6 | melta 2 | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Volkite cardanelle | 36 | 9 | 3 | 9 | 0 | 3 | devastating wounds | -| Volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds | -| Twin boltgun | 24 | 2 | 3 | 4 | 0 | 1 | twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Lascannons | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Kratos battle cannon – HE | 36 | D6+3 | 3 | 10 | -1 | 3 | blast | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Line-breaker** (Datasheet): When making ranged attacks, this model can target enemy units within Engagement Range of it with Blast weapons (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, when making ranged attacks, this model does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Kratos, Vehicle, Vehicle, Chaos, Khorne, Smoke, Kratos, Kratos, Vehicle, Chaos, Vehicle, Chaos, Khorne, Smoke, Khorne, Smoke, Kratos, Chaos, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Kratos - -**Wargear Options:** -- This model’s Kratos battle cannon can be replaced with one of the following:- 1 melta blast-gun -- 1 volkite cardanelle -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 autocannons -- 2 lascannons -- 2 volkite calivers -- 2 of this model’s heavy bolters can be replaced with one of the following:- 2 heavy flamers -- 2 lascannons -- 2 volkite culverins -- This model can be equipped with one of the following:- 1 combi-weapon -- 1 havoc launcher -- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 twin boltgun -- This model can be equipped with 1 hunter killer missile - -**Points:** -- 1 model: 240pts diff --git a/cogitator/factions/world-eaters/datasheets/kytan-ravager.md b/cogitator/factions/world-eaters/datasheets/kytan-ravager.md deleted file mode 100644 index 5e68610..0000000 --- a/cogitator/factions/world-eaters/datasheets/kytan-ravager.md +++ /dev/null @@ -1,71 +0,0 @@ -# Kytan Ravager - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 3+ | 24 | 6+ | 10 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** Kytan gatling cannon; Kytan cleaver. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kytan gatling cannon | 36 | 18 | 3 | 6 | -2 | 2 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Kytan cleaver – strike | Melee | 4 | 3 | 14 | -4 | 6 | — | -| Kytan cleaver – sweep | Melee | 12 | 3 | 9 | -3 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Super-heavy Walker** (Datasheet): Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there. -- **Bloodlust** (Datasheet): Each time this model makes a Charge move, until the end of the turn, its melee weapons have the [SUSTAINED HITS 1] ability. In addition, once per battle, this model is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Chaos, Daemon, Vehicle, Titanic, Walker, Khorne, Kytan Ravager -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Kytan Ravager - -**Wargear Options:** -- None - -**Points:** -- 1 model: 400pts diff --git a/cogitator/factions/world-eaters/datasheets/land-raider-achilles.md b/cogitator/factions/world-eaters/datasheets/land-raider-achilles.md deleted file mode 100644 index 0cfd427..0000000 --- a/cogitator/factions/world-eaters/datasheets/land-raider-achilles.md +++ /dev/null @@ -1,80 +0,0 @@ -# Land Raider Achilles - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** quad launcher; 2 twin volkite culverins; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Khorne, Chaos, Smoke, Vehicle, Transport, Smoke, Transport, Vehicle, Land Raider Achilles, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Achilles, Chaos, Khorne, Land Raider Achilles -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Land Raider Achilles - -**Wargear Options:** -- This model’s 2 twin volkite culverins can be replaced with 2 twin multi-melta -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Transport:** -This model has a transport capacity of 12 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 230pts diff --git a/cogitator/factions/world-eaters/datasheets/land-raider-proteus.md b/cogitator/factions/world-eaters/datasheets/land-raider-proteus.md deleted file mode 100644 index 6c725f1..0000000 --- a/cogitator/factions/world-eaters/datasheets/land-raider-proteus.md +++ /dev/null @@ -1,86 +0,0 @@ -# Land Raider Proteus - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 12 | 2+ | 16 | 6+ | 5 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | twin-linked, sustained hits 1 | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Explorator Augury Web** (Wargear): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this bearer, but the bearer must halve its Transport Capacity. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Chaos, Khorne, Land Raider Proteus, Vehicle, Smoke, Transport, Vehicle, Vehicle, Transport, Land Raider Proteus, Khorne, Chaos, Smoke, Transport, Smoke, Land Raider Proteus, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Khorne, Chaos, Smoke, Transport, Vehicle, Land Raider Proteus, Khorne, Chaos -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Land Raider Proteus - -**Wargear Options:** -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 multi-melta -- 1 twin heavy bolter -- 1 twin heavy flamer -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. -- This model can be equipped with 1 explorator augury web. - -**Transport:** -This model has a transport capacity of 12 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 220pts diff --git a/cogitator/factions/world-eaters/datasheets/leviathan-dreadnought.md b/cogitator/factions/world-eaters/datasheets/leviathan-dreadnought.md deleted file mode 100644 index d9edc38..0000000 --- a/cogitator/factions/world-eaters/datasheets/leviathan-dreadnought.md +++ /dev/null @@ -1,83 +0,0 @@ -# Leviathan Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 2+ | 12 | 6+ | 4 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 grav-flux bombards; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin volkite caliver | 24 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Cyclonic melta lance | 18 | D6 | 3 | 9 | -4 | D6 | melta 2 | -| Storm cannon | 36 | 4 | 3 | 9 | -1 | 3 | twin-linked | -| Meltagun | 12 | 1 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Grav-flux bombard | 24 | 2D3 | 3 | 8 | -1 | 2 | anti-vehicle 2+, blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | -| Leviathan siege drill | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | -| Leviathan siege claw | Melee | 5 | 3 | 12 | -2 | 3 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Duty Eternal** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Chaos, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Dreadnought, Leviathan Dreadnought, Vehicle, Walker, Chaos, Khorne, Smoke, Leviathan Dreadnought, Vehicle, Walker, Chaos, Leviathan Dreadnought, Dreadnought, Smoke, Khorne, Dreadnought -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Leviathan Dreadnought - -**Wargear Options:** -- Each of this model’s grav-flux bombards can be replaced with one of the following- 1 cyclonic melta lance -- 1 storm cannon -- 1 meltagun and 1 Leviathan siege claw -- 1 meltagun and 1 Leviathan siege drill -- This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers. -- This model can be equipped with 3 hunter-killer missiles. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/world-eaters/datasheets/lord-invocatus.md b/cogitator/factions/world-eaters/datasheets/lord-invocatus.md deleted file mode 100644 index 1060a79..0000000 --- a/cogitator/factions/world-eaters/datasheets/lord-invocatus.md +++ /dev/null @@ -1,102 +0,0 @@ -# Lord Invocatus - -**Role:** Characters - -*A master of swift raiding, devastating counter-attacks and hit-and-run strategies, Lord Invocatus seeks to shed more blood and take more skulls for Khorne by moving from one war zone to another at great speed, leading his hosts as they smash into enemy battle lines while mounted upon his mighty Juggernaut, Khal’guruth.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 8 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bolt pistol; Coward’s Bane, bladed horn. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Coward’s Bane | Melee | 7 | 2 | 6 | -2 | 2 | devastating wounds | -| Bladed horn | Melee | 4 | 3 | 6 | -1 | 2 | extra attacks, lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Scouts** (Core): SCOUTSScouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. - -Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". - -DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). - -A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. - -**Example:** A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". -- **Scouts x":** Unit can make a Normal move of up to x" before the first turn begins. -- If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead. -- Must end this move more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Fire Riders** (Datasheet): While this model is leading a unit, models in that unit have the Deep Strike ability and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. When making a Normal, Advance or Fall Back move, models in that unit can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed. -- **Bloody Stampede** (Datasheet): Each time this model’s unit ends a Charge move, select one enemy unit within Engagement Range of this model, then roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds. - -**Keywords:** Character, Mounted, Epic Hero, Chaos, Khorne, Lord Invocatus -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Lord Invocatus – EPIC HERO - -**Leader:** -Can lead: Khorne Berzerkers, Eightbound, Exalted Eightbound - -**Points:** -- 1 model: 110pts diff --git a/cogitator/factions/world-eaters/datasheets/lord-on-juggernaut.md b/cogitator/factions/world-eaters/datasheets/lord-on-juggernaut.md deleted file mode 100644 index 48fcc4b..0000000 --- a/cogitator/factions/world-eaters/datasheets/lord-on-juggernaut.md +++ /dev/null @@ -1,86 +0,0 @@ -# Lord on Juggernaut - -**Role:** Characters - -*Lords of the World Eaters have spent countless mortal lifetimes leading their warriors. Some have achieved such feats of greatness that their bloody patron has seen fit to reward them with a Juggernaut. These savage daemonic steeds crush all in their path when they stampede forward.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 7 | 6+ | 2 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** plasma pistol; exalted chainblade; bladed horn. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Plasma pistol – standard | 12 | 1 | 3 | 7 | -2 | 1 | pistol | -| Plasma pistol – supercharge | 12 | 1 | 3 | 8 | -3 | 2 | hazardous, pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Exalted chainblade | Melee | 7 | 2 | 6 | -1 | 2 | — | -| Bladed horn | Melee | 4 | 3 | 6 | -1 | 2 | extra attacks, lance | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Aggressive Advance** (Datasheet): While this model is leading a unit, models in that unit have a Move characteristic of 10" and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features. -- **Crush All Who Stand Before Us** (Datasheet): Each time this model’s unit is selected to fight, you can use this ability. When determining which models in this unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. - -**Keywords:** Mounted, Chaos, Lord on Juggernaut, Character, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Lord on Juggernaut - -**Leader:** -Can lead: Khorne Berzerkers, Eightbound, Exalted Eightbound - -**Points:** -- 1 model: 105pts diff --git a/cogitator/factions/world-eaters/datasheets/master-of-executions.md b/cogitator/factions/world-eaters/datasheets/master-of-executions.md deleted file mode 100644 index f3816fe..0000000 --- a/cogitator/factions/world-eaters/datasheets/master-of-executions.md +++ /dev/null @@ -1,84 +0,0 @@ -# Master of Executions - -**Role:** Characters - -*Masters of Executions are corrupted axemen who single-mindedly seek out the greatest enemy champions to claim their skulls for Khorne, bellowing a fatal decree before crashing forward and hacking through armour, flesh and bone.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 4 | 3+ | 4 | 6+ | 1 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** bolt pistol; axe of dismemberment. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bolt pistol | 12 | 1 | 3 | 4 | 0 | 1 | pistol | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Axe of dismemberment | Melee | 5 | 2 | 7 | -2 | 2 | devastating wounds, precision | - -**Abilities:** -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Forwards, for Blood!** (Datasheet): While this model is leading a unit, you can re-roll Advance rolls made for that unit and each time that unit makes a Blood Surge move, you can re-roll the D6 used to determine how far models in that unit move. -- **A Worthy Skull** (Datasheet): Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys a CHARACTER model, you gain 1CP. - -**Keywords:** Infantry, Character, Chaos, Khorne, Master of Executions -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Master of Executions - -**Leader:** -Can lead: Khorne Berzerkers - -**Points:** -- 1 model: 60pts diff --git a/cogitator/factions/world-eaters/datasheets/mastodon.md b/cogitator/factions/world-eaters/datasheets/mastodon.md deleted file mode 100644 index bed8ff4..0000000 --- a/cogitator/factions/world-eaters/datasheets/mastodon.md +++ /dev/null @@ -1,82 +0,0 @@ -# Mastodon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 9" | 14 | 2+ | 30 | 6+ | 12 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent | -| Siege melta array | 24 | 6 | 3 | 9 | -4 | D6 | melta 2 | -| Skyreaper battery | 48 | 8 | 3 | 7 | -1 | 2 | anti-fly 4+ | -| Volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Inviolable Transport** (Datasheet): Once per battle round, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0. - -**Keywords:** Khorne, Transport, Smoke, Mastodon, Titanic, Vehicle, Mastodon, Vehicle, Smoke, Transport, Khorne, Chaos, Titanic, Mastodon, Smoke, Transport, Khorne, Chaos, Titanic, Vehicle, Mastodon, Smoke, Transport, Khorne, Chaos, Titanic, Vehicle, Vehicle, Mastodon, Smoke, Transport, Chaos, Khorne, Chaos, Titanic, Titanic, Vehicle, Mastodon, Smoke, Transport, Khorne, Chaos -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Mastodon - -**Wargear Options:** -- This model’s 2 heavy flamers can be replaced with one of the following- 2 heavy bolters -- 2 lascannons -- 2 volkite culverins -- This model’s 2 lascannons can be replaced with on of the following:- 2 heavy bolters -- 2 heavy flamers -- 2 volkite culverins - -**Transport:** -This model has a transport capacity of 45 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 2 Dreadnought or Helbrute models (these models take up the space of a number of models equal to their Wounds characteristic e.g. A Dreadnought with a Wounds characteristic of 8 would take up the space of 8 models). - -**Points:** -- 1 model: 540pts diff --git a/cogitator/factions/world-eaters/datasheets/maulerfiend.md b/cogitator/factions/world-eaters/datasheets/maulerfiend.md deleted file mode 100644 index fb6a409..0000000 --- a/cogitator/factions/world-eaters/datasheets/maulerfiend.md +++ /dev/null @@ -1,77 +0,0 @@ -# Maulerfiend - -**Role:** Other - -*Maulerfiends stalk the battlefield like immense hunting beasts. With the enemy in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at their prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and lashing tendrils.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 12" | 10 | 3+ | 12 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lasher tendrils; Maulerfiend fists. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Magma cutter | 6 | 2 | 4 | 9 | -4 | D6 | melta 2, rapid fire 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lasher tendrils | Melee | 6 | 3 | 7 | -1 | 1 | extra attacks | -| Maulerfiend fists | Melee | 8 | 3 | 14 | -2 | D6+1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **The Scent of Blood** (Datasheet): Each time this model declares a charge that targets one or more units below Starting Strength, add 1 to the Charge roll. If one or more of the targets of that charge are Below Half-strength, add 2 to the Charge roll instead. -- **Savage Exaltation** (Datasheet): Each time this model makes a melee attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll and, if that attack targets an enemy unit that is Below Half-strength, add 1 to the Wound roll as well. - -**Keywords:** Khorne, Vehicle, Maulerfiend, Chaos, Daemon, Walker -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Maulerfiend - -**Wargear Options:** -- This model’s lasher tendrils can be replaced with 2 magma cutters. - -**Damaged Profile:** -Remaining Wounds: 1-4 -While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll. - -**Points:** -- 1 model: 150pts diff --git a/cogitator/factions/world-eaters/datasheets/rapier-carrier.md b/cogitator/factions/world-eaters/datasheets/rapier-carrier.md deleted file mode 100644 index cdf8664..0000000 --- a/cogitator/factions/world-eaters/datasheets/rapier-carrier.md +++ /dev/null @@ -1,70 +0,0 @@ -# Rapier Carrier - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 3" | 6 | 2+ | 6 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** boltgun; quad heavy bolter; close combat weapon. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Boltgun | 24 | 2 | 3 | 4 | 0 | 1 | — | -| Graviton cannon | 36 | D6 | 3 | 6 | -2 | 2 | anti-vehicle 2+, blast, heavy | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | -| Quad heavy bolter | 36 | 6 | 3 | 5 | -1 | 2 | heavy, twin-linked, sustained hits 1 | -| Quad launcher – shatter shells | 24 | 4 | 3 | 9 | -2 | 3 | heavy | -| Quad launcher – thunderfire shells | 60 | D6+4 | 3 | 5 | 0 | 1 | blast, heavy, indirect fire | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Close combat weapon | Melee | 2 | 3 | 4 | 0 | 1 | — | - -**Abilities:** -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Powerful Volley** (Datasheet): Each time this model shoots in your Shooting phase, provided it Remained Stationary this turn, all [HEAVY] weapons equipped by models in this unit have the [LETHAL HITS] ability. - -**Keywords:** Chaos, Khorne, Rapier Carrier, Artillery, Vehicle, Chaos, Khorne, Rapier Carrier, Artillery, Vehicle, Chaos, Khorne, Rapier Carrier, Artillery, Vehicle, Chaos, Khorne, Rapier Carrier, Artillery, Vehicle -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Rapier Carrier - -**Wargear Options:** -- This model’s quad heavy bolter can be replaced with one of the following- 1 graviton cannon -- 1 laser destroyer -- 1 quad launcher - -**Points:** -- 1 model: 90pts diff --git a/cogitator/factions/world-eaters/datasheets/relic-contemptor-dreadnought.md b/cogitator/factions/world-eaters/datasheets/relic-contemptor-dreadnought.md deleted file mode 100644 index 4fe36c9..0000000 --- a/cogitator/factions/world-eaters/datasheets/relic-contemptor-dreadnought.md +++ /dev/null @@ -1,99 +0,0 @@ -# Relic Contemptor Dreadnought - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 6" | 9 | 2+ | 10 | 6+ | 3 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** 2 heavy plasma cannons; armoured feet. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Cyclone missile launcher – krak | 36 | 2 | 3 | 9 | -2 | D6 | — | -| Plasma blaster – supercharge | 18 | 2 | 3 | 8 | -3 | 2 | HAZARDOUS | -| Plasma blaster – standard | 18 | 2 | 3 | 7 | -2 | 1 | — | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | MELTA 2 | -| Kheres-pattern assault cannon | 24 | 6 | 3 | 7 | -1 | 1 | devastating wounds | -| Heavy plasma cannon – supercharge | 36 | D3 | 3 | 8 | -3 | 3 | blast, hazardous | -| Heavy plasma cannon – standard | 36 | D3 | 3 | 7 | -2 | 2 | blast | -| Graviton blaster | 18 | 2 | 3 | 5 | -1 | 1 | anti-vehicle 2+ | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | IGNORES COVER, TORRENT | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | TWIN-LINKED | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | TWIN-LINKED, SUSTAINED HITS 1 | -| Twin autocannon | 48 | 2 | 3 | 9 | -1 | 3 | TWIN-LINKED | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Conversion beam cannon | 24 | 1 | 3 | 7 | -1 | 3 | conversion, sustained hits d3 | -| Cyclone missile launcher – frag | 36 | 2D6 | 3 | 4 | 0 | 1 | BLAST | -| Twin volkite culverin | 36 | 4 | 3 | 6 | 0 | 2 | devastating wounds, twin-linked | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Dreadnought combat weapon | Melee | 5 | 3 | 12 | -2 | 3 | — | -| Dreadnought chainfist | Melee | 4 | 3 | 12 | -2 | 3 | anti-vehicle 3+ | -| Armoured feet | Melee | 5 | 3 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Even In Death I Serve** (Datasheet): The first time this model is destroyed, remove it from play without resolving its Deadly Demise ability. Then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D6 wounds remaining. -- **Conversion** (Wargear profile): Each time an attack made with this weapon targets a unit more than 12" from the bearer, an unmodified successful Hit roll of 4+ scores a Critical Hit. - -**Keywords:** Khorne, Walker, Vehicle, Chaos, Chaos, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought, Khorne, Chaos, Walker, Vehicle, Relic Contemptor Dreadnought, Dreadnought -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Relic Contemptor Dreadnought - -**Wargear Options:** -- Each of this model’s heavy plasma cannons can be replaced with one of the following:- 1 conversion beam cannon -- 1 kheres-pattern assault cannon -- 1 multi-melta -- 1 twin autocannon -- 1 twin heavy bolter -- 1 twin lascannon -- 1 twin volkite culverin -- 1 Dreadnought chainfist and 1 combi-bolter -- 1 Dreadnought combat weapon and 1 combi-bolter -- Each of this model’s combi-bolters can be replaced with one of the following:- 1 graviton blaster -- 1 heavy flamer -- 1 plasma blaster -- This model can be equipped with 1 cyclone missile launcher. - -**Points:** -- 1 model: 140pts diff --git a/cogitator/factions/world-eaters/datasheets/sicaran-battle-tank.md b/cogitator/factions/world-eaters/datasheets/sicaran-battle-tank.md deleted file mode 100644 index 0db1efe..0000000 --- a/cogitator/factions/world-eaters/datasheets/sicaran-battle-tank.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sicaran Battle Tank - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Herakles-pattern autocannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Herakles-pattern autocannon | 48 | 6 | 3 | 9 | -1 | 3 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Armoured Spearhead** (Datasheet): Each time this model makes an attack that targets an enemy unit, re-roll a Hit roll of 1 and, if that unit is within range of an objective marker you do not control, you can re-roll the Hit roll instead. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Khorne, Sicaran Battle Tank, Smoke, Khorne, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Khorne, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Chaos, Vehicle, Sicaran Battle Tank, Smoke, Khorne, Chaos, Vehicle -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Sicaran Battle Tank - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/world-eaters/datasheets/sicaran-punisher.md b/cogitator/factions/world-eaters/datasheets/sicaran-punisher.md deleted file mode 100644 index 1c9b460..0000000 --- a/cogitator/factions/world-eaters/datasheets/sicaran-punisher.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sicaran Punisher - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Punisher rotary cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Punisher rotary cannon | 36 | 18 | 4 | 6 | 0 | 1 | devastating wounds | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Rotating Death** (Datasheet): This model’s Punisher rotary cannon has the [SUSTAINED HITS 1] ability when targeting INFANTRY units. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Smoke, Sicaran Punisher, Chaos, Khorne, Smoke, Sicaran Punisher, Vehicle, Vehicle, Chaos, Khorne, Smoke, Sicaran Punisher, Vehicle, Chaos, Khorne, Smoke, Sicaran Punisher, Vehicle, Chaos, Khorne -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Sicaran Punisher - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 160pts diff --git a/cogitator/factions/world-eaters/datasheets/sicaran-venator.md b/cogitator/factions/world-eaters/datasheets/sicaran-venator.md deleted file mode 100644 index a4874ee..0000000 --- a/cogitator/factions/world-eaters/datasheets/sicaran-venator.md +++ /dev/null @@ -1,77 +0,0 @@ -# Sicaran Venator - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 2+ | 14 | 6+ | 4 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** heavy bolter; Venator neutron laser; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Venator neutron laser | 48 | 3 | 3 | 16 | -4 | D3+3 | heavy | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Ferocious Assault** (Datasheet): Each time this model makes a ranged attack that targets the closest eligible MONSTER or VEHICLE unit, add 1 to the Hit roll. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Vehicle, Vehicle, Chaos, Khorne, Smoke, Sicaran Venator, Sicaran Venator, Vehicle, Chaos, Khorne, Smoke, Khorne, Smoke, Smoke, Sicaran Venator, Vehicle, Sicaran Venator, Chaos, Khorne, Chaos -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Sicaran Venator - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 180pts diff --git a/cogitator/factions/world-eaters/datasheets/skarbrand.md b/cogitator/factions/world-eaters/datasheets/skarbrand.md deleted file mode 100644 index 0c8f6f8..0000000 --- a/cogitator/factions/world-eaters/datasheets/skarbrand.md +++ /dev/null @@ -1,54 +0,0 @@ -# Skarbrand - -**Role:** Characters - -*Never pausing, never relenting, Skarbrand storms across realspace hacking apart every luckless foe that stands in its path. Worse, all who find themselves in the daemon’s presence are seized by its feral murderlust, a madness that sees elegant strategies collapse into orgies of primal savagery.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 11 | 3+ | 20 | 6+ | 5 | - -**Invulnerable Save:** 4 - -**Default Wargear:** -**This model is equipped with:** bellow of endless fury; Slaughter and Carnage. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Bellow of endless fury | 12 | 2D6 | N/A | 8 | -1 | 1 | ignores cover, torrent | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Slaughter and Carnage – strike | Melee | 8 | 2 | 16 | -4 | 6 | — | -| Slaughter and Carnage – sweep | Melee | 16 | 2 | 8 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Pact of Blood** (Faction): When mustering your army, unless specifically stated otherwise, you cannot select Blood Legions as your Army Faction. -- **Rage Embodied (Aura)** (Datasheet): While a friendly Blood Legions unit is within 6" of this model, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. -- **Murderlust** (Datasheet): This unit is eligible to declare a charge in a turn in which it Advanced. - -**Keywords:** Daemon, Skarbrand, Summoned, Khorne, Chaos, Epic Hero, Character, Monster -**Faction Keywords:** Blood Legions, - -**Unit Composition:** -- 1 Skarbrand – EPIC HERO - -**Damaged Profile:** -Remaining Wounds: 1-7 -While this model has 1-7 wounds remaining, add 2 to the Attacks characteristic of this model’s melee weapons. - -**Points:** -- 1 model: 305pts diff --git a/cogitator/factions/world-eaters/datasheets/slaughterbound.md b/cogitator/factions/world-eaters/datasheets/slaughterbound.md deleted file mode 100644 index 6fe2218..0000000 --- a/cogitator/factions/world-eaters/datasheets/slaughterbound.md +++ /dev/null @@ -1,86 +0,0 @@ -# Slaughterbound - -**Role:** Characters - -*Some World Eaters will go to terrible lengths to increase their lethality. The Slaughterbound share their forms with the possessing spirit of a Bloodthirster. Such an infernal fusion lends the host colossal strength and insatiable rage, driving them to reckless butchery. Containing such power requires great force of will, however, and the demise of such a warrior is often explosive.* - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 6 | 3+ | 6 | 6+ | 1 | - -**Invulnerable Save:** 5 - -**Default Wargear:** -**This model is equipped with:** lacerator and daemonic claw. - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Lacerator and daemonic claw | Melee | 6 | 2 | 10 | -2 | 2 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Leader** (Core): LEADERMighty heroes fight at the forefront of battle. - -Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. - -During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. - -While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. - -Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. - -Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. - -**Example:** *If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.* -- Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. -- Attached units can only contain one Leader. -- Attacks cannot be allocated to CHARACTER models in Attached units. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Rage Eternal** (Datasheet): While this model is leading a unit, in your Command phase, you can return one destroyed Bodyguard model to that unit. -- **Possessed Lord** (Datasheet): Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability. -- **LORD OF THE EIGHTBOUND** (Fortification (левая колонка)): If this model is attached to a World Eaters Possessed unit during the Declare Battle Formations step, until the end of the battle, this model has the Deep Strike and Scouts 6" abilities. - -**Keywords:** Possessed, Infantry, Character, Chaos, Khorne, Daemon, Slaughterbound -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Slaughterbound - -**Leader:** -Can lead: Eightbound, Exalted Eightbound - -**Points:** -- 1 model: 100pts diff --git a/cogitator/factions/world-eaters/datasheets/sokar-pattern-stormbird.md b/cogitator/factions/world-eaters/datasheets/sokar-pattern-stormbird.md deleted file mode 100644 index e98e30f..0000000 --- a/cogitator/factions/world-eaters/datasheets/sokar-pattern-stormbird.md +++ /dev/null @@ -1,80 +0,0 @@ -# Sokar-pattern Stormbird - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 13 | 2+ | 40 | 6+ | 0 | - -**Invulnerable Save:** 4 -** Against ranged attacks only* - -**Default Wargear:** -**This model is equipped with:** hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Hellstrike missile battery | 48 | 4 | 3 | 10 | -3 | D6 | anti-fly 3+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 9 | 4 | 9 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Aerial Assault** (Datasheet): Each time a unit with the Deep Strike ability disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Fly, Titanic, Vehicle, Transport, Transport, Chaos, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Transport, Chaos, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Transport, Transport, Chaos, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Titanic, Vehicle, Sokar-pattern Stormbird, Khorne, Chaos, Transport, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Khorne, Chaos, Chaos, Transport, Aircraft, Fly, Titanic, Vehicle, Sokar-pattern Stormbird, Khorne, Khorne, Sokar-pattern Stormbird, Vehicle, Titanic, Fly, Aircraft, Aircraft, Fly, Aircraft, Chaos, Khorne, Sokar-pattern Stormbird, Chaos, Transport, Aircraft, Aircraft -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Sokar-pattern Stormbird - -**Wargear Options:** -- None - -**Transport:** -This model has a transport capacity of 55 World Eaters Infantry or World Eaters Mounted models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each MOUNTED, Centurion or Obliterator model takes up the space of 3 models. This model can also transport up to 1 Rhino model (this model – and any models embarked within it – take up the space of 25 models). - -**Points:** -- 1 model: 900pts diff --git a/cogitator/factions/world-eaters/datasheets/spartan.md b/cogitator/factions/world-eaters/datasheets/spartan.md deleted file mode 100644 index 01e1b49..0000000 --- a/cogitator/factions/world-eaters/datasheets/spartan.md +++ /dev/null @@ -1,84 +0,0 @@ -# Spartan - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 quad lascannons; twin heavy bolter; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | -| Quad lascannon | 48 | 4 | 3 | 12 | -3 | D6+1 | — | -| Twin heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | ignores cover, torrent, twin-linked | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Laser destroyer | 36 | 3 | 3 | 14 | -4 | D6+1 | heavy | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Assault Ramp** (Datasheet): Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -**Keywords:** Spartan, Spartan, Transport, Smoke, Vehicle, Chaos, Transport, Transport, Smoke, Spartan, Vehicle, Chaos, Khorne, Smoke, Spartan, Chaos, Khorne, Transport, Smoke, Spartan, Vehicle, Chaos, Khorne, Transport, Khorne, Smoke, Vehicle, Chaos, Khorne, Vehicle -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Spartan - -**Wargear Options:** -- This model’s 2 quad lascannons can be replaced with 2 laser destroyers. -- This model’s twin heavy bolter can be replaced with 1 twin heavy flamer -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Transport:** -This model has a transport capacity of 28 World Eaters Infantry models. Each Jump Pack, Wulfen, Gravis, Possessed or Terminator model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 300pts diff --git a/cogitator/factions/world-eaters/datasheets/storm-eagle-gunship.md b/cogitator/factions/world-eaters/datasheets/storm-eagle-gunship.md deleted file mode 100644 index 1bb7497..0000000 --- a/cogitator/factions/world-eaters/datasheets/storm-eagle-gunship.md +++ /dev/null @@ -1,85 +0,0 @@ -# Storm Eagle Gunship - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 10 | 3+ | 18 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Vengeance launcher | 48 | 2D6 | 3 | 6 | 0 | 1 | blast | -| Twin multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2, twin-linked | -| Twin heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1, twin-linked | -| Twin hellstrike launcher | 72 | 2 | 3 | 10 | -3 | D6 | anti-fly 2+, twin-linked | -| Typhoon missile launcher – krak | 48 | 2 | 3 | 9 | -2 | D6 | — | -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Typhoon missile launcher – frag | 48 | 2D6 | 3 | 4 | 0 | 1 | blast | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Hover** (Core): HOVERSome aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops. - -Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode. - -If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Armoured Resilience** (Datasheet): Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack. - -**Keywords:** Aircraft, Vehicle, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Transport, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Vehicle, Fly, Aircraft, Transport, Chaos, Khorne, Storm Eagle Gunship, Fly, Vehicle, Aircraft, Transport, Chaos, Fly, Khorne, Storm Eagle Gunship, Storm Eagle Gunship -**Faction Keywords:** World Eaters, - -**Unit Composition:** -- 1 Storm Eagle Gunship - -**Wargear Options:** -- This model’s twin heavy bolter can be replaced with one of the following:- 1 twin multi-melta -- 1 typhoon missile launcher -- This model’s 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons - -**Transport:** -This model has a transport capacity of 22 World Eaters Infantry models and 1 Dreadnought model. Each Jump Pack, Wulfen, Gravis, Terminator or Possessed model takes up the space of 2 models and each Centurion or Obliterator model takes up the space of 3 models. - -**Points:** -- 1 model: 250pts diff --git a/cogitator/factions/world-eaters/datasheets/terrax-pattern-termite.md b/cogitator/factions/world-eaters/datasheets/terrax-pattern-termite.md deleted file mode 100644 index 05cde65..0000000 --- a/cogitator/factions/world-eaters/datasheets/terrax-pattern-termite.md +++ /dev/null @@ -1,81 +0,0 @@ -# Terrax-pattern Termite - -**Role:** Dedicated Transports - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 8" | 10 | 3+ | 14 | 6+ | 2 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Terrax melta cutter; 2 combi-bolters; Termite drill. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Terrax melta cutter | 12 | 5 | 3 | 9 | -4 | D6 | melta 2 | -| Twin volkite charger | 18 | 2 | 3 | 5 | 0 | 2 | devastating wounds, twin-linked | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Combi-bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Termite drill | Melee | 6 | 4 | 14 | -2 | D3+3 | anti-vehicle 3+ | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Deep Strike** (Core): DEEP STRIKESome units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. - -During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. -- Unit can be set up in Reserves instead of on the battlefield. -- Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Termite Assault** (Datasheet): This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model can disembark after it has been set up on the battlefield, and if they do they must be set up more than 9" away from all enemy models. - -**Keywords:** Chaos, Terrax-pattern Termite, Terrax-pattern Termite, Dedicated Transport, Vehicle, Chaos, Khorne, Transport, Dedicated Transport, Terrax-pattern Termite, Vehicle, Chaos, Transport, Dedicated Transport, Khorne, Chaos, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Khorne, Khorne, Vehicle, Terrax-pattern Termite, Dedicated Transport, Transport, Khorne, Chaos, Vehicle, Transport -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Terrax-pattern Termite - -**Wargear Options:** -- This model’s 2 combi-bolters can be replaced with one of the following- 2 heavy flamers -- 2 twin volkite chargers - -**Transport:** -This model has a transport capacity of 12 World Eaters Infantry models. It cannot transport Jump Pack, Wulfen, Phobos, Gravis, Centurion, Terminator, Obliterator, Possessed or Tacticus models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit). - -**Points:** -- 1 model: 200pts diff --git a/cogitator/factions/world-eaters/datasheets/typhon.md b/cogitator/factions/world-eaters/datasheets/typhon.md deleted file mode 100644 index efb9eb0..0000000 --- a/cogitator/factions/world-eaters/datasheets/typhon.md +++ /dev/null @@ -1,79 +0,0 @@ -# Typhon - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 12 | 2+ | 18 | 6+ | 6 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** dreadhammer siege cannon; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Multi-melta | 18 | 2 | 3 | 9 | -4 | D6 | melta 2 | -| Heavy flamer | 12 | D6 | N/A | 5 | -1 | 1 | torrent, ignores cover | -| Lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | — | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | -| Dreadhammer siege cannon | 24 | D6+6 | 3 | 14 | -3 | D6 | blast | -| Heavy bolter | 36 | 3 | 3 | 5 | -1 | 2 | sustained hits 1 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 6 | 4 | 8 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Sunderer of Fortresses** (Datasheet): Each time this model makes an attack that targets a VEHICLE, improve the Strength and Damage characteristic of that attack by 1 (if that attack targets a FORTIFICATION unit, improve the Strength and Damage characteristics of that attack by 2 instead). - -**Keywords:** Khorne, Typhon, Smoke, Khorne, Chaos, Vehicle, Typhon, Smoke, Vehicle, Khorne, Chaos, Typhon, Smoke, Khorne, Chaos, Vehicle, Chaos, Smoke, Typhon, Vehicle -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Typhon - -**Wargear Options:** -- This model can be equipped with one of the following:- 2 heavy bolters -- 2 lascannons -- This model can be equipped with one of the following:- 1 heavy bolter -- 1 heavy flamer -- 1 multi-melta -- 1 storm bolter - -**Points:** -- 1 model: 320pts diff --git a/cogitator/factions/world-eaters/datasheets/whirlwind-scorpius.md b/cogitator/factions/world-eaters/datasheets/whirlwind-scorpius.md deleted file mode 100644 index 8983169..0000000 --- a/cogitator/factions/world-eaters/datasheets/whirlwind-scorpius.md +++ /dev/null @@ -1,73 +0,0 @@ -# Whirlwind Scorpius - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 10" | 10 | 3+ | 11 | 6+ | 3 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** Scorpius multi-launcher; armoured tracks. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Hunter-killer missile | 48 | 1 | 2 | 14 | -3 | D6 | one shot | -| Scorpius multi-launcher | 48 | 2D3+3 | 3 | 6 | -1 | 2 | blast, indirect fire | -| Storm bolter | 24 | 2 | 3 | 4 | 0 | 1 | rapid fire 2 | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured tracks | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Pinning Bombardment** (Datasheet): In your Shooting phase, after this model has shot, if one or more of those attacks made with its Scorpius multi-launcher scored a hit against an enemy INFANTRY unit, that unit must take a Battle-shock test. -- **One Shot** (Wargear profile): The bearer can only shoot with this weapon once per battle. - -**Keywords:** Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne, Whirlwind Scorpius, Vehicle, Smoke, Chaos, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Whirlwind Scorpius - -**Wargear Options:** -- This model can be equipped with 1 hunter-killer missile. -- This model can be equipped with 1 storm bolter. - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/world-eaters/datasheets/xiphon-interceptor.md b/cogitator/factions/world-eaters/datasheets/xiphon-interceptor.md deleted file mode 100644 index 41968bc..0000000 --- a/cogitator/factions/world-eaters/datasheets/xiphon-interceptor.md +++ /dev/null @@ -1,70 +0,0 @@ -# Xiphon Interceptor - -**Role:** Other - -| M | T | Sv | W | Ld | OC | -|---|---|---|---|---|---| -| 20+" | 9 | 3+ | 12 | 6+ | 0 | - -**Invulnerable Save:** - - -**Default Wargear:** -**This model is equipped with:** 2 twin lascannons; Xiphon missile battery; armoured hull. - -**Ranged Weapons** -| Name | Range | A | BS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Twin lascannon | 48 | 1 | 3 | 12 | -3 | D6+1 | twin-linked | -| Xiphon missile battery | 60 | 3 | 3 | 7 | -1 | 3 | anti-fly 2+ | - -**Melee Weapons** -| Name | Range | A | WS | S | AP | D | Keywords | -|---|---|---|---|---|---|---|---| -| Armoured hull | Melee | 3 | 4 | 6 | 0 | 1 | — | - -**Abilities:** -- **Deadly Demise** (Core): DEADLY DEMISEFrom detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. - -Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6"). - -**Example:** A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly. -- **Deadly Demise x:** When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds. -- **Blessings of Khorne** (Faction): If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. - -**Example:** Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. -UNBRIDLED BLOODLUST - -You can re-roll Charge rolls made for this unit. - -RAGE-FUELLED INVIGORATION - -Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -TOTAL CARNAGE - -Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -MARTIAL EXCELLENCE - -Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. - -WARP BLADES - -Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. - -DECAPITATING STRIKES - -Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability. -- **Interceptor** (Datasheet): Each time this model makes a ranged attack that targets a unit that can Fly, add 1 to the Hit roll. - -**Keywords:** Chaos, Aircraft, Fly, Fly, Vehicle, Xiphon Interceptor, Khorne, Chaos, Aircraft, Fly, Xiphon Interceptor, Fly, Vehicle, Vehicle, Khorne, Chaos, Aircraft, Fly, Vehicle, Xiphon Interceptor, Aircraft, Chaos, Khorne, Xiphon Interceptor, Vehicle, Aircraft, Chaos, Khorne, Xiphon Interceptor, Vehicle, Fly, Aircraft, Chaos, Khorne, Xiphon Interceptor, Khorne -**Faction Keywords:** , World Eaters - -**Unit Composition:** -- 1 Xiphon Interceptor - -**Wargear Options:** -- None - -**Points:** -- 1 model: 115pts diff --git a/cogitator/factions/world-eaters/detachments.md b/cogitator/factions/world-eaters/detachments.md new file mode 100644 index 0000000..c33a895 --- /dev/null +++ b/cogitator/factions/world-eaters/detachments.md @@ -0,0 +1,728 @@ +# World Eaters Detachments + +# Berzerker Warband + +*Comprised of insane transhuman fanatics, monstrous possessed and other horrific killers, World Eaters warbands confront their foes head-on, relying predominantly upon aggression to turn the tide of battle in their favour; this is not to say that they are devoid of tactical and strategic acumen, however. As screaming hordes of Khorne Berzerkers crash into the enemy, armoured vehicles, Daemon Engines and mortal cultists follow the assault, moving swiftly to outflank and envelop foes or seizing key battlefield positions to repel desperate counterattacks. Whether breaking a siege, defending the site of a twisted ritual or simply seeking to annihilate a chosen enemy, World Eater’s warbands are more than capable of adapting their battle plans to the task at hand, so long as blood is spilt and skulls claimed in the name of the Blood God.* + +## Abilities + +### Relentless Rage +Each time a World Eaters unit from your army makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit. + +## Stratagems + +### APOPLECTIC FRENZY — 1CP +**Type:** Berzerker Warband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Charge phase +**Description:** **WHEN:** Your Movement phase, just after a KHORNE BERZERKERS unit from your army is selected to Advance. + +**TARGET:** That Khorne Berzerkers unit. + +**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. + +### BERZERKER’S WRATH — 1CP +**Type:** Berzerker Warband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One Khorne Berzerkers unit from your army that can make a Blood Surge move as a result of those attacks. + +**EFFECT:** Do not roll a D6 to determine how far models in your unit can move when they make their Blood Surge move. Instead, when making their Blood Surge move, these models can move up to 8". + +### BLOOD OFFERING — 1CP +**Type:** Berzerker Warband – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### FRENZIED RESILIENCE — 2CP +**Type:** Berzerker Warband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### HACK AND SLASH — 1CP +**Type:** Berzerker Warband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn. + +**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. + +### SKULLS FOR THE SKULL THRONE! — 1CP +**Type:** Berzerker Warband – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model. + +**TARGET:** That World Eaters unit. + +**EFFECT:** Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active. + +## Enhancements + +### Battle-lust — 10pts +*This veteran killer cannot resist the urge to kill. His endless thirst for slaughter drives him forward into the thickest of fighting.* +WORLD EATERS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, while the Unbridled Bloodlust Blessing of Khorne is active for your army, add 1 to Charge rolls made for the bearer’s unit. + +### Berzerker Glaive — 35pts +*The bearer of this daemon-infested weapon is driven to a state of apoplectic frenzy by the touch of its red-hot grip.* +WORLD EATERS model only. Add 1 to the Attacks and Damage characteristics of melee weapons (excluding Extra Attacks weapons) equipped by the bearer. + +### Favoured of Khorne — 15pts +*This warrior has the favour of Khorne; the Blood God’s infernal power pulses through their veins.* +WORLD EATERS model only. Each time you make a Blessings of Khorne roll, if the bearer is on the battlefield, you can re-roll up to two of the D6 rolled. + +### Helm of Brazen Ire — 30pts +*Khorne’s faithful believe this relic was forged in the depths of the Blood God’s own realm. The blades of many champions have broken upon its brass surface.* +WORLD EATERS model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. + +--- + +# Boarding Butchers + +***Whether attacking an enemy voidship, or counterassaulting foes unwise enough to board a World Eaters vessel, these blood-drenched slaughterers reduce their victims to headless carcasses with shocking speed. Such close confines suit these murderous berzerkers perfectly.*** + +## Abilities + +### Focused Ferocity +Each time a WORLD EATERS unit from your army declares a charge, each target of that charge must take a Battle-shock test. + +## Stratagems + +### COWARDS’ BANE — 1CP +**Type:** Boarding Butchers – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. + +**TARGET:** One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit. + +**EFFECT:** Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. + +### SAVAGE RESILIENCE — 1CP +**Type:** Boarding Butchers – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. + +### TERRIFYING SCREAMS — 1CP +**Type:** Boarding Butchers – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit. + +**TARGET:** That WORLD EATERS unit. + +**EFFECT:** Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units. + +### UNSTOPPABLE RAGE — 1CP +**Type:** Boarding Butchers – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway. + +**TARGET:** That WORLD EATERS unit. + +**EFFECT:** For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll. + +## Enhancements + +### Battle Lust — 0pts +*Foes attempting to gun this warrior down only stoke his berserk rage still higher.* +Each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was the target of one or more of those attacks, it can make a Battle Lust move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, the bearer can be moved within Engagement Range of that enemy unit, but only that enemy unit. + +### Chosen of Khorne — 0pts +*Many are the skulls this warrior has taken and offered up in the Blood God’s name, which has its rewards.* +Once the bearer has destroyed one or more enemy units, until the end of the battle, each time you make a Blessings of Khorne roll, if the bearer is on the battlefield, you can re-roll all of the dice (if you do, you must re-roll every dice). + +--- + +# Cult of Blood + +*Such is the murderous reputation of the World Eaters that countless followers of Khorne are drawn into their orbit. These cultists, augmented by agonising surgeries and possessed by an insatiable desire to kill, howl praise to Khorne as they advance in huge numbers. They are most frenzied and zealous when following to battle the largest and most imposing of the World Eaters’ hellforged war machines. In the presence of titanic gore-encrusted engines of destruction, mortal cultists revel in glorious slaughter, hurling themselves against gun lines and into the meat grinder of melee combat with reckless and ecstatic abandon. Beneath the crushing weight of such numbers and faced with the terrifying presence of the World Eaters’ titanic engines of destruction, the enemy quail and flee or are swept aside in a tempest of horrific bloodshed.* + +## Abilities + +### Idols of Khorne +At the start of your Command phase, you can select one of the Idols of Khorne abilities listed below. Until the start of your next Command phase, that ability is active and its effects apply to all World Eaters Titanic and World Eaters Monster units from your army. You can only select each Idols of Khorne ability once per battle. + +Idol of Infinite Rage (Aura) +While a friendly Jakhals or Goremongers unit is within 6" of this model (or within 9" if this model is TITANIC), each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. + +Idol of Burning Wrath (Aura) +While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), add 1" to the Move characteristic of models in that unit and add 1 to Advance and Charge rolls made for that unit. + +Idol of Blessed Blood (Aura) +While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), models in that unit have a 4+ invulnerable save. + +KEYWORDS +JAKHALS and GOREMONGERS units from your army have the BATTLELINE keyword. + +## Stratagems + +### BLOODTHIRSTY HORDE — 1CP +**Type:** Cult of Blood – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Jakhals or Goremongers unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. + +**EFFECT:** Until the end of the phase, each time your unit is selected to fight, when determining which models in it are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. + +### BLOODY VENGEANCE — 1CP +**Type:** Cult of Blood – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One World Eaters Monster or World Eaters Titanic unit from your army that was just destroyed by an enemy unit. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Until the end of the battle, each time a model in a Jakhals or Goremongers unit from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll. + +### BRAZEN IDOL — 2CP +**Type:** Cult of Blood – Epic Deed Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One World Eaters Monster or World Eaters Titanic unit from your army. + +**EFFECT:** Select the Idol of Infinite Rage, Idol of Burning Wrath or Idol of Blessed Blood. Until the start of your next Command phase, that Idols of Khorne ability is active for your unit instead of any other Idols of Khorne ability that is active for your army, even if you have already selected that ability this battle. + +**RESTRICTIONS:** You can only use this Stratagem once per battle. + +### DRAWN TO THE SLAUGHTER — 2CP +**Type:** Cult of Blood – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase. + +**TARGET:** One Jakhals unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. + +**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. + +**RESTRICTIONS:** This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle. + +### FAIL NOT THE BLOOD GOD — 1CP +**Type:** Cult of Blood – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Jakhals or Goremongers unit from your army. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If that model’s unit is within 6" of one or more friendly World Eaters Monster units, or within 9" of one or more friendly World Eaters Titanic units, you can re-roll the Hit roll instead. + +### IN THE SHADOW OF BRASS IDOLS — 1CP +**Type:** Cult of Blood – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Jakhals or Goremongers unit from your army that was selected as the target as one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within 6" of one or more friendly World Eaters Monster units, or within 9" of one or more friendly World Eaters Titanic units, your unit has the Feel No Pain 5+ ability instead. + +## Enhancements + +### Brazen Form — 25pts +*Whether possessed, colossal daemons or heliforged constructs, Khorne’s diabolic followers have monstrous resilience.* +World Eaters Monster model only. Add 1 to the bearer’s Toughness characteristic and the bearer has the Feel No Pain 5+ ability. + +### Butcher Lord — 10pts +*Some World Eaters lead packs of cultists into battle, inspiring the masses with their inhuman savagery.* +World Eaters Infantry model only. During the Declare Battle Formations step, the bearer can be attached to a Jakhals or Goremongers unit. If attached to a GOREMONGERS unit, the bearer has the Infiltrators ability. + +### Chosen of the Blood God — 15pts +*This immortal being has earned the favour of the Blood God, and its monstrous form is redolent with Khorne’s unholy power.* +World Eaters Monster model only. Add 3" to the range of the bearers Aura abilities. + +### Strategic Slaughter — 20pts +*Despite the frenzied battle-lust that consumes his soul, this warrior still retains a sliver of the tactical insight instilled in him by his training.* +World Eaters model only. After both players have deployed their armies, select up to three Jakhals and/or Goremongers units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. + +--- + +# Goretrack Onslaught + +*Many World Eaters warbands use armoured vehicles to press home their brutal assaults. Land Raiders and Rhino transports grind relentlessly forward, their engines growling like hungry beasts as they crash into enemy infantry, guns blazing wildly as spiked prows gore bodies and armoured tracks mangle unfortunate prey. Having ploughed deep into the enemy formation, assault ramps and doors drop to release waves of Khorne Berzerkers, hulking Eightbound and veteran warriors clad in gore-encrusted Terminator armour. Stunned enemies reel as the assault gathers pace, chainaxes and bolt pistols reaping a terrible tally. The advance is unrelenting and without pity, smashing through obstacles and defences with frightening ease. When the foe lies broken and scattered, the surviving World Eaters mount up again and rumble towards their next target, leaving only carrion in their wake.* + +## Abilities + +### Rush to the Fray +Each time a World Eaters unit from your army disembarks from a Transport, until the end of the turn, add 1 to Charge rolls made for that unit and that unit’s melee weapons have the [lance] ability. + +## Stratagems + +### AGGRESSIVE DISEMBARKATION — 1CP +**Type:** Goretrack Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One World Eaters Rhino model from your army that has not been selected to move this phase. + +**EFFECT:** One WORLD EATERS unit embarked within your RHINO can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your RHINO and can be set up within Engagement Range of one or more enemy units. + +### ENDLESS PURSUIT OF VIOLENCE — 1CP +**Type:** Goretrack Onslaught – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within. + +**EFFECT:** If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it. + +### FULL-THROTTLE ASSAULT — 1CP +**Type:** Goretrack Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One World Eaters Rhino model from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time a WORLD EATERS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn. + +### FURY UNLEASHED — 1CP +**Type:** Goretrack Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One World Eaters Rhino model from your army that has one or more wounds remaining and was hit by one or more of the attacking unit’s attacks. + +**EFFECT:** One Khorne Berzerkers unit embarked within your model can disembark and make a Blood Surge move. + +**RESTRICTIONS:** A unit cannot be targeted by this Stratagem and the Unrelenting Advance Stratagem in the same phase. + +### SMASH THROUGH — 1CP +**Type:** Goretrack Onslaught – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One World Eaters Vehicle model from your army that has not been selected to move this phase. + +**EFFECT:** Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. + +### UNRELENTING ADVANCE — 1CP +**Type:** Goretrack Onslaught – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One World Eaters Vehicle model from your army that was hit by one or more of the attacking unit’s attacks. + +**EFFECT:** Your model can make a Normal move of up to 6". + +**RESTRICTIONS:** A unit cannot be targeted by this Stratagem and the Fury Unleashed Stratagem in the same phase. + +## Enhancements + +### Aggressive Deployment — 20pts +*This warrior fights in the vanguard, urging his vehicles forward to unload troops as swiftly as possible.* +World Eaters model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a Dedicated Transport, that DEDICATED TRANSPORT has the Scouts 9" ability. + +### Infernal Infusion — 25pts +*Provided to veteran World Eaters by the Berzerker-surgeons, these combat stimulants grant the user shocking speed.* +World Eaters model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit has the Fights First ability. + +### Murderous Onslaught — 5pts +*An expert in mechanised warfare, the assaults this warrior leads are so swift and violent that few foes can react before the hammer falls.* +World Eaters model only. If the bearer’s unit disembarked from a Transport this turn, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. + +### Unleash Hell — 10pts +*A veteran tank commander, this warrior orders nearby armoured vehicles to lay down a withering field of fire, providing cover for disembarking troops.* +World Eaters model only. At the start of your Shooting phase, you can select one Vehicle model within 6" of the bearer or, if the bearer is embarked within a Transport, you can select that TRANSPORT model. Until the end of the phase, after the selected model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. + +--- + +# Khorne Daemonkin + +*When blood is spilt in floods, and the skulls of the World Eaters’ foes are piled high, the barrier between reality and the Warp collapses. From the roiling depths of the Immaterium, Khorne’s infernal legions thunder forth. Horned monstrosities adorned with burnished brass and grisly trophies, these empyric entities know only warfare and carnage. To many World Eaters, there is no greater honour than to fight at the side of such beings. When the blood legions go to battle, they do so in teeming ranks, Bloodletters surging from rent and rift with warp-metal blades and gore-encrusted banners held aloft. The most blessed of World Eaters champions thunder into the fray astride their Juggernaut mounts, daemonic cavalry forming wedges in their wake. Khorne Berzerkers rush into battle alongside packs of Flesh Hounds or in the shadow of colossal Bloodthirsters. As the blood flows, the daemons grow stronger, the force of their onslaught gathering pace and leaving behind them a charnel pit of butchered corpses.* + +## Abilities + +### Blood Tithe +Each time a Blood Legions or World Eaters unit from your army destroys an enemy unit, roll one D6: on a 3+, you gain 1 Blood Tithe point (BTP). At the start of the Command phase, you can spend one or more of your BTP to activate one of the following abilities until the end of the battle: +- **Enraged Abjuration [2BTP]** +BLOOD LEGIONS and WORLD EATERS models from your army have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds. +- **Daemonic Rage [3BTP]** +Melee weapons equipped by BLOOD LEGIONS units from your army have the [lance] ability. +- **Boon of Blood [4BTP]** +BLOOD LEGIONS units from your army have a 4+ invulnerable save. +- **Might of Khorne [5BTP]** +BLOOD LEGIONS units from your army gain the Blessings of Khorne ability. + +RESTRICTIONS +You can include the Blood Legions units in your army. The combined points cost of such units you can include in your army is: + +**Incursion:** Up to 500 pts +**Strike Force:** Up to 1000 pts +**Onslaught:** Up to 1500 pts + +No BLOOD LEGIONS model from your army can be your WARLORD. + +## Stratagems + +### A WORTHY SKULL — 1CP +**Type:** Khorne Daemonkin – Epic Deed Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks. + +**TARGET:** That BLOOD LEGIONS or WORLD EATERS unit. + +**EFFECT:** You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities. + +### BLESSING OF BURNING BLOOD — 1CP +**Type:** Khorne Daemonkin – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One Blood Legions unit from your army that is within 6" of a friendly World Eaters unit that was selected as the target as one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, models in your WORLD EATERS unit have a 5+ invulnerable save. If the Boon of Blood ability is active for your army, then until the end of the phase, models in your WORLD EATERS unit have a 4+ invulnerable save. + +### DAEMONIC FURY — 1CP +**Type:** Khorne Daemonkin – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Start of your Fight phase. + +**TARGET:** One Blood Legions unit from your army. + +**EFFECT:** Select one friendly World Eaters unit within 6" of your unit. Until the end of the turn, melee weapons equipped by models in your WORLD EATERS unit have the [LANCE] ability. If the Daemonic Rage ability is active for your army, then until the end of the phase those melee weapons also have the [TWIN-LINKED] ability. + +### DAEMONTIDE — 1CP +**Type:** Khorne Daemonkin – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Command phase +**Description:** **WHEN:** Your Command phase. + +**TARGET:** One World Eaters unit from your army. + +**EFFECT:** Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining. + +**RESTRICTIONS:** This Stratagem cannot be used to return destroyed Character models to Attached units. + +### MURDER-CALL — 1CP +**Type:** Khorne Daemonkin – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of your opponent’s Fight phase. + +**TARGET:** One Blood Legions unit from your army that is on the battlefield and not within Engagement Range of one or more enemy units. + +**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. + +### SUMMONED BY SLAUGHTER — 1CP +**Type:** Khorne Daemonkin – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Any phase +**Description:** **WHEN:** Any phase, when the last model in a unit is destroyed, before removing it from play. (If that unit is a Transport, any units embarked within that TRANSPORT model must disembark first.) + +**TARGET:** One Bloodletters unit from your army that is in Reserves. + +**EFFECT:** Set your unit up anywhere on the battlefield wholly within 9" of that destroyed model and more than 6" horizontally away from all enemy units, then remove the destroyed model from play. + +**RESTRICTIONS:** You cannot use this Stratagem more than once per battle round. + +## Enhancements + +### Blade of Endless Bloodshed — 30pts +*This possessed weapon is ever stained with gore and eternally thirsts to taste the blood of fresh victims, empowering the bearer with its endless hunger.* +World Eaters model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearers melee weapons. Each time the bearer’s unit destroys an enemy unit with a melee attack, do not roll to gain a Blood Tithe point, you automatically gain 1 Blood Tithe point instead. + +### Blood-forged Armour — 20pts +*Made in the depths of the Immaterium, this crimson plate possesses unholy resilience.* +Blood Legions or World Eaters model only. The bearer has a Save characteristic of 2+. If the bearer is destroyed, you gain 1 Blood Tithe point. + +### Disciple of Khorne — 15pts +*This puissant master of carnage has earned the right to lead Khornes immortal legions to war.* +Lord on Juggernaut model only. During the Declare Battle Formations step, the bearer can be attached to a Bloodcrushers or Flesh Hounds unit. While leading one of these units, the bearer has the Deep Strike ability, and it has the BLOOD LEGIONS Faction keyword instead of the WORLD EATERS Faction keyword. + +### Icon of War — 25pts +*This warrior bears a brass icon redolent with empyric energies. Daemonic entities who gaze upon its macabre magnificence are lent fresh vitality.* +World Eaters model only. While a friendly Blood Legions unit is within 6" of the bearer, that unit has the Blessings of Khorne ability. If the Might of Khorne ability is active for your army, then while a friendly BLOOD LEGIONS unit is within 6" of the bearer, you can re-roll Battle-shock tests taken for that unit. + +--- + +# Possessed Slaughterband + +*Many are the World Eaters warbands who count possessed among their ranks. These warriors, including the Eightbound, are terrifying instruments of destruction and wanton slaughter. Whether advancing on foot through hails of incoming fire or traversing the Warp to emerge amid the enemy lines, the enthralled warriors are deployed as living weapons of destruction to break through the most heavily defended positions, to shatter armour formations or to slaughter the foe’s elite units before they can be brought to bear. To this end, the possessed rely upon daemonic resilience and strength, their altered forms turning aside incoming fire and their monstrous might enabling them to sweep aside any enemies unfortunate enough to stand in their path.* + +## Abilities + +### Brazen Fury +World Eaters Possessed units from your army have the following ability: + +**Brazen Fury:** In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brazen Fury move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Brazen Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Brazen Fury move per phase. + +## Stratagems + +### DAEMONIC RESISTANCE — 2CP +**Type:** Possessed Slaughterband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Shooting or Fight phase +**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. + +### DAEMONIC STRENGTH — 1CP +**Type:** Possessed Slaughterband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One World Eaters Possessed unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead. + +### HORRIFYING VIOLENCE — 1CP +**Type:** Possessed Slaughterband – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Command phase +**Description:** **WHEN:** Your opponent’s Command phase. + +**TARGET:** One World Eaters Possessed unit from your army. + +**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test. + +### IMMORTAL FURY — 2CP +**Type:** Possessed Slaughterband – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. + +**TARGET:** One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. + +### RAPID MANIFESTATION — 1CP +**Type:** Possessed Slaughterband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement phase +**Description:** **WHEN:** Your Movement phase. + +**TARGET:** One Exalted Eightbound unit from your army that is arriving using the Deep Strike ability this phase. + +**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. + +**RESTRICTIONS:** A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. + +### WARP STALKERS — 1CP +**Type:** Possessed Slaughterband – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement phase or your Charge phase. + +**TARGET:** One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. + +## Enhancements + +### Frenzied Focus — 20pts +*This daemon channels its blazing fury with violent precision, its blows as accurate as they are devastating.* +World Eaters Daemon model only. Each time a model in the bearer’s unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. + +### Killing Clarity — 15pts +*The ecstatic release of extreme violence provides momentary clarity to even the most frenzied of minds.* +World Eaters Daemon model only. Each time the bearer’s unit destroys an enemy unit, roll one D6: on a 4+, you gain 1CP. + +### Malicious Vigour — 30pts +*Twin hearts pump molten rage through bulging veins and arteries, daemonic possessor lending its mutated host unnatural speed and endurance.* +Slaughterbound model only. Each time the bearer’s unit makes a Brazen Fury move, it is treated as having rolled a 6 for the distance the unit can be moved. + +### Violent Demise — 10pts +*Upon this daemon’s death, pent-up rage and empyric energies are released in a howling maelstrom of killing force from which there is no escape.* +World Eaters Daemon model only. The bearer’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 2+ instead of on a 6. In addition, the bearer has the Deadly Demise D3+1 ability, instead of the Deadly Demise D3 ability. + +--- + +# Skullsworn + +***The elite of the World Eaters burn with the unholy blessings of Khorne. However, such might is not given freely. Storming headlong into the close-quarters carnage of a boarding action is the ideal way in which such empowered warriors can claim the tithe of skulls they owe their Dark God.*** + +## Abilities + +### Reap the Tally +Each time a WORLD EATERS model from your army (excluding Khârn the Betrayer) is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 5+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +## Stratagems + +### BLOOD RITE — 1CP +**Type:** Skullsworn – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit. + +**TARGET:** That unit. + +**EFFECT:** Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army. + +### FURIOUS MOMENTUM — 1CP +**Type:** Skullsworn – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One WORLD EATERS unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". + +### RUINOUS RAMPAGE — 1CP +**Type:** Skullsworn – Strategic Ploy Stratagem +**Turn:** Your turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement or Charge phase. + +**TARGET:** One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase. + +**EFFECT:** Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. + +**RESTRICTIONS:** You can only use this Stratagem once per turn. + +### SHOCKING ONSLAUGHT — 1CP +**Type:** Skullsworn – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement or Charge phase +**Description:** **WHEN:** Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch. + +**TARGET:** One WORLD EATERS unit from your army. + +**EFFECT:** Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase. + +## Enhancements + +### Carmine Corona — 0pts +*As this murderous champion butchers his foes, so a blazing crown of rage, hate and agony blazes to life about his brows. None can look upon this ghastly spectacle without their eyes bleeding and a bleak despair gripping their hearts.* +When the bearer destroys an enemy unit for the first time, until the end of the battle, the bearer has an Objective Control characteristic of 5. + +### Frenzied — 0pts +*So gripped is this warrior by the need to kill and kill again in Khornes name, that they never for even a moment pause in their endless hunt for fresh victims.* +You can re-roll Advance and Charge rolls made for the bearer, and the bearer is eligible to declare a charge in a turn in which it Advanced. + +--- + +# Vessels of Wrath + +*When the power of the Warp waxes and Khorne’s worshippers pour into battle in their multitudes, the bloody butchery reaches heights undreamed of. Upon this carmine altar of war, the Khorne champions compete mercilessly to win his favour and feel his forge-hot touch upon their souls. Every savage stride along the Path to Glory sees them hack down more luckless foes. Blood runs in rivers and hoses walls and barricades with arterial sprays as the champions of Khorne strike off heads and carve open bodies, seeking the worthy kill that will – for but the most fleeting of moments – catch the eye of Khorne. Amidst such wanton carnage, even the lowliest devotee of the Blood God can begin their rise to power, their comrades looking on with naked hunger as aspiration becomes a violent reality.* + +## Abilities + +### Wrath of Khorne +At the start of the battle round, after activating Blessings of Khorne, you can select one or more models from your army from those listed below (including models that are embarked within Transports): +- World Eaters Character (excluding Epic Heroes) +- Eightbound Champion +- Exalted Eightbound Champion +- Khorne Berzerkers Champion +- World Eaters Terminator Champion + +You can select the same type of model multiple times. The maximum number of models you can select depends on the battle size, as follows: + +**INCURSION:****2 MODELS****STRIKE FORCE:****3 MODELS****ONSLAUGHT:****4 MODELS** +Until the end of the battle round, each of those models has the VESSEL OF WRATH keyword (we recommend marking such models with a suitable token). Then, select one Blessing of Khorne that is not currently active for your army. Until the end of the battle round, that Blessing of Khorne is active for VESSEL OF WRATH units from your army in addition to any others that are active for your army. + +## Stratagems + +### ASPIRE TO INFAMY — 1CP +**Type:** Vessels of Wrath – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One Khorne Berzerkers or Jakhals unit from your army that has not been selected to fight this phase and is within 8" of one or more friendly World Eaters Character models. + +**EFFECT:** Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by non-CHARACTER models in your unit by 1. + +### BRAZEN CONTEMPT — 1CP +**Type:** Vessels of Wrath – Battle Tactic Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. + +**TARGET:** One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. + +**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead. + +### GORY DEDICATION — 1CP +**Type:** Vessels of Wrath – Strategic Ploy Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** End of the Fight phase. + +**TARGET:** One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase. + +**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. + +### MEET FORCE WITH FORCE — 1CP +**Type:** Vessels of Wrath – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Shooting phase +**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. + +**TARGET:** One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks. + +**EFFECT:** Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move. + +### OVERSHADOWED BY NONE — 1CP +**Type:** Vessels of Wrath – Battle Tactic Stratagem +**Turn:** Either player’s turn +**Phase:** Fight phase +**Description:** **WHEN:** Fight phase. + +**TARGET:** One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase. + +**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. + +### PUNISH THE CRAVEN — 1CP +**Type:** Vessels of Wrath – Strategic Ploy Stratagem +**Turn:** Opponent’s turn +**Phase:** Movement phase +**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. + +**TARGET:** One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit. + +**EFFECT:** When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests. + +## Enhancements + +### Archslaughterer — 25pts +*This gifted killer channels the fullness of his rage into every weapon swing – doubly so when the Blood God’s gaze is upon him.* +WORLD EATERS model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1. While the bearer is a VESSEL OF WRATH , improve the Damage characteristic of those weapons by 1 as well. + +### Avenger’s Crown — 15pts +*This circlet of black iron is said to grant its wearer a surge of vengeful violence when their doom becomes inescapable.* +WORLD EATERS model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. + +### Gateways to Glory — 10pts +*Like an axe swept through defenceless flesh, some patron daemons of Khorne rip portals in reality for this favoured servant to surge through.* +World Eaters Daemon Prince or World Eaters Mounted model only. Each time the bearer makes a Normal, Advance or Charge move, it can move horizontally through models and terrain features. When doing so, it can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them. + +### Vox-diabolus — 20pts +*Anointed with the vitae of the freshly slain, this champion’s triumphant roars are supernaturally amplified until they echo into the Warp.* +WORLD EATERS model only. Each time the bearer’s unit destroys an enemy unit with a melee attack, roll one D6, adding 1 to the result if the bearer is a VESSEL OF WRATH : on a 4+, you gain 1CP. diff --git a/cogitator/factions/world-eaters/detachments/berzerker-warband.md b/cogitator/factions/world-eaters/detachments/berzerker-warband.md deleted file mode 100644 index 20f2948..0000000 --- a/cogitator/factions/world-eaters/detachments/berzerker-warband.md +++ /dev/null @@ -1,88 +0,0 @@ -# Berzerker Warband - -*Comprised of insane transhuman fanatics, monstrous possessed and other horrific killers, World Eaters warbands confront their foes head-on, relying predominantly upon aggression to turn the tide of battle in their favour; this is not to say that they are devoid of tactical and strategic acumen, however. As screaming hordes of Khorne Berzerkers crash into the enemy, armoured vehicles, Daemon Engines and mortal cultists follow the assault, moving swiftly to outflank and envelop foes or seizing key battlefield positions to repel desperate counterattacks. Whether breaking a siege, defending the site of a twisted ritual or simply seeking to annihilate a chosen enemy, World Eater’s warbands are more than capable of adapting their battle plans to the task at hand, so long as blood is spilt and skulls claimed in the name of the Blood God.* - -## Abilities - -### Relentless Rage -Each time a World Eaters unit from your army makes a Charge move, until the end of the turn, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit. - -## Stratagems - -### APOPLECTIC FRENZY — 1CP -**Type:** Berzerker Warband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Charge phase -**Description:** **WHEN:** Your Movement phase, just after a KHORNE BERZERKERS unit from your army is selected to Advance. - -**TARGET:** That Khorne Berzerkers unit. - -**EFFECT:** Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. - -### BERZERKER’S WRATH — 1CP -**Type:** Berzerker Warband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One Khorne Berzerkers unit from your army that can make a Blood Surge move as a result of those attacks. - -**EFFECT:** Do not roll a D6 to determine how far models in your unit can move when they make their Blood Surge move. Instead, when making their Blood Surge move, these models can move up to 8". - -### BLOOD OFFERING — 1CP -**Type:** Berzerker Warband – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One World Eaters unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### FRENZIED RESILIENCE — 2CP -**Type:** Berzerker Warband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One World Eaters unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### HACK AND SLASH — 1CP -**Type:** Berzerker Warband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One World Eaters unit from your army that has not been selected to fight this phase and that made a charge move this turn. - -**EFFECT:** Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. - -### SKULLS FOR THE SKULL THRONE! — 1CP -**Type:** Berzerker Warband – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a WORLD EATERS unit from your army destroys a CHARACTER or MONSTER model. - -**TARGET:** That World Eaters unit. - -**EFFECT:** Make a Blessings of Khorne roll and use the results to activate one Blessing of Khorne. Until the end of the battle round, that Blessing of Khorne is active in addition to any other Blessings of Khorne that are currently active. - -## Enhancements - -### Battle-lust — 10pts -*This veteran killer cannot resist the urge to kill. His endless thirst for slaughter drives him forward into the thickest of fighting.* -WORLD EATERS model only. You can re-roll Charge rolls made for the bearer’s unit. In addition, while the Unbridled Bloodlust Blessing of Khorne is active for your army, add 1 to Charge rolls made for the bearer’s unit. - -### Berzerker Glaive — 35pts -*The bearer of this daemon-infested weapon is driven to a state of apoplectic frenzy by the touch of its red-hot grip.* -WORLD EATERS model only. Add 1 to the Attacks and Damage characteristics of melee weapons (excluding Extra Attacks weapons) equipped by the bearer. - -### Favoured of Khorne — 15pts -*This warrior has the favour of Khorne; the Blood God’s infernal power pulses through their veins.* -WORLD EATERS model only. Each time you make a Blessings of Khorne roll, if the bearer is on the battlefield, you can re-roll up to two of the D6 rolled. - -### Helm of Brazen Ire — 30pts -*Khorne’s faithful believe this relic was forged in the depths of the Blood God’s own realm. The blades of many champions have broken upon its brass surface.* -WORLD EATERS model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack. diff --git a/cogitator/factions/world-eaters/detachments/boarding-butchers.md b/cogitator/factions/world-eaters/detachments/boarding-butchers.md deleted file mode 100644 index 01bc9c0..0000000 --- a/cogitator/factions/world-eaters/detachments/boarding-butchers.md +++ /dev/null @@ -1,60 +0,0 @@ -# Boarding Butchers - -***Whether attacking an enemy voidship, or counterassaulting foes unwise enough to board a World Eaters vessel, these blood-drenched slaughterers reduce their victims to headless carcasses with shocking speed. Such close confines suit these murderous berzerkers perfectly.*** - -## Abilities - -### Focused Ferocity -Each time a WORLD EATERS unit from your army declares a charge, each target of that charge must take a Battle-shock test. - -## Stratagems - -### COWARDS’ BANE — 1CP -**Type:** Boarding Butchers – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit is selected to Fall Back. - -**TARGET:** One WORLD EATERS unit from your army (excluding JAKHAL units) within Engagement Range of that enemy unit. - -**EFFECT:** Until the end of the phase, each time that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests. - -### SAVAGE RESILIENCE — 1CP -**Type:** Boarding Butchers – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. - -### TERRIFYING SCREAMS — 1CP -**Type:** Boarding Butchers – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a WORLD EATERS unit from your army destroys an enemy unit. - -**TARGET:** That WORLD EATERS unit. - -**EFFECT:** Until the end of your opponent’s next Command phase, subtract 1 from Battle-shock and Leadership tests taken for all enemy units. - -### UNSTOPPABLE RAGE — 1CP -**Type:** Boarding Butchers – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase, just after a WORLD EATERS unit from your army (excluding JAKHAL units) opens a Hatchway. - -**TARGET:** That WORLD EATERS unit. - -**EFFECT:** For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Movement phase, that enemy unit is stunned. While a unit is stunned, each time a model in it makes an attack, subtract 1 from the Hit roll. - -## Enhancements - -### Battle Lust — 0pts -*Foes attempting to gun this warrior down only stoke his berserk rage still higher.* -Each time an enemy unit is selected to shoot, after that unit has shot, if the bearer was the target of one or more of those attacks, it can make a Battle Lust move. To do so, roll one D6: the bearer can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, the bearer can be moved within Engagement Range of that enemy unit, but only that enemy unit. - -### Chosen of Khorne — 0pts -*Many are the skulls this warrior has taken and offered up in the Blood God’s name, which has its rewards.* -Once the bearer has destroyed one or more enemy units, until the end of the battle, each time you make a Blessings of Khorne roll, if the bearer is on the battlefield, you can re-roll all of the dice (if you do, you must re-roll every dice). diff --git a/cogitator/factions/world-eaters/detachments/cult-of-blood.md b/cogitator/factions/world-eaters/detachments/cult-of-blood.md deleted file mode 100644 index d68c38c..0000000 --- a/cogitator/factions/world-eaters/detachments/cult-of-blood.md +++ /dev/null @@ -1,104 +0,0 @@ -# Cult of Blood - -*Such is the murderous reputation of the World Eaters that countless followers of Khorne are drawn into their orbit. These cultists, augmented by agonising surgeries and possessed by an insatiable desire to kill, howl praise to Khorne as they advance in huge numbers. They are most frenzied and zealous when following to battle the largest and most imposing of the World Eaters’ hellforged war machines. In the presence of titanic gore-encrusted engines of destruction, mortal cultists revel in glorious slaughter, hurling themselves against gun lines and into the meat grinder of melee combat with reckless and ecstatic abandon. Beneath the crushing weight of such numbers and faced with the terrifying presence of the World Eaters’ titanic engines of destruction, the enemy quail and flee or are swept aside in a tempest of horrific bloodshed.* - -## Abilities - -### Idols of Khorne -At the start of your Command phase, you can select one of the Idols of Khorne abilities listed below. Until the start of your next Command phase, that ability is active and its effects apply to all World Eaters Titanic and World Eaters Monster units from your army. You can only select each Idols of Khorne ability once per battle. - -Idol of Infinite Rage (Aura) -While a friendly Jakhals or Goremongers unit is within 6" of this model (or within 9" if this model is TITANIC), each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll. - -Idol of Burning Wrath (Aura) -While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), add 1" to the Move characteristic of models in that unit and add 1 to Advance and Charge rolls made for that unit. - -Idol of Blessed Blood (Aura) -While a friendly JAKHALS or GOREMONGERS unit is within 6" of this model (or within 9" if this model is TITANIC), models in that unit have a 4+ invulnerable save. - -KEYWORDS -JAKHALS and GOREMONGERS units from your army have the BATTLELINE keyword. - -## Stratagems - -### BLOODTHIRSTY HORDE — 1CP -**Type:** Cult of Blood – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Jakhals or Goremongers unit from your army that has not been selected to fight this phase and is within Engagement Range of one or more enemy units. - -**EFFECT:** Until the end of the phase, each time your unit is selected to fight, when determining which models in it are eligible to fight, any models in your unit that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit. - -### BLOODY VENGEANCE — 1CP -**Type:** Cult of Blood – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One World Eaters Monster or World Eaters Titanic unit from your army that was just destroyed by an enemy unit. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Until the end of the battle, each time a model in a Jakhals or Goremongers unit from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll. - -### BRAZEN IDOL — 2CP -**Type:** Cult of Blood – Epic Deed Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One World Eaters Monster or World Eaters Titanic unit from your army. - -**EFFECT:** Select the Idol of Infinite Rage, Idol of Burning Wrath or Idol of Blessed Blood. Until the start of your next Command phase, that Idols of Khorne ability is active for your unit instead of any other Idols of Khorne ability that is active for your army, even if you have already selected that ability this battle. - -**RESTRICTIONS:** You can only use this Stratagem once per battle. - -### DRAWN TO THE SLAUGHTER — 2CP -**Type:** Cult of Blood – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase. - -**TARGET:** One Jakhals unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. - -**EFFECT:** Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. - -**RESTRICTIONS:** This Stratagem cannot be used to return destroyed Character units to Attached units. You can only use this Stratagem once per battle. - -### FAIL NOT THE BLOOD GOD — 1CP -**Type:** Cult of Blood – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Jakhals or Goremongers unit from your army. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If that model’s unit is within 6" of one or more friendly World Eaters Monster units, or within 9" of one or more friendly World Eaters Titanic units, you can re-roll the Hit roll instead. - -### IN THE SHADOW OF BRASS IDOLS — 1CP -**Type:** Cult of Blood – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Jakhals or Goremongers unit from your army that was selected as the target as one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within 6" of one or more friendly World Eaters Monster units, or within 9" of one or more friendly World Eaters Titanic units, your unit has the Feel No Pain 5+ ability instead. - -## Enhancements - -### Brazen Form — 25pts -*Whether possessed, colossal daemons or heliforged constructs, Khorne’s diabolic followers have monstrous resilience.* -World Eaters Monster model only. Add 1 to the bearer’s Toughness characteristic and the bearer has the Feel No Pain 5+ ability. - -### Butcher Lord — 10pts -*Some World Eaters lead packs of cultists into battle, inspiring the masses with their inhuman savagery.* -World Eaters Infantry model only. During the Declare Battle Formations step, the bearer can be attached to a Jakhals or Goremongers unit. If attached to a GOREMONGERS unit, the bearer has the Infiltrators ability. - -### Chosen of the Blood God — 15pts -*This immortal being has earned the favour of the Blood God, and its monstrous form is redolent with Khorne’s unholy power.* -World Eaters Monster model only. Add 3" to the range of the bearers Aura abilities. - -### Strategic Slaughter — 20pts -*Despite the frenzied battle-lust that consumes his soul, this warrior still retains a sliver of the tactical insight instilled in him by his training.* -World Eaters model only. After both players have deployed their armies, select up to three Jakhals and/or Goremongers units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. diff --git a/cogitator/factions/world-eaters/detachments/goretrack-onslaught.md b/cogitator/factions/world-eaters/detachments/goretrack-onslaught.md deleted file mode 100644 index 31fd0e1..0000000 --- a/cogitator/factions/world-eaters/detachments/goretrack-onslaught.md +++ /dev/null @@ -1,92 +0,0 @@ -# Goretrack Onslaught - -*Many World Eaters warbands use armoured vehicles to press home their brutal assaults. Land Raiders and Rhino transports grind relentlessly forward, their engines growling like hungry beasts as they crash into enemy infantry, guns blazing wildly as spiked prows gore bodies and armoured tracks mangle unfortunate prey. Having ploughed deep into the enemy formation, assault ramps and doors drop to release waves of Khorne Berzerkers, hulking Eightbound and veteran warriors clad in gore-encrusted Terminator armour. Stunned enemies reel as the assault gathers pace, chainaxes and bolt pistols reaping a terrible tally. The advance is unrelenting and without pity, smashing through obstacles and defences with frightening ease. When the foe lies broken and scattered, the surviving World Eaters mount up again and rumble towards their next target, leaving only carrion in their wake.* - -## Abilities - -### Rush to the Fray -Each time a World Eaters unit from your army disembarks from a Transport, until the end of the turn, add 1 to Charge rolls made for that unit and that unit’s melee weapons have the [lance] ability. - -## Stratagems - -### AGGRESSIVE DISEMBARKATION — 1CP -**Type:** Goretrack Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One World Eaters Rhino model from your army that has not been selected to move this phase. - -**EFFECT:** One WORLD EATERS unit embarked within your RHINO can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your RHINO and can be set up within Engagement Range of one or more enemy units. - -### ENDLESS PURSUIT OF VIOLENCE — 1CP -**Type:** Goretrack Onslaught – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One World Eaters Infantry unit from your army and one friendly Transport that it is able to embark within. - -**EFFECT:** If your WORLD EATERS INFANTRY unit is wholly within 6" of that TRANSPORT, it can embark within it. - -### FULL-THROTTLE ASSAULT — 1CP -**Type:** Goretrack Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One World Eaters Rhino model from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time a WORLD EATERS unit disembarks from that model after it has made a Normal move, that unit is still eligible to declare a charge this turn. - -### FURY UNLEASHED — 1CP -**Type:** Goretrack Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One World Eaters Rhino model from your army that has one or more wounds remaining and was hit by one or more of the attacking unit’s attacks. - -**EFFECT:** One Khorne Berzerkers unit embarked within your model can disembark and make a Blood Surge move. - -**RESTRICTIONS:** A unit cannot be targeted by this Stratagem and the Unrelenting Advance Stratagem in the same phase. - -### SMASH THROUGH — 1CP -**Type:** Goretrack Onslaught – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One World Eaters Vehicle model from your army that has not been selected to move this phase. - -**EFFECT:** Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through terrain features. - -### UNRELENTING ADVANCE — 1CP -**Type:** Goretrack Onslaught – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One World Eaters Vehicle model from your army that was hit by one or more of the attacking unit’s attacks. - -**EFFECT:** Your model can make a Normal move of up to 6". - -**RESTRICTIONS:** A unit cannot be targeted by this Stratagem and the Fury Unleashed Stratagem in the same phase. - -## Enhancements - -### Aggressive Deployment — 20pts -*This warrior fights in the vanguard, urging his vehicles forward to unload troops as swiftly as possible.* -World Eaters model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a Dedicated Transport, that DEDICATED TRANSPORT has the Scouts 9" ability. - -### Infernal Infusion — 25pts -*Provided to veteran World Eaters by the Berzerker-surgeons, these combat stimulants grant the user shocking speed.* -World Eaters model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer’s unit has the Fights First ability. - -### Murderous Onslaught — 5pts -*An expert in mechanised warfare, the assaults this warrior leads are so swift and violent that few foes can react before the hammer falls.* -World Eaters model only. If the bearer’s unit disembarked from a Transport this turn, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. - -### Unleash Hell — 10pts -*A veteran tank commander, this warrior orders nearby armoured vehicles to lay down a withering field of fire, providing cover for disembarking troops.* -World Eaters model only. At the start of your Shooting phase, you can select one Vehicle model within 6" of the bearer or, if the bearer is embarked within a Transport, you can select that TRANSPORT model. Until the end of the phase, after the selected model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll. diff --git a/cogitator/factions/world-eaters/detachments/khorne-daemonkin.md b/cogitator/factions/world-eaters/detachments/khorne-daemonkin.md deleted file mode 100644 index 3021daf..0000000 --- a/cogitator/factions/world-eaters/detachments/khorne-daemonkin.md +++ /dev/null @@ -1,109 +0,0 @@ -# Khorne Daemonkin - -*When blood is spilt in floods, and the skulls of the World Eaters’ foes are piled high, the barrier between reality and the Warp collapses. From the roiling depths of the Immaterium, Khorne’s infernal legions thunder forth. Horned monstrosities adorned with burnished brass and grisly trophies, these empyric entities know only warfare and carnage. To many World Eaters, there is no greater honour than to fight at the side of such beings. When the blood legions go to battle, they do so in teeming ranks, Bloodletters surging from rent and rift with warp-metal blades and gore-encrusted banners held aloft. The most blessed of World Eaters champions thunder into the fray astride their Juggernaut mounts, daemonic cavalry forming wedges in their wake. Khorne Berzerkers rush into battle alongside packs of Flesh Hounds or in the shadow of colossal Bloodthirsters. As the blood flows, the daemons grow stronger, the force of their onslaught gathering pace and leaving behind them a charnel pit of butchered corpses.* - -## Abilities - -### Blood Tithe -Each time a Blood Legions or World Eaters unit from your army destroys an enemy unit, roll one D6: on a 3+, you gain 1 Blood Tithe point (BTP). At the start of the Command phase, you can spend one or more of your BTP to activate one of the following abilities until the end of the battle: -- **Enraged Abjuration [2BTP]** -BLOOD LEGIONS and WORLD EATERS models from your army have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds. -- **Daemonic Rage [3BTP]** -Melee weapons equipped by BLOOD LEGIONS units from your army have the [lance] ability. -- **Boon of Blood [4BTP]** -BLOOD LEGIONS units from your army have a 4+ invulnerable save. -- **Might of Khorne [5BTP]** -BLOOD LEGIONS units from your army gain the Blessings of Khorne ability. - -RESTRICTIONS -You can include the Blood Legions units in your army. The combined points cost of such units you can include in your army is: - -**Incursion:** Up to 500 pts -**Strike Force:** Up to 1000 pts -**Onslaught:** Up to 1500 pts - -No BLOOD LEGIONS model from your army can be your WARLORD. - -## Stratagems - -### A WORTHY SKULL — 1CP -**Type:** Khorne Daemonkin – Epic Deed Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a Blood Legions or World Eaters unit from your army has fought, and one or more enemy CHARACTER or MONSTER models were destroyed as a result of those attacks. - -**TARGET:** That BLOOD LEGIONS or WORLD EATERS unit. - -**EFFECT:** You gain D3BTP and you can then spend one or more BTP you have to activate one of the Blood Tithe abilities. - -### BLESSING OF BURNING BLOOD — 1CP -**Type:** Khorne Daemonkin – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One Blood Legions unit from your army that is within 6" of a friendly World Eaters unit that was selected as the target as one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, models in your WORLD EATERS unit have a 5+ invulnerable save. If the Boon of Blood ability is active for your army, then until the end of the phase, models in your WORLD EATERS unit have a 4+ invulnerable save. - -### DAEMONIC FURY — 1CP -**Type:** Khorne Daemonkin – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Start of your Fight phase. - -**TARGET:** One Blood Legions unit from your army. - -**EFFECT:** Select one friendly World Eaters unit within 6" of your unit. Until the end of the turn, melee weapons equipped by models in your WORLD EATERS unit have the [LANCE] ability. If the Daemonic Rage ability is active for your army, then until the end of the phase those melee weapons also have the [TWIN-LINKED] ability. - -### DAEMONTIDE — 1CP -**Type:** Khorne Daemonkin – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Command phase -**Description:** **WHEN:** Your Command phase. - -**TARGET:** One World Eaters unit from your army. - -**EFFECT:** Select one friendly Blood Legions unit within 6" of your unit. One destroyed Mounted model, up to D3 destroyed Beast models, or up to D6 destroyed Infantry models are returned to that BLOOD LEGIONS unit with their full wounds remaining. - -**RESTRICTIONS:** This Stratagem cannot be used to return destroyed Character models to Attached units. - -### MURDER-CALL — 1CP -**Type:** Khorne Daemonkin – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of your opponent’s Fight phase. - -**TARGET:** One Blood Legions unit from your army that is on the battlefield and not within Engagement Range of one or more enemy units. - -**EFFECT:** Remove your unit from the battlefield and place it into Strategic Reserves. - -### SUMMONED BY SLAUGHTER — 1CP -**Type:** Khorne Daemonkin – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Any phase -**Description:** **WHEN:** Any phase, when the last model in a unit is destroyed, before removing it from play. (If that unit is a Transport, any units embarked within that TRANSPORT model must disembark first.) - -**TARGET:** One Bloodletters unit from your army that is in Reserves. - -**EFFECT:** Set your unit up anywhere on the battlefield wholly within 9" of that destroyed model and more than 6" horizontally away from all enemy units, then remove the destroyed model from play. - -**RESTRICTIONS:** You cannot use this Stratagem more than once per battle round. - -## Enhancements - -### Blade of Endless Bloodshed — 30pts -*This possessed weapon is ever stained with gore and eternally thirsts to taste the blood of fresh victims, empowering the bearer with its endless hunger.* -World Eaters model only. Add 1 to the Attacks, Strength and Damage characteristics of the bearers melee weapons. Each time the bearer’s unit destroys an enemy unit with a melee attack, do not roll to gain a Blood Tithe point, you automatically gain 1 Blood Tithe point instead. - -### Blood-forged Armour — 20pts -*Made in the depths of the Immaterium, this crimson plate possesses unholy resilience.* -Blood Legions or World Eaters model only. The bearer has a Save characteristic of 2+. If the bearer is destroyed, you gain 1 Blood Tithe point. - -### Disciple of Khorne — 15pts -*This puissant master of carnage has earned the right to lead Khornes immortal legions to war.* -Lord on Juggernaut model only. During the Declare Battle Formations step, the bearer can be attached to a Bloodcrushers or Flesh Hounds unit. While leading one of these units, the bearer has the Deep Strike ability, and it has the BLOOD LEGIONS Faction keyword instead of the WORLD EATERS Faction keyword. - -### Icon of War — 25pts -*This warrior bears a brass icon redolent with empyric energies. Daemonic entities who gaze upon its macabre magnificence are lent fresh vitality.* -World Eaters model only. While a friendly Blood Legions unit is within 6" of the bearer, that unit has the Blessings of Khorne ability. If the Might of Khorne ability is active for your army, then while a friendly BLOOD LEGIONS unit is within 6" of the bearer, you can re-roll Battle-shock tests taken for that unit. diff --git a/cogitator/factions/world-eaters/detachments/possessed-slaughterband.md b/cogitator/factions/world-eaters/detachments/possessed-slaughterband.md deleted file mode 100644 index 07a2f2c..0000000 --- a/cogitator/factions/world-eaters/detachments/possessed-slaughterband.md +++ /dev/null @@ -1,92 +0,0 @@ -# Possessed Slaughterband - -*Many are the World Eaters warbands who count possessed among their ranks. These warriors, including the Eightbound, are terrifying instruments of destruction and wanton slaughter. Whether advancing on foot through hails of incoming fire or traversing the Warp to emerge amid the enemy lines, the enthralled warriors are deployed as living weapons of destruction to break through the most heavily defended positions, to shatter armour formations or to slaughter the foe’s elite units before they can be brought to bear. To this end, the possessed rely upon daemonic resilience and strength, their altered forms turning aside incoming fire and their monstrous might enabling them to sweep aside any enemies unfortunate enough to stand in their path.* - -## Abilities - -### Brazen Fury -World Eaters Possessed units from your army have the following ability: - -**Brazen Fury:** In your opponent’s Shooting phase, each time an enemy unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brazen Fury move. To do so, roll one D6: models in this unit move a number of inches up to this result, but this unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. This unit cannot make a Brazen Fury move while it is Battle-shocked or within Engagement Range of one or more enemy units, and can only make one Brazen Fury move per phase. - -## Stratagems - -### DAEMONIC RESISTANCE — 2CP -**Type:** Possessed Slaughterband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Shooting or Fight phase -**Description:** **WHEN:** Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. - -### DAEMONIC STRENGTH — 1CP -**Type:** Possessed Slaughterband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One World Eaters Possessed unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time an attack made by a model in your unit is allocated to an enemy model, if your unit has the Eightbound keyword and that enemy model is not a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack. If your unit has the Exalted Eightbound keyword and that enemy model is a MONSTER or VEHICLE, add 1 to the Damage characteristic of that attack instead. - -### HORRIFYING VIOLENCE — 1CP -**Type:** Possessed Slaughterband – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Command phase -**Description:** **WHEN:** Your opponent’s Command phase. - -**TARGET:** One World Eaters Possessed unit from your army. - -**EFFECT:** Each enemy unit within Engagement Range of your unit must take a Battle-shock test, subtracting 1 from that test. - -### IMMORTAL FURY — 2CP -**Type:** Possessed Slaughterband – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after an enemy unit has selected its targets. - -**TARGET:** One World Eaters Possessed unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. - -### RAPID MANIFESTATION — 1CP -**Type:** Possessed Slaughterband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement phase -**Description:** **WHEN:** Your Movement phase. - -**TARGET:** One Exalted Eightbound unit from your army that is arriving using the Deep Strike ability this phase. - -**EFFECT:** Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. - -**RESTRICTIONS:** A unit targeted with this Stratagem is not eligible to declare a charge in the same turn. - -### WARP STALKERS — 1CP -**Type:** Possessed Slaughterband – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement phase or your Charge phase. - -**TARGET:** One World Eaters Possessed unit from your army that has not been selected to move or declare a charge this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed. - -## Enhancements - -### Frenzied Focus — 20pts -*This daemon channels its blazing fury with violent precision, its blows as accurate as they are devastating.* -World Eaters Daemon model only. Each time a model in the bearer’s unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6. - -### Killing Clarity — 15pts -*The ecstatic release of extreme violence provides momentary clarity to even the most frenzied of minds.* -World Eaters Daemon model only. Each time the bearer’s unit destroys an enemy unit, roll one D6: on a 4+, you gain 1CP. - -### Malicious Vigour — 30pts -*Twin hearts pump molten rage through bulging veins and arteries, daemonic possessor lending its mutated host unnatural speed and endurance.* -Slaughterbound model only. Each time the bearer’s unit makes a Brazen Fury move, it is treated as having rolled a 6 for the distance the unit can be moved. - -### Violent Demise — 10pts -*Upon this daemon’s death, pent-up rage and empyric energies are released in a howling maelstrom of killing force from which there is no escape.* -World Eaters Daemon model only. The bearer’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 2+ instead of on a 6. In addition, the bearer has the Deadly Demise D3+1 ability, instead of the Deadly Demise D3 ability. diff --git a/cogitator/factions/world-eaters/detachments/skullsworn.md b/cogitator/factions/world-eaters/detachments/skullsworn.md deleted file mode 100644 index 90fd061..0000000 --- a/cogitator/factions/world-eaters/detachments/skullsworn.md +++ /dev/null @@ -1,62 +0,0 @@ -# Skullsworn - -***The elite of the World Eaters burn with the unholy blessings of Khorne. However, such might is not given freely. Storming headlong into the close-quarters carnage of a boarding action is the ideal way in which such empowered warriors can claim the tithe of skulls they owe their Dark God.*** - -## Abilities - -### Reap the Tally -Each time a WORLD EATERS model from your army (excluding Khârn the Betrayer) is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 5+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -## Stratagems - -### BLOOD RITE — 1CP -**Type:** Skullsworn – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase, just after a WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army destroys an enemy unit. - -**TARGET:** That unit. - -**EFFECT:** Select one objective marker that your unit or the destroyed unit was within range of at the start of the phase. That objective marker is Secured by your army. - -### FURIOUS MOMENTUM — 1CP -**Type:** Skullsworn – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One WORLD EATERS unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". - -### RUINOUS RAMPAGE — 1CP -**Type:** Skullsworn – Strategic Ploy Stratagem -**Turn:** Your turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement or Charge phase. - -**TARGET:** One WORLD EATERS TERMINATOR, EIGHTBOUND or EXALTED EIGHTBOUND unit from your army that has not been selected to move this phase and has not declared a charge this phase. - -**EFFECT:** Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit. - -**RESTRICTIONS:** You can only use this Stratagem once per turn. - -### SHOCKING ONSLAUGHT — 1CP -**Type:** Skullsworn – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement or Charge phase -**Description:** **WHEN:** Your Movement or Charge phase, just after an enemy unit is selected to fire Overwatch. - -**TARGET:** One WORLD EATERS unit from your army. - -**EFFECT:** Until the end of the phase, each time an enemy unit is selected to fire Overwatch, it must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit cannot fire Overwatch at your unit this phase. - -## Enhancements - -### Carmine Corona — 0pts -*As this murderous champion butchers his foes, so a blazing crown of rage, hate and agony blazes to life about his brows. None can look upon this ghastly spectacle without their eyes bleeding and a bleak despair gripping their hearts.* -When the bearer destroys an enemy unit for the first time, until the end of the battle, the bearer has an Objective Control characteristic of 5. - -### Frenzied — 0pts -*So gripped is this warrior by the need to kill and kill again in Khornes name, that they never for even a moment pause in their endless hunt for fresh victims.* -You can re-roll Advance and Charge rolls made for the bearer, and the bearer is eligible to declare a charge in a turn in which it Advanced. diff --git a/cogitator/factions/world-eaters/detachments/vessels-of-wrath.md b/cogitator/factions/world-eaters/detachments/vessels-of-wrath.md deleted file mode 100644 index 7c2a069..0000000 --- a/cogitator/factions/world-eaters/detachments/vessels-of-wrath.md +++ /dev/null @@ -1,98 +0,0 @@ -# Vessels of Wrath - -*When the power of the Warp waxes and Khorne’s worshippers pour into battle in their multitudes, the bloody butchery reaches heights undreamed of. Upon this carmine altar of war, the Khorne champions compete mercilessly to win his favour and feel his forge-hot touch upon their souls. Every savage stride along the Path to Glory sees them hack down more luckless foes. Blood runs in rivers and hoses walls and barricades with arterial sprays as the champions of Khorne strike off heads and carve open bodies, seeking the worthy kill that will – for but the most fleeting of moments – catch the eye of Khorne. Amidst such wanton carnage, even the lowliest devotee of the Blood God can begin their rise to power, their comrades looking on with naked hunger as aspiration becomes a violent reality.* - -## Abilities - -### Wrath of Khorne -At the start of the battle round, after activating Blessings of Khorne, you can select one or more models from your army from those listed below (including models that are embarked within Transports): -- World Eaters Character (excluding Epic Heroes) -- Eightbound Champion -- Exalted Eightbound Champion -- Khorne Berzerkers Champion -- World Eaters Terminator Champion - -You can select the same type of model multiple times. The maximum number of models you can select depends on the battle size, as follows: - -**INCURSION:****2 MODELS****STRIKE FORCE:****3 MODELS****ONSLAUGHT:****4 MODELS** -Until the end of the battle round, each of those models has the VESSEL OF WRATH keyword (we recommend marking such models with a suitable token). Then, select one Blessing of Khorne that is not currently active for your army. Until the end of the battle round, that Blessing of Khorne is active for VESSEL OF WRATH units from your army in addition to any others that are active for your army. - -## Stratagems - -### ASPIRE TO INFAMY — 1CP -**Type:** Vessels of Wrath – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One Khorne Berzerkers or Jakhals unit from your army that has not been selected to fight this phase and is within 8" of one or more friendly World Eaters Character models. - -**EFFECT:** Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by non-CHARACTER models in your unit by 1. - -### BRAZEN CONTEMPT — 1CP -**Type:** Vessels of Wrath – Battle Tactic Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has selected its targets. - -**TARGET:** One WORLD EATERS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. - -**EFFECT:** Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll, or, if it is a VESSEL OF WRATH unit, subtract 1 from the Wound roll instead. - -### GORY DEDICATION — 1CP -**Type:** Vessels of Wrath – Strategic Ploy Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** End of the Fight phase. - -**TARGET:** One WORLD EATERS unit from your army that destroyed one or more enemy models with a melee attack this phase. - -**EFFECT:** Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. - -### MEET FORCE WITH FORCE — 1CP -**Type:** Vessels of Wrath – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Shooting phase -**Description:** **WHEN:** Your opponent’s Shooting phase, just after an enemy unit has shot. - -**TARGET:** One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that lost one or more wounds as a result of those attacks. - -**EFFECT:** Your unit can make a Blood Surge move. To do so, roll one D6: models in your unit move a number of inches up to the result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is a Khorne Berzerkers or VESSEL OF WRATH unit, you can re-roll the D6 to determine how far your unit can move. - -### OVERSHADOWED BY NONE — 1CP -**Type:** Vessels of Wrath – Battle Tactic Stratagem -**Turn:** Either player’s turn -**Phase:** Fight phase -**Description:** **WHEN:** Fight phase. - -**TARGET:** One World Eaters Infantry, World Eaters Mounted or World Eaters Daemon Prince unit from your army that has not been selected to fight this phase. - -**EFFECT:** Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll. - -### PUNISH THE CRAVEN — 1CP -**Type:** Vessels of Wrath – Strategic Ploy Stratagem -**Turn:** Opponent’s turn -**Phase:** Movement phase -**Description:** **WHEN:** Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. - -**TARGET:** One World Eaters Infantry or World Eaters Daemon Prince unit from your army within Engagement Range of that enemy unit. - -**EFFECT:** When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if your unit is a VESSEL OF WRATH unit, subtract 1 from each of those tests. - -## Enhancements - -### Archslaughterer — 25pts -*This gifted killer channels the fullness of his rage into every weapon swing – doubly so when the Blood God’s gaze is upon him.* -WORLD EATERS model only. Improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1. While the bearer is a VESSEL OF WRATH , improve the Damage characteristic of those weapons by 1 as well. - -### Avenger’s Crown — 15pts -*This circlet of black iron is said to grant its wearer a surge of vengeful violence when their doom becomes inescapable.* -WORLD EATERS model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. - -### Gateways to Glory — 10pts -*Like an axe swept through defenceless flesh, some patron daemons of Khorne rip portals in reality for this favoured servant to surge through.* -World Eaters Daemon Prince or World Eaters Mounted model only. Each time the bearer makes a Normal, Advance or Charge move, it can move horizontally through models and terrain features. When doing so, it can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them. - -### Vox-diabolus — 20pts -*Anointed with the vitae of the freshly slain, this champion’s triumphant roars are supernaturally amplified until they echo into the Warp.* -WORLD EATERS model only. Each time the bearer’s unit destroys an enemy unit with a melee attack, roll one D6, adding 1 to the result if the bearer is a VESSEL OF WRATH : on a 4+, you gain 1CP.